TEXT:  
   
   
   
   
   
   
  
   
  TABLE of CONTENTS  
   
   
   
   
   
   
   
   
   
  INTRODUCTION  
   
   
   
  1 
   
   
  Siege Weapons  
  45 
  Being a Good Dungeon Master     
  1 
   
   
  Other Siege Devices 
  46 
   
   
   
  Exceptional Items 
  46 
  CHARACTER CREATION                            
  1 
   
   
  Exceptional Armor 
  46 
  Generating Ability Scores  
   
   
  1 
   
   
  Exceptional Equipment 
  46 
  Giving Players What They Want 
   
                      
  2 
   
   
  Exceptional Weapons 
  46 
  Players with Multiple Characters 
   
   
  2 
   
   
  Special Materials  
  47 
   
   
   
  Equipment List Considerations 
  47 
  PLAYER CHARACTER RACES 
   
   
   
  3 
   
   
  Altering Prices 
   
   
   
  47 
  Incorporating New Player Races  
   
  3 
   
   
  Equipment by Time Period 
  47 
  New Player Races & Subraces 
   
                     
  5 
   
   
  Adjusting Equipment Lists 
  48 
   
  Dwarves (Duergar) 
   
   
   
  6 
   
   
  Quality of Equipment  
  48 
   
  Dwarves (Mountain)  
   
  6 
   
   
   
   
  Elves (Drow)  
   
   
  7 
   
  SAVING THROWS  
  48 
   
  Elves (Grey)  
   
   
  7 
   
  Rolling Saving Throws  
  48 
   
  Elves (Wild)  
   
   
  8 
   
  Modifying Saving Throws 
  48 
   
  Elves (Wood) 
   
   
  8 
   
  Saving Throw Priority 
  48 
   
  Gnomes (Deep)  
   
  9 
   
  Voluntarily Failing Saving Throws 
  49 
   
  Half-Elves 
   
   
   
  9 
   
   
   
   
   
  Halflings (Stouts) 
  10 
   
  TIME 
  50 
   
  Halflings (Tallfellows)  
  10 
   
  Detailed Timekeeping 
   
   
   
  50 
   
  Half-Ogres 
  10 
   
  Preparing a Calendar 
  50 
                     Racial Preferences, Revised & Expanded 
   
  11 
   
  Time as a Game-Balancer 
  50 
   
   
   
   
   
  EXPANDED DEMIHUMAN DESCRIPTIONS 
   
  12 
   
  DISTANCE & MOVEMENT 
  51 
  The Dwarven Point of View 
  12 
   
  Character Movement 
  51 
  The Elven Point of View 
  13 
   
   
  Walking & Running 
  51 
  The Gnomish Point of View 
  14 
   
   
  Evasion & Pursuit 
  51 
  The Half-Elven Point of View 
   
  16 
   
  Hampered Movement 
  51 
  The Halfling Point of View  
  16 
   
  Aerial Movement 
  51 
  The Half-Orcish Point of View  
  18 
   
  Mounted, Vehicle & Waterbourne Movement 
  54 
   
   
   
  Swimming & Sinking  
   
   
  55 
  CHARACTER CLASSES  
      
   
   
  20 
   
  Drowning or Suffocation 
  55 
  Class, Level and the Common Man 
   
  20 
   
  Underwater Combat 
  55 
  Adventurers and Society  
   
  20 
   
   
   
  Character Classes in Your Campaign  
  20 
   
  LIGHT & VISION 
  56 
  Beginning Character Levels 
   
   
  20 
   
  Light Sources 
  56 
  Mixing New and Old Characters  
  20 
   
  Darkness 
  56 
  High-Level Characters 
   
   
  20 
   
  Invisibility 
  57 
  Retirement  
   
   
  21 
   
   
   
  New Character Classes  
   
  22 
   
  ENCOUNTERS 
  57 
   
  The Cloistered Cleric (CLERIC) 
  23 
   
  Planned Encounters 
  58 
   
  The Anti-Paladin (FIGHTER) 
   
  24 
   
  Random Encounters 
  59 
   
  The Duelist (FIGHTER)  
  25 
   
  Creating Encounter Tables 
  60 
   
  The Warden (FIGHTER) 
  26 
   
   
  Dungeon Encounter Tables 
  61 
   
  The Hedge Wizard (MAGIC-USER) 
  28 
   
   
  Outdoor Encounter Tables 
  61 
   
  The Necromancer (MAGIC-USER) 
  30 
   
   
  Urban Encounter Tables 
  62 
   
  The Scout (THIEF)  
  32 
   
   
  Special Encounter Tables 
  62 
   
   
   
   
  Spicing Up Encounter Tables  
  62 
  ALIGNMENT 
  34 
   
  Running Encounters 
  63 
  Player Character Alignment 
  34 
   
                     Frequency of Encounters 
   
  63 
  NPC Alignment 
  34 
   
                     Encounter Size 
  63 
  Alignment of Magical Items 
   
  34 
   
   
  Encounter Distance  
   
   
  64 
  Magical Alignment Change 
  34 
   
   
  Hiding, Encounter Distance & Surprise 
  64 
  Faith & Alignment 
  34 
   
   
  Avoiding Encounters 
  64 
  Societal Alignment 
  34 
   
          Fixing Encounter 
  64 
  Alignment as a Worldview 
  35 
   
          Encounter Reactions  
   
   
  64 
  Changing Alignment  
  36 
   
   
   
   
   
   
  NON-PLAYER CHARACTERS 
  65 
  RELIGION 
   
  37 
   
  The NPC Class 
  65 
  Clerical Domains  
  37 
   
  Non-Player Character Generation 
  66 
   
   
   
  Roleplaying NPCs 
  67 
  CHARACTER BACKGROUND 
   
  40 
   
                    Human & Demihuman NPCs 
  67 
  Height & Weight  
  40 
   
                    Hirelings, Henchmen & Followers 
  67 
  Character Age  
   
  40 
   
                    Monsters  
  67 
  Social Rank & Circumstances of Birth 
  40 
   
  Types of NPCs 
  68 
  Background Details  
   
   
   
  40 
   
   
  Quick NPCs 
  68 
   
   
   
   
  Walk-On NPCs 
  68 
  SKILLS, EXPANDED 
  42 
   
   
  Significant NPCs 
  68 
  Expanded Skill Descriptions 
  42 
   
  Personality  
   
  68 
   
   
   
   
  Creating an NPC Personality 
  68 
  EQUIPMENT, WEALTH & EXPENSES 
  44 
   
   
  Traits 
  69 
  Expenses & Lifestyle 
  44 
   
   
  Other NPC Characteristics 
   
   
  69 
  Draining the Coffers  
  44 
   
  Hirelings  
   
  71 
  Expanded Equipment Lists 
  45 
   
  Henchmen  
  78 
   
  New Armor 
  45 
   
  Followers 
   
   
   
   
   
  80 
   
  New Melee Weapons 
  45 
   
   
   
   
  New Ranged Weapons 
  45 
   
   
   
  
  MORALE 
  84 
   
  BASES of OPERATION 
  109 
  Morale Rating 
  84 
   
  Establishing a Guild  
  109 
   
  Morale Rating Modifiers 
  84 
   
  Establishing a Stronghold 
  109 
   
   
   
  Establishing Schools & Monasteries 
  110 
  COMBAT 
   
   
   
   
  85 
   
  Stronghold Construction  
   
   
  110 
  Definitions 
   
  85 
   
   
  Type of Castles  
   
   
  110 
  The Combat Sequence 
  86 
   
  Construction 
   
   
  112 
  Combat Actions 
  86 
   
   
  Acquiring Land 
  112 
   
  Major Actions 
  86 
   
   
  The Construction Site 
  113 
   
  Minor Actions 
   
  86 
   
   
  Laborer Quality 
  114 
   
  Movement in Combat 
  86 
   
   
  Determining the Final Production Modifier 
  115                  
  The Attack Roll 
  87 
   
  Castle Design 
   
  115 
  Advance Combat Rules 
  88 
   
  Work Force  
  118 
  Armor Class 
  88 
   
  Work Seasons 
   
   
   
   
  119 
  Special Attacks 
  89 
   
   
   
   
  Ability Damage & Ability Drain 
  89 
   
  DOMINIONS  
   
   
  120 
   
  Breath Weapons 
  89 
   
  Basic Information 
  120 
   
  Disease 
  89 
   
  Dominion Administration 
  120 
   
  Energy or Level Drain 
  90 
   
   
  Dominion Income 
  120 
   
  Gaze Attacks 
  90 
   
   
  Dominion Income and XP 
  121 
   
  Non-Lethal Attacks 
  90 
   
   
  Record Keeping 
  121 
   
  Paralysis 
  90 
   
   
  Dominion Expenses 
  121 
   
  Poison 
  91 
   
  Dominion Confidence Level 
  122 
   
  Spells 
  91 
   
   
  Changing the Confidence Level 
  123 
   
  Spell-Like Abilities 
  91 
   
   
  Changing Rulers 
  123 
  Special Defenses 
  91 
   
   
  Dominion Events 
  123 
   
  Immunities 
  91 
   
   
   
   
   
   
   
   
  Magic Resistance 
   
   
   
  92 
   
  TREASURE 
   
   
   
   
  124 
   
  Regeneration 
  92 
   
  Forms of Treasure 
   
   
   
   
  124 
   
  Resistances 
  92 
   
  Placement of Treasure 
   
   
   
  124 
   
   
   
  Treasure Tables 
  126 
  WOUNDS & HEALING, EXPANDED  
   
  93 
   
   
  Lair Treasure  
   
   
  126 
  Hit Points & Damage 
  93 
   
   
  Individual and Small Lair Treasure  
  126 
   
  Effects of Hit Point Damage 
  93 
   
  Coins 
  127 
   
  Specific Injuries 
  93 
   
  Gems 
  127 
   
  Subdual Damage 
  93 
   
  Jewelry 
  128 
   
  Temporary Hit Points 
  93 
   
  Objects of Art 
  128 
  Recovering from Wounds  
   
   
  93 
   
  Magic Items or Maps  
  128 
   
  Healing Subdual Damage 
   
  93 
   
   
   
   
   
  Magical Healing 
  93 
   
  MAGIC ITEMS 
  129 
  Recovering from Other Effects 
  94 
   
  Magic Items on the Body 
  129 
   
  Ability Damage & Ability Drain 
  94 
   
  Potions  
  129 
   
  Disease 
  94 
   
   
  Using Potions 
   
  130 
   
  Fatigue & Exhaustion 
  94 
   
   
  Potion Miscibility 
  130 
   
  Insanity  
  94 
   
   
  Potion Creation  
  130 
   
  Intoxication 
  96 
   
   
  Standard Potions 
  130 
   
  Level Drain 
  96 
   
  Scrolls 
  134 
   
  Paralysis 
  96 
   
   
  Using Scrolls 
  134 
   
  Poison 
  96 
   
   
  Caster Level of Inscribed Scrolls 
  135 
   
   
   
   
  Spell Mishap 
  135 
  DEATH  
  97 
   
   
  Scroll Creation 
  135 
  Death from Massive Damage 
  97 
   
   
  Standard Scrolls 
  135 
  Inescapable Death 
  97 
   
  Rings 
  137 
  Raising the Dead 
  98 
   
   
  Using Rings 
  137 
   
   
   
   
  Ring Creation 
  137 
  ENVIROMENTAL HAZARDS 
  98 
   
   
  Standard Rings 
  137 
   
   
   
  Rods & Staves 
  141 
  MAGIC 
  100 
   
   
  Using Rods & Staves  
  141 
  Spell Research 
  100 
   
                     Rod & Staff Creation 
                
  141 
  Magic Item Creation  
   
   
  100 
   
   
  Non-Standard Rods & Staves 
  142 
   
  Fabrication Points 
   
   
   
  100 
   
   
  Standard Rod & Staves 
  142 
   
  Creation of Non-Standard Magic Items 
   
  101 
   
  Wands 
  145 
   
  Estimating Non-Standard Magic Item Costs 
  101 
   
   
  Using Wands 
  145 
   
  Recharging Magical Items 
  101 
   
   
  Wand Creation 
  145 
   
  Destroying Magical Items 
  101 
   
   
  Non-Standard Wands 
  145 
   
  Intelligent Magical Items 
  102 
   
   
  Standard Wands 
  146 
  New Spell Descriptions 
  104 
   
  Miscellaneous Magic Items 
  148 
   
   
   
   
  Special Note 
  148 
  REWARDS 
   
   
   
   
   
  105 
   
   
  Using Miscellaneous Magic Items 
  150 
  Experience  
   
   
   
  105 
   
   
  Miscellaneous Magic Item Creation 
  150 
  Experience Awards  
  106 
   
   
  Standard Miscellaneous Magic Items 
  150 
  Group Awards 
  106 
   
  Armor & Shields 
  176 
   
  Combat Experience Awards 
  106 
   
   
  Using Armor & Shields 
  176 
   
  Creature Experience Value 
  106 
   
   
  Creating Magical Armor & Shields 
  176 
   
  Story Experience Awards 
  107 
   
   
  Standard Magical Armor & Shields 
  176 
  Individual Awards 
   
  107 
   
  Weapons 
  178 
   
  Common Awards 
   
  107 
   
   
  Using Magical Weapons 
  179 
   
  Class Awards 
  107 
   
   
  Magic Weapon Creation 
  179 
  Effects of Experience  
  107 
   
   
  Standard Weapon Abilities 
  179 
   
  Training 
  108 
   
   
  Standard Miscellaneous Weapons 
  181 
   
  Rate of Advancement 
  108 
   
   
  Standard Swords 
  184 
   
  Level Advancement & Prestige 
   
  108 
   
   
   
  Intelligent Swords 
  186 
   
   
   
  Artifacts & Relics 
  187 
  
   
   
   
   
   
   
   
   
   
   
   
   
  Designing an Artifact or Relic 
  187 
   
  APPENDIX B:  RANDOM DUNGEON DESIGN  
  246 
                     Using Artifacts & Relics 
  188 
   
   
   
   
  Artifacts as Randomly Generated Treasure 
  188 
   
  APPENDIX C:  TRAPS  
  250 
   
  Sample Artifacts  
  189 
   
  Types of Traps 
  250 
   
   
   
  Elements of Traps 
  250 
  TREASURE MAPS  
   
   
   
  201 
   
  Special Features  
  250 
   
  Maps’ Destination 
  201 
   
  Trap Attack Modes 
   
  250 
   
  Placement of Treasure 
  201 
   
  Sample Traps 
   
  251 
   
  Combined Hoard 
  202 
   
  Random Trap Generator  
  252 
   
  Magic Treasure 
  202 
   
   
   
   
  Monetary Treasure 
  202 
   
  APPENDIX D: TRICKS  
   
   
   
  253 
   
   
   
  Features  
  253 
  YOUR CAMPAIGN WORLD  
   
   
  203 
   
  Attributes 
  253 
  Worldbuilding 
  203 
   
  Sample Tricks 
  253 
   
  Geography  
   
   
  203 
   
   
   
   
  Climate 
  203 
   
  APPENDIX E:  DUNGEON DRESSING 
  254 
   
  Weather 
   
  204 
   
  Herbs, Spices & Medicinal Vegetables 
  258 
   
  Ecology 
  206 
   
  Describing Magical Substances 
   
  260 
   
  Demographics 
  206 
   
   
   
   
   
  Racial Demographics 
  206 
   
  APPENDIX F:  RANDOM WILDERNESS TERRAIN 
  261 
  Generating Settlements 
  207 
   
  Terrain Types 
  261 
   
  Community Wealth and Population 
  207 
   
  Settlements 
  261 
   
  Community Power Center 
  207 
   
   
   
   
  Settlement Authorities 
  208 
   
  APPENDIX G:  GAMBLING  
   
  263 
   
  Character Class Distribution 
  208 
   
  Dice Games 
  263 
   
  Highest-Level NPC in the Community by Class 
  208 
   
  Card Games 
  263 
  Politics  
  208 
   
   
   
   
  Government Forms  
   
   
  208 
   
  APPENDIX H:  CREATING HIGH-LEVEL PLAYER CHARACTERS 
  264 
   
  Common Political Systems 
  209 
   
   
   
   
  Cultural Tendencies 
  210 
   
  APPENDIX I:  QUICK ADVENTURING PARTY CREATION 
  266 
  Social Classes 
   
  210 
   
   
   
   
  Player Characters & Social Class 
  211 
   
  APPENDIX J:  RANDOM ENCOUNTER TABLES    
  267 
   
  Officials and Social Class 
  211 
   
  Dungeon Encounter Tables 
  267 
   
  Titles 
  211 
   
  Outdoor Encounter Tables 
  268 
   
  Urban Social Class 
  211 
   
  Aquatic Encounter Tables 
  271 
  Laws 
   
  212 
   
  Astral & Ethereal Encounter Tables 
  273 
  Economics 
  212 
   
  Psionic Encounter Tables 
  274 
   
  Monetary Systems 
  212 
   
  Urban Encounter Tables 
  275 
   
   
  Coinage 
   
   
   
  213 
   
   
   
   
   
  Moneychangers  
   
  214 
   
  APPENDIX K:  MONSTER FREQUENCY by LOCATION 
  278 
   
  Supply and Demand 
  214 
   
   
   
   
  Taxes and Tithes 
  214 
   
  APPENDIX L:  RANDOM GENERATION of CREATURES  
   
  Magic 
  215 
   
   
   
          from the LOWER PLANES     
  296 
   
  Restrictions on Magic 
  215 
   
   
   
   
  Magic Items 
  215 
   
  APPENDIX M:  PSIONICS 
  299 
   
  Superstitions 
  215 
   
  The Psionicist 
  299 
  Religion  
  215 
   
  Using Psionics 
  302 
  The Pantheon and the Campaign Setting 
  215 
   
  Psionic Power Descriptions 
  303 
   
  Creating New Deities  
   
  216 
   
   
   
  The Gods of Humankind 
  216 
   
  APPENDIX N:  INSPIRATIONAL & EDUCATIONAL READING 
  321 
  The Gods of the Dwarves 
  216 
   
   
   
  The Gods of the Elves 
  220 
   
   
   
  The Gods of the Gnomes 
  225 
   
   
   
  The Gods of the Halflings 
  228 
   
   
   
  The Gods of the Orcs  
  231 
   
   
   
  Clerical Quick-Reference Chart, Non-Human Deities 
  234                 
   
   
   
   
   
   
   
   
  THE KNOWN PLANES of EXISTENCE 
  235 
   
   
   
  Overview of the Planes 
  235 
   
   
   
  The Inner Planes 
  235 
   
   
   
   
  The Prime Material Plane 
  235 
   
   
   
   
  The Planes of Energy 
  235 
   
   
   
   
  The Plane of Shadow 
  235 
   
   
   
  The Elemental Planes  
  235 
   
   
   
  The Ethereal Plane 
  236 
   
   
   
  The Astral Plane 
  236 
   
   
   
  The Outer Planes 
  237 
   
   
   
  Travel in the Known Planes of Existence 
  237 
   
   
   
   
   
   
   
   
  APPENDIX A:  MASS COMBAT & SIEGE WARFARE 
  238 
   
   
   
  The War Machine 
   
   
   
  238 
   
   
   
  Simplified Siege Warfare 
  241 
   
   
   
  The Siege Engine 
  242 
   
   
   
   
   
  
  Dungeon Master’s Guide    1 
   
  INTRODUCTION 
  You are one of a very special group of people: AD&D game Dungeon 
  Masters. Your job is not an easy one. It requires wit, imagination, and 
  the ability to think and act extemporaneously. A really good Dungeon 
  Master is essential to a good game. 
  The DUNGEON MASTER’S GUIDE is written for Dungeon Masters. 
  Discourage players from reading this book and certainly don’t let 
  players consult it during the game. As long as the players don’t know 
  exactly what’s in the DUNGEON MASTER’S GUIDE, they’ll always 
  wonder what you know that they don’t. It doesn’t matter whether you 
  have secret information; even if you don’t, as long as the players think 
  you do, their sense of mystery and uncertainty is maintained.   
  An exception to this caveat is made with regard to the pages in this 
  tome that present new character races and classes that you, as DM, 
  have deemed appropriate for your AD&D game.  These new, 
  optional, races and classes are provided within this tome as 
  expanded character creation options.   
  Also, this book contains essential rules that are not discussed in the 
  PLAYER’S HANDBOOK.  Some of these rules the players will learn 
  quickly during play - special combat situations, the costs of hiring 
  NPCs, etc. Others, however, cover more esoteric or mysterious 
  situations, such as the nature of artifacts and other magical items. This 
  information is in the DUNGEON MASTER’S GUIDE so the DM can control 
  the players’ (and hence the characters’) access to certain bits of 
  knowledge. In a fantasy world, as in this world, information is power. 
  What the characters don’t know can hurt them (or lead them on a 
  merry chase to nowhere). While the players aren’t your enemies, they 
  aren’t your allies, either, and you aren’t obligated to give anything 
  away for nothing. If characters go hunting wererats without doing any 
  research beforehand, feel free to throw lots of curves their way. 
  Reward those characters who take the time to do some checking. 
  Besides rules, you’ll find a large portion of this book devoted to 
  discussions of the principles behind the rules. Along with this are 
  examinations of the pros and cons of changing the rules to fit your 
  campaign. The purpose of this book, after all, is to better prepare you 
  for your role as game moderator and referee. The better you 
  understand the game, the better equipped you’ll be to handle 
  unforeseen developments and unusual circumstances. 
  One of the principles guiding this project from the very beginning, and 
  which is expressed throughout this book, is this: The DM has the primary 
  responsibility for the success of his campaign, and he must take an 
  active hand in guiding it. That is an important concept. If you are 
  skimming through this introduction, slow down and read it again. It is 
  crucial you understand what you are getting into. 
  The DM’s “active hand” extends even to the rules. Many decisions 
  about your campaign can be made by only one person: you. Tailor 
  your campaign to fit your own style and the style of your players. 
  You will find a lot of information in this book, but you won’t find pat 
  answers to all your questions and easy solutions for all your game 
  problems. What you will find instead is a discussion of various problems 
  and numerous triggers intended to guide you through a thoughtful 
  analysis of situations that pertain to your campaign. 
  The rules of the AD&D 3rd Edition game are balanced and easy to use. 
  No role-playing game we know of has been playtested more heavily 
  than this one. But that doesn’t mean it’s perfect. What we consider to 
  be right may be unbalanced or anachronistic in your campaign. The 
  only thing that can make the AD&D game “right” for all players is the 
  intelligent application of DM discretion. 
  In short, follow the rules as they are written if doing so improves your 
  game. But by the same token, break the rules only if doing so 
  improves your game. 
   
  Note:  Everything in this book is based on the assumption that you are 
  familiar with the PLAYER’S HANDBOOK. To make your job easier, the 
  PLAYER’S HANDBOOK and DUNGEON MASTER’S GUIDE have parallel 
  organization. That means if you know where to find something in the 
  PLAYER’S HANDBOOK, you also know where to find it in this book. 
   
  BEING A GOOD DUNGEON MASTER 
  Being a good Dungeon Master involves a lot more than knowing the 
  rules. It calls for quick wit, theatrical flair, and a good sense of dramatic 
  timing - among other things. Most of us can claim these attributes to 
  some degree, but there’s always room for improvement.  Fortunately, 
  skills like these can be learned and improved with practice. There are 
  hundreds of tricks, shortcuts, and simple principles that can make you a 
  better, more dramatic and more creative game master. 
  But you won’t find them in the DUNGEON MASTER’S GUIDE. This is a 
  reference book for running the AD&D game. We tried to minimize 
  material that doesn’t pertain to the immediate conduct of the game.  
  If you have never played a role-playing game before but are eager 
  to learn, find a group of people who already play the game and join 
  them for a few sessions.  
   
  CHARACTER CREATION 
  Each player is responsible for creating his character. As the DM, 
  however, your decisions have a huge impact on the process. You 
  have final approval over any player character that is created. This 
  chapter outlines what you should consider about character creation 
  and gives guidelines on how to deal with some of the common 
  problems that arise during character creation. 
   
  GENERATING ABILITY SCORES 
  The following methods are different from one another. Some produce 
  more powerful characters than others (although none produces 
  extremely powerful characters). For this reason, every player in your 
  game should start out using the same method.  The default method of 
  generating ability scores, as per page 3 of the PLAYER’S HANDBOOK, 
  is Method V. 
  If, at some later point in your campaign, you want to change 
  methods, simply announce this to your players. Try to avoid making 
  the announcement just as a player starts rolling up a new character, 
  lest the other players accuse you of favoritism. You know you aren't 
  playing favorites, but it doesn't hurt to avoid the appearance.  The 
  advantages and disadvantages of each dice-rolling method are 
  described below.  
   
  Method I (3d6, in order):  This is the fastest and most straightforward. 
  There are no decisions to make while rolling the dice, and dice rolling 
  is kept to a minimum. Ability scores range from 3 to 18, but the 
  majority fall in a range from 9 to 12.  
  Typically, a character will have four scores in the average range, one 
  below-average score, and one above-average score. A few lucky 
  players will get several high scores and a few unlucky ones will get just 
  the opposite.  Characters with exceptional ability scores will tend to 
  stand out from their comrades. 
  Method I Disadvantages: First, some players may consider their 
  characters to be hopelessly average. Second, the players don't get 
  many choices.  Using method I, only luck enables a player to get a 
  character of a particular type, since he has no control over the dice. 
  Most characters have little choice over which class they become: 
  Only one or two options will be open to them. You might let players 
  discard a character who is totally unsuitable and start over. 
   
  Method II (3d6 twice, keep desired score):  This method gives players 
  better scores without introducing serious ability inflation. It also gives 
  them more control over their characters. The average ability is still in 
  the 9 to 12 range, and players can manipulate their results to bring the 
  characters they create closer to the ideal characters they imagine.  
  Exceptional player characters are still rare, and unusual character 
  classes are still uncommon, but few characters will have below-
  average scores. 
  Method II Disadvantages: Creating the character takes slightly longer 
  because there are more dice to roll. Despite the improved choices, a 
  character might still not be eligible for the class the player wants. 
   
  Method III (3d6, arranged to taste):  This method gives the players 
  more choice when creating their characters yet still ensures that, 
  overall, ability scores are not excessive. Bad characters are still 
  possible, especially if a player has several poor rolls. The majority of 
  characters have average abilities.  Since players can arrange their 
  scores however they want, it is easier to meet the ability requirements 
  of a given class.  
  Method III Disadvantages: This method is more time-consuming than I 
  or II, especially if players try to “minimize/maximize” their choice of 
  race and class. (To minimize/maximize, or min/max, is to examine 
  every possibility for the greatest advantage.) Players may need to be 
  encouraged to create the character they see in their imaginations, 
  not the one that gains the most pluses on dice rolls.  
   
  Method IV (3d6 twice, arranged to taste):  This method has all the 
  benefits of methods II and III. Few, if any, characters are likely to have 
  poor scores. Most scores are above average. The individual score 
  ranges are still not excessively high, so truly exceptional characters are 
  
  Dungeon Master’s Guide    2 
  still very rare. However, the majority of characters are significantly 
  above the norm. 
  Method IV Disadvantages: This method tends to be quite slow. Players 
  spend a lot of time comparing different number combinations. New 
  players easily can be overwhelmed by the large number of choices 
  during this process.  
   
  Method V (4d6, drop lowest, arrange as desired):  Before choosing to 
  use this method, think about how adventurers fit into the population 
  as a whole. There are two schools of thought. 
  One holds that adventurers are no different from everyone else 
  (except for being a little more foolhardy, headstrong, or restless). The 
  man or woman down the street could be an adventurer - all that's 
  required is the desire to go out and be one. Therefore, adventurers 
  should get no special bonuses on their ability rolls. 
  The other school holds that adventurers are special people, a cut 
  above the common crowd. If they weren't exceptional, they would 
  be laborers and businessmen like everyone else. Player characters are 
  heroes, so they should get bonuses on their ability rolls to lift them 
  above the rabble. 
  If you choose method V for creating player characters, then you 
  agree with this second view and believe that adventurers should be 
  better than everyone else.  This method creates above-average 
  characters. They won't be perfect, but the odds are that even their 
  worst ability scores will be average or better. More scores push into 
  the exceptional range (13 and greater). It is easy for a player to 
  create a character of any class and race. 
  Method V Disadvantages: Like other methods that allow deliberate 
  arrangement of ability scores, this one takes some time. It also creates 
  a tendency toward “super” characters.  Unless you have a 
  considerable amount of experience as a DM, however, beware of 
  extremely powerful characters. They are much more difficult to 
  challenge and control than characters of moderate power. On the 
  plus side, their chance for survival at lower levels is better than 
  “ordinary” characters.  See “Super Characters,” below, for more on 
  this subject.  One last point about method V: High ability scores are 
  less exciting under this method, since they are much more common. 
   
  GIVING PLAYERS WHAT THEY WANT 
  Players in most AD&D games use the same character over many 
  game sessions. Most players develop strong ties to their characters 
  and get a thrill from watching them advance, grow, and become 
  more successful and powerful. Your game’s success depends on how 
  much your players care about their characters. For these reasons, it is 
  important to let the players create the type of characters they really 
  want to play. 
  At the same time, watch out for a tendency in some players to want 
  the most powerful character possible. Powerful characters are fine if 
  that’s the sort of campaign you want. A problem arises, however, if 
  players are allowed to exploit the rules, or your good nature, to create 
  a character who is much more powerful than everyone else’s 
  characters. At best, this leads to an unbalanced game. At worst, it 
  leads to bored players and hurt feelings. 
   
  Super Characters:  One of the great temptations for players is to 
  create super characters. While this is not true of every player all the 
  time, the desire for power above everything else afflicts most players 
  at one time or another. 
  Many players see their characters as nothing more than a collection 
  of numbers that affects game systems.  They don’t think of their 
  characters as personalities to be developed.  Players like this want to 
  “win” the game. These players are missing out on a lot of fun. 
  If players are creating new characters for your campaign, you 
  probably won’t have to deal with such super characters.  Players can 
  start with ability scores greater than 18 only if the race grants a bonus, 
  but this is extremely rare.  Later in the campaign, magic might raise 
  ability scores higher. 
  The greatest difficulty occurs when a player asks to bring in a 
  character from another campaign where characters are more 
  powerful.  Unless you are prepared to handle them, super characters 
  can seriously disrupt a campaign: Players with average characters 
  gradually become bored and irritated as the powerful characters 
  dominate the action.  And players with powerful characters feel held 
  back by their weaker companions.  None of this contributes to 
  harmony and cooperation among the characters or the players. 
  Cooperation is a key element of role-playing.  In any group of player 
  characters, everyone has strengths to contribute and weaknesses to 
  overcome.  This is the basis for the adventuring party - even a small 
  group with sufficiently diverse talents can accomplish deeds far 
  greater than its size would indicate. 
  Now, throw in a character who is an army by himself.  He doesn’t 
  need the other characters, except perhaps as cannon fodder or 
  bearers.  He doesn’t need allies.  His presence alone destroys one of 
  the most fundamental aspects of the game - cooperation. 
  There are no absolute rules to define a super character, since the 
  definition will vary from campaign to campaign.  Characters who are 
  average in your game may be weaklings in your friend’s campaign. 
  His characters, in turn, could be frail compared to other groups. Some 
  experience is required to strike the right balance of power, but 
  characters created using the same method should, at least, be 
  comparable. 
  When someone brings a character from a different campaign and 
  wants to use him in your game, compare the proposed character to 
  those already in the game.  You don’t want him to be too strong or 
  too weak.  Certainly you should be wary of a character whose ability 
  scores are all 18s! 
  If you decide a character is too powerful, the player has two choices.  
  First, he can agree to weaken the character in some fashion (subject 
  to your approval).  This may be as simple as excluding a few magical 
  items (“No, you can’t bring that holy avenger sword +5 that shoots 
  fireballs into my campaign!”) or barring the player from using certain 
  special abilities (“I don’t care if your previous DM gave your character 
  the Evil Eye, you can’t jinx my dice rolls!”).  If this sort of change seems 
  too drastic or requires altering ability scores or levels, a better option is 
  simply to have the player create a new character.  The old character 
  can be used, without tinkering, in the campaign for which he was 
  created.  The new character, more appropriate to your campaign, 
  can develop in your game. Remember that just because another DM 
  allowed something is no reason you have to do the same! 
   
  Hopeless Characters:  At the other extreme from the super character 
  is the character who appears hopeless.  The player is convinced his 
  new character has a fatal flaw that guarantees a quick and ugly 
  death under the claws of some imaginary foe.  Discouraged, he asks 
  to scrap the character and create another. 
  In reality, few, if any, characters are truly hopeless.  Certainly, ability 
  scores have an effect on the game, but they are not the 
  overwhelming factor in a character’s success or failure.  Far more 
  important is the cleverness and ingenuity the player brings to the 
  character. 
  When a player bemoans his bad luck and “hopeless” character, he 
  may just be upset because the character is not exactly what he 
  wanted.  Some players write off any character who has only one 
  above-average ability score.  Some complain if a new character is 
  not ideally suited to a particular class or race.  Others complain if 
  even one ability score is below average.  Some players become stuck 
  in super-character mode.  Some want a character with no penalties.  
  Some players cite numerical formulae as proof of a character’s 
  hopelessness. In reality, there is no such hard and fast formula.  
  Before you agree that a character is hopeless, consider the player’s 
  motives.  Try to be firm and encourage players to give “bad” 
  characters a try.  They might actually enjoy playing something 
  different for a change. 
  A character with one or more very low score (6 or less) may seem like 
  a loser, like it would be no fun to play.  Quite simply, this isn’t true! Just 
  as exceptionally high scores make a character unique, so do very low 
  scores. In the hands of good role-players, such characters are 
  tremendous fun.  Encourage the player to be daring and creative. 
  Some of the most memorable characters from history and literature 
  rose to greatness despite their flaws. 
  In many ways, the completely average character is the worst of all. 
  Exceptionally good or exceptionally bad ability scores give a player 
  something to base his role-playing on - whether nimble as a cat or 
  dumb as a box of rocks, at least the character provides something 
  exciting to role-play. 
  Average characters don’t have these simple focal points.  The unique, 
  special something that makes a character stand out in a crowd must 
  be provided by the player, and this is not always easy. Too many 
  players fall into the “he’s just your basic fighter” syndrome. In truth, 
  however, even an average character is okay.  The only really 
  hopeless character is the rare one that cannot qualify for any 
  character class.  The playability of all other characters is up to you. 
  All of the above notwithstanding, you don’t want to force a player to 
  
  Dungeon Master’s Guide    3 
   
  accept a character he doesn’t really like.  All you will do is lose a 
  player.  If someone really is dissatisfied, either make some adjustments 
  to the character or let him roll up a new one. 
   
  PLAYERS WITH MULTIPLE CHARACTERS 
  Each player usually controls one character, but sometimes players 
  may want or need more.  Multiple player characters are fine in the 
  right situation. 
  Once your campaign is underway and players learn more about the 
  game world, they may want to have characters in several widely 
  scattered areas throughout that world.  Having multiple characters 
  who live and adventure in different regions allows a lot of variety in 
  the game.  The characters usually are spread far enough apart so 
  that events in one region don’t affect what transpires in the other. 
  Sometimes players want to try a different class or race of character 
  but do not want to abandon their older, more experienced heroes. 
  Again, spreading these characters out across the world is an effective 
  means of keeping them separate and unique. 
  Whenever possible, avoid letting players have more than one 
  character in the same area.  If, for some reason, players must have 
  more than one character in an area, make sure that the characters 
  are of significantly different experience levels.  Even this difference 
  should keep them from crossing paths very often. 
  If multiple player characters are allowed, each character should be 
  distinct and different.  It is perfectly fair to rule that multiple characters 
  controlled by one person must be different classes -perhaps even 
  different races.  This helps the player keep them separate in his 
  imagination. 
  If a player has more than one character available, ask him to choose 
  which character he wants to use for the adventure - before he knows 
  what the adventure is about.  If a single adventure stretches across 
  several playing sessions, the same character should be used 
  throughout.  All of the player’s other characters are considered busy 
  with something else during this time. 
  Avoid letting players take more than one character along on a single 
  adventure.  This usually comes up when the group of characters 
  assembled for the planned adventure is too small to undertake it 
  safely.  The best solution to this problem is to adjust the adventure, use 
  a different adventure entirely, or supplement the party with NPC 
  hirelings. 
   
  Multiple Character Problems:  Playing the role of a single character in 
  depth is more than enough work for one person.  Adding a second 
  character usually means that both become lists of numbers rather 
  than personalities. 
   
  Shared Items: One single player/multiple character problem that 
  needs to be nipped in the bud is that of shared equipment.  Some 
  players will trade magical items, treasure, maps, and gear back and 
  forth among their characters. Do not allow this! Even though one 
  player controls both characters, those characters are not clones. Their 
  equipment and treasure is extremely valuable.  Would a character 
  loan magic items to a character controlled by another player? How 
  about an NPC? Probably not, on both counts. Unless the character is 
  (foolishly) generous in all aspects of his personality, you have every 
  right to disallow this sort of behavior. 
   
  Shared Information: Information is a much more difficult problem. Your 
  players must understand the distinction between what they know as 
  players and what their characters know.  Your players have read the 
  rules and shared stories about each other’s games.  They’ve torn out 
  their hair as the entire party of adventurers was turned into lawn 
  ornaments by the medusa who lives beyond the black gateway.  That 
  is all player information.  No other characters know what happened to 
  that group, except this: they went through the black gateway and 
  never returned. 
  The problem of player knowledge/character knowledge is always 
  present, but it is much worse when players control more than one 
  character in the same region.  It takes good players to ignore 
  information their characters have no way of knowing, especially if it 
  concerns something dangerous.  The best solution is to avoid the 
  situation.  If it comes up and players seem to be taking advantage of 
  knowledge they shouldn’t have, you can discourage them by 
  changing things a bit.  Still, prevention is the best cure. 
  And remember, when problems arise (which they will), don’t give up 
  or give in. Instead, look for ways to turn the problem into an 
  adventure. 
   
  PLAYER CHARACTER RACES 
  Many factors affect a character’s background. Two of the most 
  important are his race and his character class. In a sense, a 
  character’s class is his profession. Some characters are fighters, some 
  are magic-users, some are clerics, and so on.  A character’s race may 
  affect which character classes are available to him. Only humans, 
  half-elves and half-orcs have unlimited class options. All non-human 
  races are limited to some extent. There are two reasons for this: 
  First, the restrictions are intended to channel players into careers that 
  make sense for the various races. Dwarves and halflings are resistant 
  to arcane magic and, to a certain degree, incapable of shaping 
  arcane energy - they can’t be magic-users. Similar situations exist for 
  the other demihuman races. 
  Second, the demihuman races have advantages that are not 
  available to humans. Flexibility, the ability to choose from among all 
  the classes, is one of humanity’s advantages. 
   
  Allow non-standard race/class combinations only on a case-by-case 
  basis. If you institute a general rule - “Gnomes can now be 
  barbarians” - you will suddenly find yourself with six player character 
  gnome barbarians.  If a player desperately wants to play a gnome 
  barbarian, ask him to come up with a thoughtful rationale explaining 
  why this gnome is a barbarian.  It must be plausible and consistent 
  with your campaign setting.  If the rationale satisfies you, allow that 
  player, and only that player, to play a gnome barbarian.  Explain to 
  the other players that this is an experiment. 
  Don’t allow any other gnome barbarians in the game until you have 
  seen the first one in action long enough to decide whether the class 
  fits into your game.  If it does, congratulations - you’ve broadened 
  your players’ horizons.  If it doesn’t you may have to tell the gnome 
  barbarian player to retire the character or convert him to a normal 
  fighter.  Never allow someone to continue playing a character who is 
  upsetting your game. 
  By following this simple rule, you can test new race/class combinations 
  without threatening your campaign.  Moderation is the key to this 
  type of experimentation. 
   
  Incorporating New Player Races:  The races listed in the Player’s 
  Handbook are only a few of the possible intelligent races populating 
  the worlds of the AD&D game. Adventurous DMs and players may 
  want to experiment with characters of other races, such as orcs, 
  lycanthropes, ogres, lizardmen, or even dragons. 
  Before you do this, however, you need to know very clearly what you 
  are getting into.  Unrestricted or ill-considered use of non-standard 
  races can easily and quickly destroy a campaign.  Always consider a 
  new race from a variety of angles:  How does the new race fit with the 
  other player characters?  How does it fit in the campaign in general?  
  What could you accomplish with this race that you couldn’t with 
  
  Dungeon Master’s Guide    4 
  another? 
  The majority of players who want to play an unusual race desire only 
  the thrill and excitement of a truly challenging role-playing situation. 
  There are, however, a few players who see such races as a way to 
  take advantage of game systems and campaign situations.  You are 
  well advised to move slowly and carefully in this area. 
  Allowing player characters of unusual races introduces a whole new 
  set of problems.  In creating a new non-human or demihuman player 
  character race, the rules and guidelines below should be followed to 
  preserve game balance: 
   
  1. The race should be humanoid (i.e., it must have two hands, at 
  least two legs, and stand generally upright). The race must be 
  able to move about on land. It must also be intelligent. An orc 
  or a centaur would be acceptable. 
   
  2. The race cannot possess special abilities beyond the scope of 
  those already given for the other player character races. 
  Although a dragon can polymorph into human form, it makes 
  an unlikely player character because it has a breath weapon, 
  can change shape, can cast spells, and is not humanoid in its 
  natural state. A brownie probably would not be a player 
  character because it, too, has abilities beyond those of the 
  standard player character races. 
   
  3. The race cannot be extra-dimensional or draw on extra-
  dimensional powers. It should not have innate spellcasting 
  ability, be undead, or possess magic resistance. 
   
  4. The race should be cooperative and willing to interact with the 
  human world. Duergar, a race of deep-dwelling dwarves, have 
  no desire to deal with humans and avoid contact whenever 
  possible. Satyrs resent intruders into their woods and glades, 
  which rules them out as player characters. You must judge this 
  criterion based on the conditions in your game world. 
   
  If these conditions are met, the race can be considered as a possible 
  player character race. Some examples of races that definitely fit the 
  profile are half-orcs, orcs, half-ogres, lizardmen, goblins, centaurs, and 
  kobolds. 
  When experimenting with a new player character race, allow only 
  one at the start. Do not begin your experiment with a whole party of 
  half-ogres! Start slowly, involving only one player. If the new race is too 
  powerful, it can be easily eliminated.  Once the new race is selected, 
  the real work begins. Examine the race and apply all of the following 
  guidelines to it: 
   
   Character Abilities: All races, regardless of type, use the same 
  ability generation method as all other player characters. Their 
  scores will range from 3 to 18 unless modified by pluses or 
  minuses. 
  Creature sizes, defined in the MONSTER MANUAL, affect abilities 
  as follows:  Creatures of Small size have at least a -1 modifier to 
  strength. Creatures of Large size have a +1 or +2 modifier to 
  strength.  Those with an intelligence less than average (as 
  determined by the DM or as listed in the MONSTER MANUAL) 
  suffer a -1 penalty to intelligence and those exceptionally 
  intelligent or greater gain a +1 bonus.  All other ability modifiers 
  are assigned by the DM.  Any race with an ability bonus, 
  particularly to strength, should have an equal penalty to another 
  ability score. 
   Racial Ability Limits: It is possible for a creature to have seemingly 
  illogical ability scores. However, you can set minimums and 
  maximums on these. The PLAYER’S HANDBOOK shows these limits 
  for the standard player character races. It is the DM’s job to do 
  the same for non-standard races. 
  As a guide, creatures of large size should have a ceiling of 17 to 
  dexterity.  Dull-witted creatures (those of low intelligence) should 
  have a limit of 15 to intelligence. 
  The DM can waive any requirements if, for example, a player 
  wants (or rolls) a hill giant character with strength of 11.   Some 
  rationale should be offered, however.  In the case of the 
  weakling hill giant, perhaps he was the runt of the family, cast out 
  by his fellows and forced to take up adventuring. 
   Character Classes: The DM must judge what character classes the 
  new race can be. Use the information in the next section as your 
  guide, and start with a narrow range of options. You can always 
  widen it later.  While almost any sort of creature can be a fighter, 
  very few can be monks or cavaliers. 
   Alignment: The MONSTER MANUAL lists alignments for most races. 
  Player characters of that race will tend to be of that or a similar 
  alignment but may, given a plausible back-story, be of any 
  alignment. 
   Hit Points: All creatures roll their hit points using the die appropriate 
  to their chosen class.  
   Level Advancement: The character progresses like all others of the 
  same character class. Being a non-standard race does not give 
  the player character any special benefits to his character class. 
   Armor: Most creatures (i.e. orcs, gnolls, and goblins) have an Armor 
  Class of 10 (and thus wear armor for protection). Some creatures, 
  however, have natural armor which is retained by the player 
  character. These characters gain the benefit of a +1 bonus to their 
  AC only if light armor (such as leather or padded armor) is worn. 
  If heavier armor is worn, natural armor is ignored and armor class is 
  determined by the armor being worn. Odd-sized and odd-shaped 
  creatures can’t wear off-the-shelf armor; it must be made to order 
  and costs extra (and takes longer to make). 
   Movement: The creature’s movement rate is the same as that 
  listed in the MONSTER MANUAL. 
   Attacks: The player character is allowed the number of attacks 
  given his character class and level, not the number listed in the 
  monster description in the MONSTER MANUAL. 
   Size Problems: Players who play Large-sized creatures hoping to 
  get an advantage over others should quickly discover many 
  problems they didn’t anticipate. Consider the plight of the player 
  who decides to have a hill giant. Right away, he’ll have a hard 
  time buying basic equipment. Who makes pants for giants in a 
  human town? Everything must be special ordered at two to four 
  times - or more - its normal cost. 
   
  This is a minor inconvenience compared to other difficulties. 
  Buildings and dungeons are built for humans and other Medium-
  sized creatures, denying the large fellow the opportunity for both a 
  hearty drink and exciting adventure. Even the toughest character 
  will tire of drinking from measly cups and buying five dinners at a 
  time. Will he enjoy spending the night in a leaky stable while his 
  companions enjoy warm feather beds upstairs in the inn? 
  Days of traveling will quickly show him the joys of walking while 
  everyone else rides (no horse can carry him), especially when his 
  companions gallop spryly away from oncoming danger, leaving 
  him in its path.  The costs of replacing broken furniture will quickly 
  become prohibitive.  Ropes will have an annoying tendency to 
  break when the big lunk tries to climb them. And the hill giant 
  better have at least 20 friends handy to pull him out of that 30’ pit! 
   NPC Reactions: On the personal side, expect NPCs to have strong 
  negative feelings about unusual player character races, even to 
  the point of bigotry and hatred. These reactions will make life more 
  difficult for the player character, but they are the price the player 
  pays for his unusual choice. 
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    5 
   
  NEW PLAYER RACES & SUBRACES  
  The character race tables below show new races and subraces that you may wish to make available to player characters.  By making these available in 
  your game player characters are not restricted to the racial subtypes presented in the PLAYER’S HANDBOOK: dwarves need not be limited to being hill 
  dwarves; elves and half-elves can be other than of high elven stock; gnomes are not restricted to being “surface gnomes;” and halflings may be of non-
  hairfoot lineage.  The special characteristics of the additional subraces and the new player race, the half-ogre, are given on the following pages. 
  For easy reference two tables are given below in order that players can select the racial stock of their characters based on the abilities generated and 
  with an eye towards what classes the characters will be.   
  Penalties and Bonuses for Race:  Certain racial stocks excel in certain ability areas and have shortcomings in others. These penalties and bonuses are 
  applied to the initial ability scores generated by a player for his character as soon as the racial stock of the character is selected and the modified ability 
  scores then are considered as if they were the actual ability scores generated for all game purposes. These penalties and bonuses are shown below:  
   
  Ability Adjustments by Racial Type Or Subtype 
  Initial Ability Score Limits by Racial Type Or Subtype 
   
  race  
  ability adjustments 
  initial ability score limits by racial type or subtype 
  dwarf, gray 
  constitution +1, charisma -1 
  constitution 19, charisma 17 
  dwarf, mountain 
  constitution +1, charisma -1 
  constitution 19, charisma 17 
  elf, dark  (female) 
  intelligence +1, dexterity +1, charisma +1, strength -1, 
  constitution -1 
  intelligence 19, dexterity 19, charisma 19, strength 17, constitution 17 
  elf, dark (male) 
  intelligence +1, dexterity +1, wisdom -1, constitution -1 
  intelligence 19, dexterity 19, wisdom 17, constitution 17 
  elf, grey 
  intelligence +1, dexterity +1, strength -1, constitution -1 
  strength 17, intelligence 19, dexterity 19, constitution 17 
  elf, sylvan 
  strength +1, dexterity +1, intelligence -1, constitution -1 
  strength 18, dexterity 19, intelligence 17, constitution 17 
  elf, wild 
  strength +1, dexterity +1, constitution -1, charisma -1 
  strength 18, dexterity 19, constitution 17, charisma 17 
  gnome, deep 
  constitution +1, charisma -1 
  constitution 19, charisma 17 
  halfling (all) 
  dexterity +1, strength -1 
  strength 17, dexterity 19 
  half-ogre 
  strength +2, constitution +2, intelligence -1, dexterity -1, 
  charisma -2 
  strength 19, constitution 19, intelligence 15, dexterity 15, charisma 13 
   
  Character Class Preference by Race 
   
   
   
  racial stock of character 
  class 
  dwarf, 
  gray 
  dwarf, 
  hill or mtn 
  elf, dark 
  elf, grey 
  or high 
  elf, wild 
  elf, wood 
  gnome, 
  all 
  half-elf 
  halfling 
  (all) 
  half-ogre 
  half-orc 
  human 
  CLERIC 
  yes 
  yes 
  yes* 
  yes 
  no 
  - 
  yes 
  yes 
  yes 
  - 
  yes 
  yes 
  bard 
  - 
  - 
  - 
  yes 
  - 
  yes 
  - 
  yes 
  - 
  no 
  - 
  yes 
  cloistered cleric   
  - 
  - 
  -* 
  - 
  no 
  - 
  - 
   
  - 
  - 
  - 
  yes 
  druid 
  - 
  - 
  - 
  yes 
  yes 
  yes 
  - 
  yes 
  yes 
  - 
  - 
  yes 
  FIGHTER 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  anti-paladin 
  - 
  - 
  - 
  - 
  no 
  - 
  - 
  - 
  - 
  - 
  - 
  yes 
  barbarian 
  no 
  - 
  no 
  no 
  - 
  no 
  no 
  - 
  no 
  yes 
  yes 
  yes 
  cavalier 
  no 
  no 
  - 
  - 
  no 
  - 
  no 
  - 
  no 
  no 
  - 
  yes 
  duelist 
  - 
  - 
  yes 
  - 
  - 
  - 
  - 
  - 
  - 
  no 
  - 
  yes 
  paladin 
  - 
  - 
  - 
  - 
  no 
  - 
  - 
  - 
  - 
  - 
  - 
  yes 
  ranger 
  - 
  - 
  - 
  yes 
  yes 
  yes 
  - 
  yes 
  - 
  - 
  - 
  yes 
  warden 
  - 
  - 
  - 
  yes 
  yes 
  yes 
  - 
  yes 
  yes 
  - 
  - 
  yes 
  MAGIC-USER 
  no 
  no 
  yes* 
  yes 
  no 
  - 
  - 
  yes 
  no 
  no 
  - 
  yes 
  hedge wizard 
  no 
  no 
  -* 
  - 
  no 
  - 
  - 
  - 
  no 
  no 
  - 
  yes 
  illusionist  
  no 
  no 
  -* 
  - 
  no 
  - 
  yes 
  - 
  no 
  no 
  - 
  yes 
  necromancer 
  no 
  no 
  -* 
  - 
  no 
  - 
  - 
  - 
  no 
  no 
  - 
  yes 
  MONK 
  no 
  no 
  no 
  no 
  no 
  no 
  no 
  - 
  no 
  no 
  - 
  yes 
  PSIONICIST † 
  yes 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  yes 
  THIEF 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  yes 
  - 
  yes 
  yes 
  assassin 
  yes 
  - 
  yes 
  - 
  - 
  - 
  - 
  yes 
  - 
  - 
  yes 
  yes 
  scout 
  - 
  - 
  - 
  yes 
  yes 
  yes 
  - 
  yes 
  yes 
  - 
  - 
  yes 
   
  * Only drow females may be clerics of Lolth, goddess of the drow.  As such, male drow are typically magic-users while females are clerics. 
  †  See APPENDIX M (pages 299-302) for rules on the psionicist class and the use of psionics in your game. 
   
  Note:  Character class names are shown in capital letters if the class is primary class; secondary classes are shown in lower-case letters.  The character 
  classes presented in this book, listed in italics, list what races are permitted for that particular class.  Assume that all subraces face the same restrictions 
  with regards to these newly presented classes, unless otherwise noted in the subrace or class description.   
   
  Racial Stock of Characters includes seven new, playable subraces of the six demihuman races presented in the PLAYERS HANDBOOK as well as a new 
  player race, the half-ogre.  Reading down each heading gives quick reference as to what classes are typical for characters of each race or subrace.   
  A “yes” indicates that a character of that race or subrace prefers a given class.   
  A “-” indicates that a character of that race or subrace may choose that class, though such a choice would be atypical. 
  A “no” indicates that a character of that race or subrace cannot select that particular class without their DM’s approval, as characters with that race 
  and class combination are exceedingly rare.   
   
  Permitted Multiclass Options:  All subraces presented herein use the multiclass restrictions of their race as outlined in the PLAYERS HANDBOOK, on page 
  33, except as noted below.  Psionicists, like monks, are a primary class that may multiclass freely with other primary classes and their secondary classes 
  so long as the alignment restrictions of each class are met.  Wild elves, unlike their brethren, may not be multiclassed magic-users (as they are barred 
  from playing magic-users and their secondary classes) and clerics (though they may be multiclassed bards or druids). 
  
  Dungeon Master’s Guide    6 
  DUERGAR (Gray Dwarves) 
  Gray 
  dwarves, 
  also 
  known 
  as 
  duergar, are usually found only in 
  the subterranean depths of the 
  earth. While the majority of the 
  members of this subrace are of 
  lawful evil alignment (with neutral 
  tendencies), gray dwarven player 
  characters 
  may 
  be 
  of 
  any 
  alignment.  Duergar are thinner than 
  other dwarves, almost emaciated in 
  appearance, and their skin and hair 
  color ranges from medium to dark 
  gray. 
   
  Ability Adjustments:  Because of 
  their sturdy builds, duergar add 1 to 
  their initial constitution scores. Their 
  dour and suspicious natures cause 
  them to subtract 1 from their initial 
  charisma scores.  
  Automatic Languages:  Duergar 
  automatically speak Undercommon 
  and the dwarven tongue. 
  Bonus Languages:  Due to their 
  dealings with these races, dwarven characters may learn the 
  following knowledge: language skills, at the start of play:  Common, 
  elven, giant, gnomish, goblin, kobold or svirfneblin. 
  Darkvision 120’: Duergar can see in complete darkness to a distance 
  of 120’.  Bright light, such as that from a torch or lantern, within 60’ of 
  the duergar character spoils their darkvision. 
  Defensive Expertise (Giants):  Duergar have retained the defensive 
  expertise of dwarves against giantkind.  They gain a +3 bonus to 
  armor class when attacked by giantkind (ogres, trolls and giants). 
  Determine Depth Under Ground:  Gray dwarves can automatically 
  determine how far below ground they are. 
  Determine Direction Under Ground:  Gray dwarves can automatically 
  determine which direction they are traveling in when under ground. 
  Immune To Illusions/Phantasms:  Duergar are immune to all 
  illusion/phantasm spells. 
  Immune To Poison:  Duergar are immune to all poisons. 
  Immune To Paralyzation:  Duergar are immune to all paralyzation 
  spells and effects. 
  Level Equivalency:  All duergar characters, due to their racial abilities, 
  add 2 to their character level when determining the experience 
  needed to progress in level.  As such, a level 1 duergar cleric would 
  effectively be 3rd level for the purposes of determining the experience 
  points needed to reach next level.  This increase in effective level only 
  serves to slow level advancement and grants no benefits to the 
  character’s level-based abilities or saving throws.    
  Light Sensitivity:  Gray dwarves live most of their lives deep beneath 
  the surface of the earth. They will not venture forth into the surface 
  world except at night or on the gloomiest of overcast days. Daylight 
  and spells such as continual light, affect duergar as follows: The 
  character’s armor class, dexterity checks, and attack rolls all suffer a –
  2 penalty and spellcasters must make a concentration check with a –
  2 challenge modifier in order to successfully cast spells.  The relatively 
  dim light given off by such sources as torches, lanterns, magic 
  weapons, light spells, and faerie fire spells does not adversely affect a 
  gray dwarf. 
  Metalcraft:  Duergar are expert smiths and gain a +2 bonus to all 
  ability checks related to crafting or appraising metal items.   Gray 
  dwarves also gain a +2 bonus to disable device checks. 
  Movement Rate:  Duergar move at a rate of 45’ (9”) per round due to 
  their short stature. 
  Permitted Classes:  Duergar may advance in all character classes 
  except for the barbarian, cavalier, monk and magic-user (including 
  any secondary classes of that class).  Their preferred classes are the 
  cleric, fighter, psionicist, thief and assassin. 
  Resistance To Magic:  Duergar are highly resistant to magic, gaining a 
  +3 bonus to all saves versus arcane magic. 
  Size:  Even though duergar typically stand little over 4’ tall they are 
  considered Medium-sized due to their broad shoulders and sturdy 
  build.  
  Spell-like Abilities:  All duergar may use the following spell-like abilities 
  once per day: enlarge person, invisibility and reduce person.  These 
  abilities function as the spells of the same name but may only be cast 
  by duergar upon themselves.  The caster level is equal to the duergar 
  character’s level.  
  Stonecraft:  Duergars’ expertise at mining and working stone allows 
  them to spot unusual or unique stonework construction. Duergar gain 
  a +2 bonus to all craft and perception checks when dealing with 
  stonework construction.  When passing within 10’ of a secret door, dr 
  automatically make a perception check to notice it.  
  Stealth Bonus:  Duergar have the ability to move about noiselessly and 
  conceal themselves.  They gain a +2 bonus to all stealth checks.  
   
  MOUNTAIN DWARVES 
  Mountain dwarves are 
  similar to their cousins, hill 
  dwarves, but tend to be 
  taller (4½’ + tall) and 
  lighter 
  in 
  coloration 
  (typically of lighter of skin 
  with brown hair).   
   
  Ability Adjustments: 
  Because of their sturdy 
  builds, mountain dwarves 
  add 
  1 
  to 
  their initial 
  constitution scores. Their 
  dour 
  and 
  suspicious 
  natures cause them to 
  subtract 1 from their initial 
  charisma scores.  
  Automatic Languages:  Mountain dwarves automatically speak the 
  Common and dwarven tongues. 
  Bonus Languages:  Due to their dealings with these races, mountain 
  dwarven characters may learn the following languages, as 
  knowledge: language skills, at the start of play:  elven, giant, gnomish, 
  goblin or orcish. 
  Darkvision 60’: Mountain dwarves can see in complete darkness to a 
  distance of 60’.  Bright light, such as that from a torch or lantern, within 
  30’ of the dwarven character spoils their darkvision. 
  Defensive Expertise (Giants):  Years of battling giantkind has trained 
  mountain dwarves how to use their height to their advantage against 
  such foes.  They gain a +3 bonus to armor class when attacked by 
  giantkind (ogres, trolls and giants). 
  Determine Depth Under Ground: Mountain dwarves can automatically 
  determine how far below ground they are. 
  Determine Direction Under Ground: Dwarves can automatically 
  determine which direction they are traveling in when under ground. 
  Enmity (Orcs & Goblins):  The age-old hatred that exists between 
  dwarves and both orcs and goblinoids affords them a +1 bonus to 
  attack rolls against orcs, half-orcs, goblins, hobgoblins and bugbears. 
  Metalcraft: Mountain dwarves are expert smiths and gain a +2 bonus 
  to all  ability checks related to crafting or appraising metal items.   
  Mountain dwarves also gain a +2 bonus to all disable device checks. 
  Movement Rate: Mountain dwarves move at a rate of 45’ (9”) per 
  round due to their short stature. 
  Permitted Classes: Mountain dwarves may advance in all character 
  classes except for the cavalier, magic-user, hedge wizard, illusionist, 
  necromancer and monk.  Their preferred classes are the cleric, fighter, 
  and thief. 
  Resistance To Magic:  Mountain dwarves are highly resistant to magic, 
  gaining a +3 bonus to all saves versus arcane magic. 
  Resistance To Poison:  The dwarven race is extremely hardy and gains 
  a +3 bonus to all saves versus poison. 
  Size:  Even though mountain dwarves typically stand around 4½’ tall 
  they are considered Medium sized creatures due to their broad 
  shoulders and sturdy builds.  
  Stonecraft: Mountain Dwarves’ expertise at mining and working stone 
  allows them to spot unusual or unique stonework construction. 
  Mountain dwarves gain a +2 bonus to all craft and perception checks 
  when dealing with stonework construction. When passing within 10’ of 
  a secret door, mountain dwarves automatically make a perception 
  check to notice it.  
   
   
  
  Dungeon Master’s Guide    7 
   
  DARK ELVES (Drow) 
  Dark elves, also known as drow, are the most divergent of the elven 
  subraces. Their form similar to that of other elves, but their skin color is 
  the inky black of a moonless night and their hair is normally pure white 
  or silver.  
  A dark elf player character is considered an outcast from his 
  homeland deep within the earth, whether by matter of choice, 
  alignment, or merely being on the losing side of some family-wide 
  power struggle.  
  As such, drow characters do not have immediate access to the 
  weaponry, armor, cloaks, and poisons that are normally found in the 
  possession of non-player characters of this subrace. Likewise, the 
  default magic resistance rating possessed by NPC dark elves must be 
  slowly gained by dark elf player characters. It is likely that, for NPC 
  drow, this ability comes as a result of their extended dabbling in the 
  dark arts as well as the blessings of demoness Lolth. Once having 
  made the decision to leave their homeland, a drow player character 
  can only gain magic resistance through level advancement. 
  Plater character drow can still rise in power and dominate fellow dark 
  elves, should they attempt a return to their people. In drow society 
  only females may be clerics, priestesses to the demon queen Lolth, 
  though player characters are not bound by this restriction (unless they 
  choose Lolth as their patron deity!). 
   
   
  All dark elves can use a knowledge skill to learn the silent tongue of 
  subterranean dwellers, a language of complex hand signals and 
  gestures, combined with facial expressions and body language. The 
  range of communication in this silent tongue is only 30’, but it is as 
  informative as any other language within that range. Only the drow 
  may fully master this tongue, though other races may be taught its 
  basic signs and symbols.  
   
  Ability Adjustments:  Drow males and females gain different ability 
  score adjustments due the vastly different roles of the two genders in 
  drow society and due to Lolth’s blessings upon female drow.     
  Drow females gain a +1 bonus to their initial intelligence, dexterity and 
  charisma scores, but suffer a -1 penalty to their initial strength and 
  constitution scores.  
  Drow males, on the other hand, gain a +1 bonus to their initial 
  intelligence and dexterity score, but suffer a -1 penalty to their initial 
  wisdom and constitution scores. 
  Automatic Languages:  Drow automatically speak Undercommon 
  and the elven tongues. 
  Bonus Languages:  Due to their interactions with these races, dark 
  elves may learn the following knowledge: language skills, at the start 
  of play:  Common, dwarven, gnomish, goblin, kobold, kuo-toa or 
  svirfneblin. 
  Darkvision 120’: Dark elves can see in complete darkness to a 
  distance of 120’.  Bright light, such as that from a torch or lantern, 
  within 60’ of the dark elf character spoils their darkvision. 
  Determine Depth Under Ground:  Dark elves can automatically 
  determine how far below ground they are. 
  Determine Direction Under Ground:  Drow can automatically 
  determine which direction they are traveling in when under ground. 
  Enhanced Senses:  The keen senses of dark elves grant them a +2 
  bonus to all perception checks. 
  Light Sensitivity:  Drow live most of their lives deep beneath the 
  surface of the earth. They will not venture forth into the surface world 
  except at night or on the gloomiest of overcast days. Daylight and 
  spells such as continual light, effect drow as follows: The character’s 
  armor class, dexterity checks, and attack rolls all suffer a –2 penalty 
  and spellcasters must make a concentration check with a –2 
  challenge modifier in order to successfully cast spells.  The relatively 
  dim light given off by such sources as torches, lanterns, magic 
  weapons, light spells, and faerie fire spells does not adversely affect a 
  dark elf. 
  Immune To Ghoul’s Paralysis:  Dark elves are immune to ghoul’s 
  paralysis, just as their surface cousins are. 
  Immune To Sleep & Charm:  Drow are immune to all sleep and charm 
  spells and effects. 
  Level Equivalency:  Female drow characters, due to their racial 
  abilities, add 2 to their character level when determining the 
  experience needed to progress in level.  Male drow characters add 1 
  to their character level when determining the experience needed to 
  progress in level due to their limited abilities.   
  As such, a level 1 female drow magic-user would effectively be 3rd 
  level for the purposes of determining the experience points needed to 
  reach next level.  This increase in effective level only serves to slow 
  level advancement and grants no benefits to the character’s level-
  based abilities or saving throws.    
  Limited Magic Resistance:  The Magic Resistance rating of 10 
  possessed by NPC dark elves is not shared with player character drow, 
  who are considered to have abandoned their homeland.  It is likely 
  that this power is the result of dark elves’ extended dabbling in the 
  dark arts as well as an effect of their environment.   
  Player character dark elves gain an MR rating of 1 for every 2 levels of 
  experience they achieve, starting at level 2, to a maximum of 10 at 
  level 20. 
  Movement Rate:  The base movement rate of male drow is 60’ (12”) 
  per round.  The base movement rate for female drow is 75’ (15”) per 
  round. 
  Permitted Classes:  Dark elves may advance in all character classes 
  except for the barbarian and monk.  Their preferred classes are cleric 
  (for females), magic-user (for males), fighter, duelist, thief and assassin. 
  Resistance To Magic:  Drow are highly resistant to magic, gaining a +3 
  bonus to all saves versus arcane magic. 
  Size:  Elves are Medium-sized creatures. 
  Spell-Like Abilities:  All dark elves have the innate ability to use the 
  following magic spells once per day: dancing lights, faerie fire, and 
  darkness, 15’ radius. Upon attaining 4th level in any class, dark elves 
  gain the ability to cast detect magic, know alignment, and levitate, 
  also once per day. Females of 4th level or higher also can use 
  clairvoyance, detect lie, undetectable lie, suggestion and dispel 
  magic, each once per day.  The caster level is equal to the drow’s 
  level. 
  Stealth Bonus:  The natural grace of the drow gives them the ability to 
  move about noiselessly and conceal themselves.  Dark elves gain a +2 
  bonus to all stealth checks.  
  Stonecraft:  The keen senses of the drow and the long years they have 
  spent expanding their web of subterranean cities have given them 
  expertise at working stone.  Drow gain a +2 bonus to all craft and 
  perception checks when dealing with stonework construction. When 
  passing within 10’ of a secret door, dark elves automatically make a 
  perception check to notice it.  
  Weapon Training:  Dark elves are trained in the use of two-weapon 
  combat and offset any two-weapon fighting penalties by +2.   
   
  GRAY ELVES (Faeries) 
  These noble elves are the rarest and most powerful of their kind. They 
  are very reclusive, live in isolated meadowlands, and never associate 
  with any other humanoids, other than elves, for long - or with 
  frequency. They are thinner than high elves, with hair color of silver or 
  gold and eyes of amber and violet. They are the longest lived of the 
  elven people, with life spans of up to 1,500 years. 
  They favor white, yellow, silver, or gold garments. Their cloaks are 
  often deep blue or purple.  
   
  Ability Adjustments:  Gray elves receive a +1 bonus to their dice rolls 
  for intelligence and dexterity, giving beginning player characters a 
  maximum score of 19 in these abilities but suffer a -1 penalty to their 
  initial constitution and strength scores.    
  Automatic Languages:  Grey elves automatically speak the Common 
  and elven tongues, just as high elves do. 
  
  Dungeon Master’s Guide    8 
  Bonus Languages:  Due to their interactions with these races, elves 
  may learn the following languages, as knowledge: language skills, at 
  the start of play:  dwarven, gnomish, goblin, halfling or orcish. 
  Enhanced Senses:  The keen senses of elves grant them a +2 bonus to 
  perception checks. 
  Immune To Ghoul’s Paralysis:  Elves are immune to ghoul’s paralysis. 
  Immune to Sleep & Charm:  Grey elves are immune to all sleep and 
  charm spells and effects. 
  Movement Rate:  Elves move 60’ (12”) per round 
  Permitted Classes:  Grey elves may advance in all character classes 
  except for the barbarian and monk.  Their preferred classes are the 
  cleric, bard, druid, fighter, ranger, warden, magic-user, thief and 
  scout. 
  Size:  Grey elves are Medium sized creatures. 
  Spot Hidden Doors:  The enhanced senses of elves allow them to spot 
  secret and concealed doors more easily than others.  When passing 
  within 10’ of a secret door, elves may automatically make a 
  perception check to notice it.  
  Stealth Bonus:  The natural grace of their race gives elves the ability to 
  move about noiselessly and conceal themselves.  Elves gain a +2 
  bonus to all stealth checks.  
  Twilight Vision:  Elves can see normally by moonlight and can see up 
  to 60’ away by torchlight. 
  Weapon Training:  Elves begin play with a +1 bonus to attack rolls 
  made with one of the following weapons:  longbow, composite 
  longbow, shortbow, composite shortbow, longsword or shortsword.  
  The grey elven character is proficient with this weapon, regardless of 
  class. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WILD ELVES (Grugach) 
  Wild elves, or grugach, shun 
  outsiders 
  even 
  more 
  fervently than other elves, 
  and are xenophobic even 
  with regard to other elven 
  races.  
  They are similar in appearance to  
  wood elves, but are smaller, thinner, and very fair. 
   
  Ability Adjustments:  Grugach are nimble and naturally graceful, 
  adding +1 to their initial dexterity score.  At the same time they are 
  slight of build and have –1 to their initial constitution score. In addition, 
  wild elves receive a + 1 bonus to the dice roll to their initial strength 
  (though their maximum strength is an 18) but suffer a -1 penalty to 
  their starting charisma due to their reclusive, distrustful natures. 
  Animal Empathy:  Wild elves may communicate with burrowing 
  mammals at a rudimentary level. 
  Automatic Languages:  Grugach automatically speak elven. 
  Bonus Background Skill:  All grugach begin play with the profession 
  (trapper) skill due to their expertise at setting pits, snares and natural 
  traps.  
  Bonus Languages:  Due to their xenophobic nature, grugach 
  characters must learn Common through use of a knowledge skill at 
  the start of play.  They may also learn the following knowledge: 
  language skills, at the start of play:  gnomish, goblin, or sylvan. 
  Enhanced Senses:  The keen senses of elves grant them a +2 bonus to 
  perception checks. 
  Immune To Ghoul’s Paralysis:  Elves are immune to ghoul’s paralysis. 
  Immune To Sleep & Charm:  Wild elves are immune to all sleep and 
  charm spells and effects. 
  Movement Rate:  Grugach, despite their small size, move at 75’ (15”) 
  per round.  Grugach barbarians do not benefit from the fast 
  movement class ability. 
  Permitted Classes:  Grugach are more limited than other elves in the 
  classes they can practice; they can only be bards, druids, fighters, 
  (including barbarians, duelists, rangers, and wardens) or thieves 
  (including assassins and scouts). Their multiclassing options are limited 
  to combinations of these classes.  Their preferred classes are the druid, 
  fighter, ranger, warden, and scout.   
  Size:  Grugach, unlike other elves, are Small-sized creatures.  
  Spot Hidden Doors:  The enhanced senses of elves allow them to spot 
  secret and concealed doors more easily than others.  When passing 
  within 10’ of a secret door, elves may automatically make a 
  perception check to notice it.  
  Stealth Bonus:  The natural grace of their race gives grugach the 
  ability to move about noiselessly and conceal themselves.  Wild elves 
  gain a +2 bonus to all stealth checks.  
  Twilight Vision:  Elves can see normally by moonlight and can see up 
  to 60’ away by torchlight. 
  Weapon Training:  Grugach gain the benefits of weapon training with 
  one of the following weapons:  longbow, composite longbow, 
  shortbow, composite shortbow, or spear.   
  The wild elven character is proficient with this weapon, regardless of 
  class. 
   
  WOOD ELVES (Sylvan Elves) 
  Wood elves live in primeval forests and distant woodlands.  Their 
  complexions are fair, their hair is yellow to coppery red and their eyes 
  are light brown, light green or hazel. They wear russets, reds, brown 
  and tans. Their cloaks are usually green or greenish brown.  Wood 
  elves have a life span of centuries. 
  Wood elves are more reserved than gray elves, and do not mix with 
  other races on a regular or recurring basis.  
   
  Ability Adjustments:  Sylvan elves are nimble and naturally graceful, 
  adding +1 to their initial dexterity score.  At the same time they are 
  slight of build and have –1 to their initial constitution score. They 
  receive a +1 bonus to their initial dice roll for strength (though their 
  maximum strength is an 18), and must take a -1 penalty to their initially 
  generated score for intelligence.  
  Animal Empathy:  Sylvan elves may communicate with burrowing 
  mammals at a rudimentary level. 
  Automatic Languages:  Elves automatically speak the Common and 
  elven tongues. 
  Bonus Languages:  Due to their interactions with these races, wood 
  elves may learn the following languages, as knowledge: language 
  skills, at the start of play:  dwarven, gnomish, goblin, halfling, orcish or 
  treant. 
  Enhanced Senses:  The keen senses of sylvan elves grant them a +2 
  bonus to perception checks. 
  Immune to Ghoul’s Paralysis:  Elves are immune to ghoul’s paralysis. 
  Immune to Sleep & Charm:  Wood elves are immune to all sleep and 
  charm spells and effects. 
  Movement Rate:  Wood elves move 60’ (12”) per round 
  Permitted Classes:  Wood elves may advance in all character classes 
  except for the barbarian and monk.  Their preferred classes are the 
  bard, druid, fighter, ranger, warden, and scout. 
  Size:  Elves are Medium sized creatures. 
  Spot Hidden Doors:  The enhanced senses of elves allow them to spot 
  secret and concealed doors more easily than others.  When passing 
  within 10’ of a secret door, elves may automatically make a 
  perception check to notice it.  
  Stealth Bonus:  The natural grace of their race gives wood elves the 
  ability to move about noiselessly and conceal themselves.  Wood 
  elves gain a +2 bonus to all stealth checks.  
  Twilight Vision:  Wood elves can see normally by moonlight and can 
  see up to 60’ away by torchlight. 
  Weapon Training:  Wood elves begin play with a +1 bonus to attack rolls 
  made with one of the following weapons:  longbow, composite longbow, 
  shortbow, composite shortbow, longsword or shortsword.  The wood elven 
  character is proficient with this weapon, regardless of class. 
   
   
   
   
   
  
  Dungeon Master’s Guide    9 
   
  DEEP GNOMES (Svirfneblin) 
  Deep gnomes, also known as svirfneblin, are members of a breed of 
  gnome that lives deep beneath the surface of the earth. They can 
  be of any class or combination of classes that is permitted to surface 
  dwelling gnomes. Deep gnomes are more muscular than their 
  above-ground cousins, their gnarled skin ranging from medium 
  brown to grayish brown in color. They have gray eyes and tend to be 
  bald. 
  Player character deep gnomes must be male, since no females of 
  this subrace have ever been known to take up adventuring careers. 
  Player character deep gnomes do not possess the innate magic 
  resistance of non-player character svirfneblin.  Unlike non-player 
  characters of this subrace, player character svirfneblin do not 
  automatically improve in natural armor class as they progress in 
  levels. The reasons why player character deep gnomes lose certain 
  abilities may be similar to why this happens to dark elves (see 
  above). 
   
  Ability Adjustments:   
  Deep gnomes, like 
  dwarves, are 
  exceptionally robust and 
  add +1 to their initial 
  constitution score.  They 
  are more muscular than 
  is typical for gnomes 
  and, as such, do not 
  adjust their initial 
  strength score, though 
  their somber nature 
  imposes a -1 penalty to 
  their initial charisma 
  score. 
  Automatic Languages: 
  Deep gnomes 
  automatically speak 
  both Undercommon 
  and svirfneblin, a dialect 
  of gnomish. 
  Bonus Languages:  Due 
  to their interactions with 
  these races, deep 
  gnomes may learn any 
  of the following 
  knowledge: language 
  skills, at the start of play: 
  Common, elven, 
  dwarven, gnomish, 
  goblin, kuo-toan, kobold 
  or terran. 
  Darkvision 120’:  Deep gnomes can see in complete darkness to a 
  distance of 120’.  Bright light, such as that from a torch or lantern, 
  within 60’ of the deep gnomish character spoils their darkvision.  
  Defensive Expertise (Giants):  Years of battling giantkind has trained 
  deep gnomes how to use their height to their advantage against 
  such foes.  They gain a +3 bonus to armor class when attacked by 
  giantkind (ogres, trolls and giants). 
  Determine Depth Under Ground:  Svirfneblin can automatically 
  determine how far below ground they are. 
  Determine 
  Direction 
  Under 
  Ground: 
   
  Deep 
  gnomes 
  can 
  automatically determine which direction they are traveling in when 
  under ground. 
  Enhanced Senses:  The keen senses of deep gnomes grant them a +2 
  bonus to all perception checks. 
  Enmity (Kuo-Toa & Drow):  The age-old hatred that exists between 
  deep gnomes and both kuo-toa and drow affords them a +1 bonus 
  to attack rolls against these racial enemies. 
  Immune To Illusions/Phantasms:  Deep gnomes are immune to all 
  illusion/phantasm spells. 
  Level Equivalency:  All svirfneblin characters, due to their racial 
  abilities, add 2 to their character level when determining the 
  experience needed to progress in level.  As such, a level 1 deep 
  gnome illusionist would effectively be 3rd level for the purposes of 
  determining the experience points needed to reach next level.  This 
  increase in effective level only serves to slow level advancement and 
  grants no benefits to the character’s level-based abilities or saving 
  throws.    
  Light Sensitivity:  Deep gnomes live most of their lives deep beneath 
  the surface of the earth. They will not venture forth into the surface 
  world except at night or on the gloomiest of overcast days. Daylight 
  and spells such as continual light, affect them as follows: The 
  character’s armor class, dexterity checks, and attack rolls all suffer a 
  –2 penalty and spellcasters must make a concentration check with a 
  –2 challenge modifier in order to successfully cast spells.  The 
  relatively dim light given off by such sources as torches, lanterns, 
  magic weapons, light spells, and faerie fire spells does not adversely 
  affect a deep gnome. 
  Metalcraft:  Deep gnomes are superior craftsmen of finely wrought, 
  often elaborate, pieces of jewelry.  Svirfneblin gain a +2 bonus to all 
  ability checks related to crafting or appraising metal items.   They 
  also gain a +2 bonus to all disable device checks. 
  Movement Rate:  Deep gnomes move 45’ (9”) per round. 
  Permitted Classes:  Deep gnomes may advance in all character 
  classes except for the barbarian, cavalier and monk.  Their preferred 
  classes are the cleric, fighter, illusionist and thief. 
  Stealth Bonus:  Deep gnomes are adept at moving about noiselessly, 
  and are able to conceal themselves with relative ease.  They gain a 
  +2 bonus to all stealth checks.  
  They may add their full level bonus to stealth checks made when 
  hiding in an area of unworked stone, for svirfneblin are virtually 
  invisible in such surroundings. 
  Stonecraft:  Gnomish, like dwarven, expertise at mining and working 
  stone allows them to spot unusual or unique stonework construction. 
  Deep gnomes gain a +2 bonus to all craft and perception checks 
  when dealing with stonework construction. When passing within 10’ 
  of a secret door, deep gnomes automatically make a perception 
  check to notice it.  
  Spell-Like Abilities:  Player character deep gnomes may use the 
  following spell-like abilities once per day: blindness, blur and change 
  self, as if cast by an illusionist of the character’s level. A deep gnome 
  also radiates nondetection as the spell, though this applies only to 
  the individual alone and does not affect an area.  
  When a deep gnome becomes a player character, he forfeits some 
  of the benefits that derive from close association with the Elemental 
  Plane of Earth, as described above. However, deep gnomes do 
  retain the innate ability of svirfneblin to summon an earth elemental 
  once per day.  
  When a deep gnome reaches 6th level, he can perform this feat in a 
  fashion similar to the magic-user spell conjure elemental. The type of 
  creature summoned, if any, is determined by rolling d20 and referring 
  to the following table: 
   
  d20 roll 
  result 
  1-2 
  summoning fails, may not be attempted again that day 
  3-5 
  xorn  
  6-14 
  8 hit die earth elemental 
  15-17 
  12 hit die earth elemental 
  18-19 
  16 hit die earth elemental 
  20 
  24 hit die earth elemental 
   
  Size:  Deep gnomes are Small creatures. 
  Universal Resistance:  Gnomes are highly resistant to all baleful 
  effects and gain a +3 bonus to all saving throws. 
   
  HALF-ELVES 
  Half-elves of high elven ancestry are fully described on page 8 of the 
  PLAYERS HANDBOOK. Those descended from gray and wood elves 
  have similar abilities and restrictions. Because wild elves do not trust 
  humans any farther than they can toss them, no instances are known 
  of half-elves descended from grugach stock. Half-elves of drow 
  descent retain their elf parent’s disadvantages with regard to light 
  and have darkvision 120’ in place of twilight vision.  They are looked 
  upon as outcasts by the dark elf population, and are greeted with 
  suspicion or outright hostility by humans or other elven folk. 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    10 
  HAIRFOOT HALFLINGS 
  Hairfoots, the most commonplace subtype of halflings, are fully 
  described in the PLAYERS HANDBOOK on pages 8 and 9.  
  Descriptions for the two other subtypes of halflings, stouts and 
  tallfellows, are given below. 
   
  STOUTS HALFINGS 
  This kind of halfling is a bit smaller and stockier than the typical 
  (hairfoot) halfling. They tend to wear more armor than their hairfoot 
  brethren and employ morningstars in addition to the usual halflingish 
  arms.  
  The following racial abilities supersede those presented in the 
  PLAYERS HANDBOOK.    
   
  Ability Adjustments:  Stouts add +1 to their initial dexterity score.  Their 
  small size limits their strength and, as such, all halfling characters 
  subtract 1 from their initial strength score. 
  Automatic Languages:  All stouts automatically speak the Common 
  and halfling tongues.  They often learn the dwarven tongue. 
  Bonus Languages:  Due to their interactions with these races, stout 
  Halflings may learn the following languages, as knowledge: 
  language skills, at the start of play:  dwarven, elven, gnomish, goblin, 
  or kobold. 
  Darkvision:  Stouts can see in complete darkness to a distance of 60’.  
  Bright light, such as that from a torch or lantern, within 30’ of the stout 
  character spoils their darkvision.  
  Determine Depth Under Ground:  Stouts can automatically determine 
  how far below ground they are. 
  Determine Direction Under Ground:  Stout halflings can automatically 
  determine which direction they are traveling in when under ground. 
  Movement Rate:  The base movement rate for stouts is 45’ (9”) per 
  round. 
  Permitted Classes: Stouts may advance in all character classes 
  except for the barbarian, cavalier, magic-user, hedge wizard, 
  illusionist, necromancer, and monk.  Their preferred classes are the 
  cleric, druid, fighter, warden, thief and scout. 
  Resistance To Magic:  Stout halflings are highly resistant to arcane 
  spells and gain a +3 bonus to all saves versus such magic. 
  Resistance To Poison:  Stout halflings are also highly resistant to poison 
  and have a +3 on savings throws against all types of poison. 
  Size:  Stouts are Small sized creatures. 
  Stealth Bonus:  All halflings, due to their small size, unobtrusive manner 
  and padded feet, are naturally inclined to moving silently and 
  hiding.  They gain a +2 bonus to all stealth checks.   
  Weapon Training:  Halflings have a natural talent with slings and 
  thrown weapons. Rock pitching is a favorite sport of many a halfling 
  child. All halflings gain a +1 bonus to their attack rolls when using 
  thrown weapons and slings. 
   
  TALLFELLOW HALFLINGS  
  A taller (4 +’), slimmer halfling, with fairer skin and hair. Tallfellows are 
  very rare. Like stouts they tend to use heavier armor than hairfoots.  
  Tallfellows are able to ride ponies and use spears in addition to the to 
  the usual halflingish arms.  Tallfellows share the racial abilities of 
  hairfoots, though they often speak elfish, in addition to Common and 
  halfling, and are very friendly with elves.  
   
  HALF-OGRES 
  Half-ogres are rare crossbreeds of human and ogre. Half-ogres range 
  from 7’ to 8’ in height and weigh between 300 and 400 pounds. Skin 
  color and hair color is variable but tends to be brown, grayish, black, 
  dull yellow (skin only) or one of the above with a slight grey-green 
  hue. Overall, half-ogres have swarthy, dull complexions with dark, 
  lank hair.  Most half-ogres have human-like eyes, though about 20% 
  have the white pupils common to ogrekind. 
  Half-ogres, though generally outcasts among humans and feared for 
  their ugliness and size, can find some acceptance among ogres and 
  ogrillons.  Half-ogres in an ogre band need to prove themselves 
  constantly to their larger kin, however. For this reason, half-ogres 
  found among an ogre band are cruel, violent, and strong; weaker 
  half-ogres usually wind up in the stew pot. Most half-ogres found 
  among full-blooded ogres are leaders of the ogre band or are at 
  least well on their way to becoming leaders. Long years suffering the 
  harsh treatment of their kin help half-ogres develop a sense of 
  cunning and a strong will to survive.  Therefore, ogres under the 
  leadership of a half-ogre fight more effectively, even engaging in 
  planned ambushes and complicated tactics that are beyond most 
  ogres. 
  There are a number of advantages and disadvantages to being a 
  half-ogre. On the positive side, their greater size and mass allows half-
  ogres to use bastard swords one-handed without penalty.  Their 
  greater size and strength would also allow the use items such as a 
  rod of lordly might or hammer of thunderbolts to better advantage. 
  At the same time, half-ogres aren’t big enough to fully employ either 
  the mattock or maul of the titans. Luckily, protective rings, bracers, 
  and amulets may be used by the race, despite their size. 
  On the negative side, half-ogres are cursed with evil dispositions, 
  prone to sullenness and bouts of rage.   
  Even when this is not the case 
  half-ogre characters are viewed 
  with fear and suspicion by most 
  humans and demihumans they 
  come upon.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Furthermore, the cost of specially-sized armor and clothing required 
  by half-ogres is high, two times the norm for any other Medium-sized 
  creature, and weight is 50% more than usual. Large shields, while 
  easier to manipulate for a half-ogre, only provide a +1 bonus to 
  armor class because of the limited area protected by the shield. 
  They are also too big to ride anything but a huge horse or an 
  elephant, neither of which is readily available or of low cost. 
  When struck by any weapon designed to slay humans or ogres, half-
  ogres are considered to be of either race.  Rangers attacking half-
  ogres gain the benefits of the favored enemies class ability if they 
  have chosen either humans or giants as favored enemies.  Finally 
  half-ogres, whether PCs or NPCs, fight at a disadvantage against 
  dwarves and gnomes, who gain a +3 armor class bonus against 
  giant-kind, including half-ogres. 
   
  Ability Adjustments:  Ogres are brutish creatures who gain a +2 bonus 
  to their initial strength and constitution scores, but suffer a -2 penalty 
  to their initial charisma score and a -1 penalty to their initial 
  intelligence and dexterity scores. 
  Ability Check Modifier:  Half-ogres, due to their human ancestry, are 
  allowed to choose three ability scores with which they gain a +1 
  bonus to all ability checks. 
  Automatic Languages:  Half-ogres automatically speak Common 
  and giant. 
  Bonus Languages:  Due to their interactions with these races, ogres 
  may learn the following knowledge: language skills, at the start of 
  play:  dwarven, gnoll, goblin, kobold, orcish or troll. 
  Conspicuous:  Half-ogres, due to their larger size, suffer a -3 penalty 
  to all stealth and sleight of hands checks.  
  Darkvision 60’:  Half-ogres can see in complete darkness to a 
  distance of 60’.  Bright light, such as that from a torch or lantern, 
  within 30’ of the half-ogre character spoils their darkvision.  
  Movement Rate:  Ogres move 60’ (12”) per round. 
  Permitted Classes:  Half-ogres, unlike other half-human characters, 
  are limited in their choice of character class.  They may only 
  advance in the following classes:  cleric, druid, fighter, anti-paladin, 
  barbarian, paladin, ranger, warden, psionicist, thief, assassin, and 
  scout.  Their preferred classes are the fighter and barbarian. 
  Size:  Half-ogres are Medium creatures. 
   
   
  
  Dungeon Master’s Guide    11 
   
  RACIAL PREFERENCES, EXPANDED & REVISED 
  The following table serves as a guide in determining which races your character will like, be rather indifferent to, or dislike. As Dungeon Master you 
  should take racial preferences into account during interactions between player characters and the various races that they will encounter (see 
  Encounter Reactions on page 65 of this book). 
   
   
  basic acceptability of racial type 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  character race 
  dg 
  dh 
  dm 
  ed 
  eg 
  eh 
  ewi 
  ewd 
  gd 
  gs 
  1/2e 
  hh 
  hh 
  ht 
  1/2og 
  1/2o 
  h 
  dwarf 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  gray (dg) 
  P 
  A 
  A 
  G 
  H 
  H 
  H 
  H 
  A 
  A 
  N 
  N 
  A 
  N 
  N 
  N 
  N 
  hill (dh) 
  A 
  P 
  G 
  H 
  A 
  A 
  A 
  A 
  N 
  G 
  H 
  N 
  G 
  N 
  H 
  H 
  N 
  mountain (dm) 
  A 
  G 
  P 
  H 
  A 
  A 
  A 
  A 
  N 
  G 
  N 
  N 
  G 
  N 
  H 
  H 
  N 
  elf 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  dark (ed) 
  G 
  A 
  A 
  P 
  H 
  H 
  H 
  H 
  H 
  A 
  A* 
  N 
  N 
  A 
  N 
  N 
  N 
  gray (eg) 
  A 
  A 
  A 
  H 
  P 
  G 
  N 
  G 
  N 
  N 
  G* 
  N 
  N 
  G 
  A 
  A 
  N 
  high (eh) 
  A 
  A 
  A 
  H 
  G 
  P 
  N 
  G 
  N 
  N 
  G* 
  N 
  N 
  G 
  A 
  A 
  N 
  wild (ewi) 
  A 
  A 
  A 
  H 
  N 
  N 
  P 
  N 
  A 
  A 
  A* 
  A 
  A 
  N 
  A 
  A 
  A 
  wood (ewd) 
  A 
  A 
  A 
  H 
  G 
  G 
  N 
  P 
  N 
  N 
  G* 
  N 
  N 
  G 
  A 
  A 
  N 
  gnome 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  deep (gd) 
  A 
  N 
  N 
  H 
  N 
  N 
  N 
  N 
  P 
  G 
  N 
  N 
  G 
  N 
  H 
  A 
  N 
  surface (gs) 
  A 
  G 
  G 
  A 
  N 
  N 
  N 
  N 
  G 
  P 
  N 
  G 
  G 
  G 
  H 
  A 
  N 
  half-elf (1/2 e) 
  N 
  N 
  N 
  A* 
  G* 
  G* 
  A* 
  G* 
  N 
  N 
  P 
  N 
  N 
  G 
  A 
  A 
  G 
  halfling 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  hairfoot (hh) 
  N 
  N 
  N 
  N 
  N 
  N 
  N 
  N 
  N 
  G 
  N 
  P 
  P 
  P 
  A 
  N 
  G 
  stout (hs) 
  A 
  G 
  G 
  N 
  N 
  N 
  N 
  N 
  G 
  G 
  N 
  P 
  P 
  P 
  A 
  A 
  N 
  tallfellow (ht) 
  N 
  N 
  N 
  A 
  G 
  G 
  N 
  G 
  N 
  G 
  G 
  P 
  P 
  P 
  A 
  A 
  N 
  half-ogre (1/2 og) 
  N 
  H 
  H 
  N 
  A 
  A 
  A 
  A 
  H 
  H 
  A 
  N 
  N 
  N 
  P 
  N 
  N 
  half-orc (1/2 o) 
  N 
  H 
  H 
  N 
  A 
  A 
  A 
  A 
  A 
  A 
  A 
  N 
  A 
  A 
  N 
  P 
  N 
  human (h) 
  N 
  N 
  N 
  N 
  N 
  N 
  N 
  N 
  N 
  N 
  G 
  G 
  N 
  N 
  A 
  N 
  P 
  * with regard to the reactions of races other than elves, half-elves are considered as a specific racial type. However, elves will react to half-elves 
  as if the half-elf were either a half-elf or a full-blooded elf of the same racial type as the half-elf’s non-human ancestor, whichever is the more 
  negative reaction. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    12 
  EXPANDED RACIAL DESCRIPTIONS 
   
   
  The Dwarven Point of View:  As AD&D players know, the dwarves are a 
  human-like race, standing about 4 feet high but weighing as much as 
  150 pounds or so due to their broad build and musculature. Most 
  people also know that dwarves prefer living under ground in caverns 
  and mines, they value gold highly, and they have beards (female 
  dwarves are also said to be bearded). Their use of axes and hammers 
  as weapons and their hatred of orcs and giants are familiar.  
  However, this limited amount of information is the extent of most 
  people’s awareness and knowledge of dwarves.  
  Scattered throughout the AD&D books and a number of other sources 
  are other bits of information regarding this poorly understood race - 
  information that may mean little in itself, but when put together 
  presents in some detail an interesting portrait of a distinctly different 
  race, one that does not share our human values and feelings on the 
  topics of life and living. Much of the difficulty in getting to understand 
  dwarves is due directly to their habit of separation from the affairs of 
  other races. The dwarves are very much a race apart.  
  One of the most striking features of dwarven society is the inequality in 
  numbers of males vs. females. Two out of three dwarves are male at 
  birth, and this ratio continues to hold true as dwarves get older. The 
  effect this has upon them reaches into nearly every aspect of their 
  lives. Most male dwarves do not marry, but instead devote their lives 
  to careers as craftsmen, miners, adventurers, and so forth. 
  Dwarves who do enter into marriage become exceedingly jealous 
  and possessive of their partners, restricting the freedom each has in 
  exchange for a life of devotion to each other and their children. Yet, 
  though roughly half of all male dwarves are destined to go through 
  life as bachelors, they do not appear overly sad or frustrated. Their 
  careers fill their daily lives as completely as would the presence of a 
  wife, and appear to give them much the same satisfaction 
  (particularly in the metal-working and jeweler crafts, for reasons to be 
  given later).  
  How would a human society cope with an excess of males such as 
  this? History reveals that at times such as this, human societies turn to 
  warfare or extreme violence in order to bring the sexual imbalance 
  back to normal. For dwarvenkind, however, a male-to-female ratio of 
  2 to 1 is normal. 
  Some dwarves, male and female alike, would not marry even if they 
  had the chance, so immersed are they in their work. The greatest 
  heroes and heroines of dwarvenkind have almost always been single, 
  as marriage means the end of any outside occupations, especially 
  adventuring. For a married dwarf to adventure or otherwise spend a 
  lot of time out of the home is seen as a shirking of responsibilities and a 
  disgraceful insult to the other partner of the lowest order, in effect 
  saying that the partner (be it he) is not worthy of the other’s 
  affections. Much of this feeling is caused and reinforced by the 
  basically lawful good nature of the dwarven fold. 
  By and large, dwarves are seen as possessive, single-minded, perhaps 
  having a narrow range of interests, yet throwing all their energies into 
  the seeking of their goals. Dwarves are clannish, more so than most 
  other races, and few make a habit of spending a lot of time among 
  the company of non-dwarves for long periods of time.   
  A strong streak of materialism is present in the dwarven character, 
  and they are sometimes notoriously jealous of what they own. 
  Dwarves tend to hoard their wealth, spending money only to make 
  more money, and are very watchful of thieves, real and suspected. In 
  dwarven society, there is but one penalty for pickpockets and 
  burglars, and that is death - unless, of course, the thief is working for 
  the dwarves against someone else. 
  Many dwarves are rather vengeful, and remember slights or insults 
  long after they have ceased to matter to anyone else. They may well 
  take opportunities to redress the situation when their enemies have 
  been lulled into complacency. Little wonder that other races 
  sometimes distrust dwarves more than they do goblins. Who knows, 
  they ask, what a dwarf is really thinking of you? 
  To other intelligent races, dwarves are humorless, “dour and taciturn,” 
  and loveless except for a lust for more and more gold. Such is not true; 
  there is much joy in a dwarf’s life in such things as the birth of a child, 
  the crafting of a beautiful jewel, or the forging and finishing of a great 
  suit of armor or a matchless weapon. 
  Yet, it is true that for the most part, the life of a typical dwarf is fraught 
  with ceaseless toil and labor; the dwarves’ work ethic makes the 
  human conception of the same concept appear lackadaisical. They 
  pay a price for this drive, in terms of the many lines that fill their faces 
  as they age. This price, however, is seen as a badge of honor among 
  dwarves, and adds in some sense to their satisfaction with themselves. 
  Other races don’t always see it this way (especially the elves, who 
  would be sorely distressed to have to live such serious and 
  hardworking lives). Those few who do admire the dwarves and uphold 
  their achievements publicly will come to win their cautious gratitude, 
  and in time may be counted in some manner as an “honorary dwarf” 
  if they continue to actively support and champion dwarven causes. 
  Interestingly enough, there is some element of humor in the dwarven 
  character, of a nature particular to themselves.  Whenever dwarves 
  have been responsible for the rescuing of persons of other races, 
  there is inevitably some jesting and joshing to the effect that the 
  victims wouldn’t have had to be rescued if they’d been dwarves, or 
  that the dwarves fail to understand what was so awful about the 
  situation (regardless of how bad it was).  Though two demons, a 
  dragon, and an entire tribe or orcs be slain in the conquest, and the 
  dwarves be immensely proud among themselves, they may put on a 
  casual front to other races, and would appear to treat the whole 
  episode as a light romp in the afternoon sun. 
  With all this in mind, one understands how dwarves on the whole have 
  such low charismas when interacting with other races. Yet, on the 
  positive side, dwarves possess a powerful tenacity, driving on when 
  others have given up and left the race. Legends and tales abound of 
  dwarves who dared the greatest obstacles and dangers in reaching 
  for their goals, either to emerge victorious or end up utterly destroyed. 
  A thing is either done or it is not, and there is no half way about it.  
  Dedication like this can often make the difference between success 
  and failure for adventuring parties. Such an attitude can prove to be 
  a great morale boost for groups of adventurers, particularly lawful 
  good ones. How could one avoid winning, with a dwarf on one’s 
  side? 
  The natural tendency to suspiciousness in the dwarven nature has 
  saved enterprises from disaster, much more often than it has led to the 
  missing of a good opportunity. Dwarves take a great interest in seeing 
  that the party and its valuables are secure from loss - a greater interest 
  than most other peoples can willingly muster. 
  Dwarves abhor slavery and all forms of involuntary servitude; they 
  never practice it among their own kind or against other races. Foes 
  are either made to leave the area, coexist peacefully if they elect to 
  stay, or else are slain. Those who make a practice of enslaving   
  dwarves run the gravest risks; other dwarves who find this out will lay 
  aside all differences to unite and destroy them, in a fairly short time, if 
  at all possible.  
  Dwarves are one of the toughest of races, perhaps the most so. 
  Poisonous substances don’t affect them as much as they do other 
  races. Dwarves do not use any arcane spells, but this has proved to 
  be a saving grace at times. Magical spells and magical effects of 
  other sorts may be more strongly resisted by dwarves because of their 
  non-magical natures. Their strength is also considerable and in battle 
  serves to offset their short height. Though dwarves are not as agile as 
  other races, this doesn’t appear to affect them greatly in any way. 
  Earlier it was said that dwarves are a race apart. Indeed, they were 
  created that way. The god Moradin, the Father of the Dwarves, is said 
  to have fashioned them secretly of iron and mithral, in a forge in the 
  fires at the heart of the world.  No other god suspected what was 
  happening, it is told, and when dwarves appeared upon the world 
  the event was cause for great surprise among the other deities. Being 
  a solitary god himself, it may be guessed that Moradin preferred it this 
  way. 
  Moradin was able, through his skills, to give souls to the dwarves when 
  he breathed upon them at their creation (also cooling them as they 
  were taken from the furnace). This sets the dwarves in a group with 
  only humans, gnomes, and halflings for company, of beings with souls 
  instead of spirits (see the DEITIES & DEMIGODS cyclopedia for 
  clarification of these terms). 
  Because they are built from the substance of the earth itself, dwarves 
  feel a strong affinity for the lands that lie under the ground, and they 
  base their lives on working with the earth’s resources.  One is struck, in 
  the study of dwarven theology, by the relationship between 
  procreation and metalcraft; perhaps more than one dwarven smith 
  has looked upon a finished piece of work and felt as if he’d breathed 
  life into the metal and given it a soul of sorts, as Moradin did so long 
  ago. Some of the most popular dwarven-told tales concern an 
  ancient smith who was able to do exactly that, somehow investing his 
  creations with a life of their own. The story ends similarly to the Greek 
  
  Dungeon Master’s Guide    13 
   
  tale of Pygmalion and Galatea, with the smith fashioning a female 
  dwarf from the most precious of metals and having her come to life. 
  Thereafter, of course, they were married and he ceased to bother 
  with his crafts, being now content. 
  Moradin is a proud and possessive god, who owns a hammer and 
  armor that cannot be stolen or used by any other deity in the 
  universe. It is clear that a part of him lives on in all dwarves. The 
  emphasis on materialism is difficult for dwarves to rid themselves of. 
  They feel that if they want a thing they must have it before them, be it 
  a person, object, or experience. Fond memories do not suffice, and 
  sometimes only serve to psychologically torture the dwarf, because 
  he may be physically unable to obtain the thing again. Either a dwarf 
  has something or he does not.  
  Lust for treasure motivates dwarven thieves more so than it does 
  thieves of other races; little do dwarves care what was done to get 
  the item. Because of the unequivocal penalties for stealing from other 
  dwarves, dwarven thieves base most of their livelihood on stealing 
  from other races (thereby worsening already touchy relationships). The 
  knowledge that dwarves go through life only once (souls cannot be 
  “recycled” as spirits can be) may also fuel the desire to get all one 
  can out of life before one goes. (Or, as an infamous dwarven thief 
  once put it, “Ya gotta reach for all the gusto ya can.”) 
  When a dwarf dies, it is considered a dishonor for the body to go 
  unburied.  Dwarven communities bury their dead in great stone vaults 
  after ceremonial cremation, symbolically returning the body to the 
  Forge of Moradin and then to the earth, while the soul is freed to 
  make its journey to the outer planes. The burial of weapons, armor, 
  and magical items with the ashes, as well as gold and jewelry, is not 
  common and is done only for dwarves of great importance. 
  The long-standing rivalry between dwarves and orcs, goblins, and 
  giants, reflected in the combat skills dwarves have against these types 
  and races of creatures, doubtless points to older rivalries between 
  Moradin and the gods of those non-human creatures. An 
  investigation of theology reveals that hill giants are probably the 
  greatest traditional dwarven enemies. For use against these huge folk, 
  the clerics of Moradin may manufacture +3 dwarven thrower war 
  hammers, something no other race can make. 
  It is said in some quarters that dwarves are more “forward” in their 
  behavior toward females without beards, since dwarven women tend 
  to be bearded too. This author would like to suggest that this 
  statement be disregarded. It was not clear whether dwarven females 
  or females of other races are being referred to, and in any case 
  dwarves are not at all prone to mate with others outside their race. 
  Those persons who have had the audacity to ask dwarves whether 
  they like bearded or unbearded women best have usually been given 
  stony stares - or, if the pollster is persistent and obnoxious enough, a 
  firsthand demonstration of the high quality of the dwarven-made 
  battleaxe and the skill with which one can be wielded.  Such 
  information was not meant to be spread about indiscriminately. It may 
  be conjectured that such matters are left to the personal preferences 
  of each dwarf. 
   
  The Elven Point of View:  Elves are much like humans in physical 
  appearance. They are thinner and somewhat smaller, averaging 
  about 5 feet tall, but not small enough for the size difference to affect 
  the way elves see humans and vice versa. Elves have a tendency, as 
  do all demihumans, to be generally suspicious of human motives at 
  the same time they admire (perhaps reluctantly) and look up to 
  humans for their capabilities. But elves are the least affected by this 
  feeling, and bear little jealousy towards humans for their abilities.  Elves 
  have their own set of special abilities and problems.  
  The greatest difference between the viewpoint of an elf and that of a 
  human concerns their concepts of time. The wispy, lightly built elves 
  have a life span more than ten times as long as humans, averaging 
  1,200 years with a maximum of 1,600 years or so.  Such a time span is 
  barely comprehensible to humankind; its effects on the elven 
  personality are profound and far-reaching.  Elven player characters 
  can be 100 years older or older when they start play in the game and 
  can look forward to many years more, barring accident or death in 
  battle. In a typical elven lifespan it is possible for as many as sixty 
  generations of humans to appear and vanish. Whole cities and 
  nations could be founded, expand, reach a pinnacle, and fade 
  away into degeneration and ruin in that time. Seemingly changeless, 
  the elf would witness it all.   
  Time means nothing to an elf; there is little need for hurry in any 
  project the elf is engaged in. Humans and other demihumans rush 
  about and vainly set out on adventures and projects that they want 
  to complete before the Grim Reaper turns their bodies and works to 
  dust. Few things are that important to elves. Aging seems to have little 
  effect physically on an elf’s outward appearance; unscathed by the 
  passage of centuries and millennia, elven longevity is intensely envied 
  by most other races who travel in the shadow of mortality.  Seeing 
  others’ lives pass away around them, and having no such pressure 
  from the presence of death, elves have attained a deep 
  understanding and acceptance of death as a part of life by nature. 
  They don’t look forward to it necessarily, but they have no fear of it. 
  This feeling is so deeply ingrained that elves are immune to the 
  paralyzing touch of ghouls, from which it may be deduced that 
  ghouls are somehow able to cause their victims to be overtaken and 
  immobilized by their fears of death. The more powerful undead 
  creatures can paralyze or cause fear in elves as well as in other beings 
  because those undead have a stronger innate magical power and 
  use different ways to bring their attacks into effect. An elf might not 
  fear death, but one would certainly fear an enraged vampire or lich 
  for the harm or damage it could cause. 
  Elves are a brave people, but are not given to foolhardiness and the 
  sort of “damn the torpedoes” approach that shorter-lived beings use 
  so often. Caution is appropriate since there is so much to live for and 
  so long to do it in. It may well be that elves are aware that since they 
  do not possess souls but have spirits (see the DEITIES & DEMIGODS 
  book for clarification of these terms) instead, they will be “reborn” 
  after some time, and likely as elves again. Why fear death when you 
  know you are coming back to life anyway?   
  Their longer lifespan also imbue elves with a tendency to see things in 
  a long-range way. The short-term results of a particular action 
  concern elves little; things are done for what will come about in the 
  long run.  Singing and dancing all day are not actions done for the 
  sake of the moment (as most other creatures believe). This behavior 
  helps make life more enjoyable and easily lived, enhancing elves’ 
  love of the world and of life in general. Longevity can mean 
  intolerable boredom unless one can manage to keep occupied for 
  over a thousand years and enjoy it as well. Elves know how to do this 
  with little trouble. The naturally chaotic bent that elves have comes to 
  their assistance here, guaranteeing a life filled with variety and 
  unpredictability.  Life is an endless series of surprises to fire elves’ 
  imaginations; there are poems to be written, songs to be sung, and 
  tales to be told about those surprises.  
   
   
   
  To members of other races, elves appear heedless of the harsh 
  realities of the world; they have no attention span, they waste time; 
  they are “flighty or frivolous” and carefree. They have no 
  understanding of the value of time, we believe. How wrong we are.  
  Elves know only too well the value of time. They cannot comprehend 
  fully our haste to do things, our concern over things that will not last.   
  Longevity has also granted elvenkind a keen empathy for life and 
  living things. The sense of oneness that elves feel with the forests is a 
  thing beyond our ken. We perhaps also cannot appreciate the 
  richness elves feel in life, and the fellow-feeling they have for other 
  living creatures, Elves cannot be said to truly hate almost any 
  creatures; even orcs are merely regarded with antipathy, for they will 
  soon pass from life - even more quickly than humans do. The all-
  consuming hate orcs feel for elves is, to the elves, but an annoying 
  problem that can be circumvented with a little patience and a few 
  good arrow shots. 
  
  Dungeon Master’s Guide    14 
  There is only one mortal race that warrants a feeling of true hatred 
  among elvenkind, and, interestingly enough, the hatred is for a variant 
  elven race: The drow. Drow also have long lifespans, and to some 
  extent their mentalities mirror that of normal (high, grey, and sylvan) 
  elves. Yet the drow nature is wholly evil and based upon darkness, 
  things very different from the philosophy of the surface elves. Against 
  the drow, other elves show no mercy or quarter. To have any dealings 
  with the evil dark elves is to betray tens of thousands of years of elven 
  unity with life; even evil non-drow elves will more than likely refuse to 
  have anything to do with the drow. If orcs were regarded with this 
  same feeling by elves, they would be much less plentiful than they are 
  today, perhaps extinct. 
  The empathy elves feel for living things gives them the desire to 
  communicate more with life, and elves have a wide repertoire of 
  languages as a result. Sylvan elves, more closely tied to their forests 
  than high or grey elves, learn different tongues, but the language 
  range is just as wide. All elves tend to be much more expressive than 
  humans or other beings, and are more sensitive to changes in 
  emotions in other creatures. This does not necessarily mean that elves 
  are always good listeners or make friends easily, however; they 
  associate primarily with their own race, who appreciate the elven 
  view of life best. Making friends with shorter-lived mortals is difficult, 
  since they know that soon (by elven standards) that friend will die.  
  Their sensitivity to emotions can be used by elves to draw people out 
  and learn from them; elves enjoy secrets and are always seeking 
  them for the joy of learning new knowledge. Perhaps this 
  psychological tendency is related to their ability to detect secret and 
  concealed doors, or perhaps this ability is just a function of living in a 
  society that uses secret doors a lot. This might indicate that while elves 
  seem to know a lot about everyone else, they sometimes don’t know 
  much about each other. Chaotics value their privacy highly. 
  Regardless of racial preferences, elves can make friends from many 
  races.  In all likelihood, elves make few generalizations racially and 
  make judgments on beings on a person-by-person basis.  Were there 
  such a thing as a chaotic good orc, he might find some friends 
  among elvenfolk once the elves got past their initial distrust. 
  Most elves are basically peaceful and have little or no desire to own 
  things, beyond the desire to have them in order to appreciate their 
  beauty. It is enough for elves to have their long lives; material things 
  are generally of little worth. This might seem contradictory in light of 
  the fact that elves make excellent thieves, but elven thieves are very 
  rarely in the business for the profit to be made. They seek the variety 
  and excitement the thieving life offers, and care more about how 
  interesting an adventure was rather than what material was gained 
  from it.  Well-wrought jewelry is much liked and appreciated for the 
  level of skill required to fashion it; elven thieves prefer jewelry over any 
  treasure but magical items. The amusing insistence of the shorter-lived 
  races on ownership of personal property makes them particularly 
  vulnerable to the average elven thief, who may feel he is doing the 
  victims a favor by pointing out, in a blunt way, that nothing lasts 
  forever. 
  A very self-willed race, elves tend to do very much as they please, 
  paying little attention to social convention. They do not see other 
  beings as superiors or inferiors, even their own leaders. Instead, they 
  feel all beings should have dealings in a direct fashion without a 
  complicated rank structure or hierarchy. This point of view is often 
  appreciated by the less powerful members of an adventuring party 
  that elves are traveling with, but bothersome to the more powerful 
  members who are supposedly in charge of the expedition.   
  Leaders, to elves, are to be obeyed in matters only where the leader is 
  knowledgeable, and they may be freely disobeyed if their rulings 
  seem unreasonable. Individual elves follow their own leaders because 
  they want to, not because “society” says they have to. This makes, of 
  course, for a pretty chaotic state of political affairs, but this is greatly 
  moderated in elven society by the elves’ strong sense of identity as a 
  race and their separateness from the rest of the social world. Thus, 
  elven government, as disordered and confusing as it seems to an 
  outsider, is quite stable.   
  If there is something elves desire strongly, it is knowledge of magical 
  power. Magic fascinates elves, who see it as a source of infinite 
  variety for their benefit and enjoyment over the long years. They are 
  often magic-users, for they understand the nature of magic well.  
  One interesting difference between elves and other beings in mental 
  capabilities is also related to their long lives. Elves do not sleep as 
  humans, dwarves, and other races do. During the time an elf is resting, 
  he is vividly reliving past memories and experiences. For all intents and 
  purposes, memory is a separate reality, and dreams serve as a 
  reflection upon the world of the past. This is a valuable asset to elves 
  because of the enormous amount of information and life experiences 
  an elf can accumulate in a few hundred to a thousand years. EIves 
  rarely close their eyes when they “sleep” unless there is a bright light 
  present; thus, some have a “faraway” look in the evenings, and their 
  companions are misled into thinking elves don’t sleep or rest at all. 
  While resting in this fashion, an elf is still alert to some extent but not 
  overly so, and may have mild difficulty coming out of the memory-
  dreaming trance. This explains the elven resistance to sleep spells. 
  Their resistance to charm spells may be due to their strong sense of 
  self-will and individuality.   
  Elves’ ability to move with great silence in natural terrain is another 
  interesting comment on the elven desire for secrecy on an individual 
  basis. Elven speech is soft, lilting, and melodious to the ear; it contains 
  many subtle variations in tone to indicate the speaker’s emotional 
  state, though most races miss them or misinterpret what is being 
  expressed.  Most of these delicate tonal changes are meant to be 
  secret from other races - again, another comment on elves’ love of 
  secrets.   
  The elven feeling of equality and kinship with all beings is well 
  expressed in their religion. Elves were born of the blood of Corellon 
  Larethian, and thus in some sense are equals to that deity (brothers 
  and sisters, perhaps). Elven deities work closely together, with no one 
  designated as an absolute or even partial leader. All the various cults 
  and sects of elven religious life coexist in similar fellowship. 
  The long-range psychological view elves have of life is mirrored in their 
  physical ability with missile weapons, which requires foresight and 
  accurate depth perception on the part of the archer. Note that 
  Corellon Larethian’s longbow never misses its mark. It may be that the 
  elven skill with swords and bows is partially due to their kinship with a 
  deity using these weapons and no others. Also note that this deity’s 
  sword points out the most dangerous opponents in battle; this is 
  another manifestation of the elven talents of sensitivity and 
  awareness.   
  Few children are born to elves, a logical result of having such 
  extended lifetimes. This provides a check on their numbers and makes 
  elves somewhat less than common. Their population tends to remain 
  fairly constant. 
  Evil elves strive for the destruction of life, rather than the accumulation 
  of treasure at any cost. Banshees (also called groaning spirits), the 
  undead form of evil female elves, are particularly well associated with 
  the bringing of death with their keening. Assassin-class elves commit 
  murder and destruction of life as a matter of routine, and are rather 
  fearsome as a result. Fortunately, such beings are quite rare. Elven 
  assassins and half-elven assassins only rarely associate with their own 
  kind, preferring human company. The other elves tend to pick up on 
  too many subtle clues the assassin gives off, thus spoiling the “secret.” 
  Elven males and females have always seen each other as equals;  
  which accounts for the fact that elven queens are as common as 
  elven kings. Corellon Larethian is regarded by some elves as male, by 
  some as female, by some as neither or both. Though female elves do 
  not serve in the armies in any great number (except as unicorn 
  cavalry riders), other areas of elven life are about equally divided 
  between male and female participants.  Only actual combat 
  occupations show a definite pro-male ratio, and even then the 
  difference is not as extreme as in (for example) human or dwarven 
  armies. 
  As a final comment, no other symbol could represent as well the 
  changeless and ever-changing state of elven life as the holy symbol 
  used in the worship of Corellon Larethian: The crescent moon. Always 
  present and always different, looking upon the world year after year, 
  century after century, with the same serene face. Though humans 
  and other people come and go, the elves and the moon remain. 
   
  The Gnomish Point of View:  Gnomes are small demihumans closely 
  related to dwarves. They average about 3’6” in height and weight 
  about 80 pounds; their skin tones range from brown to dark tan to 
  grayish brown, and they have gray or white hair. Gnomish males are 
  bearded but females are not. Though most people tend to think of 
  gnomes as just smaller dwarves, they have different capabilities and a 
  much different outlook on life, and are certainly worthy of consideration 
  as a race unto themselves. 
  Gnomes are perhaps the rarest of all demihumans, though halflings in 
  some areas are tied with them for the distinction. Less than 5% of 
  
  Dungeon Master’s Guide    15 
   
  adventuring demihumans are gnomes. They prefer living in temperate 
  climates in rough and hilly terrain. 
  Gnomish communities are composed of elaborate under ground tunnel 
  complexes much like those dwarves inhabit, and all such communities 
  maintain a network of mines for metals and gemstones. However, 
  gnomish complexes do not go as deep into the earth as dwarven 
  tunnel systems do, and tend to be spread out over a wider area. 
  Though gnomes enjoy their mines and their close association with the 
  earth, they also appreciate the world above ground, and love the 
  beauty of the wilderness and of living creatures. 
  Gnomes seem to have struck a happy medium between the attitudes 
  of dwarves and elves in this respect. Dwarves seek mastery over their 
  environment, treating it as a thing to be shaped and governed; elves 
  seek union with their sylvan environments, making themselves at one 
  with nature. Gnomes, splitting the difference, look upon their 
  environment and the creatures within it as separate but equal to them, 
  as friends and helpers. For this reason they have learned to speak with 
  all other burrowing mammals and often have working relationships with 
  local groups of badgers, groundhogs, and so forth for food-gathering 
  and mutual defense. Gnomes sometimes have such creatures as 
  companions; they treat their animal friends as partners and not like pets. 
  Certainly it does not hurt such relationships that gnomes are small 
  enough to see “eye to eye” with these small mammals. 
  Communities of gnomes are closely knit, and tend to engage in much 
  friendly competition with other such communities. The major trades 
  include jewelcraft, mining, metalworking (including armor and weapons 
  manufacturing), a minor amount of farming (a skill almost unheard of 
  among dwarves), hunting, and involvement with the local military as 
  scouts and community militia. Trade with other gnomish communities 
  and demihuman villages and towns is brisk, though few gnomes leave 
  their homes to become traveling merchants. In general, humans trade 
  with gnomes less frequently than do elves, halflings, or dwarves, due to 
  some mutual distrust and avoidance, but some human areas are quite 
  friendly with gnomish folk, sending them clothing, foodstuffs and spices 
  in exchange for ores, gems and jewels, and worked metal products 
  (weapons, tools, armor).  
  Humor is very important to the gnomish personality. Gnomes go for 
  practical jokes, especially the sorts that are directed against larger 
  creatures and enemies. When directed against other gnomes, these 
  jokes tend to be friendly, with no harm intended. But against humans 
  and other large races (including humanoids), gnomes’ humor is more of 
  a weapon, and takes on a darker aspect. A good practical joke played 
  on an enemy (like substituting a necklace of strangulation for a 
  necklace of missiles in a half-orc’s pocket) will win immense status for 
  the responsible gnome. 
  Those whom gnomes do not trust are dealt with carefully; they may find 
  themselves perplexed, led around in circles, and kept unsure of just 
  what is going on. The gnomish brand of humor is demoralizing to 
  enemies of the gnomes, who may find themselves constantly subject to 
  booby-traps of every conceivable sort.  Humans have found it helpful to 
  develop a manner of humility and respect when passing through a 
  community of these small folk. Those who are earnestly friendly and 
  supportive of gnomes may soon find them to be close friends.  Gnomish 
  mercenaries will assist non-gnomes fighting directly for gnomish causes; 
  their service may also be given in other, non-critical (to a gnome) 
  situations, but they won’t take things quite as seriously in such instances, 
  and won’t necessarily stop their practical jokes (though they will 
  become more friendly and harmless). 
  The lawful good orientation of most gnomes comes from their sense of 
  community spirit and cooperation with one another and other allied 
  beings. This is muted to some extent by a more neutral, nature-loving 
  concern that includes a tolerance for other alignments and a desire to 
  maintain the balance of nature.  Though gnomes may not like chaotic 
  evil beings, there is still the feeling among most gnomes that such 
  creatures are necessary in some way to maintain a balance with other 
  alignments. Neutrally aligned gnomes are not often prone to be closely 
  involved with other races, with the possible exception of sylvan elves 
  and rare communities of tallfellow halflings of neutral alignment. 
  Perhaps because of their close association with the earth, gnomes are 
  tough when it comes to constitution and related matters. They are 
  resistant to many poisons and magic spells; as with halflings and 
  dwarves, certain magic items (i.e., rings) may malfunction when used by 
  gnomes, because of this resistance.  Gnomes are also able to consume 
  large quantities of alcoholic beverages and not be as affected as a 
  human might be; gnomes drink as much as dwarves do, but whereas a 
  drunken dwarf becomes (generally speaking) more obnoxious and 
  gruff, with a tendency to fight everything that moves, a drunken gnome 
  becomes euphoric, laughs at everything, and joyfully insults anyone or 
  anything larger than himself. 
  Gnomes are rarely on good terms with any evil humanoid race, but their 
  most hated enemies are the kobolds. Both races compete for the same 
  sort of living space and materials, and their deities have long warred 
  with one another. Garl Glittergold (the major gnomish god) once 
  caused Kurtulmak’s most elaborate and richly decorated throne room 
  to develop a structural defect in the ceiling, making it collapse at an 
  untimely moment when the kobold god was entertaining one of the 
  major arch-devils. The latter believed the ceiling collapse was an 
  assassination attempt, and in vengeance hung Kurtulmak by his tail over 
  an active volcano for six weeks. The kobold god has since devoted all 
  his energies to the destruction of all gnomes, but his efforts seem to have 
  only made the gnomes tougher on the whole. All in all, it was a grand 
  joke indeed. 
  Goblins also hate gnomes, though not with the single-minded fury that 
  kobolds have for them. Gnomes, in turn, hate these races to the point 
  where they will attack them in preference to any other race of enemies, 
  and gain a bonus to hit them as well. Because gnomes are small 
  enough to dodge between the legs of larger opponents and evade 
  blows, giants, trolls and ogres have a very tough time scoring any hits on 
  them. 
  The physical senses of gnomes are very well developed. Eyesight is 
  good and includes darkvision out to 60’ or so.  Gnomes have sensitive 
  hearing and their communities are unusually quiet compared to those 
  of other races as a result. Some gnomes prefer walking some distance 
  ahead or behind groups of noisier (usually meaning human) races. 
  Gnomes also have a more highly developed sense of taste and smell 
  than other races, and have larger noses that some people find quite 
  amusing. 
  Gnomes go adventuring for various reasons; many such adventurers are 
  multiclassed. Gnomes are able to learn the skills of the bard, cleric, 
  druid, fighter, paladin, ranger, magic-user, illusionist, thief and assassin 
  and are better able to mix classes than either dwarves or halflings.   
  Gnomish thieves and illusionists, for obvious reasons, are especially able 
  to use their talents to pull jokes on other beings. The feeling that gnomes 
  have been slighted by many other races without cause (a claim not 
  without substantial evidence) makes the fighting and thieving lives most 
  attractive, as a way of evening up the imbalance. Assassins are 
  motivated by a similar “get ‘em back” philosophy, and enjoy taking 
  vengeance on their enemies with macabre humor.  Illusionist gnomes 
  are rare, but highly respected in their home communities for their 
  powers; learning illusionist powers takes a great deal of time and 
  practice compared to learning fighting skills or thieving. Gnomish 
  adventurers of any sort often think of themselves favorably as “giant 
  killers” (“giant” here meaning anything larger than 5 feet tall). 
  Aside from elves, gnomes are the longest-lived race among humans 
  and demihumans, reaching a maximum age of over 750 years. As with 
  the elven folk, this has to some extent changed the gnomes’ concept 
  of time. Gnomes are not usually prone to hurry with tasks, and are good 
  at making up a variety of amusements with which to occupy their time. 
  Joke-playing and other humor is very useful in this respect. Gem and 
  metal crafts take up much of a gnome’s time in later life when 
  adventuring begins to pale, and community service is a popular option. 
  Mining, of course, can be done at any age, and frequently is.  
  As a race, gnomes are quite adaptable. Though they do not 
  particularly like the sea or other large bodies of water, they are more 
  willing than dwarves to live in such areas. Undersea communities of 
  gnomes, with tunnels leading from great air-filled caverns beneath the 
  waves to rockier ground on the shore, have been reported. These 
  complexes would be extremely rare, since most gnomes do not know 
  how to swim. Other colonies of gnomes have been reported in arctic 
  areas, clustered near geothermal springs or places with mild volcanic 
  activity.  
  Recently, a purely subterranean subspecies of gnomes was discovered; 
  known as “deep gnomes.”  These beings are on close terms with many 
  sorts of earth elementals, just as surface gnomes associate with 
  burrowing mammals. They possess an innate magic resistance and 
  spells of illusion; their language is a modified form of the surface gnome 
  tongue. Gnomes seem to be turning up in the most unexpected places 
  - perhaps their way of having a little joke on all the other races. 
  The gnomish personality is well represented by their chief deity, Garl 
  Glittergold. Garl is mischievous, courageous, witty, and strongly drawn 
  
  Dungeon Master’s Guide    16 
  to the adventuring life. His great axe is actually his companion; 
  Arumdina is quite intelligent, and has the power to cut stone and heal 
  Garl as desired. It is interesting to compare Arumdina (as Garl’s 
  companion) to Moradin’s hammer (which is non-intelligent and his 
  personal tool) and to Corellon Larethian’s sword (which is an extension 
  of the elven god, virtually a part of him). Gnomes have a number of 
  other gods, but Garl is the best representative of gnomes as a whole. His 
  everchanging gemstone eyes seem to fit well into his unpredictable 
  (though still lawful) nature. 
  Like dwarves, gnomes have a distinct sexual imbalance in numbers (two 
  males for every female), and this does have an effect on their society. 
  Gnomes, however, do not have the rigid sexual and marital mores 
  dwarves have. Expressions of love and caring are shown more freely, 
  and courting is a popular pastime among gnomes. Since most gnomes 
  do not marry early in life, this means very long courtships, some lasting 
  several hundred years (making for some particularly amusing tales and 
  jokes). 
  Those males who choose not to be married become more immersed in 
  their crafts, and develop close, non-sexual relationships with friends who 
  are either other male gnomes, humans or demihumans of either sex, or 
  animals. These relationships are looked upon by married and unmarried 
  gnomes alike as being as valuable and important as a marriage 
  relationship, though humans and other races might be hard pressed to 
  see things that way. Gnomes will go to great lengths to aid those they 
  become attached to, and will feel a strong sense of responsibility for 
  them. 
   
  The Half-Elven Point of View:  Half-elves, the children of human-elf 
  unions, are not in themselves a true race. Such individuals are found 
  throughout human and elven societies, though not in great numbers.  
  In appearance half-elves, male and female, tend to stand apart from 
  their contemporaries of either race. They are larger than elves and 
  smaller than humans, with the coordination and mental sharpness of the 
  former and the physical might and toughness of the latter. Their facial 
  features (ears in particular) tend to carry a strong elvish influence, 
  though hair color, skin color and texture, and eye color are largely 
  derived from the human parent.  Despite these differences, most half-
  elves see themselves as gifted and not “strange.” They are proud of 
  their heritage and their abilities, and are widely accepted in most 
  societies. If there were ever people who could make a claim to having 
  the best of two worlds, half-elves would be the ones. 
  Even the inner nature of the half-elves shows a confluence of human 
  and elven elements. A strong love of natural beauty and the outdoors is 
  usually picked up from the elven parent, along with a strong hint of 
  chaotic variability. Whereas elves are by comparison rather clannish 
  and avoid contact with non-elven races, half-elves are very outgoing 
  and make friends easily, perhaps a result of mixing the affinity elves feel 
  for all living creatures with the adaptability of humans.  Half-elves 
  appear very versatile, and manage to fit into a fairly wide range of 
  social environments. They may be of any character class and have as 
  much capability for magic as either humans or elves have (though their 
  love of magic does not approach that of the elven people). 
  The most profitable career that some half-elves may turn to is, of course, 
  thieving, in which they are marginally better overall than even humans 
  due to their heightened senses and ability to find secret or hidden doors. 
  Half-elves also make very good assassins, being able to pass through 
  elven or human society and disguise themselves as members of either 
  race. Only humans and half-orcs have enough taste for such a career 
  so as to do better at assassin-style killing than half-elves. 
  Though long-lived, half-elves are not extraordinarily so. They tend to 
  share the faster-paced human view of time than the all-the-time-in-the-
  world elven view. Still, with an average lifespan of 250 years, they tend 
  to feel that they need not rush to do most things. They do seem to try to 
  keep fairly active, and many half-elves are drawn to a vagabond, 
  adventuring sort of life. Perhaps many of them feel some degree of 
  separateness from the lives of humans and elves, not completely at 
  home in either case even if otherwise welcome.  Individually, half-elves 
  are quite varied in personality. Some have more elven traits than human 
  and others vice versa. A few manage to achieve a reasonable balance 
  between the two ways of seeing things, mixing a deep respect for 
  nature and life with the generally human desire to build and alter the 
  environment, and interact with other peoples on a more frequent basis. 
  In religious matters, half-elves may adopt either human or elven deities; 
  there doesn’t seem to be any particular preference in either direction, 
  though the society in which the half-elf was raised is usually the 
  determining factor.  Most people think of half-elves only in terms of those 
  who are the first-generation descendants of humans and elves; yet, 
  such half-elves are fertile, and may have children by other humans, 
  elves, or half-elves. Second-generation and further descendants will 
  possess more of the characteristics of whichever bloodline is 
  predominant. It is not unusual for otherwise normal humans on rare 
  occasion to have twilight vision or pointed ears, or a light build, to 
  remind them of an elven ancestor; in a similar manner, there are elves 
  who may have reduced resistance to sleep and charm spells, or a 
  broader build, passed on by a human ancestor.  
  It is interesting to note that humans are apparently not the only beings 
  that elves can intermix with. Tallfellow halflings bear distinct 
  resemblances to their elven neighbors, for good reason. Since halflings 
  are closely related to humans in many respects, this is not surprising. Half-
  elves of other racial mixtures are virtually unknown. Elves and orcs 
  cannot interbreed, which is interesting since both races can breed with 
  humanity.  
   
  The Halfling Point of View:  The smallest and physically weakest of all the 
  demihuman races are halflings, so named because they are almost 
  exactly one-half the size of humans. Male halflings average 3’ in height 
  and females slightly less; they all weigh about 50-60 pounds, and they 
  look much like small humans. In fact, evidence suggests that halflings 
  are more closely related to humans than any other demihuman race. 
   
   
   
  Most humans tend to see halflings as child-like, basically happy, naive, 
  and hungry most of the time. Some of these observations may be 
  correct, but the whole impression is still rather superficial.  How do 
  halflings see themselves and the rest of the world? How do they see us? 
  One of the key words in halfling society is security. The world, from their 
  viewpoint, is both helpful and hostile, and it’s the hostile part that 
  concerns them. The average halfling has a strength rating of about 8, 
  weaker even than an average kobold. Direct hand-to-hand combat 
  with an opponent of almost any sort can easily be a losing proposition 
  due to this physical weakness, along with the halfling’s height 
  disadvantage (against most creatures). 
  These facts profoundly affect halflings’ lifestyles and the structure of their 
  community. Halfling fighters, despite their disadvantages, are still quite 
  common in any such community. They function in an almost entirely 
  defensive role, generally unwilling to travel with large armies off to war 
  except in the most urgent circumstances.  Halfling fighters also serve as 
  the local police or sheriff’s department, keeping the peace among their 
  fellows and among the non-halfling travelers who pass through town.  
  Halfling fighters are known to go adventuring, but rarely go very far and 
  are prone to retire before establishing a stronghold and becoming the 
  lord of a domain. Then they may become involved in the local militia or 
  government, devoting the rest of their lives to community service (for 
  which they are much appreciated).   
  Halfling clergy, either druids or normal clerics, almost never go 
  adventuring unless it is a matter of great importance to the halfling 
  people. Their primary function is to help maintain the security of the 
  halfling community to the best of their abilities, and their most common 
  prayers are for the continued support of their deities in keeping their 
  homes safe and their lives untroubled. 
  The normal members of the halfling community generally believe in an 
  orderly, cooperative system of working together to ensure the 
  continued stability of their society. Individuals who break the rules are 
  scolded and punished for “rocking the boat,” and it is impressed upon 
  them that their activities are endangering not only themselves but their 
  
  Dungeon Master’s Guide    17 
   
  neighbors as well. “Safety in numbers” is the moral of many of the 
  children’s stories halfling youngsters hear. This outlook tends to 
  discourage notions of going adventuring in all but the most courageous 
  - or foolhardy. 
  It is an interesting contradiction of their society that, while halfling 
  adventurers and heroes who leave the community for long periods of 
  time are much revered, they are also seen as being outside the bounds 
  of “normal” halfling behavior.  No parent tells a child to grow up and be 
  like Uncle Boffo, who killed a worg singlehandedly and saved his friends 
  from death by backstabbing a ghoul. “Uncle Boffo is not like us regular 
  halflings,” mother would say instead. “We’re awful glad he’s around, 
  but still it was foolish of him to go adventuring like that when he knows 
  he could get hurt or lost. We’re safer staying here at home.” 
  The negative consequences of this insistence upon security are readily 
  apparent. The average halfling is reluctant to take action in 
  unexpected situations without looking for a consensus among other 
  halflings of what would be the best thing to do. Thus, halflings tend to 
  appear shy, fearful, and overcautious when on their own for the first 
  time. Their society appears stagnated in the eyes of other races, and 
  they tend to close themselves off from the rest of the world.   
  Halfling life, while it seems to suit them well, can be described at worst 
  as clannish and on the boring side. Yet there is a great strength in this 
  lifestyle, too. Once motivated by a leader-type toward some course of 
  community action, halflings en masse can be powerfully effective in 
  dealing with invaders, disasters, or other such problems. 
  Oppressors can be overthrown almost before they are even aware 
  there is a rebellion afoot, due to the halflings’ speed and the intense 
  cooperation halflings demonstrate in a group of their fellows. On more 
  than one occasion, brigands who had previously raided a halfling 
  community have been completely wiped out on their second raid, 
  because they overestimated their abilities against such apparently 
  weak folk. 
  How is this possible? This ability is largely due to the halflings’ sense of 
  organization and willingness to work together. At least as much of a 
  factor is that halflings, more than any other race except elves, are 
  natural-born guerrilla fighters. This is not to say they practice warfare a 
  great deal - they don’t. At the same time, halflings are blessed with 
  keen senses and a knack for concealing themselves from others. Their 
  feet (usually noticeable only because they are hairy) are thick-soled 
  and well adapted for silent movement. 
  Most helpful of all in many ways is their skill with missile weapons. Short 
  people of any race, unless they are very strong, are at a disadvantage 
  in hand-to-hand combat. The best they can hope for is to kill an 
  opponent before the enemy gets within striking distance; this is where 
  bows, arrows, and slings fill the bill. Halflings have practiced long and 
  hard with thrown weapons and slings for this very reason, as well as using 
  them for hunting and sport. Halflings have exceptional natural dexterity 
  as well. All this combines to make them highly accurate with ranged 
  weapons. 
  Imagine, then, the effectiveness of a group of thirty halflings, wearing 
  only leather armor and equipped with short bows, hiding in a woods by 
  a roadside, awaiting the passage of a robber gang who cannot see or 
  hear them. Bows are very quiet, and pinpointing the location of a bow-
  sniper in a forest is hard enough without having to locate a sniper who 
  can effectively disappear in the same environment.  Halflings do not 
  shoot to wound. They have trouble taking prisoners, for the same 
  reasons they aren’t good at close combat.  
  One of the things a small person can do to protect himself is to ally 
  himself with a bigger person, even if that bigger person isn’t the most 
  likable sort of guy.  Halflings seem to make such alliances on a larger 
  scale than other races. It is very unusual to find a halfling community 
  located more than a couple hours’ ride from a dwarven, elven, or 
  human settlement.   
  Depending on the makeup of the nearest town(s), the population of a 
  halfling community will include varieties of halflings that resemble their 
  non-halfling neighbors. Hairfoots live near men and reside in small 
  cottages.  Tallfellows live in forests (some in hollow trees) like elves and 
  are more lithe and elven in appearance. Stouts are shorter than 
  hairfoots and live in caves and tunnel complexes.  
  Some of these similarities are probably due to imitation and the effects 
  of the environment. However, there is always the possibility of an 
  occasional cross-marriage and subsequent mixing of the gene pool. 
  Cross-racial marriages are quite rare in halfling society, but have been 
  known to occur. Very little is said or heard about them, though.   
  Most halfling towns are set in temperate hills and plains. The dwellings 
  themselves tend to vary as described above, but are usually a curious 
  mixture of above-ground cottages and hillside burrows and tunnels. 
  Individual homes are outfitted for comfort and a restful atmosphere; 
  greens and yellows are much used in interior color. Large spaces are set 
  aside for outdoor gatherings like parties, community meetings, and 
  sports events. Gardens are common, and halflings are prone to outfit 
  their homes with odd bits of natural decoration: rocks, minerals, plants, 
  bark.   
  Everything about halfling society contributes to the feeling of closeness 
  and safety. Even maps of halfling manufacture rarely describe areas 
  external to the community, other than noting (on the margin, in small 
  print) that to the northeast is “where all the humans live,” or that “the 
  mountains are said to be in this direction,” and so on. Halfling 
  communities located near dangerous areas are often honeycombed 
  with subsurface tunnels and ambush points, should invasion occur, and 
  the lands around are heavily scouted by missile-armed patrols; ambush 
  points are likely to be maintained as well.   
  Despite their misgivings about the “bigger folks,” halflings are generally 
  open and conversational with others. They have good relations with 
  other races, though the bigger people are seen with some suspicion, 
  Halflings in general do not bear hatred for any race and are prone to 
  accept even the normally unacceptable sorts like half-orcs into their 
  community (though everyone will be watching, of course). Halflings are 
  usually trusting and honest, though they also enjoy pranks and may 
  become evasive if uneasy with their company. 
  With all the things working to discourage a halfling from ever becoming 
  an adventurer, one wonders why some do anyway. Every society, no 
  matter how closely knit, will have some rebels, those who don’t fit 
  smoothly into the usual scheme of things. Many halfling adventurers 
  (particularly thieves and fighter/thieves) are from this sort of 
  background. They grow tired of the unchanging nature of their life at 
  home and set off seeking a little excitement.   
  Nearly all halfling adventurers start out with naive attitudes and high 
  expectations of how things are going to turn out; subsequently, some 
  fall prey to the multitude of subtler dangers one meets in the 
  adventuring life. Yet even then, these halflings see their troubles as a fair 
  price to pay. Going adventuring is a sort of protest against comfort, a 
  reaction to having things come too easily. Certainly these adventurers 
  aren’t rejecting all comforts (some have been known to bring their 
  pillows with them in case they were unable to find a bed).  Adventuring 
  is a dare to halflings, a calculated risk. It makes the adventurer more 
  acutely aware of his own limitations and capabilities, and, in the words 
  of one halfling, “It makes you feel more alive.” Halfling adventurers of 
  any class almost never travel alone, and prefer going in a large group 
  with a lot of non-halflings in it. (Any being who is not a halfling is 
  automatically seen as capable and experienced in adventuring.) 
  Because of their natural abilities to move silently and hide, most halflings 
  desire to take up a profession that makes the best use of these talents. 
  Being a fighter has the drawback of putting the halfling in frequent 
  close-combat situations (the disadvantages of which have been noted 
  before). But being a thief, or a combination fighter and thief, is another 
  matter entirely.   
  Now, it should be noted that halflings as a whole are law-abiding and 
  honest. They don’t make a living picking one another’s pockets, or 
  filching gems from treasure rooms. Thieves, however, aren’t supposed to 
  get into direct combat. They are supposed to move silently, hide a lot, 
  and make moves unseen by their opponents.  Thieves learn to open 
  locks (fueling a halfling’s normally irrepressible curiosity about what is 
  going on behind locked doors). As for stealing, well, that can be 
  rationalized as borrowing, or taking things that someone has too many 
  of and won’t miss anyway, and besides, it would be nice to have that 
  ring...   
  Halflings make excellent thieves. They almost never admit to being of 
  that profession, though. Halfling thieves describe themselves most often 
  as simply “adventurers” or “scouts.” One diminutive miss, a master of the 
  thieving art, says, “I’m a fighter. I just happen to do my best fighting from 
  behind.” 
  Halflings who adventure for a long time often undergo a subtle change 
  in the way they view their home community. They become mildly acute 
  critics of the stifling aspects of halfling society, exceedingly aware of the 
  stagnant atmosphere, the extreme concern with safety, the closed-
  mindedness that permeates halflings’ lives.   
  Yet they, the adventurers, are also among the most vigorous defenders 
  of their home towns. After a long period of hazardous journeying, after 
  
  Dungeon Master’s Guide    18 
  seeing the innumerable horrors lurking in the outside world, the quiet 
  and security of a halfling community is a wonderful relief indeed.   
  “There have been times,” said one returned adventurer, “when I wished 
  a demon or two would come through town and make things interesting. 
  I was so bored. But then, if I really want to see demons, I can go to a 
  dungeon.  It’s better that things stay quiet here at home even if it is a 
  little dull.” 
  Halfling religion mirrors the race’s preoccupation with security. Yondalla, 
  the most powerful and widely worshipped halfling deity, is usually known 
  as the “Protector” who serves as a guardian against evil forces. She is 
  able to hide her worshipers with illusions, usually making them invisible or 
  disguising them as natural foliage. Yondalla’s symbol is appropriate, too: 
  The shield, representing defensive power and security. Her holy day is 
  called “Safeday.” Yondalla is also the “Provider,” an aspect perhaps 
  related to the halfling love for comfort.  
  Yondalla uses a variety of magical weapons in the defense of her 
  people, but none of them are particularly important in the ceremonies 
  for her worship, or even in the tales in which they appear. It was 
  Yondalla, by the way, who gifted halflings with their resistance to magic 
  and poison, to protect them even further from the ravages of the world. 
  The smallest of all the demihumans, then, is a race that at first glance 
  should have been quickly overwhelmed by the great cruel world long 
  ago. It wasn’t, though, and halflings continue to thrive in close 
  cooperation with the other demihuman and human races.  
  Though halflings maintain a low-key existence, individuals arise with 
  surprising regularity to considerable heights of fame (or infamy) as 
  thieves; as such; they will continue to remind the rest of the world that 
  the halflings are still here - with each purse stolen, each treasure chest 
  broken into, and each pocket picked. 
   
  The Half-Orcish Point of View:  Half-orcs, as everyone knows, are what 
  you get when you cross orcs and humans.  They are not uncommon in 
  the world of the AD&D™ game, and they do not enjoy good 
  reputations among most populations.  One well-known authority 
  describes most half-orcs as “rude, crude, crass, and generally 
  obnoxious.”   
  Why do half-orcs seem to turn out this way? What makes them tick? To 
  better understand half-orcs, one needs to understand the non-human 
  aspect of their nature.  Orcs are probably the most common sort of 
  humanoid creatures. They vary widely in physical appearance, but 
  generally seem to retain a vaguely human look, tinged with a hint of 
  something… else.   
  In nearly all orcish societies, the social philosophy is the same. Orcs are 
  the ultimate social Darwinists; only the strong and the clever survive, and 
  the strongest and cleverest orcs are the ones who manage to reach the 
  upper social levels of their cultures: orcs have no respect for those 
  weaker than themselves, and are quick to step-and-fetch for those 
  stronger than they. They distrust all overtures of friendship and love, 
  seeing these as a cover for other, baser intentions; if they discover 
  feelings of friendship to be quite genuine, they immediately attempt to 
  manipulate events to take the best advantage of them and gain the 
  upper hand. 
  Orcs are like this because of the influence of their deities (discussed later 
  in this tome) and because of their own past. Sages have uncovered 
  much evidence showing that orcs developed in regions generally 
  hostile to life; survival was difficult, and only if a group worked closely 
  together could it hope to collect enough food to get even a part of its 
  numbers through the year. While the group would have to work 
  together to collect food, distributing it was another matter. The strongest 
  orcs got the most food, and the weakest ones got none at all. (They 
  were probably going to die anyway, right?) 
  The very toughest orcs managed to receive more than just the bare 
  minimum of nourishment, enough to make life more comfortable for 
  them and give them a certain degree of personal security. This also 
  gave them the chance to explore more intellectual occupations than 
  food-gathering, like figuring out how to get more food and living space.  
  The easiest opportunity to be realized was to take food and/or living 
  space away from other folks, and these other folks were usually other 
  orcs. Intertribal competition became fierce, and over the centuries 
  many of these conflicts have “evolved” into what seem to be eternal 
  states of war between various tribes. 
  Orcs are nocturnal by nature. They prefer to catch prey when it is 
  asleep and less able to escape. Orcs have done this for so long they’ve 
  developed darkvision.  The development of darkvision was assisted by 
  the orcish habit of living in caves for protection.  Orcs tend to live in 
  wilderness areas where the sky is heavily overcast and direct sunlight is 
  nonexistent or rare at best. In magical universes such regions are 
  frequently found, their twilight perpetually maintained by the forces of 
  magic cast by mortal or godling. In these places orcs will be much more 
  active than is customary in the daytime, even to the point of 
  conducting raids and hunting, but it is at night when orcs really become 
  dangerous.  
  Though such lives of hard work and danger have made most orcs rather 
  strong and tough constitutionally, the race has a short lifespan. A 40-
  year-old orc has reached the virtual end of its natural life; the average 
  orc lives for 12 to 26 years. As might be expected, orcs have a very high 
  rate of reproduction, but their infant mortality rate is quite high, too. 
  Barely one orcish child in three will see adulthood, and fewer still will see 
  old age. 
  None of this is any surprise to non-orcs who have made even the briefest 
  study of the race. But what shocks the casual observer is the degree of 
  acceptance, even preference, orcs express for this situation. “How 
  could we feed so many hungry little mouths?” retorted one orc prisoner 
  to a curious paladin. “If you have lots of brats and some of them die, so 
  what? They were the weakest . . . the strongest ones will live and work 
  for you, make you proud of their strength.  Who wants weak sons? Your 
  enemies will kill you in your sleep if they see you are protected by 
  weaklings.”   
  As can be inferred from the above comments, orcs prefer male 
  children. Though females are born only slightly less often than males, 
  much fewer of the females survive to adulthood. Other demihuman 
  races with sexual imbalances have that property because of natural 
  reasons; orcs (and certain other humanoids as well), however, are more 
  likely to practice selective infanticide, or otherwise forcibly adjust the 
  ratio of males to females. The emphasis in orcish society is on fighting 
  ability to gain status and well-being; since they have less muscle than 
  males, females generally lose out. Orcs believe that the only value 
  female orcs have is in bearing children (as many as possible) and 
  keeping the cave clean.  
   
   
   
  Orcish religion is interesting, too, because of the great extent to which 
  the orcs’ way of life mirrors the tenets of the religion they follow. By and 
  large, orcs do not appreciate the consequences of their actions 
  beyond the immediate present (a byproduct of their low wisdom).  
  What they do, they do for the here and now, occasionally with some 
  (but not much) consideration for the future. This is probably due to the 
  necessities of their harsh life; one does not have time to think of the 
  future when one must worry about just getting through today. For orcs, 
  however, this reasoning applies even when times are comparatively 
  good and food is plentiful. They continue to worry primarily about now, 
  not later. 
  This attitude is reinforced in their religious ceremonies; no mention is 
  made of the future beyond the statement, oft repeated, that orcs shall 
  rule the world someday. It is interesting to note that Gruumsh, the major 
  orcish deity, is one-eyed; this means he has a narrow field of vision and 
  no depth perception at all.  The many tales about Gruumsh reveal that, 
  indeed, he too appears prone to act first and think about it later. When 
  he meets another godling who appears to fail to notice him, or to give 
  him proper respect, he doesn’t ask why; he attacks.   
  
  Dungeon Master’s Guide    19 
   
  When Gruumsh’s moronic (and two-eyed) son Bahgtru stubs his toe on a 
  huge rock, Gruumsh curses the rock and tries to wrestle it. After breaking 
  it into small pieces with Bahgtru’s help, he proclaims a victory over the 
  forces of nature.  Never mind that he and Bahgtru had their feet cut by 
  rock fragments, or that they are so tired from breaking the rock that 
  they have trouble later fighting giants. The point had to be made, then 
  and there. While Gruumsh will usually act with some forethought and 
  planning, his rage is easily ignited, and it inevitably clouds his judgment. 
  With only one eye, he has but one view of the world: his own. Orcish 
  shamans and half-orc clerics imitate Gruumsh by plucking out one of 
  their eyes, hoping to gain Gruumsh’s perspective.   
  With a background like this, it is hardly surprising that half-orcs are as 
  they are. Produced under questionable circumstances at best, half-orcs 
  will usually retain some properties of both species, human and orc, 
  wherever they are raised.  Those brought up in orcish society (the male 
  ones, at least) will be immersed in the previously described orcish social 
  philosophy. Though orcs have some degree of dislike for “half-humans” 
  among them, they are also aware that such beings generally possess 
  more adaptability and cunning than a full orc, and have the potential 
  to be stronger than the average orc.   
  Unless rivalry between the half-orc and his peers ends his life at an early 
  age, the half-orc will usually achieve a quite respectable position of 
  power and influence in his tribe. Aware that he is not a full orc, the half-
  orc will probably feel much superior to orcs and assume added 
  arrogance and pride - thus successfully mixing the worst of human 
  qualities with the “best” of the orcish. These sorts of leaders are 
  exceptionally dangerous, possessing enough foresight and intelligence 
  to lead their tribes on much more widespread raiding, banditry, and 
  warmaking than is usual for orc bands. 
  Life is not all rosy for this type of leader, of course; rivalries, jealousies, 
  and intrigues will probably continue within the tribe against him unless 
  he becomes powerful enough to command immediate obedience at 
  the risk of swift destruction. A few cases are known of half-orc females 
  rising to positions of power within a tribe; usually this female is either a 
  warrior disguised as a male (who must flee or die if her deception is 
  discovered), or a cleric for one of the few orcish religions that permit 
  female shamans or clerics. In no known cases have female half-orcs 
  become as widely feared or powerful (personally or politically) as male 
  half-orcs, though this is not through any fault of their own. Orcish sexual 
  prejudice is deep and strong. 
  Half-orcs raised in human society, usually without the orcish parent 
  present, have a greater likelihood of adopting a variety of non-orcish 
  attitudes and lifestyles, but even then will have some less savory aspects 
  to their nature as well.  The average human has a dislike for orcs and 
  anything with orcish ancestry; half-orcs will find themselves the objects 
  of prejudice in most human communities.  
  Many half-orcs react to the local expectations of them in predictable 
  ways (incidentally reinforcing those expectations).  In other words, treat 
  a half-orc as if it were dangerous and bad, and it will probably become 
  dangerous and bad if it wasn’t already. Yet there have been examples 
  of neutral-aligned half-orcs and even a few of good nature; most of 
  these retain an unnatural (to many humans) affinity for lawfulness and 
  obedience, but are otherwise acceptable company. Half-orcs raised in 
  a human community are very unlikely to be able to speak orcish unless 
  they have had formal study in it. 
  Half-orcs have a variety of careers open to them, in whatever society 
  they inhabit. Obviously, and most commonly, they make good fighters; 
  orcish tradition strongly emphasizes personal combat and physical 
  strength.   
  Half-orcs are fairly good at thieving and banditry, but suffer from 
  relatively poor intellects and have some difficulty in applying themselves 
  constantly to improving their skills. Half-orc thieves generally steal for the 
  same reasons as anyone else does, but tend to feel that they are 
  especially justified in what they do by one of their laws of survival:  he 
  who cannot hold onto what he has, does not deserve it. They regard 
  their actions as necessary for their own existence, stealing because they 
  have to, not just because they want to.   
  The assassin’s skills, by contrast, come most readily to the half-orc. By 
  virtue of their casual regard for the lives of others, even of their own kind, 
  the art of killing has a certain appeal to those with orcish blood. Half-orc 
  assassins often come to believe their actions are for the benefit of the 
  world in general; they are culling out the unfit in the most direct way 
  possible, which brings out another of the orcish laws of survival: if 
  something can be easily killed, it did not deserve to live. Who can resist 
  the urge to be the one who wields the scythe, who decides the fates of 
  others, who has the power of almighty death in his hands? with their 
  preference for a retinue of underlings, half-orc assassins can create 
  powerful guilds to support them, and may end up spreading their 
  influence into many a court or government.   
  Half-orcs who become clerics will usually combine their clerical 
  practices with another career, most commonly as a fighter or assassin.  
  Half-orc cleric/assassin types are invariably death-worshipers, and strive 
  to put themselves in better favor with their awful gods by personally 
  bringing death to as many beings as possible, within their religion and 
  outside it. 
  Orcs and half-orcs generally dislike and avoid beings larger than 
  themselves, unless (as in the case of ogres) the orcs feel they can 
  manipulate them sufficiently, with promises of shared treasure and food, 
  to make them useful to the orcish community as guards and/or heavy 
  infantry.  Orcs and half-orcs dislike smaller humanoids because they are 
  inevitably weaker, and these races are usually employed only as slaves. 
  Goblins, who are only marginally weaker than orcs and can hold their 
  own against them at least some of the time, are afforded more 
  tolerance than other small humanoids. 
  But it is not other humanoids that orcs hate worst of all - it is other orcish 
  tribes. The roots of hatred run deep between conflicting tribes; the 
  original cause of friction, if there was one, has long since been lost to 
  antiquity. Intertribal conflicts are maintained by religious bigotries; each 
  tribe worships a particular orcish patron god with interests that 
  (naturally!) conflict with those of other deities. Even so, all tribes usually 
  pay some homage to Gruumsh, the king of the orcish gods. 
  Another question concerning orcish and half-orcish personality should 
  be addressed: why do orcs hate elves so much?   Superficial 
  examination of the question reveals little overt cause; orcs and elves do 
  not frequently compete for the same living space or for the same foods. 
  But a slightly deeper examination shows that in terms of personality, 
  probably no two races could be further apart. For example:  elves are 
  able to see many sides of a problem; orcs see but one. Elves carefully 
  examine the long-range consequences of an action, usually before 
  undertaking it, while orcs could care less for anything but the present. 
  Elves are very long-lived, while orcs have one of the shortest lifespans 
  among the humanoid races. 
  That list could be longer, contrasting many other aspects of the races’ 
  lifestyles, but a point has been developed. Orcs and elves are opposites 
  in nearly every way, and orcs resent the advantages elves have, 
  especially their long lifespan. While elves do not particularly like orcs, 
  they think of them as a short-term problem not worthy of prolonged 
  consideration. Orcs, on the other hand, are consumed with hatred for 
  elves, and will slay them out of hand whenever the opportunity presents 
  itself. 
  Orcish mythology has several tales of battles between elven and orcish 
  deities. The most famous one occurs between Gruumsh and Corellon 
  Larethian, the chief elven deity. The story goes like this: 
  Gruumsh ambushes Corellon in hopes of slaying him and drinking his 
  blood, so as to inherit his special powers; Gruumsh fails, of course, 
  through his own short-sightedness, and Corellon shoots an arrow at 
  Gruumsh’s eye. 
  Though the arrow failed to blind Gruumsh, apparently it was not 
  intended to. Elven stories of the same event (much briefer than the 
  tedious orcish versions) say that Corellon meant the arrow as a warning 
  to Gruumsh of his vulnerability - a hint that it would only take the loss of 
  his eye to break Gruumsh’s power as a god, and that some being might 
  be capable of bringing this about if he were not more careful. Though 
  Gruumsh rails and curses the elven gods in many later stories, he never 
  again tries to directly assault them, and spends his fury on mortal elves 
  instead. Obviously, he took the hint. 
  In summary, half-orcs are often bound to take on some of the less 
  desirable characteristics of their orcish parents, especially if they are 
  raised in an orc tribe.  Half-orcs are generally tough, respectful of power, 
  and seek to have power themselves. They tend to measure one another 
  by the number and quality of their followers, and they prefer to work 
  within a group setting rather than on their own. 
  Like orcs, half-orcs often act before thinking about the results of their 
  deeds, and appear somewhat stupid to other more foresighted 
  individuals because of this. They dislike the weak, follow the strong, and 
  quarrel with their equals.  Again, this is not true of all half-orcs. But at 
  least a vestige of these characteristics is present in nearly every one, 
  regardless of their individual makeup. 
   
   
  
  Dungeon Master’s Guide    20 
  CHARACTER CLASSES 
  The PLAYER’S HANDBOOK covers the nuts and bolts of character 
  classes, explaining the mechanics of how they work and what they 
  can do, but there is more to being a DM than just knowing the hard 
  and fast rules. Character classes form the heart of the AD&D game, 
  so it is useful to understand some of the concepts and relationships 
  that define classes and how they function. 
   
  Class, Level, and the Common Man:  Character class and level are 
  useful game measures of a character’s talents and abilities.  Every 
  class outlines a basic role for the character, a position and career in 
  life.  Each level defines additional power and provides a system 
  whereby you can quantify and balance encounters.  With only a 
  little practice you learn that characters of X classes and levels can 
  easily defeat monster Y, but that monster Z will give them serious 
  problems. This helps you create exciting, balanced adventures for 
  your players. 
  Yet, at the same time, you know that the classes available to players 
  do not represent the common man.  The teamster driving the wagon 
  that passes the characters probably isn’t a fighter, magic-user or 
  thief.  He is a man whose job it is to drive wagons and haul goods. 
  The chambermaid is not a bard, but a commoner.  The teamster or 
  chambermaid may be exceptionally skilled and competent, but 
  they lack the exceptional abilities of character classes. For such 
  characters, the NPC class is presented in this tome (on pages 65-66), 
  as are rules for quickly generating NPCs and roleplaying them. 
  Few people actually attain any class levels in character classes, and 
  fewer still have advanced beyond 1st level in any class.  Not every 
  soldier who fights in a war becomes a fighter.  Not every urchin who 
  steals an apple from the marketplace becomes a thief.  The 
  characters that advance in level do so because they are in some 
  way special. 
  This specialness has nothing to do with ability scores, class abilities, or 
  levels. Such characters are special by definition.  The fact that player 
  characters are controlled by players renders them special.  Perhaps 
  these special characters are more driven or have some unknown 
  inner spark or just the right combination of talents and desires.  That’s 
  up to the players. Similarly, non-player characters with character 
  classes are special because the DM says so. Plain and simple.  There 
  is no secret reason for this - it just is. 
   
  Adventurers and Society:  If most people do not fall into a particular 
  character class, how common are those with character classes and 
  how do they fit into the society around them? 
  This is an important question, one you will answer as you create your 
  campaign.  You don’t have to sit down and think out an exact 
  answer (“2% of the population are adventurers”), although you can 
  get that precise if you want.  More likely, the answer will form over 
  time as you populate villages, create encounters, and DM game 
  sessions - you will unconsciously make your choices about frequency 
  and character role.  There are, however, differences in how 
  frequently the different classes will logically show up. 
   
  Character Classes In Your Campaign:  While the character discussion 
  above provides a structure for adventurers in the game, your own 
  campaign might be quite different.  For example, there is no rule that 
  says magic-users can’t form strong guilds as thieves and assassin do.  
  Such a group would have a profound impact on the campaign 
  world, however.  With their magical might, they could control virtually 
  any facet of life they chose - politics, trade, class structure, even 
  private behavior.  Such a group would alter the amount of magic in 
  your campaign and who possessed it.  Organized magic-users might 
  even attempt to limit the activities of those who present a threat to 
  their power, such as adventurers. Whenever you alter the balance of 
  the character classes, be sure you consider what the changes could 
  do to your campaign. 
   
  Beginning Character Levels:  If at all possible, start characters at 1st  
  level. The lowest character levels are like the early years of 
  childhood. What happens to a character during these first 
  adventures will do much to determine how that character will be 
  roleplayed. Did Rath the Dwarf save the day by fool-hardily charging 
  into battle when he was a mere 1st level? If he did, the odds are 
  good the player will try it again and will begin to play Rath as a bold 
  and reckless fellow. 
  On the other hand, if Rath was clobbered the first few times he 
  rushed in, the player would begin to play Rath as a cautious, prudent 
  fellow. Even the smallest events can have a great effect on low-level 
  characters, so these events sharply etch the behavior of the 
  character. Deny the player these beginning levels and you are 
  stripping him of the opportunity to develop his character’s 
  personality. 
   
  Mixing New and Old Characters:  Letting players start at the 
  beginning is fine when you first open a campaign, and all player 
  characters can begin at the same level.  As sessions are played, 
  however, a disparity in character levels will develop as new players 
  enter the game or old players bring new characters into the 
  campaign (often to replace retired or slain characters).   Eventually 
  you’ll reach a point where some characters are many levels higher 
  than their new adventuring companions.  How, then, do you 
  introduce new players and new player characters into your game? 
  There are times when you should allow a character to start above 1st  
  level.  A newly-created character should begin a campaign no 
  higher than 4th level unless the group is very powerful.  If this is the 
  case, he should begin no higher than the lowest level character in 
  the party (and it may be better to start a level or two lower). 
  The new character should have equipment similar to that of his 
  adventuring companions: If they have horses, he should have a 
  horse, too. But do not give him free magical items.  These he must 
  earn. He should start with a small amount of cash. 
  Sometimes a player can replace a fallen character by promoting an 
  NPC henchman to player character status.  This is a good method 
  because the player is already familiar with the NPC and may have 
  created a personality for him.  When this happens, the player is given 
  the NPC character sheet and allowed to take full control of it. 
   
  Pre-Rolled Characters:  It is useful to have a few pre-rolled characters 
  on hand. These should be of several different levels and classes, with 
  equipment and personality quirks noted.  These “instant” player 
  characters can be used by guest players (those only able to play in a 
  few sessions) and by regular players whose characters have died 
  during the course of a session. 
  When the latter occurs, introduce the new character at an 
  appropriate point and then allow the player to control it for the rest 
  of the evening.  This keeps that player from being bored. If the player 
  enjoys the character (and you are pleased with the arrangement), 
  you can allow him to continue playing that character in future 
  sessions. 
   
  High-Level Characters:  Along with character classes and levels 
  comes the natural tendency to classify campaigns according to the 
  level of the characters.  Experienced players speak of “low-level” or 
  “high-level” games in different terms and, indeed, such games are 
  different from one another.  Also differing from game to game, 
  however, is the definition of high level. 
  What constitutes a low- or high-level game is a matter of taste. 
  Generally, DMs and players find a range of character levels that is 
  comfortable for their style of play. Campaigns that commonly have 
  4th to 8th level characters consider those with 12th level or more to be 
  high level, while those with 12th level characters set the limit closer to 
  18th or 20th level. While there is no set break-point for high level, 
  character duties and responsibilities begin to change around 
  between 9th and 12th level. 
  Generally, players find battling monsters and discovering treasure to 
  be less and less satisfying as time goes on. Their characters’ abilities 
  are such that monsters need to be almost ridiculously powerful to 
  threaten them. Treasures must be vast to make an impression. While 
  incredible foes and huge treasures are good once in a while, the thrill 
  quickly wears thin. 
  When players begin to get jaded, consider changing the style of the 
  campaign.  Higher level characters have great power - they should 
  have adventures where that power influences and involves them in 
  the campaign world.  As leaders, rulers, and wise men, their actions 
  affect more than just themselves, spreading outward in ripples over 
  those they rule and those they seek to conquer.  Political 
  machinations, spying, backroom deals, treachery, and fraud 
  become more pronounced.  While these elements can play a part in 
  a low-level campaign, at higher levels, the stakes are much greater.  
  Added intrigue can be introduced into a campaign gradually.   
   
   
  
  Dungeon Master’s Guide    21 
   
  For example, Varrack, a mid-level fighter, is appointed sheriff of 
  a local village as a reward for his sterling deeds.  He can still 
  adventure as he has been accustomed to, but now he must 
  also watch over the villagers.  The DM has the local bandits raid 
  the trade road.  As sheriff, Varrack must stop them.  He goes 
  with a small group, only to discover a camp of 500 outlaws.  
  Realizing he’s badly outnumbered, he beats a hasty retreat, 
  raises a small militia, and clears the countryside of the enemy.  
  With this he rises in level. In addition, his lord is pleased and 
  grants Varrack stewardship of several villages, with sheriffs under 
  his command.  The neighboring baron (who organized and sent 
  the bandits) notes Varrack’s success with mild displeasure, 
  planting the seed of a festering hate.  More immediately, the 
  craven and vengeful sheriff of the next village on the road 
  (whose incompetence allowed the bandits to flourish) suddenly 
  finds himself out of favor.  He blames Varrack and searches for a 
  way to bring the new steward down. 
   
  As the campaign progresses, the DM can slowly spin a web of 
  intrigue around Varrack as enemies, open and hidden, seek to block 
  his progress or use him to topple his own lord. Against the odds, 
  Varrack may find himself destined to become the king’s champion, 
  gaining new titles, responsibilities, friends, and enemies along the 
  way. 
  Theoretically, there is no upper limit to 
  character 
  class 
  levels. 
  The 
  material 
  presented here takes characters only to 
  20th level - experience has shown that 
  player characters are most enjoyable 
  when played within the 1-20 range. Above 
  20th level, characters gain few additional 
  powers 
  and 
  face 
  even 
  fewer 
  truly 
  daunting adventures.   
  Consummate 
  skill 
  and 
  creativity 
  are 
  required 
  to 
  construct 
  adventures 
  for 
  extremely powerful characters (at least 
  adventures that consist of more than just 
  throwing bigger and bigger monsters at 
  the nearly unbeatable party). Very high 
  level player characters have so few 
  limitations that every threat must be 
  directed against the same weaknesses. 
  And there are only so many times a DM 
  can kidnap friends and family, steal spell 
  books, or exile powerful lords before it 
  becomes old hat.  
   
  Retirement: When characters reach the 
  level where adventures are no longer a 
  challenge, players should be encouraged 
  to retire them. Retired characters enter a 
  “semi-NPC” state. The character sheets 
  and all information are entrusted to the 
  DM’s care.   
  A 
  retired character 
  still lives 
  in 
  the 
  campaign world, usually settled in one 
  spot, and normally has duties that prevent 
  him from adventuring. While in the DM’s 
  care, he does not gain experience, use his 
  magic items, or spend his treasure. It is 
  assumed that he has income to meet his 
  normal expenses. 
  The retired character can be used to 
  provide players with information, advice, 
  and some material assistance (if this is not 
  abused). However, his or her overall 
  actions are controlled by the DM, not the 
  player 
  who 
  originally 
  created 
  the 
  character. 
  If at all possible, player characters should be encouraged to retire as 
  a group. This way all players can create and play new characters of 
  approximately the same level. If only one player retires his character 
  to start a new 1st level character while all the others continue with 
  20th level characters, the poor newcomer can’t really adventure with 
  them. (If he does, the player won’t get to do much or the character 
  will have a very short life expectancy!) 
  Some players may be reluctant to retire a favorite character. Explain 
  to these players that retirement doesn’t mean the character can 
  never be used again. Be sure to create special adventures that 
  require those high-level heroes to come out and do battle. 
  Every once in a while the old adventuring group may have to 
  reassemble to deal with some threat to the kingdom or the world. It’s 
  the chance to show those upstart new characters just what a really 
  powerful group can do! It also gives the players the opportunity to 
  role-play some the their old favorites. 
  If the players see the opportunity to use their powerful characters, 
  even infrequently, they will be less reluctant to spend most of their 
  playing time with new, lower-level characters. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    22 
  NEW CHARACTER CLASSES 
  This tome presents 8 additional character classes that you, as DM, may wish to incorporate into your game.  Seven of these classes are secondary 
  classes (cloistered cleric, duelist, anti-paladin, warden, hedge wizard, necromancer, and scout) and one is a primary class (psionicist) presented in 
  APPENDIX M of this tome.  The following table provides a brief overview of these classes and their abilities.  
   
   
   
  Alignment, Hit Die Type, Ability Requirements & Class Abilities by Class 
  class 
  alignment 
  hit die 
  type 
  ability 
  requirements 
  class abilities 
  cloistered cleric (CLERIC) 
  any 
  d6 
  intelligence 9, 
  wisdom 9 
  cloistered cleric training, cloistered cleric spells, decipher script, lore, turn 
  undead 
  anti-paladin (FIGHTER) 
  chaotic evil 
  d10 
  strength 9, 
  wisdom 9, 
  charisma 9 
  anti-paladin training, immunity to disease, lay on hands, multiple attacks, 
  poisons, smite good, unholy aura, cause disease, command undead, 
  unholy mount, anti-paladin spells 
  duelist (FIGHTER) 
  any 
  d10 
  strength 9, 
  dexterity 9 
  balance, climb, combat sense, dodge, escape artist, jump, multiple 
  attacks, weapon specialization 
  warden (FIGHTER) 
  any 
  d10 
  strength 9, 
  wisdom 9, 
  constitution 9 
  animal empathy, climb, combat sense, favored enemies, hunter’s aim, 
  multiple attacks, perception, survival, track, wilderness stealth, warden 
  training 
  hedge wizard (MAGIC-USER) any 
  d4 
  intelligence  
  animal empathy, green witchcraft, hedge wizard spells, hedge wizard 
  training, survival 
  necromancer (MAGIC-USER) non-good 
  d4 
  intelligence 9, 
  wisdom 9 
  necromancer spells, necromancer training, command undead 
  scout (THIEF) 
  any 
  d6 
  wisdom 9, 
  dexterity 9, 
  constitution 9 
  balance, climb, combat sense, dodge, escape artist, fast movement, 
  hunter’s aim, jump, perception, scout training, sneak attack, stealth, 
  survival, track 
  PSIONICIST† 
  any 
  d6 
  intelligence 9, 
  wisdom 9, 
  charisma 9 
  attack and defense modes, psionic powers 
  †  See APPENDIX M (pages 299-302) for rules on the psionicist class and the use of psionics in your game. 
   
  Class Descriptions:   
  Each class is briefly described on the pages that follow.  Following each description is a level progression chart shows the 
  class’s Hit Die Type, base Bonus To Hit, Class Abilities and the number of experience points needed to advance in level.  In 
  choosing a class, keep the following in mind: 
   
  Ability Requirements:  
  A character must meet or exceed the listed ability requirements in order to qualify for that class. 
  Hit Die: 
  The relative hardiness of your character is determined by his hit die type.  All characters begin play with the maximum hit points 
  possible for their hit die type, plus any bonuses or penalties for constitution.  After 10th level all classes receive a set number of hit 
  points per level and no longer roll for hit points.  The character’s constitution modifier is still applied to their hit points.   
  Bonus To Hit (BTH): 
   
  This number is added to your character’s attack roll, along with his ability modifier and, possibly, other modifiers.   
  Alignment: 
  Alignment provides a framework or guidelines for that character’s outlook and actions.  If the character is restricted in their 
  choice of alignment, their outlook and the actions they are permitted to engage in are more narrowly defined.   
   
  A character whose alignment changes to one incompatible with one or more of their character classes may not advance 
  further in that class without atoning for their actions and returning to a suitable alignment.   
  Abilities: 
  These are the special abilities of the character’s chosen class.  Each ability is described in detail in the class’s description. 
   
  Armor & Weapons Permitted by Class 
  class 
  armor 
  shield 
  weapons 
  poison 
  cloistered cleric (CLERIC) 
  none 
  none 
  club, dagger, flail (horseman’s), hammer (throwing), mace (horseman’s) and 
  quarterstaff 
  ? 
  anti-paladin (FIGHTER) 
  any 
  any 
  any 
  yes 
  duelist (FIGHTER) 
  light 
  small shield 
  any 
  ? 
  warden (FIGHTER) 
  light & 
  medium 
  any 
  any 
  ? 
  hedge wizard (MAGIC-USER) 
  none 
  none 
  club, dagger, dart, quarterstaff, sickle and sling 
  ? 
  necromancer (MAGIC-USER) 
  none 
  none 
  club, dagger, dart, light crossbow, quarterstaff, sickle and scythe 
  ? 
  scout (THIEF) 
  light 
  none 
  blowgun, broadsword, club, dagger, dart, hammer (throwing), hand axe, hand 
  crossbow, garrote, gauntlet, light crossbow, longbow, longsword, quarterstaff, sap, 
  shortbow, shortsword, sling, spear, spiked gauntlet, whip 
  ? 
  PSIONICIST † 
  none 
  none 
  broadsword, club, dagger, dart, throwing hammer, longsword, quarterstaff, 
  scimitar, short sword and spear 
  ? 
  †  See APPENDIX M (pages 299-302) for rules on the psionicist class and the use of psionics in your game. 
   
   
   
  Armor: 
  The listed armors are those that the character may comfortably wear, those that he has trained in and may use without 
  additional penalties (see the ENCUMBRANCE and EQUIPMENT sections for more details).  If a character dons and uses an 
  armor that is not listed for their class, they double that armor’s weight for the purposes of determining encumbrance.  They 
  also are penalized on their attack rolls, taking a –1 penalty to attack rolls if wearing light armor or using a shield unskilled, a –2 
  penalty if wearing medium armor unskilled or a –3 penalty if wearing heavy armor without training in its use. 
  Weapons: 
  The listed weapons are those that the character can use proficiently.  If a character attempts to use a weapon in which they 
  are not proficient, they receive a –4 penalty to all of their attack rolls. 
  Poison Use:  
   The question mark indicates that the use of poisons is possible depending upon your character’s alignment and the 
  permission of the Dungeon Master. 
   
  
  Dungeon Master’s Guide    23 
   
  THE CLOISTERED CLERIC (Cleric) 
  The cleric, as presented in the PLAYER HANDBOOK, is modeled after 
  medieval warrior priests, such as the Knights Templar or Hospitlars. 
  Most priests, however, lived quiet, monastic lives spent in devotion to 
  and centered on reflection of the mysteries of their faith. Priests were 
  expected to study and teach the precepts of their faith through 
  missionary work and through the creation of sacred texts, spreading 
  their teachings through words and letters, rather than at sword point.   
   
  Cloistered clerics are unskilled in the use of weapons and refrain from 
  melee in all but the direst circumstances. They may not use armor or 
  shields but are allowed to wear rings or cloaks of protection, and 
  bracers of defense.  Multiclassed or split-classed cloistered clerics 
  may use the arms and armor permitted by their other class without 
  penalty, though no cloistered cleric may multiclass as a fighter or 
  one of its secondary classes. Split-classing as a fighter or fighter 
  secondary class is permitted however. 
   
  level 
  hit dice (d6) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  0 
  0 
  2 
  2 
  0 
  2,500 
  3 
  3 
  +1 
  5,000 
  4 
  4 
  +1 
  10,000 
  5 
  5 
  +1 
  20,000 
  6 
  6 
  +2 
  37,500 
  7 
  7 
  +2 
  75,000 
  8 
  8 
  +2 
  150,000 
  9 
  9 
  +3 
  250,000 
  10 
  +2 
  +3 
  500,000 
  11 
  +2 
  +3 
  750,000 
  12 
  +2 
  +4 
  1,000,000 
  13 
  +2 
  +4 
  1,250,000 
  14 
  +2 
  +4 
  1,500,000 
  15 
  +2 
  +5 
  1,750,000 
  16 
  +2 
  +5 
  2,000,000 
  17 
  +2 
  +5 
  2,250,000 
  18 
  +2 
  +6 
  2,500,000 
  19 
  +2 
  +6 
  2,750,000 
  20 
  +2 
  +6 
  3,000,000 
   
  Ability Requirements: 
  Intelligence 9, wisdom 9 
  Hit Die:  
  d6 
  Alignment:  
  Any (lawful tendencies) 
  Races:  
  Any (except for wild elves) 
  Weapons:  
  Club, dagger, flail (horseman’s), hammer 
  (throwing), 
  mace 
  (horseman’s), 
  and 
  quarterstaff 
  Armor:  
  None 
  Abilities:  
  cloistered cleric training, cloistered cleric 
  spells, decipher script, lore, turn undead 
   
  Cloistered Cleric Training: Cloistered clerics, like their more militant 
  brethren, are learned in matters of faith and in the healing arts. As a 
  result of this training, all cloistered clerics begin play with the 
  knowledge (religion) and profession (healer) skills in addition to their 
  background skills. 
   
  The academic nature of their studies also imparts two additional 
  starting skills. These skills may be knowledge, performance or 
  profession skills.  Performance skills are typically related to prayer, with 
  singing or the playing of an instrument being most common. 
  Profession skills must be tied to the day-to-day operations of the 
  cloistered cleric’s monastery or retreat: brewing, cooking, farming, 
  herbalism, scribing, etc. 
   
  Cloistered Cleric Spells:   Cloistered clerics cast divine spells as do 
  other clerics. The spells available are listed on the cleric spell list.  
  Though cloistered clerics are not trained in the use of armor, they 
  suffer no penalties when casting their spells while armored. 
   
  spells per day 
   
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  4 
  1 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  2 
  1 
   
   
   
   
   
   
   
  4 
  4 
  3 
  2 
   
   
   
   
   
   
   
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  6 
  4 
  3 
  3 
  2 
   
   
   
   
   
   
  7 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  8 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
   
  9 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
  10 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
  11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
  12 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
  13 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
  14 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
  15 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
  16 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
   
  Cloistered clerics can prepare a number of 0-level spells, each day, 
  as noted on the “spells per day” table above. These spells are 
  treated like any other spell, but are not expended when cast and 
  may be used again. 
   
  Decipher Script (Intelligence): Cloistered clerics may attempt to 
  decipher writing in an unfamiliar language, a message written in an 
  incomplete or archaic font, or a message written in code. If the 
  check succeeds, the character understands the general content of 
  a piece of writing. It takes 2d8 minutes to decipher each page of a 
  script. The attempt may be made only once per writing. 
   
  A cloistered cleric may use this ability to decipher arcane or divine 
  scripts, as per the read magic spell, if a successful check is made with 
  a -10 penalty. This does not permit the cloistered cleric to cast spells 
  they otherwise could not cast but does allow them to identify the 
  contents of a deciphered scroll. 
   
  Lore (Intelligence): Cloistered clerics spend years pouring over 
  religious tomes and historical treatises. With a successful ability check, 
  a cloistered cleric gains or remembers some relevant information 
  about local notable people, a legendary item, a noteworthy place, 
  or any other relevant bit of information. Gaining the information may 
  entail speaking to local inhabitants and doing research. The 
  information might prove useful in diplomacy, entertaining, and 
  otherwise influencing others. 
   
  The ability also might impart insight into (and limited understanding 
  of) local or secret languages, including thieves’ cant, druidic or 
  ranger signs. The check will not reveal the powers of a magic item, 
  but may give a hint to its history, general function or activation. 
   
  Cloistered clerics have a chance to identify the general purpose and 
  function of any magical item by making a lore check with a -10 
  penalty. The cloistered cleric need not handle the item but must 
  examine it closely. Even if successful, the exact function of the item is 
  not revealed, only its general nature. 
   
  For most other lore checks, the Dungeon Master gauges the modifier 
  based on whether the knowledge is: 
  1.  
  Common and known by at least a substantial minority of the 
  local population. 
  2.  
  Uncommon but available, known by only a few people in the 
  area. 
  3.  
  Obscure, known by few, and hard to come by. 
  4.  
  Extremely Obscure, known by very few scholars and sages, 
  possibly forgotten by most who once knew it or possibly 
  known only by those who don’t understand the significance 
  of the knowledge. 
   
  Turn Undead (Wisdom):  A cloistered cleric can turn and destroy (or 
  control) undead just as any other cleric does. 
   
  Starting Funds:  Cloistered clerics begin play with 30-180 gold pieces 
  (3d6x10) with which to purchase their initial equipment. 
  
  Dungeon Master’s Guide    24 
  THE ANTI-PALADIN (Fighter) 
  The anti-paladin represents everything that is mean, low and 
  despicable in the human race. No act of treachery is too base, no 
  deed of violence too vile for him. Thoughtless cruelty, sheer depravity 
  and senseless bloodshed are his hallmarks: chaotic and evil deeds 
  are, in fact, his very lifeblood.  
  Where the paladin is the champion of all that is good and lawful, the 
  anti-paladin is the stereotypical black knight, a defender of the 
  powers of chaos and evil who is devoid of honor or remorse. By 
  nature, therefore, his alignment is always chaotic evil, without 
  exception! 
  Anti-paladins (also known as blackguards or avengers) usually lead 
  undead or monstrous minions in their quest for destruction and 
  domination.  They sometimes serve powerful overlords or act as 
  mercenaries of the darkest stripe. 
   
  level 
  hit dice (d10) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +3 
  +10 
  500,000 
  11 
  +3 
  +11 
  750,000 
  12 
  +3 
  +12 
  1,000,000 
  13 
  +3 
  +13 
  1,250,000 
  14 
  +3 
  +14 
  1,500,000 
  15 
  +3 
  +15 
  1,750,000 
  16 
  +3 
  +16 
  2,000,000 
  17 
  +3 
  +17 
  2,250,000 
  18 
  +3 
  +18 
  2,500,000 
  19 
  +3 
  +19 
  2,750,000 
  20 
  +3 
  +20 
  3,000,000 
   
  Ability Requirements: 
  Strength 9, wisdom 9, charisma 9 
  Hit Die: 
  d10 
  Alignment: 
  Chaotic evil 
  Races: 
   
  Any (except for wild elves) 
  Weapons: 
  Any 
  Armor: 
  Any armor and shields 
  Abilities: 
  Anti-paladin training, immunity to disease, lay 
  on hands, multiple attacks, poisons, smite 
  good, unholy aura, cause disease, command 
  undead, fiendish mount, anti-paladin spells 
   
  Anti-Paladin Training:  As champions of chaos and destruction, all 
  anti-paladins gain knowledge (religion) as a bonus skill, accounting 
  for their servitude to and worship of demons and evil deities.  They 
  also begin play with the profession (animal handler: horses) skill. 
   
  Immunity To Disease: The anti-paladin is immune to all diseases, 
  whatever their origin. 
   
  Lay on Hands: An anti-paladin can cure himself or undead creatures 
  of up to 2 hit points per anti-paladin level once per day. If used on 
  other living creatures, this ability inflicts damage rather than heals it.     
   
  Multiple Attacks: Anti-paladins gain the ability to make more than 
  one attack per round.  At levels 1-6 anti-paladins are limited to 
  making 1 attack each round.  At levels 7-12 anti-paladins may make 
  three attacks every two rounds.  At level 13-18 anti-paladins may 
  make 2 attacks per round.  Finally, at level 19 and beyond, anti-
  paladins are able to make 5 attacks every two rounds.   
   
  Poisons (Intelligence):  An anti-paladin with this ability can identify 
  and use poisons and antitoxins. An anti-paladin can identify a poison 
  or antitoxin on a successful check.  An anti-paladin’s training in the 
  use of poison means that he never risks accidental poisoning when 
  applying poison to a blade. Moreover, anti-paladins train with 
  poisons of all types, and they slowly grow more resistant to their 
  effects. This is reflected by a + 1 bonus to poison saving throws that is 
  gained at 3rd level.  This bonus increases by 1 point at levels 9 and 15. 
  At 9th level, an anti-paladin gains the ability to make poisons and 
  antitoxins.  To make a poison or antitoxin, the anti-paladin needs 
  some alchemical equipment and raw materials costing one half of 
  the street value of the poison or antitoxin to be made. 
   
  Smite Good:  Anti-paladins, as agents of corruption and evil, are 
  charged with the destruction of paladins, as well as good-aligned 
  clerics, and extraplanar creatures (such as devas and solars). At 1st 
  level anti-paladins gain a +2 bonus to all attack and damage rolls 
  against such creatures. At levels 6, 11 and 16 this damage bonus 
  increases by 1 (to +3 at level 6, +4 at level 11 and +5 at level 16). 
  The paladin smite evil ability, in turn, is effective against anti-paladins. 
   
  Unholy Aura: Anti-paladins emanate a permanent unholy aura that 
  wards them against mental domination and fear.  At 1st level, the 
  anti-paladin gains a +2 bonus to saving throws against confusion, 
  charm, fear, and other mind-affecting spells. The bonus increases to 
  +3 at 6th level, +4 at 11th level and +5 at level 16.   
  Each ally within 10’ of the anti-paladin gains a +2 bonus to their 
  saving throws versus fear, so long as the anti-paladin is conscious. 
   
  Cause Disease:  At 3rd level the anti-paladin can cause disease, as 
  the spell, once per week. This ability improves as the anti-paladin rises 
  in levels. At 9th level, the anti-paladin can cause disease two times 
  per week and, at 15th level, three times per week. 
   
  Command Undead (Wisdom): At 3rd level, the anti-paladin gains the 
  ability to effect undead as an evil cleric of 1st level. When making a 
  wisdom check to command undead, an anti-paladin adds his 
  “turning level” to the roll, not the character’s actual level. This ability 
  improves with each level, so a 5th level anti-paladin turns or 
  commands undead like a 3rd level cleric. 
  Anti-paladins may turn, but not destroy or control, paladins while 
  paladins and good-aligned clerics may turn anti-paladins. 
   
  Fiendish Mount: At 4th level, the anti-paladin gains the ability to call a 
  special warhorse to his service. An anti-paladin’s dark lords confer 
  this boon upon the anti-paladin as a reward for his faithful service. 
  The mount, usually an ill-tempered heavy warhorse, is unusually 
  intelligent, strong, loyal, and ready to serve the anti-paladin in his 
  crusade against good. Should this mount die, a year and a day must 
  pass before another can be called.  The Dungeon Master provides 
  information about the mount that responds to the anti-paladin’s call. 
   
  Anti-Paladin Spells:  An anti-paladin casts divine spells much as an 
  evil cleric does. The spells available are listed on the cleric spell list. 
  An anti-paladin is limited to a certain number of spells of each spell 
  level per day. The table below shows the number of spells per day a 
  character of the class may cast. Anti-paladins prepare spells each 
  day through prayer to their deity or deities.   
  Anti-paladins gain bonus spells for high wisdom scores just as a 
  paladin or cleric does.  Through 7th level, an anti-paladin has no 
  caster level. At 8th level and higher, his caster level is one-half his anti-
  paladin level. 
   
  spells per day 
   
   
   
   
   
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  8 
  2 
  1 
   
   
   
  9 
  2 
  2 
   
   
   
  10 
  3 
  2 
  1 
   
   
  11 
  3 
  2 
  2 
   
   
  12 
  3 
  3 
  2 
  1 
   
  13 
  3 
  3 
  2 
  2 
   
  14 
  4 
  3 
  3 
  2 
  1 
  15 
  4 
  3 
  3 
  2 
  2 
  16 
  4 
  4 
  3 
  3 
  2 
  17 
  4 
  4 
  3 
  3 
  2 
  18 
  4 
  4 
  4 
  3 
  3 
  19 
  4 
  4 
  4 
  3 
  3 
  20 
  4 
  4 
  4 
  4 
  3 
   
  Anti-paladins can prepare a number of 0-level spells, each day, as 
  noted on the “spells per day” table above. These spells are treated 
  like any other spell, but are not expended when cast and may be 
  used again. 
   
  Starting Funds:  Anti-paladins begin play with 50-200 gold pieces 
  (5d4x10) with which to purchase their initial equipment. 
   
   
  
  Dungeon Master’s Guide    25 
   
  THE DUELIST (Fighter) 
  For as long as personal combat has 
  been going on, there have been 
  specialists in personal combat. In 
  Roman 
  times, 
  there 
  were 
  the 
  gladiators, who made their way up 
  from 
  ignominy 
  to 
  international 
  honor through their individual skill 
  alone; in Renaissance times, there 
  were the fencing instructors, who 
  taught young rakes how to duel 
  (and live to brag about it) the way 
  that other specialists taught them 
  how to dance or take snuff; and in 
  all times, there have been the hired 
  swords (hired guns in the Old West), 
  who 
  have 
  wandered 
  about, 
  fighting for glory, or money, or for 
  lack of a better calling in life. The 
  duelist character class for the 
  AD&D system represents this type of 
  expert, one who makes his living 
  through 
  his 
  skill 
  in 
  individual 
  combat.  
  Typically, the duelist is of common birth. Serfs are given no 
  opportunity to learn to bear arms, and nobles who take up arms as a 
  profession tend to become cavaliers or paladins. Sometimes, as with 
  Roman gladiators, duelists are of the lower class, though they might 
  have wound up that way not by accident of birth but by running 
  afoul of the law.  Sometimes they are of the lesser nobility, younger 
  sons of younger sons, with no inheritance to give them status and no 
  mind to be soldiers. Sometimes they are merely disaffected types, 
  loners or even outcasts, whose only claim to fame is their reputation 
  with their blade. 
   
  level 
  hit dice (d10) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +3 
  +10 
  500,000 
  11 
  +3 
  +11 
  750,000 
  12 
  +3 
  +12 
  1,000,000 
  13 
  +3 
  +13 
  1,250,000 
  14 
  +3 
  +14 
  1,500,000 
  15 
  +3 
  +15 
  1,750,000 
  16 
  +3 
  +16 
  2,000,000 
  17 
  +3 
  +17 
  2,250,000 
  18 
  +3 
  +18 
  2,500,000 
  19 
  +3 
  +19 
  2,750,000 
  20 
  +3 
  +20 
  3,000,000 
   
  Ability Requirements: 
  Strength 9, dexterity 9 
  Hit Die:  
  d10 
  Alignment:  
  Any (non-lawful tendencies) 
  Races:  
  Dwarf, elf, gnome, halfling, half-elf, half-orc & 
  human 
  Weapons:  
  Any 
  Armor:  
  Light armor and small shields 
  Abilities:  
  Balance, 
  climb, 
  combat 
  sense, 
  dodge, 
  escape artist, jump, multiple attacks, weapon 
  specialization 
  * a duelist who is more than lightly encumbered loses their dodge 
  ability. 
   
  Balance (Dexterity):  Duelists add their full level bonus when making 
  dexterity checks to balance on narrow or slippery surfaces.   
   
  Duelists, unlike other characters, move at ½ of their normal 
  movement rate when balancing.  They may attempt to move at their 
  normal movement rate but suffer a -5 penalty to their balance check 
  when doing so.  At 10th level they may balance at their full 
  movement rate without penalty 
   
  Climb (Dexterity):  This ability allows a duelist to climb up, down or 
  across a slope, wall, steep incline (even a ceiling with handholds) or 
  unusually angled natural or man-made slope or incline that others 
  would find impossible to climb.   They add their full level bonus to such 
  checks and never need to make a climb check in order to climb 
  natural slopes and manmade inclines, such as a rough ledge or steep 
  steps, such as a rough ledge or steep steps.  
  Duelists may climb at up to ½ of their normal movement rate without 
  penalty.  At 10th level duelsits may attempt to climb at their normal 
  movement rate by making a climb check with a -5 penalty. 
  A failed climb check means that the character makes no progress. A 
  check that fails by 5 or more means that the character falls from the 
  currently attained height and suffers falling damage. Nothing can be 
  carried in the hands while climbing.   
   
  Combat Sense: A duelist has an uncanny sense for the presence of 
  foes when in a threatening environment. This 
  reduces 
  the 
  effectiveness of backstab and sneak attacks against duelists.  At 1st 
  level, backstabbed duelists negate the attack and damage bonuses 
  gained against them through the backstab ability.    
  At 6th level, the duelist gains improved combat sense and can no 
  longer be sneak attacked when surprised. At 11th level the duelist gets 
  the greater combat sense ability and is no longer vulnerable to sneak 
  attacks under any circumstances. 
   
  Dodge:  While heavy-armored fighters and hardy barbarians are able 
  to trade blows in melee, duelists must make the most out of their 
  maneuverability in order to stand a fighting chance in combat.   
  A 1st level duelist gains a +1 bonus to his armor class, so long as he is 
  unencumbered or carrying a light load.  This bonus improves by +1 at 
  6th level and every 5 levels thereafter, to a maximum of +4 at level 16.   
   
  Escape Artist (Strength or Dexterity):  Duelists have a knack for 
  escaping bonds, such as ropes, leather thongs, manacles, chains 
  and even straitjackets through feats of contortion and sheer 
  determination.  They may add their level bonus to all attempts made 
  to slip such bonds and, if grappled, may add their full level bonus 
  (rather than ½ their level bonus) to their strength or dexterity check to 
  break the grapple. 
   
  Multiple Attacks: Duelists gain the ability to make more than one 
  attack per round. At levels 1-6 duelists are limited to making 1 attack 
  each round. At levels 7-12 duelists may make three attacks every two 
  rounds. At level 13-18 duelists may make 2 attacks per round. Finally, at 
  level 19 and beyond, duelists are able to make 5 attacks every two 
  rounds. 
   
  Jump (Strength):  Duelists add their full level bonus to all strength 
  checks made when leaping or high jumping.  In addition, their skill at 
  tumbling allows them to treat all falls as if they were 10 feet shorter 
  than they really are when determining damage, so long as the 
  duelist is no more than lightly encumbered. 
   
  Weapon Specialization:  At 1st level the duelist may choose one of the 
  following finesse weapons with which to specialize:  gauntlet, spiked 
  gauntlet, dagger, unarmed strike, sap, short sword, sickle or whip. 
  This weapon, once chosen, cannot be changed.  At 1st level 
  specialization imparts a +2 bonus to attack and damage rolls when 
  using that weapon.  At 6th level these bonuses increase to +3 to hit and 
  damage when employing that weapon.  At 11th level the duelist gains 
  a second weapon of specialization.  When using that weapon the 
  character gains a +2 bonus to attack and damage rolls.  The bonuses 
  with this, secondary, specialized weapon improve to +3 to hit and 
  damage at 16th level.  
  In addition to gaining attack and damage bonuses with specialized 
  weapons, duelists using a weapon they have specialized in gain 
  multiple attacks (see above) as if they were 3 levels higher than their 
  actual duelist level.   
   
  Starting Funds:  Duelists begin play with 50-200 gold pieces (5d4x10) 
  with which to purchase their initial equipment. 
   
   
   
   
   
  
  Dungeon Master’s Guide    26 
   
   
   
   
  THE WARDEN (Fighter) 
  Wardens often act as stalwart protectors of their people and 
  homelands.  They seek to defend the natural world from those who 
  would corrupt or destroy it, using subterfuge, skill at arms, and their 
  knowledge of nature to track down, monitor and, if need be, attack 
  those threats. 
  The warden is an optional, non-magical, variant of the ranger class.  
  Should you, as Dungeon Master, allow this class in your AD&D 
  campaign, it is designed to fill the same niche as the ranger class 
  and may be used in place of that class.  The warden gains followers 
  and builds a stronghold in the same manner as a ranger.  Wardens 
  may use any magic item that rangers are permitted to use, except 
  for scrolls that contain ranger spells.   
   
  level 
  hit dice (d10) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  +1 
  0 
  2 
  2 
  +2 
  2,500 
  3 
  3 
  +3 
  5,000 
  4 
  4 
  +4 
  10,000 
  5 
  5 
  +5 
  20,000 
  6 
  6 
  +6 
  37,500 
  7 
  7 
  +7 
  75,000 
  8 
  8 
  +8 
  150,000 
  9 
  9 
  +9 
  250,000 
  10 
  +3 
  +10 
  500,000 
  11 
  +3 
  +11 
  750,000 
  12 
  +3 
  +12 
  1,000,000 
  13 
  +3 
  +13 
  1,250,000 
  14 
  +3 
  +14 
  1,500,000 
  15 
  +3 
  +15 
  1,750,000 
  16 
  +3 
  +16 
  2,000,000 
  17 
  +3 
  +17 
  2,250,000 
  18 
  +3 
  +18 
  2,500,000 
  19 
  +3 
  +19 
  2,750,000 
  20 
  +3 
  +20 
  3,000,000 
   
  Ability Requirements:  Strength 9, wisdom 9, constitution 9 
  Hit Die:  
  d10 
  Alignment:  
  Any 
  Races:  
  Any 
  Weapons:  
  Any 
  Armor:  
  Light and medium armor, all shields 
   
  Abilities:  
  Animal 
  empathy, 
  climb, 
  combat 
  sense, 
  favored 
  enemies, 
  hunter’s 
  aim, 
  multiple 
  attacks, perception, survival, track, warden 
  training, wilderness stealth  
   
  Animal Empathy (Charisma): Wardens may attempt to alter the 
  reaction of wild and domesticated animals, in the same manner that 
  characters may influence others’ initial reactions through parleying 
  (see ENCOUNTER REACTIONS on page 65 for more details). Most 
  animals have an initial reaction of “neutral” when first encountered, 
  though those trained to attack or those that are feral or hungry 
  usually view potential prey with “hatred”. 
   
  Climb (Dexterity):  This ability allows a warden to climb up, down or 
  across a slope, wall, steep incline (even a ceiling with handholds) or 
  unusually angled natural or man-made slope or incline that others 
  would find impossible to climb.   They add their full level bonus to such 
  checks and never need to make a climb check in order to climb 
  natural slopes and manmade inclines, such as a rough ledge or steep 
  steps, at ¼ of their normal movement rate.   
  A warden may attempt to move at up to ½ of their movement rate, 
  rounded to the nearest 5’ increment, while climbing but takes a -5 
  penalty to his dexterity check when doing so.  
  A failed climb check means that the character makes no progress. A 
  check that fails by 5 or more means that the character falls from the 
  currently attained height and suffers falling damage. Nothing can be 
  carried in the hands while climbing.   
   
  Combat Sense:  A warden has an uncanny sense for the presence of 
  foes when in a threatening environment. This reduces the effectiveness 
  of backstab and sneak attacks against them.  At 1st level, 
  backstabbed wardens negate the attack and damage bonuses 
  gained against them through the backstab ability of thieves and 
  assassins.    
  At 6th level, the warden gains improved combat sense and can no 
  longer be sneak attacked when surprised.  At 11th level the warden 
  gets greater combat sense and is no longer vulnerable to sneak 
  attacks under any circumstances. 
   
  Favored Enemies: Wardens possess an extraordinary ability to 
  combat their most common foes; goblinoids, kobolds, orcs and 
  giants, due to intense training and study of their enemy’s fighting 
  techniques. When fighting bugbears, goblins, hobgoblins, kobolds, 
  
  Dungeon Master’s Guide    27 
   
  orcs or giants (giants, trolls, ogres and the like) wardens gain a bonus 
  to their attack and damage rolls. This bonus starts at +2 at 1st level 
  and increases by 1 point at levels 6, 11 and 16. 
  At the DM’s discretion the favored enemy races may be altered to 
  better suit the warden’s background or campaign setting.  Examples 
  of possible races or racial groups that could be chosen are:  
  aberrations (abolleth, beholders, mind flayers), aquatic humanoids 
  (locathah, mermen, sahuagin and tritons), dinosaurs, dragons, 
  dwarves, elves, faeries (brownies, pixies, sprites, etc), giants (ogres, 
  giants and trolls), gnolls, gnomes, goblinoids (goblins, hobgoblins and 
  bugbears), halflings, humans, kobolds, lizardmen, lycanthropes, 
  magical beasts, orcs, plants, etc.   
  Sahuagin wardens, for example, would typically have aquatic 
  humanoids, ixitxachitl, and lizardmen as favored enemies. Goblinoid 
  and orcish wardens would typically gain favored enemy bonuses 
  against dwarves, elves, and humans.  Giant wardens would typically 
  have dwarves, gnomes and humans as favored enemies. 
   
  Hunter’s Aim:  Wardens, as skirmishers, scouts and consummate 
  hunters, are highly skilled at making ranged attacks in less-than-ideal 
  conditions.  Whether firing upon fog-shrouded enemies, targeting 
  prey with cover in densely forested areas or striking their quarry from 
  great distances, wardens have a knack for striking with deadly 
  accuracy.   
  At 1st level the warden may offset penalties for range, cover and/or 
  concealment by 2.  At levels 6, 11, and 16 the warden negates an 
  additional point of penalties (3 points at 6th level, 4 points at 11th level 
  and 5 points at 16th level) related to these impediments. 
  Note that hunter’s aim only serves to offset penalties for range, cover 
  or concealment and never provides a bonus to the warden’s attack 
  rolls. 
   
  Multiple Attacks: Wardens gain the ability to make more than one 
  attack per round. At levels 1-6 wardens are limited to making 1 
  attack each round. At levels 7-12 wardens may make three attacks 
  every two rounds. At level 13-18 wardens may make 2 attacks per 
  round. Finally, at level 19 and beyond, wardens are able to make 5 
  attacks every two rounds. 
   
  Perception (Wisdom): A warden can hear noises that others might 
  not detect and are keen observers of their surroundings. Wardens 
  gain perception as a class ability, rather than common ability, which 
  allows them to add their full level bonus to perception checks. 
   
  Survival (Wisdom): In wilderness environments, wardens can provide 
  shelter for themselves and others, and can provide decent food and 
  water for several people, all without the need for an ability check. 
  The warden can forage and hunt for food and water. The warden 
  must spend 1d4 hours hunting and gathering to produce enough 
  food and water to feed 2d4 people for 1 day. If the warden wishes to 
  feed or shelter a larger group of people, he must spend an 
  additional 1d4 hours gathering food and succeed at a survival 
  check. This additional effort allows the warden to gather food and 
  water for 2d4 more creatures. The warden can only hunt and forage 
  for food 12 hours per day, limiting the number of people that can be 
  fed. In addition to the ability to provide food and shelter in the wilds, 
  a warden can automatically determine where true north lies in 
  relation to the character in normal wilderness environments. 
   
  Track: The warden can successfully track any creature that leaves a 
  discernible trace, and determine characteristics about the creature 
  as well. With a successful survival check, a warden can find and 
  follow a creature’s tracks or trail for 6 hours. The warden can also 
  hide tracks at the same level of ability. When tracking or hiding tracks 
  from favored enemies a warden receives a +2 bonus to the survival 
  check. The Dungeon Master may apply bonuses or penalties for 
  varying conditions, such as the length of time elapsed since the 
  tracks were made, weather conditions, the number of creatures 
  tracked and whether the tracked creature moved through water or 
  a secret door. 
  A successful survival check may also impart information about the 
  creature(s) being tracked. Once a trail is found, a survival check can 
  determine the general number and type of creatures being tracked. 
  The number of creatures tracked should be disclosed to the player 
  by using one of the following categories: individuals (1-6), band (7- 
  20), troop (21-100), or army (101+), and one of the following 
  categories: beast, demihuman, fey, giant, humanoid, plant, vermin, 
  or other (aberration, animated creature, dragon, elemental, magical 
  beast, ooze, extraplanar creature, shapechanger, or undead). For 
  many creatures the warden cannot identify its exact type, only that it 
  is a creature of such nature. A warden can identify specific animal 
  tracks with no effort. 
  At 3rd level, a warden can ascertain distinguishing characteristics 
  about the creatures tracked, such as whether they are wounded, 
  exhausted, carrying heavy objects, or wearing certain armor. The 
  warden might even be able to determine if a spellcaster is in the 
  group being tracked. The marks or characteristics determined are 
  limited only by the Dungeon Master’s imagination and desire to 
  provide or enhance story elements during game play. At 5th level, a 
  warden can identify the type of creature(s) being tracked if 
  belonging to one of the following categories: beast, demihuman, 
  fey, giant, humanoid, plant, or vermin. 
   
  Warden Training: Much of a warden’s training is concerned with their 
  knowledge of survival skills and the use of guerilla tactics to combat 
  the enemies of their people in the wilds. This training is reflected in the 
  survival, favored enemies and combat abilities of the warden. In 
  addition to these class abilities wardens begin with the knowledge 
  (nature) and profession (mountaineer) skills. 
   
  Wilderness Stealth (Dexterity): Wardens, as the consummate hunters 
  and trackers, can conceal themselves from others and move about 
  silently in the wilds. When in natural surroundings, wardens add their 
  full level bonus to all stealth checks.   
  Wardens attempting to move silently through wilderness stealth must 
  move at ¼ of their normal movement rate, rounded to the nearest 5’ 
  increment, or suffer penalties to their dexterity check.  Wardens 
  attempting to move silently take a -5 penalty to this check when 
  moving at ½ of their movement rate (rounded to the nearest 5’ 
  increment) and a -20 penalty when running or charging. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    28 
  THE HEDGE WIZARD (Magic-User) 
  Hedge wizards, or hedge witches as they are also known, are arcane 
  spellcasters who supplement their use of spellcraft with a mastery of 
  herbalism and natural lore.  Unlike other arcane spellcasters, hedge 
  wizards hone their skills through the study of nature and by delving 
  into ancient rituals carried down through folklore, rather than through 
  formalized study of the arcane formulae and the principals of magic. 
   
  Ability Requirements:  Intelligence 9 
  Hit Die: 
  d4 
  Alignment: 
  Any 
  Weapons: 
  Club, dagger, dart, quarterstaff, sickle and 
  sling 
  Armor: 
  None* 
  Abilities: 
  Animal empathy, green witchcraft, hedge 
  wizard spells, hedge wizard training, survival. 
   
  * a hedge wizard may not cast spells in armor. 
   
  Hedge wizards shun armor of all types but may use rings, cloaks and 
  jewelry of protection, including bracers of defense.  Otherwise, they 
  may employ all items useable by magic-users, except those items 
  that store spells not featured on the hedge wizard spell list.  They can 
  only use arcane scrolls that have spells from their spell list scribed 
  upon them.  
   
  level 
  hit dice (d4) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  0 
  0 
  2 
  2 
  0 
  2,500 
  3 
  3 
  +1 
  5,000 
  4 
  4 
  +1 
  10,000 
  5 
  5 
  +1 
  20,000 
  6 
  6 
  +2 
  37,500 
  7 
  7 
  +2 
  75,000 
  8 
  8 
  +2 
  150,000 
  9 
  9 
  +3 
  250,000 
  10 
  +1 
  +3 
  500,000 
  11 
  +1 
  +3 
  750,000 
  12 
  +1 
  +4 
  1,000,000 
  13 
  +1 
  +4 
  1,250,000 
  14 
  +1 
  +4 
  1,500,000 
  15 
  +1 
  +5 
  1,750,000 
  16 
  +1 
  +5 
  2,000,000 
  17 
  +1 
  +5 
  2,250,000 
  18 
  +1 
  +6 
  2,500,000 
  19 
  +1 
  +6 
  2,750,000 
  20 
  +1 
  +6 
  3,000,000 
   
  Animal Empathy (Charisma): Hedge wizards may attempt to alter 
  the reaction of wild and domesticated animals, in the same manner 
  that characters may influence others’ initial reactions through 
  parleying (see ENCOUNTER REACTIONS on page 65 for more details). 
  Most animals have an initial reaction of “neutral” when first 
  encountered, though those trained to attack or those that are feral 
  or hungry usually view potential prey with “hatred”. 
   
  Green Witchcraft:  Hedge wizards may begin creating curative (or 
  baleful) brews at 1st level if they have access to the proper herbs and 
  succeed at a profession (herbalist) skill check.  These are not magical 
  potions and are resisted with constitution saving throws, unless stated 
  otherwise below.  The saving throw check penalty is equal to the 
  brew’s required caster level.      
  Each dose takes 1 day to create and requires a profession (herbalist) 
  skill check with a penalty equal to the brew’s required caster level.  
  The herbs and other materials required to create these concoctions 
  cost 25 gold pieces x the caster level required to create the brew. 
  At 1st level hedge wizards may create poultices or draughts that cure 
  or cause 1d8+1 hit points of damage.  The desired effect of the 
  admixture must be decided before it is brewed.   
  At 3rd level hedge wizards may brew a concoction that acts as a 
  slow poison spell.  They may also create a brew that strikes the target 
  with extreme drowsiness (as the sleep spell) or sickness (the target is 
  sickened for 1d4 minutes).  
  At 5th level hedge wizards may brew healing tonics that act as either 
  a lesser restoration or neutralize poison spell.  They may also create a 
  dreadful poison that acts as the poison spell (the reverse of neutralize 
  poison).    
  At 7th level the hedge wizard may begin to create potions (see 
  Potion Creation on page 128) without the aid of an alchemist. 
  Hedge Wizard Spells: A hedge wizard casts arcane spells. Each 
  hedge wizard can cast a limited number of spells from each spell 
  level per day. The table below lists the number of spells per day a 
  hedge wizard may cast of each spell level.  
   
  Hedge wizards can prepare a number of 0-level spells, each day, as 
  noted on the “spells per day” table on the following page. These 
  spells are treated like any other spell, but are not expended when 
  cast and may be used again. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The druidic spells that appear on the hedge wizard’s spell list are 
  considered arcane spells when learned and cast by hedge wizards.  
  Unless otherwise stated in the spell description the material 
  components for hedge wizard spells, particularly those drawn from 
  the druid spell list, are small charms crafted by the hedge wizard for 
  use in their incantations and rituals.  These charms often incorporate 
  herbs, wax, bits of hair and bone, and other elements tied to nature.   
  A hedge wizard must prepare spells before casting them by studying 
  from a spellbook. While studying, the hedge wizard decides which 
  spells to prepare. Spell memorization and descriptions are covered in 
  greater detail in the Magic section beginning on page 60 of the 
  Player’s Handbook.  Hedge wizards gain bonus spells for high 
  intelligence scores (see the Ability Modifiers table on page 4 of the 
  Player’s Handbook for details). 
   
  Hedge Wizard Training:  As a result of their training, all hedge wizards 
  begin play with the knowledge (nature), profession (healer) and 
  profession (herbalist) skills in addition to their background skills (see 
  the SKILLS section of the Player’s Handbook for more details). 
   
  Spellbook:  The number of spells that a hedge wizard has in their 
  spellbook at the beginning of play is equal to the number of spells 
  they can cast at first level plus read magic.  For example, a 1st level 
  hedge wizard with a 14 intelligence can cast four 0-level spells and 
  two 1st level spells (1+1 bonus). So, the character would begin play 
  with a spellbook containing four 0-level and two 1st level spells plus 
  
  Dungeon Master’s Guide    29 
   
  read magic. The spells in the spellbook are chosen by the player and 
  should be approved by the Dungeon Master. 
   
  spells per day 
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  4 
  1 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  2 
  1 
   
   
   
   
   
   
   
  4 
  4 
  3 
  2 
   
   
   
   
   
   
   
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  6 
  4 
  3 
  3 
  2 
   
   
   
   
   
   
  7 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  8 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
   
  9 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
  10 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
  11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
  12 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
  13 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
  14 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
  15 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
  16 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  Survival (Wisdom): In wilderness environments, hedge wizard can 
  provide shelter for themselves and others, and can provide decent 
  food and water for several people, all without the need for an ability 
  check. The hedge wizard can forage and hunt for food and water. 
  The hedge wizard must spend 1d4 hours hunting and gathering to 
  produce enough food and water to feed 2d4 people for 1 day.  If 
  the hedge wizard wishes to feed or shelter a larger group of people, 
  he must spend an additional 1d4 hours gathering food and succeed 
  at a survival check. This additional effort allows the hedge wizard to 
  gather food and water for 2d4 more creatures. The hedge wizard 
  can only hunt and forage for food 12 hours per day, limiting the 
  number of people that can be fed. In addition to the ability to 
  provide food and shelter in the wilds, a hedge wizard can 
  automatically determine where true north lies in relation to the 
  character in normal wilderness environments. 
   
   
   
   
   
   
   
   
   
   
   
   
  HEDGE WIZARD (Magic-Users) 
   
  0-Level 
  1st Level 
  2nd Level 
  3rd Level 
  4th Level 
  1 
  audible glamer 
  affect normal fires 
  alter self 
  clairaudience/voyance 
  animal summoning I 
  2 
  create water 
  alarm 
  animal messenger 
  continual light 
  antiplant shell 10’ radius 
  3 
  dancing lights 
  calm animals 
  barkskin 
  deep slumber 
  command plants 
  4 
  detect magic 
  combine 
  charm person or mammal 
  dispel magic 
  control water 
  5 
  detect poison 
  detect animals or plants 
  entangle 
  flame arrow 
  detect scrying 
  6 
  know direction 
  detect evil  
  feign death 
  fly 
  dimension door 
  7 
  light 
  detect snares and pits 
  fog cloud 
  lightning bolt 
  dispel magic 
  8 
  mending 
  endure elements 
  fire trap 
  massmorph 
  dominate animal 
  9 
  message 
  faerie fire 
  gust of wind 
  meld into stone 
  freedom of movement 
  10 
  prestidigitation 
  feather fall 
  heat metal 
  nondetection 
  hallucinatory terrain 
  11 
  purify food and drink 
  find familiar 
  hold animal 
  plant growth 
  hold plant 
  12 
  read magic 
  goodberry 
  know alignment 
  protection from energy 
  locate creature 
  13 
   
  invisibility to animals 
  protection from normal 
  protection from evil 10’ 
  minor globe of 
   
   
   
       missiles 
       radius 
       invulnerability 
  14 
   
  magic stone 
  pyrotechnics 
  shape wood 
  polymorph 
  15 
   
  mount 
  resist energy 
  sleet storm 
  remove curse 
  16 
   
  obscurement 
  soften earth and stone 
  snare 
  repel vermin 
  17 
   
  pass without trace 
  speak with animals 
  speak with plants 
  scrying 
  18 
   
  portent 
  spider climb 
  stone shape 
  stinking cloud 
  19 
   
  produce flame 
  summon insects 
  suggestion 
  solid fog 
  20 
   
  protection from evil 
  warp wood 
  wall of wind 
  wall of fire 
  21 
   
  shillelagh 
  web 
  water breathing 
  wall of ice 
  22 
   
  sleep 
   
   
   
   
  5th Level 
  6th Level 
  7th Level 
  8th Level 
  9th Level 
  1 
  airy water 
  animal summoning III 
  animate plants 
  animate rock 
  astral spell 
  2 
  animal growth 
  antilife shell 
  antimagic shell 
  control plants 
  dominate monster 
  3 
  animal summoning II 
  chain lightning 
  changestaff 
  discern location 
  elemental swarm 
  4 
  break enchantment 
  cloudkill 
  control weather 
  earthquake 
  etherealness 
  5 
  commune with nature 
  confusion 
  creeping doom 
  ethereal jaunt 
  foresight 
  6 
  conjure elemental 
  find the path 
  fire storm 
  finger of death 
  freedom 
  7 
  control winds 
  feeblemind 
  improved scrying 
  limited wish 
  regenerate 
  8 
  dominate person 
  fire seeds 
  phase door 
  mass charm 
  shambler 
  9 
  hold monster 
  geas/quest 
  sunray 
  plane shift 
  shapechange 
  10 
  ice storm 
  globe of invulnerability 
  teleport 
  polymorph any object 
  storm of vengeance 
  11 
  insect plague 
  improved dispel magic 
  transmute metal to wood 
  spell turning 
  time stop 
  12 
  negative plane      
  liveoak 
  true seeing 
  temporal stasis 
  wish 
   
  protection 
   
   
   
   
  13 
  passwall 
  move earth 
  vision 
  turn metal or stone 
   
  14 
  plant door 
  permanency 
  wind walk 
  whirlwind 
   
  15 
  stoneskin 
  reincarnate 
   
   
   
  16 
  transmute rock to mud 
  stone tell 
   
   
   
  17 
  wall of stone  
  transport via plant 
   
   
   
  18 
  wall of thorns 
  turn wood 
   
   
   
  spells listed in italics are reversible 
   
  
  Dungeon Master’s Guide    30 
  THE NECROMANCER (Magic-User) 
  As practitioners of necromancy, the art of communing with and 
  animating the dead, death masters tend towards evil, though they 
  may be of any non-good alignment.     
  The necromancer or “death master” is a secondary class of magic-
  user that, like the illusionist, focuses upon a particular school of 
  magic.   
   
  level 
  hit dice (d4) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  0 
  0 
  2 
  2 
  0 
  2,500 
  3 
  3 
  +1 
  5,000 
  4 
  4 
  +1 
  10,000 
  5 
  5 
  +1 
  20,000 
  6 
  6 
  +2 
  37,500 
  7 
  7 
  +2 
  75,000 
  8 
  8 
  +2 
  150,000 
  9 
  9 
  +3 
  250,000 
  10 
  +1 
  +3 
  500,000 
  11 
  +1 
  +3 
  750,000 
  12 
  +1 
  +4 
  1,000,000 
  13 
  +1 
  +4 
  1,250,000 
  14 
  +1 
  +4 
  1,500,000 
  15 
  +1 
  +5 
  1,750,000 
  16 
  +1 
  +5 
  2,000,000 
  17 
  +1 
  +5 
  2,250,000 
  18 
  +1 
  +6 
  2,500,000 
  19 
  +1 
  +6 
  2,750,000 
  20 
  +1 
  +6 
  3,000,000 
   
  Ability Requirements: 
  Intelligence 9, wisdom 9 
  Hit Die: 
  d4 
  Alignment: 
  Any non-good (lawful neutral, lawful evil, 
   
  neutral, neutral evil, chaotic neutral, chaotic 
   
  evil) 
  Races: 
   Elf (except for wild elves), gnome, half-elf, 
  half-orc, human 
  Weapons: 
  Club, dagger, dart, quarterstaff, sickle & scythe  
  Armor: 
  None* 
  Abilities: 
  Necromancer spells, necromancer training, 
  command undead 
  * a necromancer may not cast spells in armor. 
  Necromancers shun armor of all types but may use rings, cloaks and 
  jewelry of protection, including bracers of defense.  Otherwise, they 
  may employ all items useable by magic-users, except those items 
  that store spells not featured on the necromancer spell list.  They can 
  only use arcane scrolls that have spells from their spell list scribed 
  upon them or those that control or protect from the undead.  
   
  Necromancer Spells: A necromancer casts arcane spells much like a 
  magic-user but, due to the specialized and inherently different 
  nature of death magic, have their own spell list. Each necromancer 
  can cast a limited number of spells from each spell level per day. The 
  table below lists the number of spells per day a necromancer may 
  cast of each spell level.  
  Necromancers must prepare spells before casting them by studying 
  from a spellbook. They may only scribe necromancer spells into their 
  spellbooks.  While studying, the necromancer decides which spells to 
  prepare. Spell memorization and descriptions are covered in greater 
  detail in the Magic section beginning on page 60 of the PLAYERS 
  HANDBOOK.  Necromancers gain bonus spells for high intelligence 
  scores just as a magic-user or illusionist does.  
   
  spells per day 
   
   
  spell level 
  level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  1 
  4 
  1 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  2 
  1 
   
   
   
   
   
   
   
  4 
  4 
  3 
  2 
   
   
   
   
   
   
   
  5 
  4 
  3 
  2 
  1 
   
   
   
   
   
   
  6 
  4 
  3 
  3 
  2 
   
   
   
   
   
   
  7 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
   
  8 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
   
  9 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
   
  10 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
   
  11 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
   
  12 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
   
  13 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
   
  14 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
   
  15 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
   
  16 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
   
  17 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  20 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
   
  Necromancers can prepare a number of 0-level spells, each day, as 
  noted on the “spells per day” table above. These spells are treated 
  like any other spell, but are not expended when cast and may be 
  used again. 
   
  Necromancer Training:  The apprenticeship of fledgling necromancers 
  requires that they learn the machinations of the body and the arts of 
  preserving the dead.  As such, all necromancers begin play with 
  profession (embalmer) and profession (healer) as bonus background 
  skills. 
   
  Command Undead (Wisdom): At 3rd level, the necromancer gains 
  the ability to effect undead as an evil cleric of 1st level. When making 
  a wisdom check to command undead, a necromancer adds his 
  “turning level” to the roll, not the character’s actual level. This ability 
  improves with each level, so a 5th level necromancer commands 
  undead like a 3rd level cleric.  Evil necromancers may turn, but not 
  destroy, paladins. 
   
  Spellbook:  The number of spells that a necromancer has in their 
  spellbook at the beginning of play is equal to the number of spells 
  they can cast at first level plus read magic.  For example, a 1st level 
  necromancer with a 14 intelligence can cast four 0-level spells and 
  two 1st level spells (2+1 bonus). So, the character would begin play 
  with a spellbook containing four 0-level and two 1st level spells plus 
  read magic. The spells in the spellbook are chosen by player but 
  should be approved by the Dungeon Master. 
   
  Starting Funds:  Necromancers begin play with 20-80 gold pieces 
  (2d4x10) with which to purchase their initial equipment. 
   
  
  Dungeon Master’s Guide    31 
   
  NECROMANCERS (Magic-Users) 
   
   
   
   
   
   
   
  0-level 
  1st level 
  2nd level 
  3rd level 
  4th level 
  1 
  audible glamer 
  alarm 
  blur 
  animate dead 
  detect scrying 
  2 
  dancing lights 
  armor 
  cure blindness/deafness 
  arcane sight 
  dimensional anchor 
  3 
  detect magic 
  cause fear 
  continual light 
  clairaudience/voyance 
  negative plane  
   
   
   
   
   
       protection 
  4 
  detect poison 
  chill touch* 
  darkness 15’ radius 
  deep slumber 
  neutralize poison 
  5 
  prestidigitation 
  comprehend languages 
  darkvision 
  dispel magic 
  remove curse 
  6 
  read magic 
  detect evil 
  esp 
  fear 
  scrying 
  7 
  wizard mark 
  detect undead 
  feign death 
  hold person 
  shadow conjuration 
  8 
  write 
  erase 
  fog cloud 
  gaseous form 
  solid fog 
  9 
   
  feather fall 
  invisibility 
  invisibility 10’ radius 
  wall of ice 
  10 
   
  find familiar 
  knock 
  nondetection 
  wizard eye 
  11 
   
  identify 
  know alignment 
  phantom steed 
  wraithform* 
  12 
   
  invisibility to undead 
  magic mouth 
  protection from evil 10’ 
   
   
   
   
   
       radius 
   
  13 
   
  Nystul’s magic aura 
  misdirection 
  speak with dead 
   
  14 
   
  protection from evil 
  pyrotechnics 
  stinking cloud 
   
  15 
   
  obscurement 
  ray of enfeeblement 
  tongues 
   
  16 
   
  shield 
  scare 
  vampiric touch* 
   
  17 
   
  sleep 
  spectral hand* 
   
   
  18 
   
  unseen servant 
  wizard lock 
   
   
   
   
   
   
   
   
   
  5th level 
  6th level 
  7th level 
  8th level 
  9th level 
  1 
  cloudkill 
  antilife shell 
  banishment 
  clone 
  astral spell 
  2 
  cone of cold 
  death spell 
  ethereal jaunt 
  destruction 
  energy drain 
  3 
  dismissal 
  enchant an item 
  finger of death 
  dimensional lock 
  etherealness 
  4 
  hold monster 
  geas/quest 
  improved scrying 
  discern location 
  gate 
  5 
  magic jar 
  globe of invulnerability 
  improved shadow 
  improved planar binding 
  power word kill 
   
   
   
       conjuration 
   
   
  6 
  nightmare 
  improved dispel magic 
  insanity 
  mind blank 
  soul bind 
  7 
  permanency 
  legend lore 
  limited wish 
  power word stun 
  time stop 
  8 
  slay living 
  move earth 
  plane shift 
  Serten’s spell immunity 
  wish 
  9 
  symbol of pain 
  planar binding 
  power word blind 
  symbol of death 
   
  10 
  symbol of sleep 
  shadow walk 
  symbol of stunning 
  symbol of insanity 
   
  11 
  teleport 
  summon shadow 
  symbol of weakness 
  temporal stasis 
   
  12 
  true seeing 
  symbol of fear 
  teleport without error 
  trap the soul 
   
   
  Spells listed in italics are reversible, though necromancers usually cast baleful versions of spells 
  * See page 104 for descriptions of these new spells 
   
  
  Dungeon Master’s Guide    32 
  THE SCOUT (Thief) 
  Scouts are ideal wilderness guides, highwaymen, trackers and military 
  scouts, combining combat prowess with a knowledge of subterfuge 
  and survival skills.  Because of their training scouts must have acute 
  senses and be fleet of foot.  They are trained to avoid ambushes and 
  elude detection, and are often relied upon to find and infiltrate enemy 
  encampments.    
   
  level 
  hit dice (d6) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  +0 
  0 
  2 
  2 
  +1 
  2,500 
  3 
  3 
  +2 
  5,000 
  4 
  4 
  +2 
  10,000 
  5 
  5 
  +3 
  20,000 
  6 
  6 
  +4 
  37,500 
  7 
  7 
  +4 
  75,000 
  8 
  8 
  +5 
  150,000 
  9 
  9 
  +6 
  250,000 
  10 
  +2 
  +6 
  500,000 
  11 
  +2 
  +7 
  750,000 
  12 
  +2 
  +8 
  1,000,000 
  13 
  +2 
  +8 
  1,250,000 
  14 
  +2 
  +9 
  1,500,000 
  15 
  +2 
  +10 
  1,750,000 
  16 
  +2 
  +10 
  2,000,000 
  17 
  +2 
  +11 
  2,250,000 
  18 
  +2 
  +12 
  2,500,000 
  19 
  +2 
  +12 
  2,750,000 
  20 
  +2 
  +13 
  3,000,000 
   
  Ability Requirements:  Wisdom 9, dexterity 9, constitution 9 
  Hit Die:  
  d6 
  Alignment:  
  Any 
  Races:  
  Any 
  Weapons:  
  Any 
  Armor:  
  Light armor and small shields* 
  Abilities:  
  Balance, climb, combat sense, disable device, 
  dodge, escape artist, fast movement, find traps, 
  hunter’s aim, jump, perception, scout training, 
  sneak attack, stealth,  survival, track 
  * a scout in medium or heavy armor loses their dodge and fast 
  movement abilty 
   
  Balance (Dexterity):  Scouts add their full level bonus when making 
  dexterity checks to balance on narrow or slippery surfaces.   
  Scouts, unlike other characters, may move at ½ of their normal 
  movement rate (rounded to the nearest 5’ increment) when 
  balancing.  They may attempt to move at their normal movement 
  rate but suffer a -5 penalty to their balance check when doing so.  At 
  10th level they may balance at their full movement rate without 
  penalty 
   
  Climb (Dexterity):  This ability allows a scout to climb up, down or across 
  a slope, wall, steep incline (even a ceiling with handholds) or unusually 
  angled natural or man-made slope or incline that others would find 
  impossible to climb.   They add their full level bonus to such checks and 
  never need to make a climb check in order to climb natural slopes 
  and manmade inclines, such as a rough ledge or steep steps.   
  Scouts may climb at up to ½ of their normal movement rate, 
  rounded to the nearest 5’ increment, without penalty.  At 10th level a 
  scout may attempt to climb at his normal movement rate by making 
  a climb check with a -5 penalty. 
  A failed climb check means that the character makes no progress. A 
  check that fails by 5 or more means that the character falls from the 
  currently attained height and suffers falling damage. Nothing can be 
  carried in the hands while climbing.   
   
  Combat Sense:  A scout has an uncanny sense for the presence of foes 
  when in a threatening environment. This reduces the effectiveness of 
  backstab and sneak attacks against them.  At 1st level, backstabbed 
  scouts negate the attack and damage bonuses gained against them 
  through the backstab ability of thieves and assassins.    
  At 6th level, the scout gains improved combat sense and can no longer 
  be sneak attacked when surprised.  At 11th level the scout gets greater 
  combat sense and is no longer vulnerable to sneak attacks under any 
  circumstances. 
   
  Disable Device (Dexterity):  A scout can use this ability to open 
  mechanical locks and disable traps, including magical traps, that he 
  has found.  The check penalty is usually equal to the device’s 
  creator, or to the caster level of person who created the magical 
  trap, though the penalty may be modified if exceptional tools or 
  materials are used in the device’s construction. 
  Generally, it takes one to four rounds to disarm a device, depending 
  on its complexity. This ability requires the use of a set of thieves’ tools, 
  including picks, blank keys, wires, or other appropriate tools. A scout 
  may only make one attempt per lock or trap.  
  A successful check indicates that the lock has been opened or the 
  trap has been disabled.  If a disable device attempt fails when 
  opening a lock, the scout cannot try to open the same lock again 
  until the next level of experience is gained, as it is beyond their ability.  
  Failure to disarm a trap indicates that the scout set off the trap and 
  suffers the trap’s effect. 
   
  To set a trap, or to reset a previously disabled trap, a scout must 
  make a successful disable device check.  If a character is resetting a 
  trap that he previously disabled, the scout gains a +5 bonus to the 
  check. 
   
  Dodge: Scouts rely upon agility and deftness in order to avoid 
  engaging in toe-to-toe combat with opponents. While heavy-
  armored fighters and hardy barbarians are able to trade blows in 
  melee, scouts must make the most out of their maneuverability in 
  order to stand a fighting chance in combat.  
  A 1st level scout gains a +1 bonus to his armor class, so long as he is 
  unencumbered or carrying a light load. This bonus improves by +1 at 
  6th level and every 5 levels thereafter, to a maximum of +4 at level 16. 
   
  Escape Artist (Strength or Dexterity):  Scouts have a knack for 
  escaping bonds, such as ropes, leather thongs, manacles, chains 
  and even straitjackets through feats of contortion and sheer 
  determination.  They may add their level bonus to all attempts made 
  to slip such bonds and, if grappled, may add their full level bonus 
  (rather than ½ their level bonus) to their strength or dexterity check to 
  break the grapple. 
   
  Fast Movement:  The scout’s movement rate is 15’ (3”) faster than is 
  usual for a member of his race so long as he is not wearing medium or 
  heavy armor.   
   
  Find Traps:  Scouts may make perception checks to search for traps, 
  including magical traps.  To find a trap, a scout spends time intently 
  studying and searching an area to deduce possible trap locations. It 
  takes one round to locate a trap in a specific area such as a lock or 
  a doorknob, and one minute to locate traps in a 5’ by 5’ foot area.  
   
  A successful perception check indicates the scout finds a trap, if one 
  is present. If multiple traps are in an area, the scout’s perception 
  check is applied against all traps in the area.  The check penalty to 
  this perception check is usually equal to the level of the trap’s 
  creator or to the caster level of person who created the magical 
  trap, though the penalty may be modified if exceptional tools or 
  materials are used in a trap’s construction.  If multiple traps are 
  present, apply each check penalty separately against the scout’s 
  single perception check to find traps. 
   
  Hunter’s Aim:  Scouts are highly skilled at making ranged attacks in 
  less-than-ideal conditions.  Whether firing upon fog-shrouded 
  enemies, targeting prey with cover in densely forested areas or 
  striking their quarry from great distances, scouts have a knack for 
  striking with deadly accuracy.   
  At 1st level the scout may offset penalties for range, cover and/or 
  concealment by 2.  At levels 6, 11, and 16 the scout negates an 
  additional point of penalties (3 points at 6th level, 4 points at 11th level 
  and 5 points at 16th level) related to these impediments. 
  Note that hunter’s aim only serves to offset penalties for range, 
  cover, or concealment and never provides a bonus to the scout’s 
  attack rolls. 
   
  Jump (Strength):  Scouts add their full level bonus to all strength 
  checks made when leaping or high jumping.  In addition, their skill at 
  tumbling allows them to treat all falls as if they were 10 feet shorter 
  than they really are when determining damage, so long as the scout 
  is no more than lightly encumbered. 
   
  Perception (Wisdom):  A scouts can hear noises that others might not 
  detect and are keen observers of their surroundings.  Scouts add their 
  full level bonus to perception checks. 
  
  Dungeon Master’s Guide    33 
   
  Scout Training: Much of a scout’s training is concerned with their 
  knowledge of survival skills and the use of guerilla tactics to spy upon 
  and combat the enemies of their people. This training is reflected in the 
  survival, perception and combat abilities of the scout. In addition to 
  these class abilities scouts begin with the knowledge (nature) and 
  knowledge (geography) skills. 
   
  Sneak Attack:  A scout normally avoids face-to-face combat if 
  possible, preferring instead to use stealth or guile to catch an 
  opponent unaware or off-guard.   
  If the scout successfully attacks an unaware or surprised opponent 
  their base weapon damage, excluding all modifiers due to magic, 
  class abilities and/or exceptional strength, is doubled. As the scout 
  gains experience, the damage inflicted increases.  At 4th level, a 
  scout’s sneak attacks deal triple damage.  At 8th level, sneak attacks 
  deal quadruple damage.  At 12th level, a scout’s sneak attacks deal 
  quintuple damage and, at 16th level and beyond, such attacks deal 
  sextuple damage. 
  A scout can only sneak attack creatures that have a discernible 
  anatomy.  The scout must be able to see the target well enough to 
  pick out a vital spot.  They may only make sneak attacks with 
  weapons listed on the scout weapon proficiency list. 
   
  Stealth (Dexterity):  Scouts can conceal themselves from others and 
  move about silently. Scouts add their full level bonus to all stealth 
  checks.   
  Scouts may attempt to move silently at ½ of their normal movement 
  rate, rounded to the nearest 5’ increment, without penalty.  They 
  may attempt to move at their normal movement rate but take a -5 
  penalty to their stealth check when doing so.  At 10th level scouts 
  may move at their full movement rate without penalty. All attempts 
  to move silently while running suffer a -20 penalty. 
   
  Survival (Wisdom): In wilderness environments, scouts can provide 
  shelter for themselves and others, and can provide decent food and 
  water for several people, all without the need for an ability check. The 
  scout can forage and hunt for food and water. The scout must spend 
  1d4 hours hunting and gathering to produce enough food and water 
  to feed 2d4 people for 1 day. If the scout wishes to feed or shelter a 
  larger group of people, he must spend an additional 1d4 hours 
  gathering food and succeed at a survival check. This additional effort 
  allows the scout to gather food and water for 2d4 more creatures. The 
  scout can only hunt and forage for food 12 hours per day, limiting the 
  number of people that can be fed. In addition to the ability to provide 
  food and shelter in the wilds, a ranger can automatically determine 
  where true north lies in relation to the character in normal wilderness 
  environments. 
   
  Track: The scout can successfully track any creature that leaves a 
  discernible trace, and determine characteristics about the creature as 
  well. With a successful survival check, a scout can find and follow a 
  creature’s tracks or trail for 6 hours. The scout can also hide tracks at 
  the same level of ability. The Dungeon Master may apply bonuses or 
  penalties for varying conditions, such as the length of time elapsed 
  since the tracks were made, weather conditions, the number of 
  creatures tracked and whether the tracked creature moved through 
  water or a secret door. 
  A successful survival check may also impart information about the 
  creature(s) being tracked. Once a trail is found, a survival check can 
  determine the general number and type of creatures being tracked. 
  The number of creatures tracked should be disclosed to the player by 
  using one of the following categories: individuals (1-6), band (7- 20), 
  troop (21-100), or army (101+), and one of the following categories: 
  beast, demihuman, fey, giant, humanoid, plant, vermin, or other 
  (aberration, animated creature, dragon, elemental, magical beast, 
  ooze, extraplanar creature, shapechanger, or undead). For many 
  creatures the scout cannot identify its exact type, only that it is a 
  creature of such nature. A scout can identify specific animal tracks 
  with no effort. 
  At 3rd level, a scout can ascertain distinguishing characteristics about 
  the creatures tracked, such as whether they are wounded, exhausted, 
  carrying heavy objects, or wearing certain armor. The scout might 
  even be able to determine if a spellcaster is in the group being 
  tracked. The marks or characteristics determined are limited only by 
  the Dungeon Master’s imagination and desire to provide or enhance 
  story elements during game play. At 5th level, a scout can identify the 
  type of creature(s) being tracked if belonging to one of the following 
  categories: beast, demihuman, fey, giant, humanoid, plant, or vermin. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    34 
  ALIGNMENT
  Alignment is a shorthand description of a complex moral code.  It 
  sketches out the basic attitudes of a person, place, or thing. It is a tool 
  for the DM.  In sudden or surprising situations, it guides the DM's 
  evaluation of NPC or creature reactions.  By implication, it predicts the 
  types of laws and enforcement found in a given area.  It affects the 
  use of certain highly specialized magical items. 
  For all the things alignment is, there are some very important things 
  that it is not.  It is not a hammer to pound over the heads of player 
  characters who misbehave.  It is not a code of behavior carved in 
  stone.  It is not absolute, but it can vary from place to place.  Neither 
  should alignment be confused with personality.  It shapes personality, 
  but there is more to a person than just alignment. 
   
  PLAYER CHARACTER ALIGNMENT 
  It is essential that each character's alignment be noted in the DM's 
  records for that character.  Are the alignments too different?  Are they 
  different enough to break the party apart?  Will this interfere with the 
  planned adventure or campaign? 
  Sometimes characters of different alignments possess such radically 
  varied world views to make cooperation impossible.  For example, a 
  strict lawful good and a chaotic neutral would find their adventuring 
  marked by animosity and mistrust.  A true chaotic neutral would make 
  just about anyone trying to work with him crazy. 
  There are two approaches to an alignment problem in the group.  The 
  first is to explain the problem to the players involved.  Explain why their 
  alignments could cause problems and see if they agree or disagree.  
  If necessary, suggest some alignment changes - but never force a 
  player to choose a new alignment.  It is his character, after all.  Wildly 
  different characters might find ways to work together, making 
  adventures amusing (at least) and maybe even successful in spite of 
  the group's problems. 
  The second approach requires that players keep their alignments 
  secret.  Don't tell anyone that there might be a problem.  Let players 
  roleplay their characters and discover the problems on their own.  
  When problems arise, let the characters work them out themselves.  
  This approach is best suited to experienced roleplayers, and even 
  then it can play havoc with a campaign.  Since secrecy implies 
  mistrust, this method should be used with extreme caution. 
   
  Roleplaying Alignment:  During play, pay attention to the actions of 
  the player characters.  Occasionally compare these against the 
  characters' alignments.  Note instances in which the character acted 
  against the principles of his alignment.  Watch for tendencies to drift 
  toward another, specific alignment. 
  If a character's class requires that he adhere to a specific alignment, 
  caution him when a proposed action seems contrary to that 
  alignment.  Allow the player to reconsider.  Never tell a player that his 
  character cannot do something because of his alignment.  Player 
  characters are controlled by the players.  The DM intervenes only in 
  rare cases (when the character is controlled by a spell or magical 
  item, for example).  Finally, as in all points of disagreement with your 
  players, listen to their arguments when your understanding of an 
  alignment differs from theirs.  Even though you go to great effort in 
  preparing your game, the campaign world is not yours alone - it also 
  belongs to your players. 
   
  Keeping Players in the Dark:  Characters should never be sure of other 
  characters' alignments.  This is one of the DM's most powerful tools - 
  keep the players guessing.  They will pay more attention to what is 
  going on if they must deduce the true motivations and attitudes of 
  those they employ and encounter. 
   
  NPC ALIGNMENT 
  Just as a well-played character acts within the limits of his alignment, 
  NPCs should act consistently with their alignments.  Judicious and 
  imaginative use of NPCs is what creates a believable fantasy world. 
  Alignment is a quick guide to NPC and monster reactions.  It's most 
  useful when you don't want to take the time to consult a page of 
  tables and you haven't devised a complete personality for every 
  casually encountered NPC.  NPCs tend to act in accordance with 
  their alignment (though they are no more perfect in this regard than 
  player characters). 
  Thus, a chaotic evil gnoll tends to react with threats and a show of 
  might.  It considers someone who appeals to its compassion as a 
  weakling, and it automatically suspects the motives of anyone who 
  tries to be friendly.  According to the gnoll's view of society, fear and 
  bullying are the keys to success, mercy and kindness are for the weak, 
  and friends are good only for the things they can provide - money, 
  protection, or shelter.  A lawful good merchant, meanwhile, would 
  tend to hold the opposite view of things. 
   
  Roleplaying NPC Alignment:  Remember that alignment is not 
  personality.  If every lawful good merchant is played as an upright, 
  honest, and friendly fellow, NPCs will become boring in a hurry.  Just 
  because a merchant is lawful good doesn't mean he won't haggle for 
  the best price, or even take advantage of some gullible adventurer 
  who is just passing through.  Merchants live by making money, and 
  there is nothing evil about charging as much as a character is willing 
  to pay.  A chaotic good innkeeper might, quite reasonably, be 
  suspicious of or hostile to a bunch of ragged, heavily armed strangers 
  who stomp into his inn late at night.  A chaotic evil wizard might be 
  bored and happy for a little companionship as he sits by the inn's fire. 
  To create memorable NPCs, don't rely solely on their alignment.  Add 
  characteristics that make them interesting, adapting these to fit the 
  character's alignment.  The merchant, perhaps feeling a little guilty 
  about over-charging the adventurer, might give the next customer a 
  break on the price.  The innkeeper might be rude to the adventurers 
  while clearly being friendly to other patrons.  The chaotic evil wizard 
  might discover that, while he wanted some companionship, he 
  doesn't like the company he got.  He might even leave behind a 
  token of his irritation, such as bestowing the head of a donkey on the 
  most annoying character. 
   
  ALIGNMENT OF MAGICAL ITEMS 
  Certain powerful magical items, particularly intelligent ones, have 
  alignments.  Alignment in these cases is not an indication of the moral 
  properties of the item.  Rather, it is a means of limiting the number and 
  types of characters capable of using the item - the user's alignment 
  must match the item's alignment for the magic to work properly.  
  Aligned magical items, usually weapons, were created with a specific 
  ethos in mind.  The item was attuned to this ethos by its creator. 
  Aligned items reveal their true powers only to owners who share the 
  same beliefs.  In the hands of anyone else, the item's powers remain 
  dormant.  An extremely powerful item may even harm a character of 
  another alignment who handles the item, especially if the character's 
  alignment is opposed to the item's.  Aligned magical items should be 
  rare.  When an item has an alignment, it is a sign of great power and 
  purpose.  This creates opportunities for highly dramatic adventures as 
  the player characters learn about the item, research its history, track it 
  across the country, discover its ancient resting place and overcome 
  the guards and traps set to protect it. 
   
  Magical Alignment Changes A second, more insidious, type of 
  magical item is the one that changes a character's alignment.  Unlike 
  the usual, gradual methods by which a character changes alignment, 
  magical alignment changes are instantaneous.  The character's 
  personality undergoes an immediate transformation, something like 
  magical brainwashing.  Depending on the new alignment, the 
  change may or may not be immediately noticeable.  However, you 
  should insist that the player role-play his new situation.  Do not allow 
  him to ignore the effects the alignment change will have on his 
  character's personality.  Indeed, good role-players will take this as an 
  opportunity to stretch their skills. 
   
  FAITH & ALIGNMENT:  General alignments also can be applied to 
  religions.  The beliefs and practices of the religion determine its 
  alignment.  A religion that espouses understanding, working in 
  harmony with others, and good deeds is more than likely lawful good.  
  Those that stress the importance of individual perfection and 
  purification are probably chaotic good. 
  It is expected that the priests of a religion will adhere to its alignment, 
  since they are supposed to be living examples of these beliefs.  Other 
  followers of the religion need not adhere exactly to its alignment.  If a 
  person's alignment is very different from his religion's, however, a priest 
  is certainly justified in wondering why that person adheres to a religion 
  which is opposed to his beliefs and philosophy. 
   
  SOCIETAL ALIGNMENT 
  Player characters, NPCs, and monsters are not alone in having 
  alignment.  Since a kingdom is nothing but a collection of people, 
  united in some fashion (by language, common interest, or fear, for 
  example), it can have an overall alignment.  The alignment of a barony, 
  principality, or other small body is based on the attitude of the ruler and 
  
  Dungeon Master’s Guide    35 
   
  the alignment of the majority of the population. 
  The alignment of the ruler determines the nature of many of the laws of 
  the land.  Lawful good rulers usually try to protect their territory and do 
  what's best for their subjects.  Chaotic good rulers try to help people, but 
  irregularly, being unwilling to enact sweeping legislation to correct a 
  social ill. 
  At the same time, the enforcement of the laws and the attitudes found 
  in the country come not from the ruler but the subjects.  While a lawful 
  good king issues decrees for the good of all, his lawful evil subjects could 
  consider them inconveniences to work around.  Bribery might become 
  a standard method for doing business. 
  If the situation is reversed (a lawful evil king with mostly lawful good 
  subjects), the kingdom becomes an unhappy place, filled with 
  grumbling about the evil reign that plagues it.  The king, in turn, resorts to 
  severe measures to silence his critics, creating even more grumbling.  
  The situation is similar to romantic portrayals of Norman England, with 
  the good and true peasants struggling under the evil yoke of Prince 
  John (as in Robin Hood and Ivanhoe). 
  The general alignment of an area is determined by the interaction 
  between ruler and ruled.  Where the ruler and the population are in 
  harmony, the alignment tendency of the region is strong.  When the two 
  conflict, the attitudes of the people have the strongest effect, since the 
  player characters most often deal with people at this level.  However, 
  the conflict between the two groups - subjects and lord - over 
  alignment differences can create adventure. 
   
  Using Area Alignments:  Using a general alignment for an area allows 
  a quick assessment of the kind of treatment player characters can 
  expect there.  The following gives ideas for each alignment. 
   
   Lawful Good: The people are generally honest, law-abiding, and 
  helpful.  They mean well (at least most of them do).  They respect 
  the law.  As a rule, people don't walk around wearing armor and 
  carrying weapons.  Those who do are viewed with suspicion or as 
  trouble-makers.  Some societies tend to dislike adventurers, since 
  they often bring trouble. 
   
   Lawful Neutral: The people are not only law-abiding; they are 
  passionate creators of arcane bureaucracies.  The tendency to 
  organize and regulate everything easily gets out of control.  In 
  large empires there are ministries, councils, commissions, 
  departments, offices, and cabinets for everything.  If the region 
  attracts a lot of adventurers, there are special ministries, with their 
  own special taxes and licenses, to deal with the problem.  The 
  people are not tremendously concerned with the effectiveness 
  of the government, so long as it functions. 
   
   Lawful Evil: The government is marked by its severe laws, involving 
  harsh punishments regardless of guilt or innocence.  Laws are not 
  intended to preserve justice so much as to maintain the status 
  quo.  Social class is crucial.  Bribery and corruption are often 
  ways of life.  Adventurers, since they are outsiders who may be 
  foreign agents, are viewed with great suspicion.  Lawful evil 
  kingdoms often find themselves quashing rebellions of oppressed 
  peasants clamoring for humane treatment. 
   
   Neutral Evil, Neutral Good, and True Neutral: Areas dominated by 
  these three alignments tend to adopt whatever government 
  seems most expedient at the moment.  A particular form of 
  government lasts as long as the ruler or dynasty in power can 
  maintain it.  The people cooperate when it suits them - or, in the 
  case of true neutrals, when a sense of balance is preserved. 
  Such neutral territories often act as buffer states between lands 
  of extreme alignment difference (for example, between a lawful 
  good barony and a vile chaotic evil principality).  They shift 
  allegiance artfully to preserve their borders against the advances 
  of both sides in a conflict. 
  Neutral evil countries tend to be benign (but not pleasant) 
  dictatorships 
  while 
  neutral 
  good 
  countries 
  are 
  generally 
  “enlightened” dictatorships.  Transfers of power are usually marked 
  by shifts in government, though these are often bloodless coups.  
  There is a certain apathy about politics and government.  
  Adventurers are treated the same as everyone else. 
   
   Chaotic Good: The people mean well and try to do right, but are 
  hampered by a natural dislike of big government.  Although 
  there may be a single ruler, most communities are allowed to 
  manage themselves, so long as their taxes are paid and they 
  obey a few broad edicts.  Such areas tend to have weak law 
  enforcement organizations.  A local sheriff, baron, or council may 
  hire adventurers to fill the gap.  Communities often take the law 
  into their own hands when it seems necessary.  Lands on the 
  fringes of vast empires far from the capital tend to have this type 
  of alignment. 
   
   Chaotic Neutral: There is no government.  Anarchy is the rule.  A 
  stranger to such a town may feel as if he has ridden into a town 
  of madmen. 
   
   Chaotic Evil: The people are ruled by, and live in fear of, those 
  more powerful than themselves.  Local government usually 
  amounts to a series of strong-arm bosses who obey the central 
  government out of fear.  People look for ways to gain power or 
  keep the power they've got.  Assassination is an accepted 
  method of advancement, along with coups, conspiracies, and 
  purges.  Adventurers are often used as pawns in political power 
  games, only to be eliminated when the adventurers themselves 
  become a threat. 
   
  Varying Social Alignment:  Within these alignments, of course, many 
  other government types are possible.  Furthermore, even within the 
  same kingdom or empire, there may be areas of different alignment.  
  The capital city, for example, where merchants and politicians 
  congregate, may be much more lawful (or evil, etc.) than a remote 
  farming community. 
  Alignment is only one pattern of social organization.  Not every nation 
  or barony is defined by its alignment.  Other methods of describing a 
  group of people can also be used - peaceful, warlike, barbaric, 
  decadent, dictatorial, and civilized are all possible descriptions.  You 
  need only look at the world today to see the variety of societies and 
  cultures that abound in the realms of man.  A good DM will sprinkle his 
  campaign world with exotic cultures created from his own 
  imagination or researched at the local library. 
   
  ALIGNMENT AS A WORLDVIEW 
  In addition to all its other uses, alignment can become the central 
  focus of a campaign.  Is the world caught in an unending struggle 
  between the forces of good and evil, law and chaos?  the answer 
  affects how the campaign world is created, how the campaign is run, 
  and how adventures are constructed.  It also affects players' 
  perspectives on and reactions to various situations and events. 
  In a typical campaign, the primary conflict in the world is not a 
  struggle between alignments.  The campaign world is one in which 
  passion, desire, coincidence, intrigue, and even virtue create events 
  and situations.  Things happen for many of the same reasons as in the 
  real world.  For this reason, it may be easier to create adventures for 
  this type of campaign.  Adventure variety and excitement depend on 
  the DM's sense of drama and his ability as a storyteller.  Occasionally 
  player characters discover a grand and hideous plot, but such things 
  are isolated affairs, not part of an overall scheme. 
  However, for conspiracy-conscious DMs, a different world view might 
  be more suitable, one where the powers of alignment (gods, cults, 
  kingdoms, elemental forces) are actively struggling against each 
  other.  The player characters and NPCs may be agents of this 
  struggle.  Sometimes, they are aware of their role.  At other times, they 
  have no idea of their purpose in the grand scheme of things. 
  Even rarer are those campaigns where the player characters 
  represent a third force in the battle, ignored or forgotten by the 
  others.  In such a world, the actions of adventurers can have surprising 
  effects. 
   
  Alignments in Conflict:  There are advantages and disadvantages to 
  building a campaign around alignment struggles.  On the plus side, 
  players always have a goal, even if they're not always aware of it.  This 
  goal is useful when constructing adventures.  It motivates player 
  characters and provides a continuing storyline; it ensures that 
  characters always have something to do (“Restore the balance of 
  Law, loyal followers!”).  Also, a sense of heroism permeates the game.  
  Players know that their characters are doing something important, 
  something that has an effect on the history of the campaign world. 
  There are disadvantages to this approach, too, but none that can't 
  be avoided by a clever DM.  First is the question of boredom.  If every 
  adventure revolves around maintaining balance or crusading for the 
  cause, players might get tired of the whole thing. 
  The solution is simply to make sure adventures are varied in goal and 
  theme.  Sometimes characters strive in the name of the great cause.  
  Other times they adventure for their own benefit.  Not every battle 
  needs to be a titanic struggle of good vs. evil or light vs. darkness. 
  
  Dungeon Master’s Guide    36 
  Another concern is that everything the characters do may affect their 
  quest.  An aligned game universe is one of massive and intricate 
  cause-and-effect chains.  If X happens over here, then Y must 
  happen over there.  Most adventures must be woven into the thread 
  of the storyline, even those that don't seem to be a part of it.  This is in 
  direct conflict with the need for variety, and the DM must do some 
  careful juggling.  A big quest is easy to work into the story, but what 
  happens when the player characters take some time off to go on 
  their own adventure?  Are they needed just then?  What happens in 
  their absence?  How do they get back on track?  What happens 
  when someone discovers something no one was meant to know?  For 
  these problems there are no easy answers.  A creative DM will never 
  be idle with this sort of campaign. 
  Finally, there is the problem of success and failure.  An aligned 
  universe tends to create an epic adventure.  Player characters 
  become involved in earthshaking events and deal with cosmic 
  beings.  Being at the center of the game, player characters assume 
  great importance (if they don't, they will quickly get bored).  This is 
  standard stuff in sword-and-sorcery fiction, so it is natural that it also 
  appears in a sword-and-sorcery roleplaying adventure. 
  Fiction writers have an advantage DMs do not, however - they can 
  end the story and never return to it.  At the end of the book, the good 
  guys win, the world is set right, and the covers are closed.  The writer 
  never has to worry about it again, unless he wants to.  What happens 
  when characters win the final conflict, the battle that puts all to right?  
  What can be done after peace and harmony come to the universe?  
  Further, the author knows who is going to win.  He starts by knowing 
  the good guys will triumph.  There may be many twists, but eventually 
  the heroes come out on top.  Many DMs make the same assumption.  
  They are wrong. 
  Never simply assume that the characters will win.  What if they don't? 
  What if the forces of darkness and evil win the final battle?  No matter 
  how high the odds are stacked in their favor, there is always a chance 
  that the characters will do something so stupid or unlucky that they 
  lose.  Victory cannot be guaranteed.  If it is, players will quickly sense 
  this and take advantage of it. 
   
  Never-Ending Conflict:  The best way to avoid the problems described 
  above is to design the characters' struggle so it is never-ending.  At 
  the very least, the conflict is one that lasts for millennia - well beyond 
  the lifetimes of the player characters.   
  However, to keep the players from feeling frustrated, certain they can 
  never accomplish anything, their characters must be able to 
  undertake sizable tasks and win significant victories.  Player characters 
  fighting for the cause of good may eventually drive back the growing 
  influence of the chief villain, but they defeat only a symptom, not the 
  disease itself. 
  There always can be a new threat.  Perhaps the evil villain himself 
  returns in a new and more hideous manifestation.  The DM must be 
  prepared with a series of fantastic yet realistic threats.  These 
  gradually increase in scope as the characters become more 
  powerful.  Thus, it is possible to build a campaign where the forces of 
  alignment play an active role in things.  It is difficult, and there are 
  many hazards, but imagination and planning can overcome the 
  obstacles. 
   
  ALIGNMENT AS A TOOL 
  Even though it has been said several times already, this point is 
  important enough to repeat - alignment is a tool to aid role-playing, not 
  a hammer to force characters to do things they don't want to do.  The 
  DM should never tell a player, “Your character can't do that because it's 
  against his alignment,” unless that character is under some type of 
  special magical control.  Let players make their own decisions and their 
  own mistakes.  The DM has enough to do without taking over the 
  players' jobs, too. 
  Despite this prohibition, the DM can suggest to a player that an action 
  involves considerable risk, especially where alignment is concerned. If 
  the player still decides to go ahead, the consequences are his 
  responsibility. Don't get upset about what happens to the character.  If 
  the paladin is no longer a paladin, well, that's just the way things are. 
  Such suggestions need not be brazen.  True, the DM can ask, “Are you 
  sure that's a good idea, given your alignment?”  He can also use more 
  subtle forms of suggestion woven into the plot of the adventure.  
  Tomorrow the cleric intends to go on a mission that would compromise 
  his alignment.  That night, he has a nightmare which prevents any restful 
  sleep.  In the morning he runs into an old soothsayer who sees ill omens 
  and predicts dire results.  His holy symbol appears mysteriously tarnished 
  and dull.  The candles on the alter flicker and dim as he enters the 
  temple.  Attentive players will note these warnings and may reconsider 
  their plans.  If they do not, it is their choice to make, not the DM's. 
   
  CHANGING ALIGNMENT 
  Sooner or later, a player character will change alignment.  A character 
  might change alignment for many reasons; most of them have nothing 
  to do with the player “failing” to play his character's role or the DM 
  “failing” to create the right environment. 
  Player characters are imaginary people.  But, like real people, they 
  grow and change as their personalities develop.  Sometimes 
  circumstances conspire against the player character.  Sometimes the 
  player has a change of attitude.  Sometimes the personality created for 
  the player character just seems to pull in an unexpected direction.  
  These are natural changes.  There might be more cause for concern if 
  no player character ever changes alignment in a campaign. 
  There is no rule or yardstick to determine when a character changes 
  alignment.  Alignment can change deliberately, involuntarily or 
  unconsciously.  This is one of those things that makes the game fun.  
  Players are free to act, and the DM decides if (and when) a change 
  goes into effect.  This calls for some real adjudication.  There are several 
  factors to consider: 
   
   Deliberate Change:  Deliberate change is engineered by the 
  player.  He decides he doesn't want to play the alignment he 
  originally chose.  Perhaps he doesn't understand it, or it's not as 
  much fun as he imagined, or it's clear that the player character will 
  have a more interesting personality with a different alignment.  All 
  the player has to do is have his character start acting according to 
  the new alignment.  Depending on the severity of the actions and 
  the determination of the player, the change can be quick or slow. 
   
   Involuntary Change:  Involuntary alignment change is forced on 
  the character. Most often this is the result of a spell or magical item.  
  Involuntary changes are immediate, and the character's previous 
  actions have little bearing on the change. 
   
   Unconscious Change:  Unconscious change happens when the 
  character's actions are suited to a different alignment without the 
  player realizing it.  As in the case of a deliberate alignment 
  change, the DM should keep track of the character's actions.  If 
  the DM suspects that the player believes his character is acting 
  within his alignment, the DM should advise the player that his 
  character's alignment is coming into question.  An unconscious 
  alignment change should not surprise the player - not completely, 
  anyway. 
   
  Charting the Changes:  During the course of play, keep notes on the 
  actions of the player characters.  At the end of each session, read 
  through those notes, paying attention to any unusual behavior.  Note 
  which alignment seems most appropriate to each character's actions. 
  If, over the course of several playing sessions, a character's actions 
  consistently fit an alignment different from the character's chosen 
  alignment, an alignment change is probably in order.  If small actions 
  are taking a character outside his alignment, the change should be 
  gradual - maybe even temporary.  Severe actions could require an 
  immediate and permanent alignment change. 
   
  Example:  A paladin burns the village to prevent the disease from 
  spreading, committing a seriously evil act.  In this case, the DM is 
  justified in instituting an immediate alignment change to lawful evil 
  or even chaotic evil. The character eventually might be able to 
  change back to lawful good alignment, but he will never again be 
  a paladin. 
   
  Effects of Changing Alignment:  Unless the character plays a class with 
  alignment restrictions, alignment change carries no penalty, other than 
  roleplaying repercussions.  The character may develop a reputation for 
  fickleness or inconstancy, while those who know the character well may 
  come to question his motives and dedication. 
  Characters with a class-based alignment restrictions may not advance 
  in that class should their alignment no longer suit that class.  They may 
  only advance once they have atoned and returned to a suitable 
  alignment.  Classes with divine spells or spell-like class abilities (i.e. cure 
  disease, divine sense, divine aura, etc) will lose those abilities until they 
  have atoned and returned to a suitable alignment. 
  
  Dungeon Master’s Guide    37 
   
  RELIGION 
   
  CLERICAL DOMAINS (Optional) 
  In the simplest version of the AD&D game, clerics serve religions that 
  can be generally described as “good”, “neutral”, or “evil.” Nothing 
  more needs to be said about it; the game will play perfectly well at 
  this level. However, a DM who has taken the time to create a 
  detailed campaign world has often spent some of that time devising 
  elaborate pantheons, either unique creations or adaptations from 
  history or literature.  
  It is your decision as to whether clerical domains are available to 
  clerics and cloistered clerics, who must then adhere to the dictates 
  of a particular domain.  If a character follows a god of a particular 
  domain, expect him to have abilities, spells and restrictions different 
  from those of a generic cleric. Priesthood of any domain must take 
  the following into consideration: requirements, favored weapons, 
  granted powers and ethos.  As the use of clerical domains is optional, 
  players should consult you about each aspect of their domain, to be 
  sure that their choices meet with your approval. 
   
  Requirements: Before a character can become a cleric of a particular 
  domain, certain requirements must be met. These usually involve ability 
  requirements, in addition to wisdom, and alignment restrictions. All 
  clerics, regardless of domain, must have wisdom scores of at least 9. A 
  god of battle, for example, should require strong, healthy clerics. One 
  whose sphere is art and beauty should have a minimum charisma of 9. 
  Most deities demand a specific type of behavior from their followers, 
  and this will dictate alignment choices.  
   
  Favored Weapons:  Not all domains are opposed to the shedding of 
  blood. Indeed, some deities prefer that their clerics use swords, 
  spears or other specific weapons. An agricultural deity might 
  emphasize weapons derived from farm implements - sickles and flails, 
  for example. A deity of peace and harmony might grant only the 
  simplest and least harmful weapons - perhaps only bare hands and 
  nets. Given below are some suggested weapons, but many more 
  are possible.  All clerics should be proficient in the use of daggers. 
   
  Deity   
   
   
  Favored Weapon Suggestions 
  Agriculture 
  Flail (any), sickle, scythe 
  Air, wind 
  Bow (any), javelin, scimitar, spear (any) 
  Animals 
  Bow (any), net, spear (any) 
  Arts 
  Dart, quarterstaff, shortsword 
  Chaos, discord 
  Flail (any), scourge, sling, whip 
  Darkness 
  Garrote, sap, shortsword 
  Death 
  Quarterstaff, sickle, scythe 
  Disease 
  Scourge, unarmed, whip 
  Earth 
  Pick (any), sling 
  Fire 
  Scourge, shortsword, whip 
  Forests, wilderness Bow (any), spear (any), quarterstaff 
  Healing 
  Net, quarterstaff 
  Hearth 
  Quarterstaff 
  Hunt 
  Bow (any), sling, spear (any), net 
  Industry 
  Throwing hammer, quarterstaff 
  Knowledge 
  Quarterstaff 
  Law 
  Longsword, mace (any), spear 
  Light 
  Morningstar, longsword 
  Luck 
  Dart, shortsword 
  Love, beauty 
  Bow (any), dart, net  
  Magic 
  Quarterstaff 
  Mischief 
  Club 
  Moon 
  Scimitar, sickle 
  Peace 
  Net, unarmed, quarterstaff 
  Smithing 
  Throwing hammer, warhammer 
  Strength 
  Club, gauntlet (any), unarmed, warhammer  
  Storms 
  Javelin, spear, throwing hammer 
  Sun 
  Bow (any), javelin, shortsword 
  Time 
  Longsword, quarterstaff 
  Travel 
  Quarterstaff 
  War 
    
   
   
  Battleaxe, longsword, spear, warhammer 
  Water, oceans  
  Net, spear, trident 
   
  Of course there are many other reasons a deity might be associated 
  with a particular weapon or group of weapons. These are often 
  cultural, reflecting the weapons used by the people of the area. 
  There may be a particular legend associated with the deity, tying it 
  to some powerful artifact weapon (Thor’s hammer, for example).  
  Granted Powers:  The following are suggested modifications that 
  may be made to the base cleric class based upon a character’s 
  chosen clerical domain: 
   Agriculture:  Priests of agricultural gods must take profession 
  (farmer) as a skill.  They add the following spells to their 
  repertoire: 
  Level 1:  Goodberry 
   
  Level 2:  Detect animals or plants 
   
  Level 3:  Plant growth 
   
  Level 6:  Move earth 
   
   Air, Wind:  Clerics of wind and air gods gain additional air spells 
  but lose access to earth spells.  They may not wear heavy 
  armor.  Add the following spells to the cleric’s spell list:   
   
  Level 1:  Feather fall 
   
  Level 2:  Gust of wind 
   
  Level 3:  Wall of wind 
   
  Level 5:  Control winds 
   
  Level 7:  Wind walk 
   
  Level 8:  Whirlwind 
   
  Level 9:  Elemental swarm 
   
  Remove the following spells from the cleric’s spell list: 
   
  Level 1:  Magic stone 
   
  Level 3:  Meld into stone 
   
  Level 7:  Stone tell 
   
  Level 8:  Earthquake 
  They may not conjure earth elementals. 
   
   Animals: Clerics of this domain add the following spells to their 
  spell list: 
   
  Level 1:  Animal friendship 
   
  Level 2:  Animal trance 
   
  Level 3:  Dominate animal 
   
  Level 4:  Animal summoning I  
   
  Level 5:  Animal summoning II 
   
  Level 6:  Animal summoning III 
   They must choose profession (animal handler) or knowledge 
  (nature) skill as one of their skills at 1st level.  In place of raise 
  dead, clerics of this domain gain reincarnation.  Access to 
  resurrection is lost.  They are restricted to the use of light armor 
  but may use any shield.    
   
   Arts: Clerics of this domain worship the gods of artistic inspiration.  
  They must choose a performance skill as one of their starting 
  skills.  They add the following spells to their spell list: 
   
  Level 0:  Prestidigitation 
   
  Level 1:  Charm person 
   
  Level 3:  Suggestion 
   
  Level 4:  Charm monster 
   
  Level 5:  Dream 
   
  Level 7:  Charm plants 
   
  Level 9:  Antipathy, mass charm  
  All clerics of this domain are limited to the use of light armor and 
  small shields. 
   
   
   Chaos: Priests of chaos are immune to insanity and confusion 
  spells and spell effects.  They add the following spells to their spell 
  list: 
   
  Level 4:  Confusion 
   
  Level 5:   Chaos 
   
  Level 7:  Insanity 
  They may never work to restore a creature’s sanity by any 
  means. 
   
   Darkness: Servants of darkness are skilled at blending into the 
  shadows, gaining the stealth ability of thieves and assassins. At 
  5th level they gain the ability to sneak attack for double 
  damage.  The damage dealt by their sneak attacks never 
  increases.  They may only wear light armor and use the weapons 
  of thieves in place of those of clerics.  They may never cast light 
  spells of any sort. 
   
   Death:  Death priests add the following spells to their spell list: 
   
  Level 6:  Death spell 
   
   
  Level 8:  Finger of death 
  
  Dungeon Master’s Guide    38 
  At 3rd level and beyond they may feign death once per day in 
  addition to their usual spell allotment.  Both evil and neutral 
  clerics of death gods command undead rather than turn them.  
  They must take profession (embalmer) as a skill. 
   
   Disease: Clerics of this mythos are immune to the ill-effects of all 
  diseases, regardless of their origin, though they may exhibit the 
  physical signs of diseases they contract and act as disease 
  carriers.   
  At 3rd level they may cause disease once per week with their 
  touch.  This ability improves as the cleric rises in levels. At 9th 
  level, the cleric can cause disease two times per week and, at 
  15th level, three times per week.   
  They may not cast cure disease or use the healing skill to treat 
  those suffering from illness or disease.   
   
   Earth: Clerics of earth gods gain additional earth-based spells 
  but lose access to air-based spells.  Add the following spells to 
  the cleric’s spell list:   
   
  Level 2:  Soften earth and stone 
   
  Level 3:  Stone shape 
   
   
  Level 5:  Transmute rock to mud  
   
   
  Level 6:  Wall of stone  
   
  Level 8:  Animate rock 
  Remove the following spells from the cleric’s spell list: 
   
  Level 4:  Air walk  
   
  Level 6:  Aerial servant, wind walk  
   
  Level 7:  Control weather 
  They may not conjure air elementals.   
   
   Fire: Clerics of the fire domain gain access to fire-based spells 
  but lose access to water-based spells.  Add the following spells 
  to the cleric’s spell list: 
   
  Level 2:  Flame blade (favored melee weapon) 
   
  Level 4:  Produce fire 
   
  Level 5:  Wall of fire 
   
  Level 7:  Fire storm 
  Remove the following spells from the cleric’s spell list: 
   
  Level 3:  Water breathing, water walk 
   
  Level 4:  Control water 
   
  Level 7:  Control weather 
  They may not conjure water elementals.  
   
   Forests, Wilderness: Clerics of this domain add survival as a class 
  ability. They are restricted to the use of leather or padded armor 
  and wooden shields.  They add the following spells to their spell list: 
   
  Level 1:  Calm animals, pass without trace 
   
  Level 2:  Tree 
   
  Level 3:  Dominate animal 
   
  Level 4:  Antiplant shell 10’ radius  
   
  Level 5:  Plant door 
   
  Level 6:  Transport via plant 
   
  Level 7:  Changestaff 
  They may never create golems of any sort and gain the turn 
  undead ability at level 3 instead of at 1st level.  Their effective 
  cleric level, with regards to turning, is equal to their cleric level 
  minus two.  In place of raise dead, priests of this domain gain 
  reincarnation.  Access to resurrection is lost.   
   
   Healing: Clerics with the healing domain are usually cloistered 
  clerics but may use the following modifications if cloistered 
  clerics are not used in your game.  
  Clerics with this domain refrain from combat in all but the direst 
  of circumstances and use the BTH progression of magic-users, 
  due to their limited martial training.   
  They are immune to all diseases, regardless of whether they are 
  cloistered clerics or not.   
  At 3rd level they may cure disease once per week with their 
  touch.  This ability improves as the cleric rises in levels. At 9th 
  level, the cleric can cure disease two times per week and, at 
  15th level, three times per week. When casting any cure spell, 
  clerics with the healing domain may reroll all “1”s or “2”s rolled. 
  They may not cast cause disease, cause blindness/deafness, 
  harm, wither or cause wounds spells of any sort.   
   
   Hearth: Priests of the hearth typically stress the safety of home 
  and their community to their flock.  They are rarely adventurers.  
  Clerics of this domain add the following spells to their spell list: 
   
  Level 1:  Alarm, hold portal  
   
  Level 2:  Wizard lock 
   
  Level 3:  Leomund’s tiny hut   
   
  Level 4:  Leomund’s secure shelter  
  They must take a profession skill related to domestic life and 
  may not wear heavy armor. 
   
   Hunt: Clerics of the hunt gain the survival and track class abilities 
  at 1st level.  They are restricted to the use of light armor but may 
  use shields.  In place of raise dead, priests of this domain gain 
  reincarnation.  Access to resurrection is lost.   
   
   Industry: The clerics of this god worship the gods of item 
  creation, whether that creation is of works of art, magical items 
  or mundane items of any sort.  They must choose a craft or 
  profession skill as one of their starting skills.  They add the 
  following spells to their spell list: 
   
   
  Level 0:  Mending 
   
  Level 2:  Obscure object 
   
  Level 4:  Minor creation 
   
  Level 5:  Major creation 
   
  Level 6:  Enchant an item 
   
   Knowledge: Clerics of the knowledge domain are usually 
  cloistered clerics. If this new class is not used in your game, the 
  following changes may be made to the standard cleric class. 
  Clerics of the knowledge domain may not wear armor but may 
  use protective devices, such as rings of protection or bracers of 
  defense.  They gain the lore and decipher script class abilities at 
  1st level and begin play with 2 additional knowledge skills. They 
  use the BTH progression of magic-users due to their lack of 
  combat training.  
   
   Law: Clerics of law, upon reaching 3rd level, may cast zone of 
  truth once per day in addition to their usual spell allotment.  At 
  7th level, they may also cast detect lie in addition to their daily 
  spell allotment.  They gain a +3 bonus to dispel chaos, 
  confusion, insanity and symbol of insanity spells and may not 
  cast these spells under any circumstance. 
   
   Light: Clerics of light gain a +2 bonus to all turn undead checks 
  and may radiate a nimbus of light (as the light spell) for up to 1 
  turn/level each day.   
  They may never cast any darkness spell of any sort, nor may 
  they animate dead.   
   
   Luck: Servants of the gods of luck are aware of fortune’s fickle 
  nature.  Once per day they may add their level to any single 
  ability check or attack roll they make.  They must announce 
  their intent to do so before making the roll.  Should this roll fail, 
  the cleric suffers a –1 penalty to all ability checks, including 
  saving throws, for the next 24 hours. 
   
   Love, Beauty: Clerics of this domain are usually not the sort to 
  seek adventures or crusade in their faith’s name.  Adventuring 
  clerics of this domain may not wear armor but may use 
  protective devices such as rings of protection or bracers of 
  defense.  They add the following spells to their spell list: 
   
  Level 1:  Friends 
   
  Level 3:  Suggestion 
   
  Level 6: 
  Mass suggestion 
  They have a +2 bonus to resist all charm, dominate, enthrall, 
  fascinate, or suggestion spells or spell-like abilities.  At 3rd level 
  they gain the bardic fascinate ability with an effective level 
  equal to their cleric level minus 2. They must have a minimum 
  charisma of 9. 
   
   Magic:  Clerics of the gods of magic are usually cloistered 
  clerics but may use the following modifications if cloistered 
  clerics are not used in your game.  
  Clerics of the gods of magic may not wear armor but may use 
  protective devices such as rings of protection or bracers of 
  defense. They fight as magic-users, using the BTH progression for 
  that class.  
  All clerics of magic may use all wands, rods and staves that may 
  be used by clerics or magic-users, and gain access to the 
  following spells: 
   
  Level 0:  Prestidigitation 
   
  Level 1:  Armor 
   
  Level 2:  Protection from normal missiles 
   
  Level 3:  Arcane sight 
  
  Dungeon Master’s Guide    39 
   
   
  Level 4:  Detect scrying 
   
  Level 5:  Permanency 
   
  Level 6:  Antimagic shell 
   
  Level 7:  Improved arcane sight 
   
  Level 8:  Serten’s spell immunity 
   
  Level 9:  Mordenkainen’s disjunction  
   
   Mischief: Clerics of the mischief domain tend to be roguish 
  pranksters and may not be lawful in alignment.  They gain 
  sleight of hands as a class ability but are restricted to the use of 
  light armor.  They may cast the following in addition to their 
  usual spells: 
   
  Level 0:  Prestidigitation 
   
  Level 1:  Change self, ventriloquism 
   
  Level 2:  Misdirection 
   
  Level 6:  Mislead 
   
   Moon: 
  Clerics 
  of 
  the 
  ever-changing 
  moon 
  are 
  often 
  shapeshifters and may turn or control lycanthropes as a typical 
  cleric turns or controls undead.  They never destroy lycanthropes 
  with this ability.  The following spells are added to their spell list: 
   
  Level 2:  Alter self 
   
  Level 4:  Polymorph 
   
  Level 9:  Shapechange 
  Clerics of this domain are restricted to the use of light armor, 
  though they may use all shields. 
   
   Peace: Clerics of peace are almost always cloistered clerics or 
  non-adventuring clerics.  Clerics of peace may not wear armor 
  but may use protective devices such as rings of protection or 
  bracers of defense. They may not cast cause disease, cause 
  blindness/deafness, harm, wither or cause wounds spells.   
  To reflect their lack of martial training, clerics of this domain use 
  the BTH progression of magic-users.  To balance this, priests of 
  peace gods may cast sanctuary once per day at 3rd level, in 
  addition to their usual spell allotment.  At 9th level they may cast 
  sanctuary twice per day and, at 15th level, three times per day. 
  Saves made to resist their sanctuary spells are made with a -2 
  penalty.   
  They may also lay on hands, just as a paladin does.  When casting 
  any cure spell, clerics of peace may reroll all “1”s or “2”s rolled. 
   
   Revelry: 
   
  Clerics 
  of 
  bacchanalian 
  gods 
  must 
  take 
  a 
  performance skill or craft skill related to their wild revels.  They 
  may not be of lawful alignment.  The following spells are added 
  to their spell list: 
   
  Level 1:  Friends 
   
  Level 2:  Tasha’s hideous laughter  
   
  Level 4:  Confusion 
   
  Level 5:   Mind Fog 
   
  Level 8:  Otto’s irresistible dance 
   
   Smithing:  These clerics must take a craft skill related to smithing 
  at 1st level.   At 18th level they may create iron golems using the 
  same spells needed to make a clay golem but using the same 
  materials (incurring the same expenses) for creating an iron 
  golem.  The following spells are added to their spell list: 
   
  Level 1:  Unseen servant 
   
  Level 6:  Enchant an item 
   
  Level 7:  Mordenkainen’s sword1 
   
  Level 8:  Glassteel 
  1  The favored melee weapon of the deity is used 
   
   Strength: Clerics of this domain are quick to demonstrate their 
  physical prowess through feats of strength.  They receive a +2 
  bonus on all opposed strength checks and add the strength 
  spell to their spell list.  They must have a minimum strength of 9.  
   
   Storms: This domain affords its clerics with the ability to predict 
  the weather with near certainty.  Clerics of storm gods may 
  predict the weather for the next day with a perception check.  
  For each day beyond the current one, the perception check is 
  penalized by 2.  As such, predicting the next weeks’ weather (6 
  days beyond the current day) would require a perception 
  check with a -12 penalty.   
  The following spells are added to their spell list: 
   
  Level 3:  Call lightning 
   
  Level 7:  Control weather  
   
  Level 9:  Storm of vengeance 
   
   Sun: Clerics of sun gods must choose a performance skill as at 1st 
  level, as sun gods are commonly patrons of the arts.  They add 
  the following spells to their spell list: 
   
  Level 2:  Flame blade 
   
  Level 7:  Sunray 
   
  Level 8:  Sunburst 
   
  Level 9:  Chariot of Sustarre  
  Clerics of sun gods may not cast darkness nor cold spells. 
   
   Thievery: Clerics of the gods of thievery are limited to the use of 
  light armor and are not proficient in the use of shields.  They 
  begin play proficient in the following weapons: club, dagger, 
  hammer (throwing), hand crossbow, garrote, light crossbow, 
  quarterstaff, sap, shortbow, shortsword, and sling.   
  They gain disable device, find traps, sleight of hands, and 
  stealth as class abilities but have a d6 hit die type rather than a 
  d8, and turn undead as if 2 levels lower than their actual cleric 
  level.  They may not be of lawful alignment. 
   
   Time:  Priests of this domain are usually learned chroniclers of the 
  ages and masters of astronomy.  As such, clerics with this 
  domain must have the knowledge (astronomy or history) or 
  profession (clockmaker, embalmer, librarian or scribe) skill.  This 
  list can be expanded to include other skills connected with the 
  passage of time.  They add the following spells to their spell list: 
   
  Level 0:  Know direction 
   
  Level 3:  Haste, slow 
   
  Level 8:  Temporal stasis  
   
  Level 9:  Time stop 
   
   Travel: Clerics of the travel domain move 15’ (3”) faster than is 
  usual for a member of their race so long as they are not carrying 
  more than a light load. 
  They must take a profession related to traveling (i.e. teamster, 
  guide, sailor, and navigator) at 1st level and are restricted to the 
  use of light armor. They may use any shield.  They add the 
  following spells to their spell list: 
   
  Level 0:  Know direction 
   
  Level 1:  Run 
   
  Level 4:  Dimension door 
   
  Level 5:  Teleport 
   
  Level 7:  Teleport without error 
   
   War: Priests of war gods gain proficiency, and a +1 bonus to hit, 
  with their deity’s favored weapon, even if that weapon is not 
  normally allowed by clerics. 
   
   Water, Oceans: Clerics of this domain must choose a profession 
  or craft skill tied to living off of a body of water (i.e. boating, 
  fishing, shipwright) at 1st level.  They add airy water to their 5th 
  level spell list but remove flame strike.  They may not conjure fire 
  elementals.  
   
  ETHOS 
  All clerics must live by certain tenets and beliefs that guide the 
  clerics’ behavior. A war deity may order its clerics to be at the 
  forefront of battles and to actively crusade against all enemies. A 
  harvest deity may want its clerics to be active in the fields. The ethos 
  may also dictate what alignment the cleric must be. The nature of 
  the mythos helps define the strictures the cleric must follow. 
   
  BALANCING IT ALL 
  When creating a cleric of a specific domain, careful attention must 
  be given to the balance of the character’s different abilities. A cleric 
  strong in one area or having a wide range of choice must be 
  appropriately weakened in another area so that he does not 
  become too powerful compared to the other clerics in the game. If 
  a war deity allows a cleric the use of all weapons and armor, the 
  character should be limited in the spells allowed or powers granted. 
  At the other extreme, a character who follows a deity of peace 
  should have significant spells and granted powers to make up for his 
  extremely limited or non-existent choice of weapons.  
   
  CLERIC TITLES 
  Clerics of differing mythoi often go by titles other than cleric. 
  Shamans and witch doctors are also possibilities. A little research will 
  turn up many unique and colorful titles, a few of which are listed 
  here:  Abbess, Abbot, Ayatollah, Bonze, Brother, Dom, Eye of the 
  Law, Friar, Guru, Hajji, Imam, Mendicant, Metropolitan, Mullah, 
  Pardoner, Patriarch, Prelate, Prior, Qadi, Rector, Vicar, and Yogi. 
  
  Dungeon Master’s Guide    40 
   
   
  CHARACTER BACKGROUND 
  After a player has selected his character’s race and class, he may 
  want to fill in the details of his character. While not required to do so, 
  there are many situations in which this information is vital or useful to 
  roleplaying. 
  The vital statistics tables below include entries for every subrace 
  presented in this tome, as well as for the half-ogre race presented 
  herein.  These tables expand upon those presented on page 36 of 
  the PLAYER’S HANDBOOK.  For clarification on how to read or use 
  these tables, see the notes for the corresponding tables in the 
  PLAYER’S HANDBOOK.   
   
  CHARACTER HEIGHT & WEIGHT 
  Heights and weights for races or subraces not listed on the table must 
  be decided by you as DM.  Females tend to be lighter and shorter 
  than males. Thus, the base numbers for height and weight are 
  divided into male/female values. 
   
  race 
  base 
  height 
  modifier 
  base 
  weight 
  (lbs.) 
  modifier 
  (lbs.) 
  dwarf, gray 
  3’9” or 3’6” 
  +2d4” 
  75  or 50 
  +4d6 
  dwarf, hill 
  3’9” or 3’6” 
  +2d4” 
  130 or 100 
  +8d6 
  dwarf, mountain 
  3’9” or 3’6” 
  +3d4” 
  130 or 100 
  +10d6 
  elf, dark 
  4’6” or 4’3” 
  +3d4” 
  75 or 70 
  +4d6 
  elf, gray 
  4’6” or 4’3” 
  +3d4” 
  85 or 80 
  +4d6 
  elf, high 
  4’6” or 4’3” 
  +3d4” 
  85 or 80 
  +6d6 
  elf, wild 
  4’3” or 4’ 
  +1d4” 
  65 or 50 
  +4d4 
  elf, wood 
  4’6” or 4’3” 
  +3d4” 
  85 or 80 
  +6d6 
  gnome, deep 
  3’ or 2’10” 
  +2d4” 
  45  or 40 
  +4d6 
  gnome, surface 
  3’ or 2’10” 
  +2d4” 
  50 or 45 
  +5d6 
  half-elf 
  4’9” or 4’6” 
  +4d4” 
  100 or 80 
  +8d8 
  halfling, hairfoot 
  2’9” or 2’6” 
  +3d4” 
  45 or 40 
  +5d6 
  halfling, stout 
  2’9” or 2’6” 
  +2d4” 
  50 or 45 
  +5d6 
  halfling, tallfellow 
  3’3” or 3’ 
  +3d4” 
  50 or 45 
  +5d6 
  half-ogre 
  6’4” or 6’2” 
  +2d10” 
  275 or 245 
  +10d12 
  half-orc 
  4’9” or 4’6” 
  +2d12” 
  150 or 110 
  +12d8 
  human 
  4’9” or 4’6” 
  +2d10” 
  120 or 90 
  +10d8 
   
  CHARACTER AGE 
  At the onset of each and every character’s creation it is necessary 
  that you establish his age. For player characters and henchmen you 
  must use the appropriate table. You may do the same for other 
  characters, or you may assign age as you see fit in light of the milieu 
  you have developed. 
   
   
  class (or secondary class thereof) 
  race 
  cleric 
  fighter 
  magic-user 
  monk 
  thief or 
  psionicist 
  dwarf  
  75+4d10 
  20+5d4 
  - 
  - 
  35+5d6 
  elf 
  100+1d% 
  25+5d10 
  75+1d% 
  - 
  50+5d10 
  gnome  
  75+5d10 
  20+5d4 
  75+5d6 
  - 
  35+5d6 
  half-elf 
  18+2d4 
  15+2d6 
  20+4d6 
  20+2d4 
  18+2d4 
  halfling 
  24+3d6 
  16+4d6 
  - 
  - 
  16+4d6 
  half-ogre 
  20+1d4 
  15+1d4 
  - 
  - 
  20+1d4 
  half-orc 
  16+2d4 
  13+1d6 
  20+2d6 
  20+1d4 
  20+2d4 
  human 
  18+1d4 
  15+1d6 
  20+2d6 
  20+1d4 
  18+1d4 
  *for multiclassed characters use the column that generates the 
  highest starting age.   
   
   
  Once character age is established, you must keep track of it from 
  game year to game year. To normal game years must be added 
  any of the various unnatural causes of aging. These effectively add 
  years to the character's age. The effects of aging are given in the 
  next section. The maximum age of any character is likewise 
  explained.  
   
  Aging: In order to establish the overall effects of age, it is necessary 
  to establish a number of standard age brackets for each race of 
  characters (see the Age Categories table below for details). When 
  age category is established, modify ability scores accordingly, 
  making each change progressively from young adulthood, all 
  additions and subtractions being cumulative. No ability score may 
  exceed its racial maximum due to aging effects. 
   
   
  age categories 
  race 
  young 
  adult 
  mature 
  middle- 
  aged 
  old 
  venerable 
  dwarf, gray 
  25-50 
  51-150 
  151-250 
  251-350 
  351-500 
  dwarf, hill 
  25-50 
  51-150 
  151-250 
  251-350 
  351 -500 
  dwarf, mountain 
  25-60 
  61-175 
  176-275 
  276-400 
  401-550 
  elf, dark 
  25-100 
  101-400 
  401-500 
  551-750 
  751-1000 
  elf, gray 
  25-250 
  251-650 
  651-1000 
  1001-1500 
  1501-2000 
  elf, high 
  25-175 
  176-550 
  551-800 
  801-1200 
  1201-1600 
  elf, wild 
  25-150 
  151-500 
  501-700 
  701-1050 
  1051-1400 
  elf, wood 
  25-150 
  151-500 
  501-700 
  701-1050 
  1051-1350 
  gnome, deep 
  25-90 
  91-200 
  301-450 
  451-600 
  601-900 
  gnome, surface 
  25-90 
  91-300 
  301-400 
  401–600 
  601-800 
  half-elf 
  15-40 
  41-100 
  101-175 
  176-250 
  251-350 
  halfling, all 
  18-32 
  33-68 
  69-110 
  111-150 
  151-220 
  half-ogre 
  12-18 
  19-40 
  41-60 
  61-90 
  91-120 
  half-orc 
  12-15 
  16-30 
  31-45 
  46-64 
  65-90 
  human 
  15-20 
  21-40 
  41-60 
  61-90 
  91-120 
   
  middle-aged: subtract 1 point of strength & constitution; add 1 
  point of intelligence & wisdom. 
   
  old:   
  subtract 2 points of strength & dexterity, and 1 point 
  of constitution; add 1 point of wisdom. 
   
  venerable:   
  subtract 1 point of strength, dexterity, & constitution; 
  add 1 point of intelligence & wisdom. 
   
  Determination of Maximum Age:  Unless the character dies of some 
  other cause, he will live to old age.  The character’s maximum age is 
  equal to the maximum age listed for “Middle Aged” plus 1-100% 
  (1d%) of that listed age. 
   
  SOCIAL CLASS & CIRCUMSTANCES OF BIRTH 
  When using the PLAYER’S HANDBOOK tables for a character’s social 
  class and circumstance of birth with any of the new subraces 
  presented in this book, apply the racial modifiers given in that book.  
  Half-ogres use the same modifiers as half-orc characters. 
   
  BACKGROUND DETAILS 
  When you look at a completed character, you will notice there are still 
  many unanswered questions:  Who were the character’s parents? Are 
  they still alive?   Who are the character have brothers and sisters?  
  Where was he born?   Does he have any notable friends or enemies?  
  Does he have a family home?  Is he an outcast?   Is he civilized and 
  cultured, or barbaric and primitive?  In short, just how does this 
  character fit into the campaign world? 
  There are no rules to answer these questions.  The PLAYER’S HANDBOOK 
  and DUNGEON MASTER’S GUIDE are designed to help you unlock your 
  imagination.  The AD&D rules do not presume to tell you exactly what 
  your campaign world will be like.  These decisions are left to you. 
  Consider what would happen if the rules dictated answers to the 
  questions above.  For example, suppose the rules said that 50% of all 
  characters come from primitive, barbaric backgrounds... and you’re 
  running a campaign set in a huge, sophisticated city (the New Rome 
  
  Dungeon Master’s Guide    41 
   
  of your world).  Even more ridiculous would be the reverse, where the 
  rules say 50% of the characters are city dwellers and your campaign is 
  set in a barbaric wilderness.  Or how would you explain things if 20% of 
  all characters were seafarers and you had set your adventures in the 
  heart of a desert larger than the Sahara? 
   These pages contain guidelines and advice about how to create a 
  campaign, but there is nothing that says exactly where this campaign 
  must be set or what it must be like.  This does not mean that a 
  character’s background shouldn’t be developed - such background 
  adds a lot to the depth and roleplaying of your players and their 
  characters.  However, it is up to you to tailor character backgrounds to 
  the needs of your campaign. 
   
  Letting Players Do the Work:  Of course, you don’t have to do all the 
  work.  Your players can provide most of the energy, enthusiasm, and 
  ideas needed.  Your task is to provide direction and control.  Allow your 
  players to decide what kind of people their characters are.  One could 
  be a rough nomad, another an over-civilized fop, others, homespun 
  farmboys or salty seadogs.  Let the players decide, and then tell them 
  if, and how, their characters fit into your campaign world. 
  When a player says, “My dwarf’s a rude and tough little guy who 
  doesn’t like humans or elves,” you can respond with “Fine, he’s 
  probably one of the Thangor Clan from the deep mountain regions.” 
  This type of cooperation spurs your creativity, and involves the players 
  in your world right from the start.  You must come up with answers to 
  their questions and ways to make their desires work in the campaign.  
  The will be rewarded with the feeling of getting the characters they 
  want. 
  A carefully well-crafted character background can do more than just 
  provide emotional satisfaction.  It can also provide motivation for the 
  player characters to undertake specific adventures:  Just what is a 
  dwarf of the Thangor Clan doing outside his clan’s mountainous 
  homeland?  Is he an outcast looking for some way to redeem himself?  
  Maybe he’s a restless soul eager to see the bright lights of the big city 
  and the world.  A character can have parents to avenge, long-lost 
  siblings to track down, a name to clear, or even a lost love to 
  recapture.   
  Background can be used to build subplots within the overall framework 
  of the campaign, enriching character descriptions, and interactions. 
  Background should not be forced:  Do not insist that a player take 
  upon his character a crippled grandmother, three sisters stolen by 
  gypsies, a black-hearted rival, and a stain on the family name.  
  Instead, see if the player has any ideas about his character.  Not every 
  player will, but the AD&D game depends as much on the players’ 
  fantasies as it does on yours.  Characters who players are happy with 
  and feel comfortable about will create their own special excitement 
  and interest.  Players who are interested in their characters’ 
  backgrounds can be a source of creative energy, as they offer you a 
  constant stream of new ideas. 
   
  Problem Backgrounds:  Certain points of background can and do 
  create problems in campaigns, however.  First and foremost of these is 
  nobility, followed closely by great wealth. 
   
  Nobility:  Some players like the idea of their character being Prince So-
  and-So or the son of Duke Dunderhead.  All too often this leads to an 
  abuse of power.  The player assumes, somewhat rightfully and 
  somewhat not, that the title endows his character with special 
  privileges - the right to instant income, the right to flaunt the law, the 
  right to endless NPCs, information, and resources - or, worst of all, the 
  right to use clout to push the other members of the party around. This 
  kind of character quickly becomes tiresome to the other players and 
  will constantly find ways to upset carefully planned adventures. 
  While titles can be allowed, the DM will have to put some controls on 
  noble characters. The easiest and most effective method is to strip the 
  title of all benefits that, by rights, should go with it.  The noble character 
  could be the son of a penurious duke:  Theson may be next in line to 
  inherit the title when his father dies, but he’s also in line to inherit his 
  father’s debts!  Instead of seeking to impress others in public, the poor 
  son might be quite happy to keep a low profile so as not to attract his 
  father’s creditors. After all, it’s hard to amass a fortune through 
  adventuring when the bill collectors are always on hand to take it 
  away. 
  Likewise, a princely character could be the son of an unpopular and 
  despotic or incompetent king - perhaps even one who was 
  overthrown for his abuses.  Such a son might not want his lineage well-
  known, since most of the peasants would have less than happy 
  recollections 
  of 
  his 
  father’s rule. 
  Of course, these kinds 
  of 
  manipulations 
  on 
  your part soon become 
  tiresome, 
  both 
  to 
  yourself 
  and 
  the 
  players.  Not every duke 
  can be impoverished, 
  nor 
  every 
  throne 
  usurped.  Going too far 
  with this strategy will 
  only destroy the validity 
  of nobility and titles in 
  your game.  In the long 
  run, it is better for your 
  player 
  characters 
  to 
  begin untitled, with one 
  of their goals being the 
  possibility of earning the 
  right to place a “Sir’’ or 
  “Lady’’ 
  before 
  their 
  names.  Imagine their 
  pride as you confer this 
  title on their character 
  (and imagine the trials 
  they must have gone 
  through to earn this 
  right). 
   
   
  Wealth: Another problem you might have to deal with is characters 
  from wealthy, upper-class families.  (This is often associated with the 
  problem of titles since the nobility normally is the upper class.)  Such 
  characters, being wealthy, lack one of the basic reasons to adventure 
  - the desire to make a fortune.  Indeed, they see their own money as a 
  way to buy solutions to their problems.  Often they will propose 
  eminently reasonably (and, to the DM’s carefully planned adventures, 
  quite disastrous) schemes to make their adventuring life easier.  It is, of 
  course, possible to hire a wizard to construct magical items.  And a 
  wealthy 1st level character could buy a vast army.  But these sorts of 
  things will have undesirable effects on your campaign. 
  There are ways to control these problems while still allowing players the 
  character backgrounds they desire.  Think of the real world and how 
  difficult it is to convince family and friends to give you money, 
  especially sizeable amounts of cash.  You may have a loving family 
  and generous friends, but there is a limit. 
  In your campaign, parents may grow tired of supporting their children.  
  Brothers could become upset at how player character relatives are 
  cheating them out of their share of an inheritance.  Sisters may take 
  exception to the squandering of their dowries. 
  Standard medieval custom called for inheritances - land and chattels - 
  to be divided equally among all of a man’s sons.  (This is one reason 
  Charlemagne’s empire crumbled after his death.)  You can use this 
  custom to whittle a wealthy character’s purse down to size.  Further, 
  families are not immune to the effects of greed and covetousness - 
  many a tale revolves around the treachery one brother has wrought 
  upon another.  A rich character could awaken to discover that his 
  family has been swindled of all it owns. 
   
  Background as Background:  A character’s background is a 
  roleplaying tool. It provides the player with more information about his 
  character, more beginning personality on which to build. It should 
  complement your campaign and spur it forward. Background details 
  should stay there - in the background. What your characters are doing 
  now and will do in the future is more important than what they were 
  and what they did. 
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    42 
  SKILLS, EXPANDED 
  Background skills, as detailed in the PLAYER’S HANDBOOK, tell the player 
  more about the personality and background of his character and give 
  him more tools to work with. Applied judiciously and thoughtfully, skills 
  vastly increase a character's roleplaying potential. 
  Beware, however, because skills can have exactly the opposite effect. 
  They can become a crutch for players who are unwilling to roleplay, an 
  excuse not to develop a character's personality or history. Some players 
  decide that skills (as well as class abilities) define everything the 
  character knows; they make no effort to develop anything else. 
  Avoid this by encouraging players to dig deeper and explore the 
  possibilities in their characters. Ask a player to explain why his character 
  has specific skills. What did that character do before becoming an 
  adventurer? Questions like this stimulate players to delve into their 
  characters' personalities and backgrounds. Make a note of the player's 
  reasons and then you can use them during play. 
  The skills available to players can be tailored to match specific regions 
  or historical periods, or to define the differences between cultures or 
  races. Your campaign will develop a much more interesting flavor if 
  background skill lists are tailored to different regions.  If the characters' 
  home base is a fishing village, for example, the player should take a skill 
  related to fishing, boating, navigation, cooking, etc.  Dwarven 
  characters, who typically live in under ground strongholds beneath the 
  mountains, would typically have one or more skills related to mining, 
  gemcutting, stoneworking, etc. 
  Finally, background skills are only as useful as the DM makes them. Once 
  a decision is made to use background skills in the campaign, the DM 
  must strive to create situations where they are useful. Always remember 
  to design encounters, traps, and scenes where proficiencies have a 
  practical application to the problem at hand. Otherwise, players are 
  going to write off these skills as a waste of time and miss out on a 
  wonderful chance to expand their characters. 
  Ultimately, skills add much richness, detail, and roleplaying to a 
  campaign at only a small cost in increased complexity. The DM has to 
  remember a few more rules and the players have to make a few more 
  choices when creating their characters. But in return, the game is 
  bigger, better, and more fun. 
   
  Combining Skill Attempts:  When more than one character tries the 
  same skill at the same time and for the same purpose, their efforts 
  may overlap.   
  You can help another character achieve success on his or her skill 
  through cooperative effort (in the same manner that an apprentice 
  aids a master craftsman). If you share a skill with another character, 
  the character you are helping gets a +1 bonus to his or her check. In 
  many cases, a character’s help won’t be beneficial, or only a limited 
  number of characters can help at once. 
   
  EXPANDED SKILL DESCRIPTIONS   
  The skill descriptions that follow give additional rule information for the 
  background skills that are presented in the PLAYER’S HANDBOOK, 
  allowing players and NPCs to use these skills for monetary gain and, in 
  the case of craft skills, to repair items.   
   
  Craft Skills:  A craft skill is specifically focused on creating something.  If 
  nothing is created by the endeavor, it probably falls under the heading 
  of a profession skill. 
   
   Skill Checks: You can practice your trade and make a decent 
  living, earning 5 silver pieces per day of dedicated work. Untrained 
  laborers and assistants earn an average of 1 silver piece per day. 
  The basic function of the craft skill, however, is to allow you to 
  make an item of the appropriate type.  In order to craft an item, 
  you must first pay ½ of the item’s price for the cost of raw materials.  
  All crafts require artisan’s tools to give the best chance of success. 
  If improvised tools are used, the check is made with a -5 modifier. 
  On the other hand, exceptional artisan’s tools provide a +2 bonus 
  on the craft skill check. 
  Each day you work on an item, make a craft skill roll.  This roll is 
  modified based on the complexity of the item, as indicated below: 
   
  item 
  craft skill  
   
  modifier 
  acid 
  alchemy 
  -2 
  antitoxin 
   
  alchemy 
  -10 
  armorsmith 
  armor  
  -2 
  bow, long or short 
  bowyer  
  ±0 
  bow, composite, long or short 
  bowyer  
  -2 
  crossbow 
  weaponsmithing 
  -2 
  item 
  craft skill  
   
  modifier 
  Greek fire 
  alchemy 
  -5 
  melee weapon (wood hafted) 
  weaponsmithing 
  ±0 
  melee weapon (dagger, sword) 
  weaponsmithing 
  -2 
  ranged weapon 
  weaponsmithing 
  ±0 
  mechanical trap 
  trapsmith 
  * 
   
   
   
  item quality 
  craft skill  
   
  modifier 
  crude item (scarf, wood spoon) 
  varies 
  +5 
  typical item (chair, bell) 
  varies 
  ±0 
  exceptional items 
  varies 
  -5 
  * varies greatly depending on the trap’s effectiveness. 
   
  If your craft check fails, then no progress is made that day and no 
  crafting fees are earned.  Success indicates that progress has been 
  made on the crafted item.  To determine how much progress has 
  been made, first determine the market price of the item, in 
  copper, silver or gold pieces.  The value of goods crafted in one 
  day equals 10 of the appropriate coins, plus 5 additional coins for 
  every 5 points by which the character exceeded the Challenge 
  Base of 15.  
  If this value meets or exceeds the value of the item, then the 
  character has completed that item.  If the value is greatly 
  exceeded (double the value or more is completed) then more 
  than one item may be created, so long as the raw materials are 
  available.  Otherwise the total value of the item to be crafted is 
  divided by the value of the completed work to determine how 
  many days it will take to complete the item.  
  For example, a scimitar’s market price 15 gold pieces.  A 
  weaponsmith must make a craft check with a -2 penalty (based 
  on the table above) in order to successfully forge that scimitar.  His 
  check result, after all penalties and bonuses were applied, is “20”.  
  As this result is 5 greater than the Challenge Base of 15, the 
  weaponsmith finishes 15 gold pieces worth of work in one day (10 
  for succeeding, plus an additional 5 for exceeding the Challenge 
  Base by 5), creating 1 scimitar.   
   
   Creating Exceptional Items: Exceptional items require great 
  expertise to craft, and require both finer raw materials and tools to 
  properly create.  As a result, exceptional items are of much greater 
  value than is typical.  Examples of exceptional items include:  finely 
  cut gemstones, delicately-fashioned jewelry, gourmet meals, fine 
  wines, custom-fitted and weighted armor, perfectly-balanced 
  weapons, and so on. 
  Exceptional items are so masterfully crafted that their wearer or 
  bearer gains a slight, nonmagical bonus when using that item.  The 
  benefits of exceptional armor, weapons and adventuring 
  equipment are detailed in the Exceptional Equipment section of 
  the following page.  In the case of exceptional food, wine, jewelry, 
  and so forth, assume that the benefits of such conspicuous 
  consumption amount to slight bonuses to provider’s etiquette and 
  persuasion checks under the proper circumstances (DM’s 
  discretion). 
  To create such an item, you must spend 10 times the usual price for 
  the item’s raw materials (which is equal to 5 times the item’s listed 
  market price).  The creation of exceptional items is more difficult 
  than usual, imposing an additional -5 penalty to craft checks, but 
  requiring no more time than is usual.  When crafting or repairing 
  such items, use the listed market price of the item to determine 
  how long crafting takes.  
   
   Repairing Items: Generally, you can repair an item by making 
  checks with the same modifiers involved in the making of that item. 
  The cost of repairing an item varies depending on the extent of the 
  damage, with 1/8th of its market price being a good starting point.  
  Use the results for crafting items to determine how much progress is 
  made in repairing damage each day.  Damaged platemail, for 
  example, would typically need 50 gold pieces’ worth of repairs.  
   
  Knowledge Skills:  Knowledge represents a study of some body of lore, 
  possibly an academic or even scientific discipline.  Below are listed 
  typical fields of study: 
   Arcana (ancient mysteries, magic traditions, arcane symbols, 
  cryptic phrases, constructs, dragons, magical beasts) 
   Architecture and engineering (buildings, aqueduct, bridges, 
  fortifications)  
  
  Dungeon Master’s Guide    43 
   
   Geography (lands, terrain, climate, people) 
   History (royalty, wars, colonies, migrations, founding of cities) 
   Legends & folklore (fairy lore, fey, folk tales, legendary creatures, 
  superstitions) 
   Local area (legends, personalities, inhabitants, laws, customs,  
  traditions) 
   Metaphysics (the Inner Planes, the Outer Planes, the Astral Plane, 
  the Ethereal Plane, extraplanar creatures, elementals, magic 
  related to the planes) 
   Nature (animals, plants, seasons and cycles, weather, vermin) 
   Nobility and royalty (lineages, heraldry, family trees, mottos, 
  personalities) 
   Religion (gods and goddesses, mythic history, ecclesiastic tradition, 
  holy symbols, undead) 
   
   Knowledge Skills & Languages:  Human and demihuman NPCs 
  typically speak their own language and the Common tongue.  
  Humanoids usually speak their own tongue and, if of average or 
  better intelligence, one or more additional languages.  This 
  tongue may be either of an allied or enemy race, or that of their 
  master.   
  The following is a list of commonly spoken tongues, along with 
  the races (or classes) of those who typically speak them.  Native 
  speakers are noted in italics: 
   
  language 
  races 
  auran 
  aarakocra, air elementals, giant eagles, sylphs 
  aquan  
  ixitxachitl, locathah, mermen, sahuagin, water 
  elemental 
  bactrian 
  bullywugs, grippli, lizardmen, nagas, slaad, 
  yuan-ti 
  cant 
  thieves 
  celestial 
  aasimar, clerics, devas, demons, devils, shedu, 
  solars, titans 
  common 
  dwarves, elves, giantkind, gnomes, goblins, 
  halflings, hobgoblins, humans, orcs 
  draconic 
  dragons, elves, magic-users, nagas, yuan-ti 
  druidic 
  druids 
  dwarven 
  bugbears, dwarves, gnomes, goblins, 
  giantkind, halflings, hobgoblins, orcs  
  elven 
  druids, elves, fey (centaurs, satyrs, sprites, 
  brownies, leprechauns, nymphs, sylphs, etc), 
  gnomes, halflings, treants 
  giantish 
  dwarves, giantkind (ettins, giants, ogres, trolls), 
  gnomes, goblins, kobolds   
  gnoll 
  giantkind, flind, gnolls, orcs 
  gnomish 
  bugbears, dwarves, gnomes, goblins, halflings, 
  hobgoblins, kobolds, svirfneblin 
  goblin 
  bugbears, dwarves, elves, goblins, gnomes, 
  hobgoblins, kobolds, orcs 
  halfling 
  elves, dwarves, gnomes, halflings, humans, 
  kobolds 
  infernal 
  cambions, devas, demons, devils, tieflings  
  ignan 
  fire elementals, magmen, salamanders 
  leonan 
  lamia, lammasu, manticores,  sphinxes 
  kobold 
  bugbears, dwarves, gnomes, goblins, halflings, 
  hobgoblins, kobolds 
  orcish 
  bugbears, dwarves, elves, gnolls, gnomes, 
  goblins, hobgoblins,  orcs 
  saurian 
  bullywugs, dragons, grippli, lizardmen, nagas, 
  slaad, yuan-ti 
  sylvan 
  druids, elves, fey (centaurs, satyrs, sprites, 
  brownies, leprechauns, nymphs, sylphs, etc), 
  gnomes, treants 
  terran 
  earth elemental, galeb duhr, gargoyle, 
  svirfneblin, xorn 
  undercommon drow elves, gray dwarves, kuo-toa 
   
  All players characters, except barbarians, of average or better 
  intelligence can read and write each language that they speak.  
  Characters with a 6-8 intelligence score may be literate in one 
  language at most while characters with lower intelligence scores 
  are wholly illiterate.  Barbarian characters may gain literacy in as 
  many languages as their intelligence allows over game time and 
  at the Dungeon Master’s discretion.  Multiclassed barbarians are 
  literate at 1st level.   
  The literacy of NPCs is left to the DM’s discretion.  Literacy is 
  usually dependent upon aptitude (the creature’s intelligence) 
  and opportunity (the availability of, and time to engage in, 
  academic pursuits).  Typically only members of the middle-to-
  upper classes had the opportunity to learn to read and write.     
  As the DM you are game moderator, judge, jury, and supreme 
  deity. You’re also actively engaged in actual roleplaying 
  throughout the course of the campaign, from game to game, as 
  you must take the persona of each and every NPC and monster 
  involved.  
  To play such roles to the hilt, it is certainly helpful to the DM if he has 
  player characters of his own in some other campaign. 
   
   Skill Checks: Answering a question within your field of study has a 
  bonus of +5 (for really easy questions), 0 (for basic questions), or 
  +5 to +15 (for really tough questions).  
   
  You can practice your trade and make a decent living, earning 10 silver 
  pieces per day of dedicated work. For every 5 points by which your 
  knowledge check is penalized, you may double this fee.  If your 
  knowledge check fails then no progress is made that day, and no fees 
  are earned.  You know how to perform the profession’s daily tasks, how 
  to supervise helpers, and how to handle common problems.  Sages, 
  engineers, translators, and surveyors all make a living off of their 
  knowledge skills. 
   
  Perform Skills:  Each of the nine categories of the perform skill includes a 
  variety of methods, instruments, or techniques, a small list of which is 
  provided for each category below. 
   Act (comedy, drama, mime) 
   Comedy (buffoonery, limericks, joke-telling) 
   Dance (ballet, waltz, jig) 
   Keyboard instruments (harpsichord, piano, pipe organ) 
   Oratory (epic, ode, storytelling) 
   Percussion instruments (bells, chimes, drums, gong) 
   String instruments (fiddle, harp, lute, mandolin) 
   Wind instruments (flute, pan pipes, recorder, shawm, trumpet) 
   Sing (ballad, chant, melody) 
   
   Skill Checks: You can impress audiences with your talent and skill in 
  order to make a living through your performance skill.  Each day of 
  performing can net the character 10 silver pieces (assuming a 
  paying audience can be found or gathered).  For every 5 points 
  by which your perform check is penalized, due to virtuosity or 
  complexity of your performance, you may double this fee.  If your 
  perform check fails you only earn ½ of your usual fees and have 
  your next performance in the same locale penalized by 5.  An 
  evening’s performance only nets half of the fees that a day’s worth 
  of performing does.  An exceptional musical instrument gives you a 
  +2 bonus on perform skill checks that involve its use.  
   
  Profession Skills:  While a craft skill represents ability in creating or making 
  an item, a profession skill represents an aptitude in a vocation requiring 
  a broader range of less specific knowledge. 
   
   Skill Checks: You can practice your trade and make a decent 
  living, earning about 10 silver pieces per day of dedicated work. 
  You know how to use the tools of your trade, how to perform the 
  profession’s daily tasks, how to supervise helpers, and how to 
  handle common problems.  Untrained laborers and assistants earn 
  an average of 1 silver piece per day.  
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    44 
  EQUIPMENT, WEALTH & EXPENSES 
  Controlling the flow of money is an important way of balancing your 
  campaign.  Too much - or too little - money can ruin the fun of your 
  game.  Give your characters mountains of gold and the game is 
  spoiled.  Suddenly wealthy, they no longer have the urgent need to 
  adventure that impending poverty can provide.  Too often they can 
  buy their way out of difficult situations through bribery or “throwing 
  money at the problem.” 
  Worse still, they attempt to apply modern, capitalist ideas to a quasi-
  medieval world. They may try to hire an enormous staff of wizards to 
  mass produce potions and scrolls.  They may set up shops to make 
  assembly-line armor.  Advances in organization and production like 
  these come slowly over time, not all at once.  You may have to remind 
  your players to limit themselves to the knowledge and attitudes of the 
  times. 
  It is equally bad to keep your characters too poor.  You are creating a 
  game world for a fantasy role-playing game.  If the characters are so 
  poor that they must count every penny they spend, they are leading 
  squalid and unhappy lives.  Reward them when they accomplish things.  
  You shouldn't always frustrate their desire to get rich.  It's just that wealth 
  should come slowly, matched to the level of the character. 
   
  EXPENSES & LIFESTYLE 
  As exciting and important as money is for player characters, tracing 
  day-to-day expenses just isn't very interesting.  Forcing players to record 
  every purchase their characters make is time-consuming and, plainly 
  put, not very heroic.  It's better simply to charge player characters a 
  monthly living expense. 
  This living expense covers all normal room and board charges whenever 
  a character is operating out of his home base.  Separate charges for 
  meals and beds need be made only when the character is traveling 
  away from home. 
  Players describe how well (or poorly) they want their characters to live. 
  From this the DM decides if they are living in squalid, poor, middle-class, 
  or wealthy surroundings.  The Living Expenses table below gives 
  estimated base costs for each category. 
  Squalid and poor living conditions cost the same for all characters 
  regardless of race or level.  However, as a character increases in level, 
  his needs increase according to (or beyond) his means.  Characters 
  living good or wealthy lifestyles multiply the base living expense by their 
  level to determine the cost.   
  The only direct game effect of living conditions is the expense involved, 
  but living conditions can also determine some roleplaying events and 
  conditions in your game (i.e. social class and status may  modify 
  charisma checks made to influence others… particularly those of higher 
  status).  Your player characters' lifestyles even can be used as a starting 
  point for many different types of adventures. 
   
  lifestyle 
  cost/month 
  self-sufficient 
  2gp per month 
  meager 
  5 gp per month 
  poor 
  10 gp 
  common 
  50 gp per month 
  good 
  100 gp per month 
  wealthy 
  200 gp month 
   
    Self-Sufficient: Costs 2 gp per month. Even if you own your home 
  (or live with someone else), raise your own food, make your own 
  clothes, and so on, you occasionally need to purchase a new pair 
  of shoes, pay a road toll, or buy staples such as salt. Common 
  laborers earn about 3 gp per month, so they usually have to be 
  self-sufficient just to survive. 
   
   Meager: Costs 5 gp per month. A meager upkeep assumes that 
  you eat little (or hunt and gather a fair amount of your food in the 
  wild) and sleep in flophouses and occasionally in the street or in 
  the wild.   
  Dirty straw in leaky stables, muck-floored huts outside the walls of 
  town, contempt, and random violence - these typify squalid living 
  conditions. Characters living like this aren't likely to be robbed 
  (since no one thinks they have any money), but they may be 
  tormented or attacked just for the fun of it. Their legal protections 
  will be few indeed. 
   
   Poor: Costs 10 gp per month. Poor upkeep means providing for 
  yourself from the most basic of travelers’ accommodations, which 
  are nevertheless better than living on the street or in the woods. In 
  poor conditions, characters benefit from some legal protection, 
  although there may be general indifference to their troubles. They 
  must also cope with a high level of violence, periodic robberies, 
  and random fights. 
   
   Common: Costs 50 gp per month. You live in inns and eat tavern 
  meals every day, a practice that quickly grows to be moderately 
  expensive. This level of upkeep assumes the occasional night 
  drinking in the tavern or a nice glass of wine with dinner.  
  Middle-class life tends to be safe and somewhat boring. 
  Characters receive adequate protection and will not be the main 
  target of most burglars. Thieves are generally attracted to the 
  homes of the wealthy. 
   
   Good: Costs 100 gp per month. You always stay in your own room 
  at inns, and you eat healthy, solid meals with a glass of wine. You 
  maintain a jaunty style with your clothing and try to keep yourself 
  supplied with the good things in life. 
   
   Extravagant: Costs 200 gp per month. You buy and use only the 
  best. You take the finest rooms in the finest inns, eat lavish meals 
  with the best wines, attend and throw stunning parties, have regal 
  clothing, 
  and 
  make 
  flamboyant 
  gestures 
  through 
  large 
  expenditures. You may even own your own impressive home with 
  servants.  
  Wealthy people receive the greatest benefits, but they must also 
  deal with the highest level of deceit, trickery, and treachery. Nearly 
  all with wealth are drawn into dangerous political maneuverings, 
  mainly to protect their own privileges. 
   
  Upon building or claiming his own stronghold, a player character 
  suddenly acquires a whole new set of expenses. The character no 
  longer pays living expenses but must pay for the maintenance of his 
  property. 
   
  Draining the Coffers:  Sometimes you discover you have given the 
  player characters too much money.  While living expenses will take a 
  little of that (especially if the characters live big), it doesn't come close 
  to solving the problem.  Fortunately, there are other ways you can get 
  money out of their hands. 
  A wide variety of taxes was applied during the Middle Ages.  Some 
  caused minimal hardship while others were quite expensive.  Characters 
  could be forced to pay a wergild, a fine paid to the relatives of 
  someone they have slain. 
  The king could demand scutage, a fee to avoid military service.  Special 
  assessments could be made to repair roads or rebuild bridges.  There 
  could be minor taxes to enter towns on market days or wander through 
  the streets as a strolling minstrel.  Taxes could be charged according to 
  the size of the person's household. 
  In addition to taxes, there might be other unexpected costs.  A fire 
  could sweep through the character's manor, requiring a costly repair 
  program.  Termites could wreak havoc with the character's fleet.  The 
  local lord could assess his vassals a share of the tribute he must pay the 
  enemy.  Magical mysteries and daring thefts can also lower a 
  character's financial position. 
  Always find a different, totally unexpected approach to taking excess 
  cash from player characters.  Let them defeat some of your attempts to 
  drain their coffers.  Set up some of your money-removing attempts to fail 
  from the start - if the player characters take some action.  Turn your 
  attempts into adventures.  If a thief robs the player character's castle, 
  be ready with an adventure where the character can try to track him 
  down.  In fact, he may even catch the thief, but only after the 
  scoundrel has squandered the character's fortune! 
  
  Dungeon Master’s Guide    45 
   
  EXPANDED EQUIPMENT LISTS 
  The items listed in the Player's Handbook are by no means the only 
  things ever made in the world - or even in a medieval fantasy setting.  
  They are listed because they are the most likely things the characters 
  will need.  However, you can certainly add missing or player-
  requested items to this list. 
  When you add an item to the lists, first consider the reasonableness of 
  its presence.  Given the setting of the AD&D game, adding an M4 
  Sherman tank as a regular item of equipment is just not a logical, 
  sensible, or wise thing to do. 
  Once you decide that a new item is reasonable, you must assign it a 
  cost. Use your judgment.  Consider the intricacy of the item, the 
  craftsmanship required to make it, and the cost of similar items 
  already on the lists. From these, you should be able to assign an 
  appropriate price. If, later on, you discover you made the item too 
  cheap and all the characters are buying one, raise the price and say 
  suppliers can't keep up with the demand.  If an item is too expensive, 
  you can lower the price and no one will complain. 
   
  NEW ARMOR 
   
  shield  
  cost 
  ac bonus 
  weight 
  notes 
  tower shield 
  30 
  * 
  45 
  includes pavises 
  * 
  see notes below 
   
  Tower Shield: This massive wooden shield is nearly as tall as you are.  In 
  most situations, it provides 50% cover to its bearer.  However, you can 
  instead use it as total cover, though you must give up your attacks to 
  do so.   
  The shield does not provide cover against targeted spells; a 
  spellcaster can cast a spell on you by targeting the shield you are 
  holding.  You cannot bash with a tower shield, nor can you use your 
  shield hand for anything else.  When employing a tower shield in 
  combat, you take a -2 penalty on attack rolls because of the shield’s 
  encumbrance. 
   
  NEW MELEE WEAPONS 
   
  tiny  
  cost 
  damage 
  range 
  weight 
  notes 
  armor spikes 
  +50% 
  * 
  - 
  * 
   
  belaying pin 
  2cp 
  1d4 
  10’ (2”) 
  2 
   
  gaff/hook 
  2cp 
  1d4 
  - 
  2 
   
   
   
   
   
   
   
  medium  
   
   
   
   
   
  harpoon 
  5gp 
  2d4ˆ 
  10’ (2”) 
  7 lbs. 
  * 
   
   
   
   
   
   
  large  
   
   
   
   
   
  mancatcher t 
  25gp 
  1d2 
  - 
  8 lbs. 
  * 
   
   
   
   
   
   
  * 
  see notes below 
  ˆ 
  does double damage if set against charging opponents.  
  t 
  this weapon gives its user a +2 bonus to trip checks  
   
  Armor Spikes: You can have spikes added to your armor or shield.  
  Spiked shields have their damage die improved by 1 die type (d3 to 
  d4, d4 to d6).  Grappling or unarmed strikes made by a character in 
  spiked armor deal 1d4 points of damage.    
   
  Belaying Pin:  Not intended as an actual weapon, the belaying pin is 
  a wooden or metal rod that is inserted in holes bored through a ship’s 
  rail. 
   
  Gaff/Hook:  The gaff or hook is actually a tool used to hook and land 
  fish. It is commonly found where fishing boats are encountered, and 
  the hooks are in plentiful supply, affording the disarmed adventurer a 
  weapon of last resort.  The gaff consists of a metal hook with a 
  wooden or metal crossbar at the base. A one-handed tool, the hook 
  protrudes from between the middle and ring fingers.  Some sailors who 
  have lost a hand have a cup with a gaff hook attached to the stump, 
  guaranteeing that they are never without a weapon. 
   
  Harpoon: Rarely used on the battlefield, the harpoon is the weapon of 
  sealers and whalers throughout the world. The head of a harpoon is 
  hinged to lodge in a wound and fix the harpoon to its target. An 
  attack roll that exceeds the target’s AC by 5 or more indicates that 
  the harpoon is stuck in the victim, and will cause an additional 1d6 
  points of damage if it is yanked or cut out of the wound (this is halved 
  if removed by a skilled healer). 
  Usually, a strong line is attached to the harpoon so that the hunter 
  can keep hold of his prey after striking with the weapon. If the head is 
  stuck, the wielder can engage in an opposed strength contest with 
  the target to pull him off his feet. When harpoons are used against 
  Large creatures, the cord is usually tied off to the hunter’s boat, which 
  helps the hunter’s strength check considerably. 
   
  Mancatcher: The mancatcher is a short pole-arm with two curving, 
  fork-like prongs at the business end. The prongs are hinged so that 
  they can be pushed tightly closed around the intended captive. The 
  mancatcher only works against Medium sized creatures. Mancatcher 
  attacks are made as a grappling attacking, ignoring armor bonuses 
  to armor class.  
  If a hit is scored, the victim suffers the listed damage. Each round the 
  mancatcher’s user can push and pull the victim about, for an 
  automatic 1d2 points of damage, and can try to pull/trip his victim by 
  winning an opposed strength check.  Once caught, the victim loses 
  all dexterity and shield adjustments to AC. He can only escape by 
  hacking through the weapon’s haft (AC 8, 10 hp) or making a 
  strength check with a –5 penalty to pry himself free, which causes an 
  additional 1d2 points of damage.  Mancatchers are used by town 
  watches and gendarmes to capture armed criminals. 
   
  NEW RANGED WEAPONS 
   
  small  
  cost 
  damage 
  range 
  weight 
  notes 
  boomerang 
  5 sp 
  1d3 
  30’ (6”) 
  1 lb. 
   
   
   
   
   
   
   
  medium  
   
   
   
   
   
  arquebus 
  500 gp 
  1d10 
  20’ (4”) 
  10 lbs. 
  * 
  * 
  see notes below 
   
  Arquebus:  The arquebus is a musket used by cultures just learning the 
  technology of guns. It is a two-handed weapon, fired like a rifle 
  except that the arms absorb the recoil, not the shoulders, since the 
  weapon does not rest on the latter. An arquebus can be fired only 
  once every three rounds providing the character is not being 
  attacked while loading.  The powder, fuse and matchlock used to fire 
  an arquebus must be kept dry.  
  On a fumble an arquebus backfires, dealing 1d4 points of damage to 
  its wielder.  On a critical hit an arquebus deals triple damage rather 
  than maximum damage. 
   
  Boomerang: Another ancient hunting weapon, the boomerang is an 
  aerodynamic club. It does not normally return to its thrower; a 
  proficient user may make a dexterity check to set up a throw that will 
  return in the event of a miss. 
   
  SIEGE WEAPONS 
  The following section gives details on the cost, crew requirements, and 
  use of ranged siege weapons. 
   
  ranged siege weapons 
  type 
  cost 
  ballista 
  direct-fire weapon 
  300 GP 
  catapult, heavy 
  indirect-fire weapon 
  800 GP 
  catapult, light 
  indirect-fire weapon 
  600 GP 
  trebuchet 
  indirect-fire weapon 
  1,000 GP 
   
  Ballista: A war engine also known as a mangonel or scorpion, which 
  fires a heavy, spear-like missile. The cost of missiles for a ballista is 
  comparable to javelin cost.  
   
  Catapult, Heavy (Onager):  A heavy catapult is a massive engine 
  capable of throwing rocks or heavy objects with great force. Because 
  the catapult throws its payload in a high arc, it can hit areas out of its 
  line of sight but cannot hit targets closer than 100’ away.   
  If the attack roll succeeds, the catapult stone hits the 5’ square the 
  catapult was aimed at, dealing the indicated damage to any object 
  or character in the square.  Characters who succeed on a dexterity 
  save take half damage. Once a catapult stone hits a square, 
  subsequent shots hit the same square unless the catapult is reaimed or 
  the wind changes direction or speed. 
  If a catapult stone misses, roll 1d8 to determine where it lands. This 
  determines the misdirection of the throw, with 1 being back toward 
  the catapult and 2 through 8 counting clockwise around the target 
  square. Then, count 3 squares away from the target square for every 
  range increment of the attack. 
  Loading a catapult takes 3 rounds, while reaiming the weapon takes 
  3 rounds.  A heavy catapult takes up a space 15 feet across. 
   
  Catapult, Light:  A light catapult is a smaller, lighter version of the 
  heavy catapult. It functions as the heavy catapult, except that it only 
  takes 2 rounds to reaim the catapult.  A light catapult takes up a 
  space 10 feet across. 
  
  Dungeon Master’s Guide    46 
  Trebuchet: A large siege engine which fires very heavy missile loads a 
  great distance by means of lever and counterpoise.  It functions as a 
  heavy catapult. 
   
  engine or device 
  range 
  damage 
  rate of 
  fire 
  crew 
  ballista 
  120’ 
  3d6 
  1/3 
  2 
  catapult, heavy 
  200’ 
  4d6 
  1/3 
  6 
  catapult, light 
  150’ 
  3d6 
  1/3 
  4 
  trebuchet 
  250’ 
  5d6 
  1/6 
  8 
   
  Attacking with Ranged Siege Weapons:  When firing any ranged siege 
  engine, the crew chief makes an attack against an AC of 15.  This 
  attack roll is not modified by any crew member’s dexterity bonuses, 
  but is modified for range and noted on Ranged Siege Weapon Attack 
  Modifiers table below.  Crew chiefs with the profession: siege engineer 
  skill may use that skill roll in place of their normal attack roll. 
   
  Field of Fire:  The arc of fire of missile engines is as follows: 
     
  ballista  
   
   
  45° left or right 
     
  catapult, heavy  
  15° left or right 
     
  catapult, light   
  30° left or right 
     
  trebuchet   
   
  10° left or right 
   
  Cover:  Intervening objects will not be likely to interfere with the flight 
  of arched missiles from catapults or trebuchets, unless they impose 
  themselves near the engine or the target.  Thus, a trebuchet could 
  arch its missile over a 40' high wall which was more than 100’ distant 
  from it.  As ballista missiles are on a flat trajectory (they are direct-fire 
  weapons) objects between the engine and the target will interrupt 
  the flight path of these missiles. 
  Normal cover and concealment rules apply for ballistae and other 
  direct-fire siege weapons. 
   
  ranged siege weapon attack modifiers 
   
   
   
  target 
  adjustment 
  target stationary 
  +3 
  target moving at 45’ per round or less 
  +0 
  target moving at 60’ per round or more 
  −2 
  target is medium-sized or smaller 
  −2 
  target is large-sized 
  +0 
  target is giant-sized (includes small structures) 
  +2 
  medium building (or large ship size) 
  +4 
  large building, castle wall, et cetera 
  +6 
  winds are calm 
  +1 
  winds are light-to-moderate 
  +0 
  winds are strong-to-gale force 
  −2 
  winds are stronger than gale force 
  −4 
   
   
  weapon type 
  adjustment 
  direct-fire weapon 
  +4 
  no line of sight to targeted square 
  -6* 
  * 
  this penalty can be offset by 2 per previous miss if the crew 
  can see where the most recent miss landed. 
    
  OTHER SIEGE DEVICES 
  The following devices are used when laying siege to, or defending, a 
  fortification.  
    
  siege devices 
  cost 
  damage 
  crew 
  cauldron, suspended 
  200 GP 
  varies 
  2 
  gallery, covered 
  1,500 GP 
  none 
  8 
  hoist 
  600 GP 
  none 
  4 
  mantlet, movable 
  90 GP 
  none 
  6 
  ram 
  1,000 GP 
  2d6+6* 
  10 
  ram catcher 
  120 GP 
  none 
  2 
  siege tower 
  2,000 GP 
  none 
  20 
  sow 
  1,000 GP 
  2d6+6* 
  10 
  * 
  damage possible only if victim is directly in front of device. 
   
  Cauldron, Suspended: A huge iron pot for boiling or flaming liquid. It is 
  suspended in such a manner so as to allow it to be tipped easily in 
  order to spill its contents on attackers.  Those climbing up a wall 
  section beneath a tipped cauldron must make a dexterity saving 
  throw at -10 to avoid the contents.  Climbing checks (at varying 
  difficulties, depending on the cauldron contents, must then be 
  made). 
   
  Gallery, Covered: A sometimes movable construction also known as a 
  tortoise, typically a heavy timber frame, with green hides protecting 
  the wood. It has a double roof, one peaked to shed missiles and 
  liquids. It is used to provide cover for attackers operating against a 
  wall; width 12', height 12', length 20'. 
   
  Hoist: A frame with fulcrum and lever, the lever equipped at one end 
  with a basket which can hoist up to 4 attackers to a height of 30' to 
  assault a construction. 
   
  Mantlet, Movable:  A wooden wall, with wheels for transport, and a slit 
  for archery. It is typically 6' wide, 8' long, and several inches thick. The 
  mantlet is slanted backward at a slight angle. 
   
  Ram:  A movable gallery equipped with a heavy log suspended from 
  two roof beams by chains. The log is shod in iron and used to batter 
  through defenses.  
   
  Ram Catcher:  A fork or hook of iron on a long pole. It is lowered by 
  defenders to catch and hold a ram (or sow) at work on a wall. The 
  defenders then raise the catcher to disable or break the ram. 
   
  Siege Tower:  A mobile wooden tower, typically a beam frame with 
  slats and green hides to protect it from fire. It is 15' square at the base, 
  40' high, with a 10' square parapet at the top. At 30' height there is a 
  drawbridge 10' square. The lower portion is for locomotion. A ladder 
  leads up the back or interior to drawbridge deck and the upper 
  parapet, with two intermediate floors. The wooden walls are usually 1 
  foot thick. 
   
  Sow:  A pick/screw device, otherwise conforming to the ram, for use 
  against stonework. Only screw-equipped sows are able to cause 
  damage to earth built fortifications. 
   
  EXCEPTIONAL ITEMS 
  Most of the equipment a character buys is assumed to be of average 
  quality - neither too cheaply made nor too elaborate.  Thus, weapons 
  are serviceable with stout hafts and sturdy blades.  The metal is not so 
  poorly tempered as to make the blade hopelessly brittle.  The blade is 
  not elaborately etched and the hilt is not encrusted with gold.  Other 
  items are of everyday make and usefulness, with function superseding 
  artistic needs. 
  Exceptional items are made by master craftsmen using the highest 
  quality materials.  As detailed in the SKILLS, EXPANDED section the raw 
  materials required for the creation of an exceptional item cost 10 times 
  more than is usual (or 5 times the usual price of the finished item instead 
  of ½ the price of the finished item).  
  Consequently, the finished, exceptional item costs at least 10 times its 
  usual price, with a minimal cost of 50gp plus the item’s base cost.  
  Exceptional items are not magical in any way. However, only 
  exceptional items may be permanently enhanced to become magic 
  armor and weapons.   
   
  Exceptional Armor:  Exceptional armor weighs less than usual, its weight 
  better distributed to facilitate movement in armor.  Light armors weigh 2 
  pounds less than usual while medium or heavy armors weigh 5 pounds 
  less.  Exceptional small shields weigh 1 pound less than usual, while large 
  shields (and tower shields), weigh 2 pounds less.  Exceptional armor 
  made from special materials (see page 47), such as mithral, use the 
  weight modifier listed for that material rather than given above.  If no 
  weight modifier is given for that material, use the weight modifier 
  given above.    
  Exceptional armor does not automatically encumber its wearer, though 
  its weight is considered when determining character’s encumbrance 
  (see pages 40 & 53 of the PLAYER’S HANDBOOK for more details).  Elfin 
  chain is an example of exceptional armor at its finest: 
   
  light armor 
  cost 
  AC bonus 
  weight (lbs) 
  notes 
  elfin chain 
  4,500 gp 
  +4 
  15 
  * 
  * 
  see notes below 
   
  Elfin chain is chainmail made of very fine mithral links (see SPECIAL 
  MATERIALS on page 47 for more details). It is considered to be light 
  armor and weighs 15 pounds (rather than the 17½ lbs that would be 
  typical for mithral chainmail) due to elven expertise in working with this 
  rare metal.  This armor is so fine and non-encumbering that arcane 
  spellcasters trained in the use of armor (such as fighter/magic-users) 
  may cast spells in elfin chain without impairment. 
   
  Exceptional Equipment:  Exceptional equipment grants its user a +2 
  bonus to tasks related to that equipment.  Exceptional thieves’ picks, for 
  example, grant a +2 bonus to all disable device checks, while 
  exceptional sewing needles grant a +2 bonus to craft: tailor checks.  This 
  +2 bonus can be replaced with a +10% to Movement Rate or  carrying 
  
  Dungeon Master’s Guide    47 
   
  capacity when dealing with beasts of burden, sailing vessels and so 
  forth, or with a 10% weight reduction. 
   
  Exceptional Weapons:  Exceptional weapons grant their user a +1 bonus 
  on their “to hit” rolls with that weapon.  This bonus is due to the 
  weapon’s balance and fine craftsmanship, and does not allow its 
  wielder to hit creatures only hit by magical weapons.   
  Exceptional blades may be forged from the finest steel for flexibility and 
  sharpness.  The swordsmith may have carefully folded, hammered and 
  tempered the steel to a superb edge.  The whole sword may be 
  perfectly balanced, light in the hand, but heavy in the blow.  There are 
  many reasons why a sword or other weapon could be above average. 
  Bludgeoning weapons that get a bonus to hit do so because they have 
  carefully shaped and balanced heads. 
  Exceptional weapons are not immediately apparent to the average 
  person. While anyone using the weapon gets the quality bonus (even if 
  they don't realize it), only those proficient in that weapon-type or 
  proficient in weaponsmithing can immediately recognize the true 
  craftsmanship that went into the making of the weapon.  Even then, the 
  character must handle the weapon to appreciate its true value.   
  In your campaign, you might want to create NPCs or regions known for 
  their fine quality weapons.  Just as Damascus steel was valued in the 
  real world for its fine strength and flexibility, a given kingdom, city, or 
  village may be noted for the production of swords or other weapons.  
  The mark of a specific swordsmith and his apprentices can be a sure 
  sign of quality.  Again, by introducing one or two of these (remote and 
  difficult to reach) areas into your campaign, you increase the depth 
  and detail of your world. 
   
  SPECIAL MATERIALS 
  In addition to magic items created with spells, some substances have 
  innate special properties.  If you make a suit of armor or weapon out of 
  more than one special material, you get the benefit of only the most 
  prevalent material.  
  Each of the special materials described below has a definite game 
  effect. Some creatures are resistant to all but a special type of damage, 
  such as that dealt by silver weapon. Others are especially vulnerable to 
  weapons of a particular material, taking extra damage from such 
  weapons. Characters may choose to carry several different types of 
  weapons, depending upon the campaign and types of creatures they 
  most commonly encounter.   
   
  Adamantite:  This ultrahard metal adds to the quality of a weapon or suit 
  of armor. Adamantite is so costly that weapons and armor made from it 
  are always of exceptional quality; costing 25 times their usual cost.  
  Only weapons, armor, and shields normally made of metal can be 
  fashioned from adamantite. Weapons, armor and shields normally 
  made of steel that are made of adamantite gain a +5 bonus on all item 
  saving throws due to their incredible durability.  
   
  Bronzewood: Bronzewood trees are slender until after many decade of 
  growth. The average size is 40 feet, with branches growing at a 45 
  degree angle from the trunk. Bark is reddish brown and hard. Leaves are 
  narrow and toothed, from eight to ten inches long.  The wood of this 
  tree is heavy and hard, so that only experts can work it properly. If it is 
  carefully seasoned and especially dried the outer part will become 
  almost as hard as hard metal, while the overall weight of the wood is 
  unchanged.   
  Weapons and armor crafted from bronzewood are unaffected by spells 
  and abilities that effect metal and are impervious to rust.  Armor made 
  of bronzewood may be worn by druids.  An item made from 
  bronzewood weighs half as much as the same item made from steel 
  and is always of exceptional quality.  Items crafted from bronzewood 
  cost 25 times their usual cost. 
   
  Cold-Iron: This iron, mined deep under ground, known for its 
  effectiveness against fey and demonic creatures, is forged at a lower 
  temperature to preserve its delicate properties. Weapons made of cold 
  iron cost twice as much to make and enchant as their normal 
  counterparts.  As such, exceptional cold-iron items cost 20 times their 
  usual cost.  Items without metal parts cannot be made from cold iron. 
  An arrow could be made of cold iron, but a quarterstaff could not. 
   
  Dragonhide: Armorsmiths can work with the hides of dragons to 
  produce armor or shields of exceptional quality. One adult dragon 
  produces enough hide for a single suit of hide armor for 2 Medium or 4 
  Small creatures. By selecting only choice scales and bits of hide, an 
  armorsmith can produce one suit of exceptional heavy armor for 1 
  Medium-sized or 2 Small-sized creatures.  In all cases, enough hide is 
  available to produce 1 shield in addition to the armor, provided that the 
  dragon is an adult. 
  Because dragonhide armor isn’t made of metal, druids can wear it 
  without penalty and it is unaffected by spells and abilities that effect 
  metal.  Dragonhide armor costs 10 times more than usual (provided that 
  the dragonhide is provided by the person commissioning the armor’s 
  creation), and confers a +2 bonus to saving throws versus attacks that 
  match the dragon’s breath weapon type.  As with all exceptional 
  armor, dragonhide armor weighs less than usual. 
   
  Mithral: Mithral is a very rare silvery, glistening metal that is lighter than 
  iron but just as hard. When worked like steel, it becomes a wonderful 
  material from which to create armor and is occasionally used for other 
  items as well. An item made from mithral weighs half as much as the 
  same item made from other metals and is always of exceptional quality.  
  Items not primarily of metal are not meaningfully affected by being 
  partially made of mithral. (A longsword can be a mithral weapon, while 
  a scythe cannot be.)  
  Weapons or armors fashioned from mithral are always exceptional items 
  as well; costing 25 times their usual cost. 
   
  Silver:  A complex process involving metallurgy and alchemy can bond 
  silver to a weapon made of steel so that it damages creatures such as 
  lycanthropes.  The cost of silvering a weapon depends upon its size.   
   
  size 
  purchase cost 
  tiny 
  10gp 
  small 
  25gp 
  medium  
  50gp 
  large 
  100gp 
  ammunition 
  +1gp each 
   
  EQUIPMENT LIST CONSIDERATIONS 
   
  Altering Prices: Remember that the prices listed in the PLAYER’S 
  HANDBOOK are not absolute.  There is no reason you can't raise or 
  lower the price of any item on the equipment lists.  Demand can 
  increase or decrease a price.  Different lands in your campaign may 
  be known for specific goods, allowing them to charge more. 
  Even in the Middle Ages, Spain and the Middle East were known for 
  steel, Germany for beer, France for wine, England for wool, and Italy 
  for armor. These reputations allowed higher prices to be charged for 
  these goods, especially finished items. 
  Greed can also raise prices.  Merchants live to make money, so they 
  will normally charge what they can get away with.  There were very 
  few price controls or regulating agencies during these times. 
  Finally, adventurers tend to disrupt local economies, suddenly bringing 
  in large amounts of cash.  Merchants raise prices to match.  Situations 
  not unlike the Klondike gold rush develop, in which even the simplest 
  items cost outrageous amounts.  In short, don't be afraid to charge 
  characters as much as you think you can get away with.  If they don't 
  like the prices, they'll find some way voice their dissatisfaction to the 
  merchant. 
   
  Equipment by Time Period:  The equipment lists given in the PLAYER’S 
  HANDBOOK assume your campaign is set in a generic medieval fantasy 
  world.  In practical terms, this means you haven't tied your campaign to 
  any particular date in history.  All this is perfectly in keeping with fantasy 
  stories and campaigns - you are dealing with fantasy, after all. 
  However, it is also possible to create exciting and interesting campaigns 
  that are tied to specific time periods, but this will work only if you know 
  something about the time period.  This is important! a lot of people 
  assume things about the past without knowing the facts.  The truth of 
  the matter may be far different.  Do your homework before you begin 
  designing a time-specific campaign.  Even if you don't do such a 
  campaign, it's useful to learn a little more about medieval history.  It will 
  only improve your own fantasy world. 
  It is not necessary to pick a precise date to model, such as 1237 A.D., 
  although again there is nothing wrong with this.  History and historians 
  tend to divide the past into different ages, and you can do the same.  
  Four different ages are covered here - the Ancient World, the Dark 
  Ages, the Middle Ages, and the Renaissance.  Each has its peculiarities 
  and differences, some of which are described below. 
   
   The Ancient World:  This covers a period of great empires spreading 
  from the Mediterranean. Some weapons and armor were made of 
  bronze, others of iron, and a few were made of steel. Most 
  household items were pottery, wood, stone, and wicker. Bronze 
  weapons were easily dulled and, in game terms, break or bend 
  
  Dungeon Master’s Guide    48 
  when a “1” is rolled on the attack roll. Stirrups hadn't been 
  invented, so characters can't use heavy lances, and charge 
  attacks can't be made with normal lances. 
   
   The Dark Ages:  This was the period after the collapse of the 
  Roman Empire, from 450 A.D. to about 1100 A.D. While much of the 
  learning and culture of the ancient world was lost, it was not as 
  bleak and ignorant a period as some believe. Still, in many ways, it 
  was a step backward from the previous age. During this time the 
  stirrup was introduced, allowing riders to gain full use of the lance. 
   
   The Middle Ages:  The Middle Ages (roughly from 1100 to 1450) is 
  the period in which most fantasy campaigns are set. It was the 
  period most people associate with knighthood and chivalry. The 
  knights went off on the Crusades. Great stone castles were built. 
  The role of traders and merchants began to grow. Virtually all the 
  items on the equipment list were available in this time period. 
   
   The Renaissance:  The latest time period that should be considered 
  as a setting for a normal AD&D campaign, the Renaissance was a 
  time of great change. The collapse of the feudal system had 
  begun throughout much of Europe. There was great growth in 
  literature, art, and science. The power of the old nobility began to 
  decline while the influence and wealth of merchants and 
  businessmen continued to grow. Gunpowder and simple guns 
  revolutionized the face of warfare. Foot soldiers became more 
  important than cavalry, and armor was not nearly as useful as it 
  once had been. 
   
  Adjusting Equipment Lists:  When you set your campaign in a specific 
  time period, you might want to adjust the equipment lists to reflect 
  changes in availability and price. Some suggested changes are listed 
  below. Like the capsule descriptions, the table is not 100% accurate. 
  Instead, it reflects whether items were commonly used in the time 
  period. For example, flails (as an agricultural instrument) have existed for 
  time immemorial. However, they were not commonly used as weapons 
  in most time periods, except in cases of emergency. By doing further 
  research, you can refine and expand this list. 
   
  Item  
   
   
   
  Ancient  
  Dark Ages 
  Middle Ages Renaissance  
  arquebus 
   
   
  NA  
   
  NA  
   
  NA  
   
  AV  
  bastard sword 
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  block and tackle 
  NA  
   
  NA  
   
  AV  
   
  AV  
  bolt case 
   
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  carriage, any 
   
  NA  
   
  NA  
   
  NA  
   
  AV  
  chainmail 
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  comp. longbow  
  NA  
   
  NA  
   
  AV  
   
  AV  
  crossbow, any 
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  flail, any  
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  full plate 
   
   
  NA  
   
  NA  
   
  NA  
   
  AV  
  glaive  
   
   
  NA  
   
  NA  
   
  NA  
   
  AV  
  glass 
   
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  glass bottle  
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  Greek fire 
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  guisarme 
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  heavy warhorse  
  NA  
   
  AV  
   
  AV  
   
  AV  
  horse yoke  
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  hose 
   
   
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  jousting lance 
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  lance 
   
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  lantern, any  
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  lock, any 
   
   
  NA  
   
  poor 
   
  average 
  good 
   
  longbow 
   
   
  NA  
   
  AV    
   
  AV  
   
  AV  
  magnifying glass  
  NA  
   
  NA  
   
  NA  
   
  AV  
  mancatcher 
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  morning star  
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  paper  
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  papyrus  
   
   
  AV  
   
  NA  
   
  NA  
   
  NA  
  platemail 
   
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  pole arms 
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  pony cart 
   
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  studded leather  
  NA  
   
  AV  
   
  AV  
   
  NA  
  sailing ship  
   
  NA  
   
  NA  
   
  AV  
   
  AV  
  scimitar  
   
   
  NA  
   
  AV  
   
  AV  
   
  AV  
  silk clothes or rope  NA  
   
  very rare 
  rare  
   
  rare  
  spyglass  
   
   
  NA  
   
  NA  
   
  NA  
   
  AV  
  two-handed sword NA  
   
  AV  
   
  AV  
   
  AV  
   
  NA-Not Available, AV-Available  
  SAVING THROWS 
  The saving throw is a die roll that gives a chance, however slim, that 
  the character or creature finds some way to save himself from certain 
  destruction, or at least lessen the damage of a successful attack. 
  More often than not, the saving throw represents an instinctive act on 
  the part of the character - diving to the ground just as a fireball 
  scorches the group; blanking the mind just as a mental battle begins; 
  blocking the worst of an acid spray with a shield.  The exact action is 
  not important.  DMs and players can think of lively and colorful 
  explanations of why a saving throw succeeded or failed.  Explanations 
  tailored to the events of the moment enhance the excitement of the 
  game. 
   
  Rolling Saving Throws:  As stated in the PLAYER’S HANDBOOK a saving 
  throw is simply an ability score check for a character to avoid 
  damage or other unwanted alteration or harm caused by a creature's 
  abilities and/or specific situations or effects. Saving throws are unique 
  only in that the character is being acted on and the attacks or events 
  causing it need clarification. 
  A saving throw is an ability check. A player rolls a d20, adds the 
  character's full level bonus and the appropriate ability score modifier.  
  The check penalty for saving throws is usually equal to the monster's 
  hit dice, the spellcaster's level, the level of the thief setting the trap or 
  the level of the assassin brewing the poison. The Dungeon Master may 
  also give bonuses or impose penalties due to circumstance and 
  situation. The results of failed saving throws for a particular type are 
  explained below. 
  Monsters, creatures and non-player characters are also often required 
  to make saving throws when reacting to attacks by a character, 
  especially spells. Monster saving throws function in the same manner, 
  substituting hit dice in place of the level bonus.  Unlike player and non-
  player characters, they do not add specific ability modifiers to their 
  saving throws (unless otherwise stated in their description). 
   
  Note that rolling a “natural 20” (a “20” is rolled on your d20) always 
  indicates success on a saving throw roll while rolling a “natural 1” 
  always indicates failure.   
   
  Modifying Saving Throws:  Saving throws can also be modified by 
  magical items and special situations, as determined by the DM. These 
  modifiers can increase or decrease the chance of a successful saving 
  throw. 
  Modifiers that increase the chance are given as a number preceded 
  by a plus sign. Modifiers that make success more difficult are given as 
  a number preceded by a minus sign (-1, -2, etc).  Saving throw 
  modifiers affect a character's die roll, not the challenge base (15) of 
  the saving throw.   
  Magical items like cloaks and rings of protection give bonuses to a 
  character's saving throw (these are listed in the item descriptions in 
  the appendices). 
  Specific spells and magical items have effects, both good and ill, on a 
  character's saving throws. Often, spells force the victim to save with a 
  penalty, which makes even the most innocuous spell quite dangerous. 
  Specific information can be found in the spell descriptions, for spells, 
  or in the Magical Items section, for magical items. 
  Unpredictable situations are sure to crop up. When this happens, the 
  DM must determine whether saving throw modifiers are appropriate. 
  As a guideline, modifiers for situations should range from -4 to +4.  An 
  evil cleric attacked in his shrine could very well have a +2 bonus to all 
  his saving throws and a -2 penalty applied to those of his enemies. The 
  powerful evil of the place could warrant the modifier. 
  DM modifiers should be used sparingly, and only when appropriate. If 
  constantly assigned, they will no longer feel special to the player 
  whose character's fate hangs on the toss of a single die. 
   
  Saving Throw Priority:  Sometimes the type of saving throw required by 
  a situation or item isn't clear, or more than one category of saving 
  throw may seem appropriate. For this reason, the saving throw 
  categories are listed below in order of importance, beginning with 
  charm and ending with spells. 
  Imagine that an ogre is struck by the ray from a wand of 
  polymorphing. Both a saving throw vs. magic/illusion and a saving 
  throw vs. polymorph would be appropriate. But the ogre must roll a 
  saving throw vs. polymorph because that category has a higher 
  priority than magic/illusion.  The categories of saving throws are as 
  follows (in order of priority): 
   
  
  Dungeon Master’s Guide    49 
   
   Charm (Charisma): Charm spells or spell-Iike abilities allow a 
  charisma saving throw to avoid being overcome by the charm. 
  A failed save means the character suffers the effect of the 
  charm spell. 
   
   Confusion (Wisdom): Confusion spells or special abilities allow a 
  wisdom saving throw to avoid being overcome by confusion. A 
  failed save means the character becomes confused for an 
  amount of time as specified by the spell or ability. 
   
   Death Attacks (Charisma): Death attacks are rare and only a 
  few monsters and the rare artifact have them. In most cases, 
  death attacks allow the victim to make a charisma save to avoid 
  the affect, but if the save fails the character will die instantly. 
   
   Disease (Constitution): When a character is injured by a disease 
  attack such as from a mummy, touching an item smeared with 
  diseased matter or consumes disease-tainted food or drink, the 
  character must make an immediate constitution saving throw. If 
  the character succeeds, the disease has no effect, for the 
  immune system has fought off the infection. If failed, damage 
  occurs after an incubation period. The description for each 
  disease will give the details on the effects following the 
  incubation period. It is recommended that the Dungeon Master 
  roll these constitution saving throws for the player so that he 
  doesn't know whether the disease has taken hold. 
   
   Energy Drain (Constitution): An energy drain attack takes away 
  levels or ability score points from the victim unless a successful 
  saving throw is made.  Most energy drain attacks require a 
  successful melee attack. Mere physical contact is not enough. 
  The full effect of an energy drain, such as the number of levels 
  taken away, is specified in the monster, magic item or spell 
  description causing the drain. If it is not specified, one level is 
  removed. 
  A character who loses a level this way suffers the effects of the 
  drain immediately. The character loses one hit die of hit points of 
  the appropriate class, and all other class abilities are reduced to 
  the new level. The victims experience point total is immediately 
  set to the midpoint point of the previous level. 
  A character drained below 1st level is instantly slain. Depending 
  on the creature that killed the character, the character may rise 
  the next night as a monster of that kind. If not, the character rises 
  as a wight.  
  Lost levels or ability score points remain until removed by spells, 
  such as restoration, or other means. Sometimes level or ability 
  score loss is temporary and will return to normal in a day's time. A 
  creature gains temporary hit points each time it successfully uses 
  a natural energy drain ability. Unless specified otherwise, the 
  creature gains the amount of hit points that the victim loses. 
  Energy drain through spell or magic item does not grant 
  temporary hit points unless their description indicates otherwise. 
   
   Fear (Charisma): Spells, magic items and certain monsters can 
  affect characters with fear. The character facing a monster that 
  emanates fear or who has a spell cast upon him makes a 
  charisma saving throw to resist the effect. A failed roll means that 
  the character is affected by the fear, as detailed in the spell or 
  monster description. 
   
   Paralysis/Constriction (Strength): Some monsters and spells have 
  the supernatural or spell-like ability to paralyze or hold victims, 
  immobilizing them through magical means. Paralysis works on a 
  character's body, but a character can usually resist it with a 
  strength saving throw. The effects of spell, monster constriction 
  and/or paralysis are discussed above in the spell descriptions or 
  in the MONSTER MANUAL. 
   
   Petrification/Polymorph (Wisdom): Arcane and divine magics 
  can cause creatures and characters to change their shapes, 
  sometimes against their will. The victim may make a wisdom 
  saving throw to resist the polymorph. Polymorphed creatures 
  retain their own minds but have new physical forms.   
  A petrified character is not dead if a majority of the body is 
  intact. No movement or actions of any kind can be made, not 
  even mental ones while petrified. Strength and dexterity scores 
  are effectively (but not actually) reduced to 0. There is no 
  awareness of what is occurring since all of the senses have 
  ceased operating. If a petrified character cracks or breaks but 
  the broken pieces are joined with him as he returns to flesh, he is 
  unharmed. If the character's petrified body is incomplete when 
  returned to flesh, so is their restored body. 
   
   Poison (Constitution): When a character takes damage from a 
  poisoned weapon, an item smeared with contact poison, 
  consumes poisoned food or drink or is otherwise poisoned, he 
  must make a constitution saving throw. If he fails, he suffers the 
  poison's initial damage (usually ability damage). Even if he 
  succeeds, he typically faces more damage a short time later. 
  Sometimes, the additional damage allows for another saving 
  throw. 
   
   Gaze Attack (Wisdom): Each character within range of a gaze 
  attack must attempt a saving throw each round at the 
  beginning of his turn.  Generally the character can avoid the 
  gaze with a successful wisdom save. In many instances, the 
  situation is more appropriately handled without a saving throw 
  through narrative and roleplaying. If necessary, the Dungeon 
  Master may require a saving throw. Failure indicates the 
  character was unable to avoid the gaze and suffers its effect. 
   
   Traps (Dexterity): When a character sets off a trap, a dexterity 
  saving throw is allowed to avoid all or some of the effects of the 
  trap. Each trap is unique and the effects of a successful or failed 
  saving throw should be designated beforehand. 
   
   Magic/Illusion (Intelligence or Wisdom): This category is for spells 
  cast by creatures, scrolls or magic items. It is a catch-all for 
  magic not covered by one of the other saving throw categories.  
  Arcane or divine spells cast by a magic item or other object, or 
  spell-like abilities possessed by creatures or items usually allow a 
  saving throw to negate, lessen, avoid or resist their effects. If the 
  type of magic is arcane, then an intelligence saving throw is 
  made. If divine, then a wisdom saving throw is made. 
  In some cases, the specific effect of the spell calls for another 
  type of saving throw. All charm spells, whether cast by creature, 
  item or spell-like ability require a charisma saving throw (see 
  above). Other saving throw categories not covered by this 
  catch-all would include paralysis, polymorph, energy drain, 
  death attack and fear. 
   
   Breath Weapon (Dexterity or Constitution): Any character caught 
  in the area of effect of a breath weapon must make the 
  appropriate saving throw or suffer the breath weapon's full 
  effects. The type of saving throw necessary is described with the 
  monster or spell that causes the saving throw. Generally the 
  character must dodge the effects of a breath weapon, so a 
  dexterity save is appropriate, but on occasions gaseous clouds 
  require a constitution saving throw. 
   
   Spells (Variable): Arcane and divine spells sometimes allow a 
  saving throw to negate, lessen, avoid, or resist the effect. Each 
  spell description indicates the type of saving throw including 
  those spells cast from scrolls, wands, rings or other magical 
  devices. 
   
  Voluntarily Failing Saving Throws:  No saving throw is made if the 
  target voluntarily chooses not to resist the effect of a spell or special 
  attack.  This is the case even if the character was duped as to the 
  exact nature of the spell.  When a character announces that he is not 
  resisting the spell's power, that spell (or whatever) has its full effect. 
  The intention not to resist must be clearly stated or set up through 
  trickery, however.  If a character is attacked by surprise or caught 
  unawares, he is normally allowed a saving throw.  Only in extreme 
  cases of trickery and deception should an unwitting character be 
  denied a saving throw. 
  
  Dungeon Master’s Guide    50 
  TIME 
  The passage of time in an AD&D campaign can have relatively minor 
  or extremely significant effects on the play of the game.  The 
  importance of time is decided almost entirely by the DM.   Some DMs 
  care very little about strict timekeeping; others track every moment of 
  action, using a rigid calendar.  Either method is acceptable and each 
  has its advantages and disadvantages.  The two can even be 
  combined, as appropriate to the situation. 
  Regardless of how time is handled, some timekeeping is unavoidable: 
  Combats must be fought in rounds; spells have specific durations which 
  become important as characters explore caverns and ancient ruins; 
  days are used to measure overland travel; characters must sleep 
  sometime. 
  However, most passing time occurs within a single adventure:  Spells 
  rarely carry over from adventure to adventure (unless the session is 
  stopped with the characters lost in winding caverns or the like); rounds 
  of combat, while taking several game minutes, don't affect or spill over 
  into subsequent adventures; days of travel often have no effect other 
  than healing and the consumption of supplies. 
  If the DM wants, this is the only sort of timekeeping required.  Time 
  passed in previous adventures has little or no effect on the current 
  session - each session or adventure is distinct and separate.  For 
  example, in one adventure, the characters spend a few hours in the 
  dungeon, get injured, have some success, and return wounded.  The 
  night's game session ends with them returning to their home base.  Next 
  game session, the DM announces,  “A week or so has passed since you 
  last went out. Everybody is healed and rested.  People with spells can 
  pick new ones.”  the DM has chosen not to worry about the passage of 
  time in this instance.  An entire campaign can be played this way. 
  Here's another example:  In one adventure, a group of characters 
  travels for three weeks and has several encounters, ending camped 
  outside some ruins.  The next session starts after the characters have 
  camped for five days, so they can heal their wounds.  Several hours 
  pass as they explore the ruins, but no one is particularly hurt when they 
  return to camp, and the game session ends. 
  The next session starts the morning after their previous adventure, 
  everyone having gotten a good rest.  The characters set out again.  
  They spend a week on the road and arrive at a village.  Here, the 
  magic-user insists everyone wait while he researches a vital spell.  
  Again, the game session ends.   
  There is nothing wrong with this method, nor is it particularly unrealistic.  
  Medieval travelers often stopped at friendly or safe heavens for long 
  periods while on their way to a final destination.  There was little 
  pressure to hurry.  Using this simple time-tracking approach frees the 
  DM from many of the concerns of timekeeping and, most of all, it is 
  easy. 
   
  Detailed Timekeeping:  As noted, however, there are disadvantages to 
  such simple time-tracking.  Problems become more pronounced as the 
  characters advance in level, your campaign world becomes larger, 
  and more players take part in your game. 
  At low levels, characters tend to go on short adventures.  A few hours 
  in the dungeon followed by a speedy return is about all they can 
  survive.  Therefore, it is easy to have a week's interval within adventures, 
  since the time passed does not impact on the characters' activities.  As 
  characters reach higher levels, however, their ambitions grow and their 
  adventures become longer.  More precise time-tracking proves useful. 
  More precise methods can become unworkable, however, when 
  player characters split into small groups, undertaking separate, 
  simultaneous adventures.  If one group sets out on a long journey while 
  the rest of the party stays in the city, their game sessions are going to 
  be at very different time scales. 
  In their first session, the city dwellers may go on a short dungeon 
  expedition.  Several hours of game time (the amount of imaginary time 
  spent on the adventure) pass.  The DM then has a session with the 
  travelers, and they spend three weeks of game time in the wilderness 
  during their game.  There is now a game time difference between the 
  two groups of three weeks minus one day! 
  If the travelers return to the city at the end of their adventure, the 
  group in town must suddenly be moved forward in time to catch up 
  with them if both groups wish to adventure together.  Fortunately, this is 
  not a great problem.  The DM can simply say, “Three weeks have 
  passed and you are all reunited again.” 
  The city adventurers can spend those three weeks doing background 
  work - training, researching spells, making a minor magic item, building 
  a house, etc.  This is a good use of free time.  However, if one of the city 
  characters decides to join the travelers (perhaps using a teleport spell 
  to catch up with them suddenly), the three-week difference becomes 
  a problem.  Was that character actually with the traveling group for 
  three weeks without doing anything?  Must he wait for three weeks 
  before he can join them?  What if the other characters in town want to 
  adventure more during that time?  At this point, keeping track of time 
  (or having the players do it) becomes pretty important. 
   
  Preparing a Calendar:  One advantage of careful timekeeping is the 
  detail and flavor it adds to the DM's campaign.  If a calendar is kept, 
  the DM has a way of recording the passing seasons, holidays, months, 
  cycles of the moon, or other details that give a world life. 
  Clerics have holy days to observe, werewolves become more 
  prevalent near full moons, snows come, and birds fly south.  All of these 
  are events that happen during the course of a year and make a world 
  seem more real.  Without some type of calendar, the DM has nothing 
  to base his campaign on.   
  Preparing a calendar does take time.  The easiest method is to buy a 
  small pocket calendar for the current year.  Start the campaign on the 
  same date as the first adventure.  Thus, if the first game is played on 
  April 3rd, the campaign starts on that day.  The real calendar and 
  game calendar will get out of sync quickly, but at least there will be a 
  record of seasons, moons, and important dates.  This is a good starting 
  point, but a modern calendar is not the same as that used in medieval 
  times and certainly not the same as one used for a fantasy world.  
  You'll want to customize your calendar with details from your game 
  world. So, what types of details should be included? 
  The basics have to be determined.  Aside from recording the length of 
  years, months, and weeks (which can be anything the DM decides), 
  the calendar should also name them.  You can use real names or you 
  can be quite fanciful (the Winter of the Broken Moon or the Moon of 
  Popping Trees, and go on).  Have fun. 
  Physical cycles can be worked out.  When do the seasons fall?  When 
  are the phases of the moon?  When do the equinoxes and solstices 
  occur?  Strange and magical events often happen at these times. 
  Religious observances should be added.  All major player character 
  religions should be assigned holy days, so that player character priests 
  will have something to observe.  There are normally a lot of these, and 
  they will vary from region to region.  Medieval calendars observed over 
  100 different holy days for saints or special events.  Create your own 
  such calendar, being sure to add special observances particular to 
  each kingdom, empire, or region.  These might include the king's 
  birthday, the date of a titanic victory over the infidel, the opening of a 
  market fair in a nearby city, or the annual harvest festival. 
  Fantastic and special events are clearly an important part of a fantasy 
  world's calendar.  These can be anything imaginable - the annual 
  visitation of a ghostly castle, the bi-monthly tribute demanded by the 
  evil wizard, the night-march of mysterious nomads, or the seasonal 
  migration of the wyverns.  The local princess may have an impending 
  wedding.  The army may prepare for the annual campaign against the 
  orc hordes.  The death of an important official may require a set period 
  of mourning.  All of these can be used to fill up a calendar. 
  Clearly, setting up a detailed calendar takes planning and time.  
  Events must be created and assigned to specific dates.  Furthermore, 
  the DM must have some idea of what happens during each event, 
  preferably something that makes it different from all others. 
   
  Time As a Game-Balancer:  Finally, remember that time can be used 
  quite effectively to balance a campaign.  With it, a DM can prevent 
  an adventuring party from achieving too wide a spread of character 
  levels.  If one character is advancing faster than the others, that 
  person's progress can be slowed a little by carefully enforcing the rules 
  for researching, training, and healing.  If several people are outpacing 
  the rest of the group, they can be required to go on longer adventures, 
  ones that take more game time (but not playing time) to complete. 
  At the same time, characters who are lagging in level can have time 
  restrictions relaxed a little.  The day-to-day drudgeries go a little quicker 
  for these characters, and their adventures require shorter amounts of 
  game time.  This will allow them to undertake several adventures to the 
  other group's one or two, giving the lower level characters a chance to 
  catch up.  Although on the surface such things look unfair, most players 
  will realize the DM is doing this for the best of all players involved. 
  
  Dungeon Master’s Guide    51 
   
  DISTANCE & MOVEMENT 
  The PLAYER’S HANDBOOK gives rules for player character movement 
  on foot. However, feet and walking are not the only ways a 
  character can get around.  In the AD&D game world, characters 
  can ride horses, bounce along on camels, sail aboard ships, and 
  even fly winged mounts.  Clearly there are many different forms of 
  conveyance, the most common of which are covered here. 
   
  CHARACTER MOVEMENT 
  As detailed in the PLAYER’S HANDBOOK, a character may move up 
  to their movement rate each round (assuming that take no other 
  action and are not running).  As such, a character with a 60’ 
  movement rate may move up to 60’ each round (or 6’ per second) 
  while one with a 45’ movement rate may move up to 45’ per round 
  (or 4½’ per second). 
  Each minute of normal movement allows a character 30’ (6”) of 
  movement per 5’ (1”) of their movement rate.  Thus, a character with 
  a 60’ movement rate would move 360’ (72”) per minute while a 
  character with a 45’ movement rate would move 270’ (54”) per 
  minute. 
  Calculated to the hour, a character with a 60’ movement rate 
  should be able to travel 4.09 miles.  Due to the fact that long-
  distance travel is, by necessity, slower in pace than the quick bursts 
  of movement required by combat, it is assumed that a character 
  with a 60’ movement rate travels around 3 miles per hour.  To 
  calculate a creature’s hourly rate of travel, simple divide their 
  movement rate by 20 (every 5’ of MR = ¼ mile per hour). 
   
  movement  
  rate (MR) 
  distance traveled per: 
  round 
  minute 
  hour 
  day (8 hours) 
  5’ (1”) 
  5’ 
  30’ 
  ¼ mile 
  2 miles 
  10’ (2”) 
  10’ 
  60’ 
  ½ mile 
  4 miles 
  15’ (3”) 
  15’ 
  90’ 
  ¾ mile 
  6 miles 
  30’ (6”) 
  30’ 
  180’ 
  1 ½ miles 
  12 miles 
  45’ (9”) 
  45’ 
  270’ 
  2 ¼ miles 
  18 miles 
  60’ (12”) 
  60’ 
  360’ 
  3 miles 
  24 miles 
  75’ (15”) 
  75’ 
  450’ 
  3 ¾ miles 
  30 miles 
  90’ (18”) 
  90’ 
  540’ 
  4 ½ miles 
  36 miles 
   
  Walking & Running:  While moving at the different movement scales, 
  creatures generally walk or run. 
   
   Walking: A walk represents unhurried but purposeful movement 
  at 3 miles per hour for an unencumbered human.  A character 
  may walk for 6 hours, plus or minus a number of hours equal to 
  their constitution modifier, without risking fatigue.   
  Every hour spent walking beyond this point forces the character 
  to make a constitution saving throw with a cumulative, -2 
  penalty.  A failed saving throw indicates that the character is 
  fatigued (PHB, p. 155) and must rest for at least an hour before 
  continuing.    
   
   Running: Characters may run, doubling their listed Movement 
  Rate for a number of rounds equal to the constitution score 
  before risking fatigue.  As such, a character with a 3 constitution 
  may run for 3 rounds (or 30 seconds) while a character with an 
  18 constitution score may run for 18 rounds (or 3 minutes).   
  Every round spent running beyond this point forces the 
  character to make a constitution saving throw with a 
  cumulative, -2 penalty.  A failed saving throw indicates that the 
  character is fatigued (PHB, p. 155) and must rest for at least a 
  minute before continuing.    
   
  Evasion & Pursuit:  When resolving short chases, it’s impossible for a 
  slow character to get away from a determined, faster character 
  without mitigating circumstances such as challenging terrain or 
  limited visibility. Likewise, it’s no problem for a fast character to get 
  away from a slower one.  For extended chases, however, endurance 
  becomes an important consideration in determining the results of a 
  pursuit.   
  When the speeds of the two concerned characters are equal, 
  there’s a simple way to resolve a chase: If one creature is pursuing 
  another, both are moving at the same speed, and the chase 
  continues for at least a few rounds, have them make opposed 
  dexterity checks to see who is the faster over those rounds. If the 
  creature being chased wins, it escapes. If the pursuer wins, it catches 
  the fleeing creature.  
  Sometimes a chase occurs overland and could last all day, with the 
  two sides only occasionally getting glimpses of each other at a 
  distance. In the case of a long chase, an opposed constitution 
  check made by all parties determines which can keep pace the 
  longest. If the creature being chased rolls the highest, it gets away. If 
  not, the chaser runs down its prey, outlasting it with stamina. 
   
  Hampered Movement:  Difficult terrain, obstacles, or poor visibility 
  can hamper movement. When movement is hampered the 
  character’s Movement Rate is penalized.  You can’t run or charge 
  through any square that would hamper your movement. 
  The following chart provides some guidelines for movement 
  penalties.  Multiply the character’s movement rate by the listed 
  fraction to determine their hampered movement rate.  If more than 
  one penalty applies, multiply the penalties together and then apply 
  them the character’s movement rate (i.e.  A character walking 
  through dense fog in the trackless jungle moves at 3/16 of his normal 
  movement rate:  ¾ x ¼ = 3/16).  Unless a creature is immobilized, 
  assume that it may move at least 5’ each round in spite of terrain, 
  obstacles and/or poor visibility. 
   
  terrain  
  highway 
  road or trail 
  trackless 
  blind 
  x1/2  
  x1/2 
  x1/4 
  dense fog 
  x3/4 
  x3/4 
  x1/2 
  desert, sandy 
  x1 
  x1/2 
  x1/2 
  forest 
  x1 
  x1 
  x1/2 
  heavy snow 
  x3/4 
  x3/4 
  x1/2 
  hills 
  x1 
  x3/4 
  x1/2 
  jungle 
  x1 
  x3/4 
  x1/4 
  moor 
  x1 
  x1 
  x3/4 
  mountains 
  x3/4 
  x3/4 
  x1/2 
  plains 
  x1 
  x1 
  x3/4 
  swamp 
  x1 
  x3/4 
  x1/2 
  tundra, frozen 
  x1 
  x3/4 
  x3/4 
   
  AERIAL MOVEMENT 
  Once movement becomes three-dimensional and involves turning in 
  midair and maintaining a minimum velocity to stay aloft, it gets more 
  complicated.  
   
  Flying:  Most flying creatures have to slow down at least a little to 
  make a turn, and many are limited to fairly wide turns and must 
  maintain a minimum forward speed. Each flying creature has a 
  maneuverability, as shown on the table below. A creature’s 
  maneuverability class is noted in its entry within the MONSTER 
  MANUAL.  The entries on the table are defined below.   
   
    
  maneuverability class 
    
  perfect 
  (a) 
  good 
  (b) 
  average 
  (c) 
  poor 
  (d) 
  clumsy 
  (e) 
  minimum speed 
  none 
  none 
  half 
  half 
  half 
  hover 
  yes 
  yes 
  no 
  no 
  no 
  backward 
  yes 
  yes 
  no 
  no 
  no 
  reverse 
  free 
  –5 ft. 
  no 
  no 
  no 
  turn 
  any 
  90º/5’ 
  45º/5’ 
  45º/5’ 
  45º/10’ 
  turn in place 
  any 
  +90º/–5’ 
  +45º/–5’ 
  no 
  no 
  maximum turn 
  any 
  any 
  90º 
  45º 
  45º 
  up angle 
  any 
  any 
  60º 
  45º 
  45º 
  up speed 
  full 
  half 
  half 
  half 
  half 
  down angle 
  any 
  any 
  any 
  45º 
  45º 
  down speed 
  double 
  double 
  double 
  double 
  double 
  between down & 
  up 
  0 
  0 
  5’ 
  10’ 
  20’ 
   
   Minimum Speed: If a flying creature fails to maintain its minimum 
  speed, it must land at the end of its movement. If it is too high 
  above the ground to land, it falls straight down, descending 300 
  feet in the first round of falling. If this distance brings it to the 
  ground, it takes falling damage. If the fall doesn’t bring the 
  creature to the ground, it must spend its next turn recovering 
  from the stall. It must succeed on a dexterity check to recover. 
  Otherwise it falls another 600 feet. If it hits the ground, it takes 
  falling damage. Otherwise, it has another chance to recover on 
  its next turn. 
   
   Hover:  The ability to stay in one place while airborne.  
   
   Backward: The ability to move backward without turning 
  around. 
   
  
  Dungeon Master’s Guide    52 
   Reverse: A creature with good maneuverability uses up 5 feet of 
  its speed to start flying backward. 
   
   Turn: How much the creature can turn after covering the stated 
  distance. 
   
   Turn in place: A creature with good or average maneuverability 
  can use some of its speed to turn in place. 
   
   Maximum turn: How much the creature can turn in any one 
  space.  
   
   Up Angle: The angle at which the creature can climb. 
   
   Up Speed: How fast the creature can climb. 
   
   Down Angle: The angle at which the creature can descend. 
   
   Down Speed: A flying creature can fly down at twice its normal 
  flying speed. 
   
   Between Down and Up: An average, poor, or clumsy flier must 
  fly level for a minimum distance after descending and before 
  climbing. Any flier can begin descending after a climb without 
  an intervening distance of level flight. 
   
  Damage: Any winged creature that loses more than 50% of its hit 
  points cannot sustain itself in the air and must land as soon as 
  possible.  The creature can glide safely to the ground, but cannot 
  gain altitude or fly faster than half its normal movement rate.  If no 
  safe landing point is available, the creature is just out of luck.  Since 
  the circumstances of a crash landing can vary greatly, the exact 
  handling of the situation is left to the DM.  The falling rules may come 
  in handy, though a vivid imagination may be even more helpful. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Aerial Attack Modes: Creatures will use considerably different 
  combat tactics in the air, and their “natural” methods of attack will 
  often be substantially altered.  The following list should help the DM 
  determine how certain creatures will fight in the air.  Speed and 
  maneuverability class are also listed.  For reasons of space or 
  redundancy, not all flying creatures have been included.  Once 
  familiar with the system, the DM should be able to apply it to any 
  aerial monster: 
   
   Aerial Servant: 24”, class A. If forced to fight, an aerial servant 
  usually resorts to battering. 
   
   Broom of Flying: These devices must be moving at least half 
  speed to function. With practice, they can be controlled by the 
  rider's knees, so an experienced broomsman can melee in the 
  air. However, all spell use is impossible while riding a broom, 
  though some magical devices (such as wands) could be used. 
  Brooms are maneuverability class C. 
   
   Carpet of Flying:  Carpets are the most stable of flying devices, 
  and thus the most valuable. Though they are class C as pertains 
  to maneuverability, they can hover or move at any speed the 
  controller desires (up to the stated maximum). While hovering or 
  moving slowly they are ideal platforms for spell- or missile-casting 
  (quick motion tends to disrupt magical concentration, even if 
  the spell-user is not the one controlling the carpet). They are not 
  so easily adapted to aerial melee, as passengers will tend to get 
  knocked off the carpet and fall to the ground. Attempts to 
  weave straps or seat belts into a flying carpet will generally 
  destroy its dweomer. 
   
   Chimera: 18”, class E.  The chimera is a clumsy flyer, and prefers 
  to use its breath weapon in aerial battles.  It can use its claws or 
  attack with one of its heads. 
   
   Cockatrice: 18”, class C.  The cockatrice is not a strong, steady 
  flyer, and will not go above 300' unless provoked into one of its 
  screaming fits of rage.  In any case, it will never fly for more than 
  1d4+1 turns before landing to rest.  The cockatrice's power to 
  turn flesh to stone is an awful one, as it often need only hit to 
  destroy its enemies, and those petrified in the air usually fall and 
  shatter! 
   
   Couatl: 18”, class A.  The couatl's favorite tactic is to throw loops 
  around other flying creatures and constrict them so that neither 
  couatl nor prey can fly.  Both plummet to the earth, but the 
  couatl turns ethereal just before impact and thus escapes being 
  crushed. 
   
   Daemon 
  (Nycadaemon): 
  36”, 
  class 
  D. 
  Though 
  heavy, 
  nycadaemons are powerful flyers, and can build up great 
  speed and momentum. They act much like flying battering 
  rams, striking for 2d6 points of damage when they hit. A 
  nycadaemon will try to run its prey close to the ground and then 
  close for a grapple. 
  The wings will be used to batter and confuse and slow their fall, 
  as it attempts to bring its opponent down to the ground where 
  leverage and its full physical strength can be brought to bear. 
   
   Demon (Succubus): 18”, class C.  Succubi prefer not to melee in 
  the air or on the ground, and will use guile, treachery and 
  etherealness whenever possible. 
   
   Demon (Type I): 18”, class C. These vulture-demons generally 
  slash with their rear talons. 
   
   Demon (Type IV & V): 12”, class E & 15”, class D.  These two 
  huge demon types will try to bring their foes to the ground, 
  much like nycadaemons. 
   
   Devils:  All devils' power of illusion makes them difficult and 
  dangerous aerial opponents. 
   
   Devil (Erinyes): 21”, class C. Erinyes will slash with their 
  envenomed dagger or use their rope of entanglement to foul 
  opponents' wings and make them fall. 
   
   Devil (Horned Devil): 18”, class D. Horned devils will attempt to 
  impale with their fork and rip with their tails as they pass. 
   
   Devil (Pit Fiend): 15”, class D.  These mightiest of devils will usually 
  attempt to force their prey to the ground, where they can 
  leisurely tear them limb from limb. Their clubs and tails are 
  dangerous weapons in the air. 
   
   Dinosaur (pteranodon): 15”, class C. These creatures' light bone 
  structure makes them unwilling to collide with other creatures in 
  the air, but if necessary they will attempt to spear with their long, 
  pointed beaks.  Their preferred method of attack is to drop 
  upon earthbound creatures from above, lift them up to several 
  hundred feet and then allow them to plummet to their deaths. 
   
   Djinni:  24”, class A.  Djinn, like all creatures from the aerial plane, 
  are nearly impossible to catch in the air. When o swooping 
  creature approaches them, they simply move aside. In addition, 
  their ability to create illusions and become invisible ensures that 
  all aerial combat will take place only when and where the djinni 
  desires. They are openly contemptuous of those who need 
  wings to fly, or magical aviators such as magic-users and efreet. 
   
   Dragons: 24” or 30”, class E.  Lack of maneuverability due to 
  large size may seem to put dragons at a disadvantage in the 
  air, but their powerful breath weapons somewhat make up for 
  this. On an attack pass, a dragon can either bite or use its claws 
  (never both). A dragon may choose to breathe on an 
  approach and then pass and slash with fang or claw. 
   
   Eagle, Giant: 48”, class D.  Giant eagles commonly attack with 
  their talons.  They share with their smaller cousins the ability to 
  plummet almost to the ground and then suddenly break their 
  fall and pull out or land safely. 
   
  
  Dungeon Master’s Guide    53 
   
   Efreeti: 24”, class B.  As with diinn, efreet use their invisibility and 
  illusion abilities to good effect in aerial combat. 
   
   Elemental, Air:  36”, class A. Air elementals gain + 1 to hit and +2 
  on each die of damage they inflict when fighting in the air. They 
  move in the same manner as diinn. 
   
   Fly Spell: Utilizing a fly spell takes as much concentration as 
  walking, so most spells could be cast while flying, either while 
  hovering or moving slowly.  
  Persons using a fly spell (or a magical device which confers that 
  power upon the bearer, such as a ring of flying) will move at 
  maneuverability class B.  
   
   Gargoyle: 15”, class C. Gargoyles will attempt to spear with their 
  horn or slash with their claws (never both). 
   
   Griffon: 30”, class C (class D when mounted).  A griffon will either 
  slash with its forward talons or bite with its powerful beak. 
   
   Harpy: 15”, class C. Harpies will use either their leg talons or a 
  weapon in aerial battle. Like eagles, they can plummet straight 
  down and then pull out. 
   
   Hippogriff: 36”, class C (class D when mounted). Hippogriffs fight 
  in much the same manner as griffons. 
   
   Ki-rin: 48”, class B. Ki-rin will generally attack with their horn to 
  impale. 
   
   Lammasu: 24”, class C.  Lammasu will use their claws if forced to 
  fight.  They are hard to hit in the air, as they can dimension door 
  away from an attack path. 
   
   Levitation: Levitating creatures don't truly fly, and their 
  movement is generally limited to up or down. Levitating 
  creatures that are able to move freely are assumed to be class 
  A. Otherwise, the power does not grant any maneuverability 
  and so is not assigned a class.   
  A levitating creature that attacks with a melee or ranged 
  weapon finds itself increasingly unstable; the first attack has a –1 
  penalty on attack rolls, the second –2, and so on, to a maximum 
  penalty of –5. A round spent stabilizing allows the creature to 
  begin again at –1.  
   
   Manticore: 18”, class E.  Manticores are clumsy flyers, but they 
  will not hesitate to fling their tail spikes at opponents who come 
  too close.  They can also employ their front claws. 
   
   Men: Men, like monsters, must behave differently in the air than 
  on the ground.  Most flying combat involving humans consists of 
  magical or magically-equipped flyers rising above a melee to 
  gain a positional advantage for the purpose of spell- or missile-
  casting. This actually isn't as easy as most players would like to 
  think it is, as the different forms of magical flight often have 
  requirements which interfere with such actions. 
   
   Pegasus: 48”, class C (class D when mounted). In flight, pegasi 
  fight with their front hooves. 
   
   Peryton: 21”, class C.  A peryton will attempt to impale with its 
  sharp horns. 
   
   Pseudo-Dragon: 24”, class B. Pseudo-dragons rely on their 
  poisonous stingers in aerial combat. 
   
   Roc: 30”, class E.  Rocs generally attack using their huge and 
  powerful talons. Amazingly enough, considering their great size, 
  they can plummet straight down like eagles and then arrest 
  their fall by a sudden unfurling of their wings. 
   
   Shedu: 24”, class C.  Shedu will strike with their powerful hooves if 
  they become involved in aerial combat, though their power to 
  become ethereal allows them to avoid this if they so desire. 
   
   Sphinx: 24”, 30” or 36”, class D. The various sphinxes nearly 
  always employ their fore claws in an aerial battle, though the 
  roar of the androsphinx is also a potent weapon, as it weakens 
  opponents and could make them unable to fly. 
   
   Wings of Flying:  These devices are maneuverability class C and 
  the wearer must be moving at least half speed to maintain 
  flight. Though the wings leave the aviator's hands free for 
  fighting, it is impossible to concentrate enough to cast spells 
  due to the continual bodily motion involved. This does not 
  prohibit the use of some magical devices that duplicate spell 
  effects (rings, wands, etc.). Like an eagle, the wearer of wings of 
  flying can plummet a great distance and still pull out safely if the 
  wings have not been previously damaged. 
   Wyvern: 24”, class E.  On an attack pass, a wyvern will attempt 
  to either bite or sting. 
   
  Flying Mounts:   Most flying mounts will be either griffons, hippogriffs or 
  pegasi.  All of these should be very difficult to acquire, and even 
  harder to train.  None of these types will mix with the others (griffons 
  will eat pegasi or hippogriffs if given a chance, and hippogriffs 
  confined with pegasi will bullyrag them whenever possible). 
   
   Griffons are often nasty and bad-tempered.  If captured when 
  very young and trained, however, they can become fiercely 
  loyal mounts.  Their loyalty is non-transferable once fixed, so they 
  must be disciplined and trained solely by the intended rider. The 
  griffon must be trained and exercised by its owner on a fairly 
  regular basis while it is a fledgling (up to age six months) in order 
  to accustom it to his or her presence and the bridle, blanket, 
  saddle, etc. When the griffon is half-grown a period of intensive 
  training must begin, which will last at least four months. The daily 
  routine must never be broken for more than two days, or the 
  griffon's wild nature will assert itself and all progress will be lost. 
  After two months of this intensive training, it will be possible to 
  begin to fly the griffon. This will be a period of training for mount 
  and owner alike, as the rider must learn how to deal with a new 
  dimension, and he will probably have no teacher but himself. 
  Imagine the confusing tumult of giant wings, the rush of air, the 
  sudden changes in altitude, and you will realize why an 
  inexperienced rider absolutely cannot handle a flying mount. 
  Griffons, like all large flying creatures, eat enormous amounts of 
  food, especially after prolonged aviation. Moreover, they are 
  carnivores, and thus very expensive to feed. Care and keeping 
  of a griffon will be a constant strain on the largest treasure 
  hoard. Costs will probably run in the area of 300-600 gp per 
  month. It will require special quarters, at least three grooms and 
  keepers, and occasionally an entire horse for dinner (diet will 
  differ, but similar arrangements must be made for all flying 
  mounts). 
   
   Hippogriffs are not so difficult to train as griffons, but neither are 
  they as dependable in a pinch. A training process basically 
  similar to that previously described will be necessary, though 
  occasionally an animal trainer con substitute for the master for 
  short periods if he or she is tied up elsewhere. Once broken, 
  hippogriffs may possibly serve more than one master. They are 
  omnivores, and thus somewhat less expensive to feed thon 
  griffons. 
   
   Pegasi are greatly valued for their speed, which makes them 
  virtually the fastest things in the air. Their training is o long 
  process similar in many respects to that of griffons. They will serve 
  only good characters – all others will find them totally 
  intractable. Like griffons, their loyalty is given to only one master 
  in a lifetime. 
   
  All flying mounts must rest one hour for every three they fly, and they 
  can never fly more than nine hours a day.  During their rest periods 
  they will eat as if famished: this means meat for griffons or hippogriffs, 
  and green living plants, preferably of a succulent nature, or fine hay 
  and oats, for pegasi. 
  Use of more exotic types of flying mounts will generally require some 
  form of spell control (such as charm monster), though the more 
  intelligent ones may possibly give their permission and cooperation in 
  certain circumstances.  This does not ensure ease of handling and 
  stability on the part of the rider, however.  Likewise, griffons, 
  hippogriffs and pegasi can be charmed and ridden. 
  To be able to fight while flying any aerial mount requires 
  considerable practice.  To become adept at aerial archery entails at 
  least two months of continual practice. 
  All flying mounts will move at one maneuverability class worse than 
  normal when mounted. This applies even if the rider is as small as a 
  halfling or gnome. The only exceptions to this are E class creatures 
  such as dragons, which are large enough to carry human-sized riders 
  at no penalty.  Normal spell use while riding aflying mount is of course 
  impossible (though certain magic devices may be used). 
   
  
  Dungeon Master’s Guide    54 
  MOUNTED, VEHICLE & WATERBOURNE MOVEMENT 
  The following table provides hourly and daily rates of movement for 
  mounts and vehicles.  Moderately encumbered mounts have their 
  listed movement rate penalized by 25%, while heavily encumbered 
  mounts reduce their listed movement rate by 50%. 
   
  mode of transport 
  per hour 
  per day 
  cart or wagon1 
  2 miles 
  16 miles 
  donkey or mule1 
  3 miles 
  24 miles 
  galley (rowed and sailed) 
  4 miles 
  96 miles 
  horse, heavy (pack or war) 1 
  5 miles 
  40 miles 
  horse, medium (pack or war)1 
  6 miles 
  44 miles 
  horse, light (pack or war)1 
  6 miles 
  48 miles 
  keelboat (rowed)2 
  1 mile 
  10 miles 
  longship (sailed and rowed) 
  3 miles 
  72 miles 
  pony or warpony1 
  4 miles 
  32 miles 
  raft or barge (poled or towed)2 
  ½ mile 
  5 miles 
  rowboat (rowed)2 
  1½  miles 
  15 miles 
  sailing ship (sailed) 
  2 miles 
  48 miles 
  warship (sailed and rowed) 
  2½  miles 
  60 miles 
  1 quadrupeds, such as horses, can carry heavier loads than 
  characters can. See Encumbrance in the PLAYER’S HANDBOOK for 
  more information. 
  2 rafts, barges, keelboats, and rowboats are used on lakes and 
  rivers.  If going downstream, add the speed of the current 
  (typically 3 miles per hour) to the speed of the vehicle. In addition 
  to 10 hours of being rowed, the vehicle can also float an 
  additional 14 hours if someone can guide it, so add an additional 
  42 miles to the daily distance traveled. These vehicles can’t be 
  rowed against any significant current, but they can be pulled 
  upstream by draft animals on the shores. 
   
  Mounts:  Mounted movement cross-country is affected by a number 
  of factors. The two principal ones are the movement rate of the 
  mount and the type of terrain traversed.  
  When determining overland movement rates, remember that most 
  riders spend as much time walking their mounts as they do riding 
  them. The real advantage of riding is in the extra gear the mount can 
  carry and its usefulness in combat. 
  Thus, while an unencumbered man can go about the same distance 
  as a donkey or mule across clear terrain (24 miles), the man must 
  travel with virtually no gear to move at that rate.  Were he to carry an 
  assortment of arms, a suit of chainmail armor, and his personal items, 
  he would find it impossible to keep up with a mounted man similarly 
  encumbered. 
  A mount can be pushed to double its normal daily movement rate, 
  but only at the risk of lameness and exhaustion. Any creature moving 
  overland at double speed (or any fraction thereof) must make a 
  constitution saving throw.  If the saving throw is successful, the 
  creature is unaffected.  If the saving throw is failed, the creature is 
  lame or spent; it can't travel any farther that day.  Thereafter, it can 
  move only at its normal movement rate until it is rested for at least one 
  day.  For each successive day a horse is ridden at double movement, 
  a -2 penalty is applied to the saving throw. 
  When a creature goes lame, exhausts itself, or is ridden too hard, there 
  is no way of knowing just when the creature will collapse.  The DM 
  should determine where and when the creature collapses. This can 
  be a random place or at some point the DM thinks is best for the 
  adventure. 
   
  Vehicles:  While animals are useful for getting around in the wilderness, 
  they are seriously limited by the size of the load they can carry. 
  Peasants and merchants often use wagons and carts for trade in 
  civilized areas. Chariots are favored by the wealthy and in times of 
  war, but are not normally used for long-distance travel.  
   
   Carriages are four-wheeled vehicle can transport as many as 
  four people within an enclosed cab, plus two drivers.  In general, 
  two horses (or other beasts of burden) draw it. A carriage comes 
  with the harness needed to pull it. 
   
   Carts are small two-wheeled affairs. They can be pulled by one 
  or two animals, but no more than this.    
   
   Chariots are intended more for speed, comfort, and their 
  usefulness in warfare, than for their ability to haul loads. Chariots 
  can hitch one to four horses (or other creatures), but no more 
  than this. A horse can pull its normal load (the weight of the 
  chariot not included) at its normal movement rate. 
   
   Sledges and dog sleds are handy in snow and ice-bound regions. 
  Player characters may find all these vehicles necessary during 
  the course of their adventures. 
   
   
   Wagons are four-wheeled and can hitch anywhere from two to 
  12 (or even more!). 
   
  Animals hitched to carts, chariots and wagons may double their 
  carrying capacity.  The weight of the cart, chariot or wagon is not 
  considered when determining encumbrance, only the cargo.  
   
   
   
  Waterborne Movement:  One of the fastest and easiest ways to get 
  somewhere is to travel on a river. It's hard to get lost; a large amount 
  of equipment can be easily carried; it is faster and easier than 
  walking; characters can even do other things (mend clothes, learn 
  spells, cook meals) while traveling on smooth waters. 
  River travel is not without its risks, however.  Eddies, snags, sandbars, 
  rapids, and dangerous waterfalls can make a journey quite exciting.  
  Fortunately, 
  most 
  of 
  these 
  hazards 
  can 
  be 
  avoided 
  by 
  knowledgeable characters. 
  The rate of movement on a river is determined by two factors: The 
  type of boat and the flow of the current.  If the boat is traveling 
  downstream (in the direction of the current), add the speed of the 
  current to the speed of the boat.  If the boat is traveling against the 
  current, subtract this amount from the boat's speed.  
  When sailing downstream, characters must be wary of unexpected 
  hazards.  While a good map can show the location of waterfalls and 
  rapids, only a knowledgeable guide or pilot knows the location of 
  hidden sandbars, snags, and dangerous eddies.  While these are easy 
  to avoid when traveling upstream (all one need do is stop paddling), 
  unprepared boaters can quickly be swept into them going 
  downstream. 
  Once characters find themselves in a dangerous situation, they must 
  make a profession:  sailor check to prevent capsizing. Capsized boats 
  and goods are swept downstream, although hazards like waterfalls 
  and particularly strong rapids will smash most craft. 
  Ocean journeys are a dangerous business, especially in a fantasy 
  world.  Sea serpents, incredible maelstroms, and other imaginary 
  horrors that filled the maps of medieval navigators really can lurk in 
  the deeps of the AD&D game's oceans.  Not that they are really 
  necessary - pirates, storms, hidden shoals, and primitive navigational 
  techniques leave the typical sea captain with more than enough 
  danger to cope with. 
  Deep-sea sailing is pretty much unknown in the AD&D game world.  
  The majority of captains prefer to stay close to known coasts.  Without 
  navigation equipment only a few ships venture into open water 
  beyond the sight of land.  Shipbuilding skills are not fully up to the 
  needs of deep-sea sailing.   Most ships are easily swamped by the 
  stormy waters of major oceans, while their small size prevents crews 
  from carrying adequate supplies for long voyages.  Even the skills of 
  sail-handling are in their rudimentary stages. 
  However, these limitations are not serious in a fantasy world.  Those 
  with wealth can cross oceans by other, more practical, means:  flying 
  mounts, undersea dwellers, and teleportation are all available, at 
  least to the rich and powerful.  The vast majority of the population 
  does not have access to these forms of travel.  Also, magical transport 
  is impractical for moving large cargoes.  The need to move goods 
  and the scarcity of magical transport make sailing a valuable and 
  necessary art. 
  
  Dungeon Master’s Guide    55 
   
  General Classes of Vessels: 
   
   
   Barges and rafts are 15 to 45 foot long somewhat rectangular 
  craft, 8 to 20 feet wide.  They are designed primarily for river 
  transportation. A few larger and sturdier types are used for lake 
  and coastal duties. Barges generally have a shallow draft, as do 
  rafts - the former having a bow and side freeboard, with the 
  latter having neither. The Egyptian Queen Hatshepsut's obelisk 
  barge is a prime example of a working barge. Crafts constructed 
  of fagots bound together, or made of stretched hides, such as 
  the umiak, are considered barges in most cases. The same is true 
  of sampans and jangadas. Normal crew for a barge varies 
  between 20 and 100 or more men, depending on the size of the 
  ship and its purpose. If the barge is a working vessel, such as 
  Queen Hatshepsut's, it is conceivable that it could require as 
  many as 100 men, if not more, to man such a mammoth barge. 
  Sampans and jangadas, on the other hand, do not require a 
  great crew to man them. Sampans need only three to ten men 
  while jangadas require as few as one. Barges and rafts don't 
  usually come with armament, but can be so equipped if desired. 
  These types of vessels do not function well in winds above 
  moderate breezes. 
   
   Galleys are three-masted ships with seventy oars on either side.  
  They require a total crew of 200.  A galley is 130 feet long and 20 
  feet wide, and can carry 150 tons of cargo or 250 soldiers.  For 
  8,000 gp more, they can be fitted with rams and castles with 
  firing platforms fore, aft, and amidship.  These ships cannot make 
  sea voyages and stick to the coast.  They move about 4 miles per 
  hour when being rowed or under sail. 
   
   Keelboats are 50- to 75-foot-long ships, 15 to 20 feet wide, and 
  with a few oars to supplement its single mast with a square sail. 
  They have crews of eight to fifteen and can carry 40 to 50 tons of 
  cargo or 100 soldiers.  They can make sea voyages, as well as sail 
  down rivers (thanks to their flat bottom).  They move about 1 mile 
  per hour. 
   
   Longships are 75-foot-long ships with forty oars and requiring a 
  total crew of 50.  They have a single mast and a square sail, and 
  can carry 50 tons of cargo or 120 soldiers.  Longships can make 
  sea voyages.  They move about 3 miles per hour when being 
  rowed or under sail. 
   
   Rowboats are 8- to 12-foot-long boats that hold two to six 
  medium-sized passengers.  They move about 1½ miles per hour. 
   
   Sailing ships are larger, seaworthy ships 75 to 90 feet long and 20 
  feet wide, with crews 20.  They can carry 150 tons of cargo.  They 
  have square sails on two masts and can make sea voyages. They 
  move about 2 miles per hour. 
   
   Warships are 100-foot-long ships with a single mast, although oars 
  can also propel them.  They have crews of 60 to 80 rowers.  These 
  ships can carry 160 soldiers, but not for long distances, since there 
  isn’t room for supplies to support that many people.   Warships 
  cannot make sea voyages and stick to the coast.  They are not 
  used for cargo.  They move about 2½ miles per hour when being 
  rowed or under sail. 
   
  Small ships typically take 2 to 5 minutes to get to full speed when 
  under full sail or rowed by a full crew.  Large ships take from 5 minutes 
  to 1 turn to reach their full speed. 
   
  General Naval Terminology: 
   
   Aft:  The rear part of a ship. 
   
   Corvice:  A bridge with a long spike in its end used by the 
  Romans for grappling and boarding. 
   
   Devil:  The longest seam on the bottom of a wooden ship. 
   
   Devil to Pay:  Chalking the seam of the same name. When this 
  job is assigned, it is given to the ship's goof-off and thus comes 
  the expression “You will have the devil to pay.” 
   
   Fore:  The forward part of a ship. 
   
   Forecastle:  A fortified wooden enclosure resembling a castle in 
  the fore of a ship. 
   
   Hoist Sails:  To raise the sails. 
   
   Lower the Sails:  To let the sails down. 
   Port:  The left side of a ship; also a city or town where ships may 
  take refuge or load and unload cargo. 
   
   Shearing off Oars:  Accidentally or intentionally breaking oars of 
  one or more ships when attempting to board or cripple the ship if 
  it did not retract its oars. 
   
   Starboard:  The right side of a ship. 
   
   Step:  To put the mast up. 
   
   Stern:  A section of the aft of a ship. 
   
   Sterncastle:  The same as a forecastle except that it is in the stern 
  of the ship.  
   
   Stroke: The drummer and the beat he sets for the oarsmen on a 
  galley. 
   
   Top Castle:  A fortified structure on the mast. 
   
   Unstep:  To take down the mast. 
   
   Weigh Anchor:  Means the anchor is clear of the bottom. 
   
  Swimming & Sinking: Most non-aquatic creatures may swim at ¼ of their 
  listed movement rate, rounded to the nearest 5’ interval, while those 
  with a listed swimming movement rate (such as sahuagin and locathah) 
  may move that distance each round.   
  Sinking or drowning creatures “fall” through the water at 10’ per round if 
  lightly encumbered, 20’ per round if moderately encumbered and 30’ 
  per round if heavily encumbered.   
  When walking beneath the surface of the water, a submerged 
  character may move ¼ of their normal movement rate (rounded to the 
  nearest 5’ increment).  Moderately or heavily encumbered characters 
  may move ½ of their normal movement rate (rounded to the nearest 5’ 
  increment) because their load minimizes the effects of their natural 
  buoyancy. Characters with freedom of movement do not suffer any of 
  the penalties listed for underwater combat. 
   
   
   
  Drowning Or Suffocation:  A character who has no air to breathe can 
  hold his breath for 1 round per point of constitution. After this period of 
  time, the character must make a constitution saving throw in order to 
  continue holding his breath. The save must be repeated each round, 
  with the check penalty increasing by 2 for each previous success. 
  When the character fails one of these constitution saves, he begins to 
  suffocate. In the first round, he falls unconscious (0 hit points). In the 
  following round, he drops to –1 hit points and is dying. In the third 
  round, he suffocates. 
   
  Underwater Combat:  Land-based creatures can have considerable 
  difficulty when fighting in water. All attacks made with slashing or 
  piercing weapons suffer a -2 attack penalty and deal ½ damage 
  (rounding 
  fractions 
  down). 
   
  Thrown 
  weapons 
  are 
  ineffective 
  underwater, even when launched from land. Attacks with other ranged 
  weapons take a -2 penalty on attack rolls for every 5 feet of water they 
  pass through, in addition to the normal penalties for range. Non-aquatic 
  creatures also suffer a -2 penalty to their armor class so long as they are 
  not drowning or sinking (they have failed a strength check in order to 
  swim).  Drowning or sinking characters suffer twice the usual penalties to 
  armor class and attack rolls.  
   
   Attacks from Land:  Characters swimming, floating, or treading 
  water on the surface, or wading in water at least chest deep, have 
  
  Dungeon Master’s Guide    56 
  50% cover from opponents on land. Landbound opponents who 
  have freedom of movement effects ignore this cover when 
  making melee attacks against targets in the water. A completely 
  submerged creature has total cover against opponents on land 
  unless those opponents have freedom of movement effects.  
  Magical effects are unaffected except for those that require 
  attack rolls (which are treated like any other effects) and fire 
  effects.  
   
   Fire:  Non-magical fire does not burn underwater. Spells or spell-like 
  effects with the fiery effects are ineffective underwater unless the 
  caster makes a concentration check with a -10 penalty. If the 
  check succeeds, the spell creates a bubble of steam instead of its 
  usual fiery effect, but otherwise the spell works as described.  
   
   Specialized Equipment:  The use of missile weapons is greatly 
  hindered underwater, as noted above.   
  Special crossbows which will function underwater can be made 
  by knowledgeable bowyers for ten times the normal price.  The 
  effective underwater range of these will be one-half normal. 
  Specially weighted nets may also be fashioned by craftsmen.  
  These nets, which cost 100 gold pieces, allow underwater 
  combatants to attack without penalty.  The use of such nets is 
  difficult and requires extensive training in order to avoid the usual -4 
  non-proficiency penalty.  These weighted nets weigh 12 pounds 
  (or more). 
   
   
   
  Vision:  Distance of vision will vary according to depth (and available 
  light) and obscuring objects.  Basically, characters will be able to see 
  objects and movement up to 60' away in water.  As one descends  
  deeper than this, surface light fades into darkness.  Without light 
  sources, characters will suffer concealment penalties, due to 
  darkness, as follows: 
   
  depth (salt water) 
  concealment provided 
  60’ 
  none 
  90’ 
  25%  
  120’ 
  50%  
  150’ 
  75%  
  180’ 
  100%  
   
  Murky water, such as that found in fresh water ponds, halves the 
  distances listed above.  Light sources, such as light spells, work 
  normally to illuminate an area underwater (though murky water 
  reduces the illumination radius of any light source by 50%).    
  Other objects will also obscure vision. Seaweed or sea grass provides 
  25% or greater concealment, depending on its density.  Sea grass can 
  be anywhere from 3’ to 30’ in height, while seaweed can take 
  practically any size or shape the DM desires.  In any case, shoals of 
  either will totally obstruct vision, and anything may be hiding within! 
  Schools of fish can also blind and confuse with their masses and quick 
  movements. 
  Mud can also be a big problem, especially as pertains to combat on 
  the bottom, where violent movement may kick it up in great clouds, 
  totally blocking vision as long as the movement lasts and for 1d6+6 
  rounds afterwards, unless there is a current to carry it away.  Even light 
  sources cannot penetrate the muddiest water. 
   
   
   
   
   
   
   
   
   
  LIGHT & VISION 
  The ability of your player characters to see something and their ability to 
  be seen are important to the play of the AD&D game. Characters 
  unable to see monsters have a nasty tendency to be surprised. 
  Characters stomping through the woods waving torches tend to give 
  away their position, making it hard to surprise others. For these and other 
  reasons, you should always be conscious of visibility and light sources 
  when running an adventure. 
   
  Light Sources: The types of lighting and their radii are given in the 
  PLAYER’S HANDBOOK.  However, these represent only the most basic 
  effects of a light source.  There are other effects of carrying a light that 
  do not lend themselves to easy quantification or simple tables. 
  If player characters are using light to find their way, then not only can 
  they see, but they can also be seen.  Hiding one's light is impossible in 
  this case.  Characters using a light to find their way can even be 
  watched by creatures beyond the range of their own light.  Since the 
  light source illuminates the area around the player characters, it makes 
  them visible to people or creatures out to the watchers' normal visibility 
  ranges.  The radius of the light source isn't the issue in this situation. 
   
  For example, on a clear plain, a raiding party of orcs could easily 
  see the light of a fire and the silhouettes cast by the characters, 
  even at 1,500 yards.  Indeed, since the brightness of the fire is so 
  different from the surrounding darkness, the light would be 
  noticeable at even greater ranges, though details wouldn't be.   
   
  Unless characters using a light source take special measures (posting a 
  guard in the darkness, for example), they cannot surprise creatures who 
  can see the light of their fire, torch, or lantern.  Light sources, particularly 
  fires, tend either to attract or chase away creatures.  Wild animals tend 
  to avoid lights and fires, especially if hunters frequent the area.  On the 
  other hand, animals that hunt player characters (or horse meat) will be 
  attracted to a fire.  They have learned that fires signal a source of food. 
  Intelligent creatures always approach a light source with caution.  
  Friendly NPCs don't know if they are approaching the camp of a friend 
  or foe.  Hostile NPCs will likewise get as close as they can without 
  revealing themselves, in order to learn the strength and numbers of the 
  enemy.  Only a few NPCs - those wishing to avoid all danger - flee at the 
  sight of a fire, generally heading away from it in the opposite direction. 
  Sometimes a fire or light source can be used by intelligent creatures as a 
  diversion or trap. One trick is to build a fire and then set up camp away 
  from it.  The fire attracts whatever is likely to show up in the area, 
  allowing the characters the chance to ambush the unwary.  This is a 
  favorite tactic of many evil and warlike races such as orcs, bugbears, 
  goblins, and bandits.  It is also a trick used by adventurers to lure 
  monsters away from their real camp, although this is somewhat 
  dangerous. 
  Since fires are often used to determine the size and possible strength of 
  an enemy, dull-witted creatures and nervous player characters can be 
  frightened away by building a large number of campfires in an area.  
  The enemy, counting these fires, decides there is a huge force camping 
  here for the night and becomes frightened enough to leave.  In reality, 
  each fire might have but a single man or orc tending it. 
  Although the radius of a light source is the limit a character can 
  effectively see using that source, it is not the absolute limit.  The light 
  doesn't just end there as if it had hit a brick wall.  Beyond the radius of 
  the light, there will still be flickering shadows, reflected eyes, and 
  perhaps glints of metal.  Now, some of these may be nothing more than 
  the overactive imaginations of the player characters; others may be 
  real threats!  the DM can use this unknown factor as a tool to build 
  suspense in his game. 
   
  Darkness:  Sooner or later characters wind up blundering around in 
  the dark. Normally they try to avoid this, but clever DMs and foolish 
  players generally manage to bring it about. Perhaps the kobolds 
  captured the player characters and stripped them of all their gear; 
  perhaps the characters forgot to bring enough torches. Whatever the 
  reason, 
  those 
  without 
  darkvision 
  suffer 
  both 
  physical 
  and 
  psychological effects in the dark. 
  For the purposes of this discussion, “darkness” means any time the 
  characters suffer from limited visibility.  Thus, the rules given here apply 
  equally well when the characters are affected by a darkness spell, 
  blundering about in pea-soup fog, out on a moonless night, or even 
  blindfolded.  The table below gives examples of concealment (PHB, p. 
  56) provided by varying levels of darkness.   
   
   
  
  Dungeon Master’s Guide    57 
   
  condition 
  concealment provided 
  moonlight or moderate fog 
  25% 
  starlight or dense fog 
  50% 
  total darkness or blinded 
  100% 
   
  Since one can't see anything in total darkness, the safe movement 
  rate of blinded creatures is immediately slowed by ½ the normal 
  amount, rounded to the nearest 5’ increment. Faster movement 
  requires a dexterity check.  All opponents of a blinded combatant 
  have 100% concealment.  As such, blinded combatants suffer a -4 
  penalty to all of their attack rolls and cannot target opponents by 
  sight.  Opponents able to see blinded foes gain a +2 bonus to hit 
  them.  Thieves and assassins may backstab and sneak attack blinded 
  characters, even if the blinded characters are aware of them. 
   
  Invisibility:  Invisibility is a highly useful tool for both player characters 
  and DMs. Handled well, it can create surprises and unexpected 
  encounters. However, invisibility requires careful judgment on the part 
  of the DM, lest situations occur that could unbalance a scenario or 
  campaign. 
  First, an invisible creature is invisible to everyone, friend and foe alike. 
  Unless care is exercised, it is easy for a visible person to blunder into an 
  invisible companion.  The problem is even worse with a group of 
  invisible characters - characters crash and tumble (invisibly) into one 
  another, all because nobody can see anybody.  
   
  Detecting Invisible Creatures:  Invisible creatures and things are not 
  detectable by sight. However, invisible creatures aren't completely 
  undetectable.  First, things still cling to them.  Flour thrown into the air is 
  useful for this purpose, although it can be easily covered, washed off, 
  or brushed away.  Second, they do not leave invisible footprints. 
  Again, flour on the floor is a good way to spot the movement of 
  invisible creatures.  Furthermore, while an actual light source may be 
  invisible, the light emanating from it is not.  This can reveal the location 
  of an invisible character. 
  The effects of specific environments are more subtle.  Fog and smoke 
  do not reveal invisible creatures.  Smoke and fog are filled with swirls 
  and eddies, preventing the creature from being detected.  Invisible 
  creatures completely submerged in liquids are also concealed; there 
  is no hollow space or “air bubble'' to reveal the creature's presence. 
  At the surface, an invisible swimmer may be noticed by the observant 
  as an unusual distortion of the waves. 
  Invisible creatures are not automatically silent.  An invisible fighter in 
  platemail still clanks and rattles as he moves, a dead giveaway to 
  most creatures.  They still have scent, so creatures with keen noses can 
  smell them.  Blind creatures are unaffected by invisibility. 
  A detect magic shows only the presence of something magical 
  without pinpointing it exactly.  Thus, it cannot be used as a substitute 
  for a detect invisible spell.   
  When the DM thinks there is minor, but sufficient cause, for a creature 
  to detect an invisible character, a perception check should be made 
  (secretly if the DM is checking for a player character).  A minor cause 
  might be a strange odor, small noise, an object that disappeared 
  when it shouldn't have, or a strange reaction from another person 
  (who has been pushed, kicked, poked, etc., by the invisible 
  character).  Perception checks should be allowed for each new 
  event.  A wolf would get a perception check when it detected a 
  strange scent, then shortly after when it heard a stick break, and 
  finally a last chance when the character drew his sword from his 
  scabbard.  Furthermore, the acuity of the creature's senses and its 
  general intelligence can increase or decrease the frequency of 
  checks, at the DM's discretion.  If the suspicious creature or character 
  rolls a successful perception check he detects some small sign of the 
  invisible foe's presence.  He knows its general location, but not its 
  exact position, and can attack it with a -4 penalty to his attack roll.  If 
  the check fails, the creature or character is unaware of the invisible 
  opponent until it does something else that might reveal its presence. 
  Of course, a revealing action (which could range from an attack to 
  tripping over a pile of pots) immediately negates the need for a 
  perception check. In such cases, the character has a pretty good 
  idea that something is not right and can take actions to deal with the 
  situation. 
  Finally, even if an invisible character is suspected, this does not mean 
  the character will be instantly attacked. The result, especially for less 
  intelligent creatures, may only be increased caution. Having scented 
  the intruder, the wolf bristles and growls, protecting its cubs.  Even the 
  orcs may only circle about warily, alert for an ambush. 
  ENCOUNTERS 
  If the imagination of players and DMs are fuel of the AD&D game, 
  encounters are the engine that makes it go. Without encounters, 
  nothing happens. Without encounters, player can't slay fearsome 
  trolls, rescue the villagers from a band of orcs, chase down a petty 
  thief, outwit an evil wizard, or humble a mighty tyrant. Encounters 
  make up the plot of the adventure, each in some way furthering the 
  tale or building the background of your campaign world. Without 
  encounters, without the opportunity to meet and deal with others, 
  your campaign world is just going nowhere. 
  To use encounters, it is important to understand what they are. An 
  encounter is a meeting with an NPC or monster, or an event that 
  might affect the player characters. As DM you:  
   
   Create in advance the thing, person, event, or monster 
  encountered. 
   
   Describe the scene of the encounter to the players. 
   
   Roleplay the reaction of all the creatures involved, except the 
  player characters. 
   
   Describe the results of player character actions during the 
  encounter. 
   
  These are a big part of the DM's duties in a roleplaying game (in 
  addition to the task of interpreting the rules and handling the 
  mechanics of play). 
  An encounter is best defined by two broad criteria.  If the described 
  event lacks either of these, it isn't a meaningful or “true” encounter.  It 
  may be a described scene, an event, or a bit of mundane business, 
  but it is not a meaningful encounter. 
  First, a meaningful encounter must involve a thing, an event, NPCs 
  (characters or monsters), or a DM-controlled player character.  A 
  meeting of two player characters (handled by the player alone) is not 
  an encounter.  It is an action between the players themselves. 
  Second, a meaningful encounter must present the possibility of a 
  significant change in a player character's abilities, possessions, or 
  knowledge, depending upon the player's decisions.  The key terms 
  here are “significant change” and “player decision.”  For each 
  character with 500 gp in his pocket, going into a tavern and spending 
  three gp on drinks is not significant change.  If the character had to 
  spend the same 500 gp in the same tavern to get information about 
  the Black Tower across the river, the character has experienced a 
  significant change of fortune - he's now broke.  If the player doesn't 
  make a decision, then he's just coasting along, letting the DM do 
  everything.  Going to the tavern and spending three gold pieces on 
  food and drink isn't much of a decision.  Choosing to go bankrupt to 
  learn what may or may not be useful information is fairly significant.  
  The player is going to have to think about the choice.  How badly 
  does he want this information?  How reliable is this informant?  Does 
  he need the money for something else - like new equipment?  Can he 
  get a better price? 
  The presence of an active force and the possibility for change based 
  on player decision are what make a meaningful roleplaying 
  encounter.  Take, for example, the situations given below.  Try to figure 
  out which of the four is a meaningful or “true” encounter, as defined 
  above. 
   
   Greywulf and Gendal, a gnome, are exploring a cave. Gendal is 
  in the lead. Without any warning the ceiling directly over him 
  collapses, crushing the little gnome instantly. He is dead, and all 
  Greywulf can do is dig out the body. 
   
   Greywulf, a 10th level fighter, meets three lowly orcs. They charge 
  and, not surprisingly Greywulf slices them to ribbons.  He isn't even 
  harmed.  Searching the chamber, he finds a sword +1. Greywulf 
  already has a sword +3 and is not particularly interested in this 
  weapon. 
   
   Greywulf reaches into his pocket only to discover that the gem 
  he pried from a heathen idol is gone! Thinking about it, he 
  decides the only person who could have taken it was his fellow 
  party member (and player character) Ragnar the Thief. 
  Unhesitatingly, he whips out his sword and holds it at Ragnar's 
  throat. Ragnar reaches for his hidden dagger. 
   
   Greywulf and Calaven are riding across the plain. Just as they 
  crest a low ridge, they see a cloud of smoke and dust in the 
  distance. They halt and watch for a little while. The dust cloud 
  slowly moves on their direction, while the smoke dwindles. 
  
  Dungeon Master’s Guide    58 
  Moving their horses to a hollow, the watch the approach of the 
  mysterious cloud from a thicket. 
   
  So, which of these four is a “true” encounter? Only the last one.  The 
  first didn't involve any player choice.  The gnome is crushed, and there 
  wasn't anything either player character could do about it.  Not only is 
  this not an encounter, it isn't fair.  It could have been an encounter 
  (with a trapped ceiling), if there had been signs beforehand 
  (clattering stones, previous deadfalls, groaning stones) and if the 
  gnome had been given the opportunity to act before the rock 
  squashed him.  The player choice could have been to heed or ignore 
  the warnings and leap forward, back, or stand confused when the 
  rock fell. 
  The second had player choice, but it wasn't particularly meaningful or 
  balanced.  The player knew his character could win the combat so his 
  choice to fight was insignificant.  He knew the sword was less potent 
  than the one he already had, so his choice not to keep it was, 
  likewise, not a choice at all.  The situation could have been an 
  encounter if the orcs had actually been ogres concealed by an 
  illusion or if the sword had special unrevealed powers.  Either of these 
  would have made the character's actions meaningful. 
  The third situation has all the trappings of an encounter.  There is 
  meaningful choice and anything could happen next.  However, this is 
  a squabble between player characters, not something the DM has 
  control over.  It does not further the plot or develop campaign 
  background.  Indeed, such disharmony will only hurt the game in the 
  long run.  It could have become an encounter if an invisible NPC thief 
  had done the deed instead of Ragnar.  Greywulf and Ragnar, 
  eventually realizing the confusion, would have suddenly found 
  themselves united in a new purpose - to find the culprit.  Of course, 
  there would also be role-playing opportunity as Greywulf tried to 
  make amends while Ragnar remembered the insult! 
  The fourth example is a true encounter, even though it doesn't seem 
  like much is happening.  The players have made significant decisions, 
  particularly to stay and investigate, and they are faced by an 
  unknown creature.  They do not know what they face and they do 
  not know if it will be for good or ill.  The dust cloud could be a djinni or 
  a hostile air elemental.  It could be a war-band of 100 orcs or giant 
  lizards.  The players don't know but have decided to take the risk of 
  finding out. 
  In roleplaying games, encounters fall into one of two general 
  categories - planned (or placed) encounters and random (or 
  wandering) encounters. Each contributes to the overall excitement 
  and adventure of the game. 
   
  PLANNED ENCOUNTERS 
  A planned encounter is one of the DM has prepared in advance, one 
  tied to a specific place, event, or condition. These can be divided 
  into keys and triggers. 
   
  Keys:  The simplest of planned encounters is called a key - a listing of 
  who lives where, what they have, and what they might do if a 
  character enters their room, visits their farm, or explores their cave.  
  This key can also contain colorful details about otherwise boring or 
  empty rooms, creating detail for the player characters to explore.  
  Here's how a sample key for an ogre's den, a three-chambered cave, 
  might be written. 
   
  1. Main Chamber:  One passage of this chamber leads to the 
  outside, a narrow cleft in the rock hidden behind some bushes.  
  Following this, the passage widens after 10 feet.  The walls are 
  coated with soot and there is a large pit in the center of the 
  floor filled with ashes and charred bits of bone.  The ashes are 
  warm and the rocks of the pit are still hot to the touch.  The 
  chamber stinks of burned meat and leather.  There is a lot of 
  rubbish on the floor but there is nothing of value here.  At the 
  far end, the cleft once again narrows to a passage. 
   
  2. Sleeping Chamber:  Here the air is thick with smells of animal 
  sweat and worse.  There is a loud rumbling from the far side of 
  the chamber.  There, sleeping under a mound of crudely 
  skinned furs, is a large ogre.  Next to him is a large wooden 
  club.  Hanging from the walls are bits of bright cloth, shiny 
  buckles, and tarnished badges.  A few simple torches, now 
  unlit, are wedged in the cracks. 
  If the characters don’t make a perception check at -3 and/or 
  move carefully into the room, one will kick a metal helmet 
  across the floor, waking the ogre.  Groggy for one round, he 
  then attacks the group. Just beyond the nest is another 
  passage. 
   
  3. Treasure Room:  The entrance to this chamber is blocked by a 
  large boulder that must be rolled into the room to get it out of 
  the way.  Characters must get it out of the way.  Characters 
  must make a successful strength check at -5 to move the 
  boulder. Several characters can work together, with each 
  adding +2 to the strongest character’s check.  Inside the room 
  are the treasures of the ogre. These include 500 gp, 3 gems 
  (worth 10, 500, and 100 gp), a suit of chainmail +1 that the 
  beast cannot use, and a mound of horse trappings, bridles, 
  and saddles. Aside from the bats, there are no creatures in the 
  chamber. 
   
  When you write a key, describe the way the scene looks as 
  accurately as possible. Also think what sounds the player characters 
  might hear, what they'd smell, what the place feels like, and so on. At 
  the very least, include the following information for every location: 
   
   Any monsters or NPCs found there. 
   
   What equipment and magical items the monsters will use. 
   
   Any treasure (and its location). 
   
   Any other unusual items of interest. This can include colorful 
  details to help you describe the area, ability checks that may 
  come into play or clues to warn characters of danger ahead. 
   
  The key can also include special conditions that must be met while in 
  the area.  In the example above, there were penalties for not being 
  alert and cautious (kicking the helmet) and requirements for strength 
  (moving the boulder). 
  However, keys tend to be static - things don't change that much.  The 
  DM might decide that, no matter when the characters enter, the ogre 
  will be sleeping.  He won't be cooking his dinner, out hunting, or 
  picking his teeth with his toes. 
  For fairly simple scenes this is fine, but the situation gets ridiculous for 
  more complicated situations.  Imagine a farm where the farmer was 
  always in the field or a castle where dinner was continually being 
  served! 
  Static also means that events in one place don't affect things in 
  another.  If the characters heave the boulder out of the way, won't 
  the noise awaken the ogre?  Not according to the description as it is 
  given, although a good DM would certainly consider the possibility.  
  Writing a key that takes all these potential inconsistencies into 
  account isn't easy.  To be complete, you would have to design the 
  key in your head, figuring out all the interconnections, before you 
  wrote anything down. 
  There are two solutions to this problem:  You can try to be complete 
  and thorough, preparing answers for every possible situation, or you 
  can reduce the amount of detail you give about creature behaviors 
  and improvise answers as you play.  To describe a farmhouse, you 
  could simply note the occupants (their ages and the like) and the 
  significant possessions at the farm.  The activity of the NPCs can be 
  adjusted to the moment - working in fields, sleeping, eating, etc. 
  Trying to pre-plan for every eventuality is time-consuming - there is a 
  fair amount of planning and writing you must do.  Improvising cuts 
  down on preparation, but forces you to work harder during the game.  
  The best solution is to compromise:  Carefully detail the most 
  important planned encounters and simply sketch out and improvise 
  the small encounters.  This way you are not overwhelmed in 
  preparation or play. 
   
  Triggers:  Another type of planned encounter is the trigger.  It can be 
  used with a key or by itself.  A trigger is a simple either/or or if/then 
  type of statement.  It is used for more interactive types of encounters, 
  where the action of the event is what is important, such as the 
  kidnapping described below. 
  The next episode occurs at 1 o'clock in the morning:  If any character 
  is still awake, he must make a perception check to hear a muffled 
  scream coming from the balcony of the room next door.  If the 
  characters investigate, they will discover two hooded men (6th level 
  thieves) attempting to drag a struggling young woman over the 
  railing.  One man has her firmly gripped from behind, his hand 
  clamped over her mouth.  The other is hoisting her legs over the side.  
  A confederate waits with the horses on the ground below.  If the 
  characters do nothing, there will be a crash as she kicks over a flower 
  urn, followed by a muttered curse and then the galloping of horses. 
  
  Dungeon Master’s Guide    59 
   
  If the characters are noticed, the unburdened man wheels to face 
  them, drawing two swords, one in each hand.  The woman attempts 
  to break free, only to be struck unconscious by the other man.  The 
  man on the ground quietly cocks a crossbow and aims it at the party, 
  keeping an eye out for spellcasters. 
  Here everything is dependent upon previous and current choices of 
  action.  Is a character awake?  Will the characters investigate?  How 
  will they react to the kidnappers?  Each decision molds subsequent 
  events.  The characters might leap to the young woman's rescue or 
  they might rouse themselves only in time to see the kidnappers gallop 
  off with her tied to the saddle.  Their actions could alter planned 
  events.  Coming to her aid, the characters rescue the lady.  As DM 
  you must be ready to tell her story.  Why was she attacked? Who were 
  they?  Are there any clues the characters can find? 
  To write this type of encounter, first outline the basic sequence of 
  events that would happen if the characters did not interfere.  Next, 
  think like a player and try to anticipate what the characters might do.  
  Would they aid the lady?  If so, you will need combat information - 
  how the attackers will fight and what weapons and tactics they will 
  use.  What happens if the characters try to sound the alarm or talk to 
  the kidnappers?  What will the lady say if rescued?  At least a brief 
  note should be made to account for the probable reactions of the 
  player characters. 
  As complete as you make them, triggers are not without their 
  weaknesses.  While very good at describing a scene, a trigger does 
  not provide much background information.  In the event above, there 
  is no description of the room, the attackers, the lady's history, etc.  
  There could be, but including it would be extra work, and description 
  would also get in the way of the action. 
  A less critical problem is that DMs can't anticipate every action of the 
  player characters.  No matter how carefully a trigger is constructed, 
  there is always something the characters can do to upset the 
  situation.  In the example above, what if the characters panic and a 
  magic-user launches a fireball at the attackers?  In a flash of flame, 
  they and their victim are killed and the building is on fire.  Prescient is 
  the DM who can anticipate this event! 
  There is no simple solution for unpredictable players (nor would you 
  want one!).  As a DM you are never going to be able to predict every 
  player decision.  Experience, both as a player and a DM, teaches you 
  what the most likely actions are.  Beyond these you must improvise, 
  relying on your skill as a DM. 
   
  Combining Keys and Triggers: Many DMs make use of a dual 
  arrangement for preparing encounters.  First they prepare a key, 
  describing the appearance of the encounter locations, items in them, 
  and other things that are relatively non-changing.  Then they write 
  triggers focusing on the characters and the actions. 
  When they need to describe a room, they rely on the key, while the 
  trigger describes the plot of the adventure.  Although this requires a 
  little more set-up, this allows different events to happen in the same 
  place or area, giving a feeling of continuity to the adventure and 
  campaign. 
   
  RANDOM ENCOUNTERS 
  In addition to planned encounters, the DM also runs random 
  encounters.  These aren't tied to a specific place or event.  They are 
  based on chance. 
  During the course of an adventure, the DM makes encounter checks, 
  rolling a die to determine if a random encounter occurs.  If one does, 
  the DM chooses or randomly rolls for an encounter using a random 
  encounter table he has prepared or one provided with a published 
  adventure.  Complete random encounter tables are provided in the 
  MONSTER MANUAL. These can be updated and replaced as new 
  creatures are added to the 3rd Edition AD&D game. 
  When a check indicates an encounter is imminent, a creature or NPC 
  determined by the encounter tables will arrive in the area in the next 
  few minutes to investigate.  Many encounters end in combat, but this 
  isn't necessary - it is possible to talk to intelligent creatures, whether in 
  the dungeon, out in the wilderness, or on the streets of a town or city. 
   
  Should You Use Random Encounters?:  Some argue that random 
  encounters are foolish and should not be used.  These people 
  maintain that everything should be under the control of the DM, that 
  there should be no surprises for him while playing the game. 
  Certainly, random encounters can be abused through overuse, and 
  they can create illogical encounters. However, when used judiciously, 
  random encounters add to everyone's fun in a couple of ways. 
  Random encounters introduce variety the player characters didn't 
  expect.  The characters, exploring a dungeon, become overly 
  confident if they only encounter monsters in chambers and rooms.  
  Random encounters reminds them that any second could be 
  dangerous, no matter where they are. 
  Random encounters make the game more exciting for the DM as 
  well. The game has to be fun and challenging for him as well as the 
  players.  Part of the challenge for the DM is to improvise an encounter 
  on the spot.  The DM gets involved and excited, improving the play of 
  the game. 
  To use a random encounter, the DM doesn't just open his rulebook 
  and blindly pick a monster (although there is nothing that says he 
  can't do this).  Instead, he uses or creates specific tables that are 
  tailored to the needs of the adventure and adventuring area, by 
  including only those monsters or NPCs that are appropriate to the 
  setting. 
   
  Characteristics of Random Encounter Tables:  All encounter tables 
  share certain concepts.  Before you begin creating your own tables, 
  some understanding of these basics is necessary. 
   
   Uniqueness: Although one could create a single encounter table 
  and use it for every situation, this is a grievous limitation on the 
  wealth and detail possible in a campaign world. Encounter 
  tables add distinction and differentiation to areas.  
  Encounter 
  tables can reflect conditions as basic as terrain or as 
  complicated as entire social structures. 
   
  This in mind, the DM should decide where in the campaign world 
  each encounter table applies. A single table could be made for 
  all deserts; a separate table could be made for the Desert of 
  Shaar, which is noted for its fabulous beasts; a further table could 
  be made for the ten-mile area around the Palace of Yasath in 
  the Desert of Shaar, where the Emir of Yasath maintains patrols to 
  keep the beasts at bay. Within the palace an entirely different 
  encounter table would be needed, since the patrols don't tramp 
  through the hallways and harems. 
   
  Each table says something about the conditions in a particular 
  area - the level of civilization, the degree of danger, even the 
  magical weirdness of the area.  
   
  Although the players never see the entire table, such tables help 
  the DM define for himself the nature of his campaign world. 
   
   Frequency: All monsters have a frequency of appearance, 
  whether given in the monster's description or assumed by the 
  DM.  Orcs are more common than minotaurs, which are seen 
  more often than dragons, which, in turn, are seen more often 
  than Tiamat, Evil Queen of the Dragons.  Frequency of 
  appearance is normally listed as common, uncommon, rare, very 
  rare, and unique: 
   
   
  Common creatures normally account for 70% of the local 
  population.  They may be more prolific or just more outgoing, 
  more likely to show themselves to strangers.   
   
   
  Uncommon monsters fill the next 20%.  They are fewer in 
  number and tend to be more wary of outsiders.   
   
   
  Rare creatures account for another 7%. Such creatures are 
  normally solitary, exceptionally powerful, or very retiring. 
   
   
  Very Rare creatures constitute only 3% of the population. They 
  are truly exotic and almost always extremely powerful. They 
  may be creatures who have wandered far from their normal 
  range or whose magical nature is such that not many can 
  possibly exist at any one time in any one place. 
   
   
  Unique monsters are just that. They are individuals, specific 
  and named. Such creatures should never be used on random 
  encounter tables. They are reserved for planned encounters. 
   
   
  The chance of encounter is not determined solely by the 
  frequency listing, however.  The DM should also take into 
  account a location's terrain or deadliness.  A polar bear can be 
  considered unique only in the tropics and is very rare at best 
  even in the northernmost reaches of temperate lands.  An orc 
  living in the deadliest area of an ancient ruin, an area populated 
  by a dragon, mind flayers, and medusae, would be very rare 
  indeed (and very lucky to be alive).  Frequency must be 
  modified to suit conditions. 
  
  Dungeon Master’s Guide    60 
   
  Frequency must also be subservient to the conditions the DM 
  desires to create.  If the DM wants a valley filled with magical 
  creatures of incredible deadliness, then rare and very rare 
  creatures are going to be more frequent.  A lost valley filled with 
  dinosaurs defies the normal chances of encountering such 
  beasts.  Indeed, they could only be considered unique 
  elsewhere. 
   
  Furthermore, frequency does not mean characters will encounter 
  a creature 70% or 20% of the time, only that it falls into a group 
  that composes that percentage of the population.  The 
  percentages and ratings given are not demographic data; they 
  are only guidelines. 
   
  Several common creatures will compose the bulk of the 
  population, so that the chance of meeting any particular type is 
  less than 70%.  The same is true for all the other categories.  In the 
  end, the chance of meeting a particular type of common 
  creature is still greater than that of meeting an uncommon or 
  very rare creature. 
   
  Pages 278-296 (APPENDIX K) list all creatures by terrain (or 
  dungeon level), according to their frequency.  These tables can 
  be used when creating encounter tables (see CREATING 
  ENCOUNTER TABLES below). 
   
   Logic: The other significant factor restricting encounter tables is 
  rationality.  Everything on the encounter table should be 
  justifiable for one reason or another.  By requiring justification, the 
  DM can quickly narrow his range of creature choices down to a 
  reasonable number, in essence winnowing the chaff from the 
  wheat. 
   
  The first and easiest criteria are terrain and temperature.  Camels 
  aren't found in jungles: kraken don't crawl across deserts.  Glaring 
  contradictions of logic must be justified.  Produce a woodland 
  dryad in the middle of a barren waste and the players are going 
  to demand some explanation.  Worse yet, they may assume the 
  encounter is significant to the adventure because it is so illogical, 
  which may in turn throw your entire adventure off track. 
   
  Even if the creature fits a given terrain, it may not be appropriate 
  to the setting.  Just because an orc can appear on the plains 
  doesn't mean it should, not if those plains are at the heart of a 
  fiercely guarded human empire.  Out on the fringes where 
  raiding bands could slip across the border would be a far more 
  appropriate place. 
   
  As important as terrain and temperature in assessing the logic of 
  a random encounter is the character of the society the table is 
  supposed to reflect.  Balance what the players expect to meet 
  with what would make a good adventure.  At the heart of an 
  empire, the characters would expect to find farmers, merchants, 
  nobles, priests, and the like.  The task for the DM is to find ways to 
  make these seemingly ordinary encounters interesting. 
   
  In wilderness areas and abandoned ruins, there may not be a 
  particular culture to consider.  However, there is a society of sorts 
  or, more accurately, an ecosystem.  This is often overlooked in 
  dungeon settings.  Just which creatures feed on which?  What 
  relationships exist that allow all manner of diverse creatures to 
  live in the same place without annihilating each other?  Does a 
  creature's random appearance make sense with what the 
  characters know about the place?  Medusae make poor 
  wandering monsters, since logic says there should be statues of 
  their victims in areas where they live.  To round a corner and run 
  into a medusa who just happens to be strolling the caverns 
  grates against logic. 
   
   Effect: Random encounters provide breaks in the action and can 
  build or release tension.  The characters are galloping after the 
  desperately fleeing kidnappers.  Suddenly a flight of griffins, 
  attracted by the clamor of the chase, swoop down, aiming to 
  make a meal of the player characters' horses.  The kidnappers 
  may escape unless the characters can extricate themselves from 
  the attack in mere moments!  the tension level goes up. 
  Random encounters can also wear the player characters down 
  in preparation for a larger, planned encounter.  The uncertainty 
  of the encounters adds an element of risk for the players.  Will the 
  characters be strong enough?  a random encounter should 
  rarely cripple a party (unless they are in a sorry state to begin 
  with), but each one should weaken them a little. 
   
  It doesn't matter if the player characters win every random 
  encounter, especially not if they are down a few more hit points, 
  spells, and magical items after each.  Just knowing they are not 
  at peak form and that they have expended their abilities on 
  wandering monsters makes the players nervous. 
   
  For these reasons, you don't want to use the most powerful and 
  significant creatures when creating random encounter tables.  
  You certainly don't want to use creatures that are more powerful 
  than those in the rest of your adventure!  Random monsters 
  should be less significant than those you have planned. 
   
   
   
  CREATING ENCOUNTER TABLES 
  There are a multitude of ways a DM can create encounter tables (as 
  many ways as there are different ranges of die rolls).  The choices 
  range from very simple (roll 1d6 for one of six possible choices) to very 
  complicated (roll percentile dice, modify for time of day and weather 
  and cross-index the result with the terrain).  With this, and the common 
  characteristics described above, in mind, you can create random 
  encounter tables for virtually any situation. 
  As already noted, an encounter table can be constructed around 
  virtually any type of die or dice roll.  Two of the best, however, are the 
  2d10 table and the percentile table. Both provide a wide enough 
  range of results to account for the varying frequency of appearance 
  of the monsters the DM wants to use. 
   
  The 2d10 Result Table:  This table has nineteen openings (although, by 
  doubling up on some entries, more or less than nineteen different 
  encounters can appear on the table). Rolling 2 dice makes rolls of “2” 
  and “20” very rare, while 70% of results will fall between 7 and 15.  
  Monsters are assigned specific positions on the table according to 
  their frequency, as shown on sample table below. 
   
  2d10 roll 
  frequency 
  2 
  very rare 
  3 
  very rare 
  4 
  very rare or rare (DM's choice) 
  5 
  rare 
  6 
  rare 
  7 
  uncommon* 
  8 
  uncommon* 
  9 
  common** 
  10 
  common** 
  11 
  common** 
  12 
  common** 
  13 
  common** 
  14 
  uncommon* 
  15 
  uncommon* 
  16 
  rare 
  17 
  rare 
  18 
  very rare or rare (DM's choice) 
  19 
  very rare 
  20 
  very rare 
  * or choice of two uncommon creatures, 50% chance of each. 
  ** or choice of two common creatures, 50% chance of each. 
   
  To fill the table, the DM first selects those monsters he wishes to use on 
  the table and counts how many of each type he has. If he has fewer 
  of a given type than the chart provides for, he can repeat entries. If 
  he has more, he either drops some creatures or doubles up some 
  entries.  For example, say the DM is creating an encounter chart for 
  the Desert of Shaar. First he chooses his possible encounters: 
   
   
  
  Dungeon Master’s Guide    61 
   
  Common 
   
   
  Uncommon  
   
  Rare  
   
   
  Very rare 
  camel  
   
   
  basilisk   
   
   
  chimera  
   
  djinni 
  giant centipede 
  brass dragon   
  pilgrims  
   
  efreeti  
  herd animal 
   
  caravan  
   
   
  harpy  
   
  lamia 
  ogre 
   
   
   
  hobgoblin   
   
  dervishes   
  salamander 
  orc  
   
   
   
  nomads 
  huge spider  
   
  giant scorpion 
   
  The table has six common entries, six uncommon entries, five rare, and 
  three very rare entries. There are also two spots that could be rare or 
  very rare. The DM chooses to arrange his encounters as shown: 
   
  2d10 roll 
  frequency 
  2 
  lamia 
  3 
  djinni 
  4 
  harpy 
  5 
  pilgrims 
  6 
  dervishes 
  7 
  basilisk 
  8 
  caravan/hobgoblins 
  9 
  huge spider 
  10 
  ogre 
  11 
  camel/herd animal 
  12 
  giant centipede 
  13 
  orc 
  14 
  nomads 
  15 
  giant scorpion 
  16 
  dervishes 
  17 
  chimera 
  18 
  salamander 
  19 
  lamia 
  20 
  djinni 
   
  The DM chose not to use the brass dragon or the efreeti, saving these 
  powerful creatures for a special, planned encounter in his adventure. 
  He justifies the presence of the djinni on the table by deciding that it 
  will be helpful to the party, giving them a useful clue about the 
  adventure (unless, of course, they foolishly attack it). To fill the spots of 
  the creatures he set aside, the DM repeated a few entries, meaning 
  they may show up slightly more frequently than might be expected. 
  APPENDIX K, on pages 278-296, lists all creatures presented in the 
  MONSTER MANUAL by terrain (or dungeon level), according to their 
  frequency.   
   
  The Percentile Table:  This is another simple form of encounter table. 
  Here, the creature frequency percentages can be used directly. To 
  create a percentile table, the DM repeats the steps given above for 
  selecting and grouping his encounters, again opting not to use the 
  efreeti or the brass dragon. Then the number of creatures at each 
  frequency is divided into the percentage for that frequency (70%, 
  20%, 7%, and 3%, respectively, for common, uncommon, rare, and 
  very rare). In the earlier example, the list includes six common 
  monsters. (70%), resulting in an 11% spread per monster (66% total). 
  This is repeated for the monsters in each category. The resulting 
  number is the dice range for each creature. Using these values as a 
  guide, he arranges the creatures into a table. 
   
  d% roll 
  encounter 
   
   
  common frequency 
  01-11 
  camel 
  12-22 
  giant centipede 
  23-33 
  herd animal 
  34-44 
  ogre 
  45-55 
  orc 
  56-66 
  huge spider 
  uncommon frequency 
  67-70 
  basilisk 
  71-74 
  caravan 
  75-78 
  hobgoblins 
  79-82 
  nomads 
  83-86 
  giant scorpion 
  rare frequency 
  87-88 
  chimera 
  89-90 
  pilgrims 
  91-92 
  harpy 
  93-95 
  dervishes 
  96-97 
  salamander 
   
  very rare frequency 
  98-99 
  lamia 
  00 
  djinni 
   
  Using this method the DM was able to remain reasonably faithful to the 
  frequency percentages for different creatures: 66% as opposed to 70% 
  for common; 20% exactly for uncommon; 11% as opposed to 7% for 
  rare; and 3% for very rare. In creating this table, the DM had to make 
  adjustments here and there to account for all percentage numbers, but 
  doing so allowed him to increase the emphasis on certain monsters. 
   
  DUNGEON ENCOUNTER TABLES 
  Dungeon encounter tables are normally set up according to levels - 
  1st, 2nd, 3rd, etc.  Each level is a relative measure of the power of those 
  creatures on it.  In general, the level of the table corresponds to 
  character level, although characters may also encounter and defeat 
  (or be challenged by) creatures from higher or lower level tables.  
  Generally, when adventuring in a dungeon, characters should meet 
  random encounters that are equal to or no more than two levels 
  higher or lower than their own. 
  Sometimes dungeons themselves are arranged in levels, so that the 
  dungeon level and the encounter table correspond.  If not arranged 
  in levels, the DM should key areas to encounter tables.  Characters on 
  the 1st level of the dungeon, or in  an area keyed to 1st level 
  encounters, would encounter creatures from the first level encounter 
  table.  This not only keeps the power of the monsters in line with the 
  strength of a typical party, it also maintains the logical structure of the 
  dungeon level.  It doesn't make much sense for extremely powerful 
  monsters to mingle freely (and without consequence) among the 
  weaker creatures that inhabit the level or area. 
   
  Determining Dungeon Level:  Figuring the appropriate level for a 
  particular creature is simple.  Look up or calculate the experience 
  points of the creature and consult the following table: 
   
  creature xp value 
  dungeon level 
  1-20 
  1 
  21-50 
  2 
  51-150 
  3 
  151-250 
  4 
  251-500 
  5 
  501-1,000 
  6 
  1,001-3,000 
  7 
  3,001-5,500 
  8 
  5,501-10,000 
  9 
  10,001+ 
  10 
   
  When constructing the encounter table, creatures with a greater or 
  lesser power than the table being designed can be used.  However, 
  each level of difference between creature and table decreases the 
  frequency of appearance by one (a common creature becomes 
  uncommon, a rare creature would be very rare, and so on).  
  Creatures less powerful than the given level seldom venture into such 
  dangerous territory.  Creatures more powerful are seldom met to 
  ensure the player characters have a decent chance of survival.  
  When adding stronger or weaker than recommended creatures to an 
  encounter table, it is recommended that the added creatures fall 
  within 2 levels of the base dungeon level.  As such, an encounter 
  table for dungeon level 3 should only be comprised of creatures 
  typically found on 1st through 5th level dungeons. 
  Sample Dungeon Encounter Tables are provided in this tome, in 
  APPENDIX J on page 267.  Normally, one dungeon encounter check is 
  made each hour, with an encounter occurring on a roll of 1 on 1d10. 
  See the Frequency of Encounter Checks section on page 63 for more 
  information. 
   
  OUTDOOR ENCOUNTER TABLES   
  Unlike the dungeon tables, those used for the wilderness are not so 
  neatly organized according to deadliness or power.  One principle of 
  wilderness adventuring (which makes it more dangerous for low-level 
  characters) is that virtually any creature can be met - and often in 
  sizeable numbers.  This is a risk the players should be aware of before 
  they take their characters out into the untracked forest. 
   This does not mean that wilderness adventuring should be impossible 
  for low-level characters.  It shouldn't be so deadly that they can't walk 
  three steps before a flight of red dragons appears and turns them to 
  ash with one fiery breath!  That's just bad refereeing.  Low-level 
  characters should have the opportunity to go on wilderness 
  adventures that they can survive. 
  
  Dungeon Master’s Guide    62 
  Perhaps an area of the nearby forest is regularly patrolled by the 
  King's Wardens who drive off the greater threats to the safety of the 
  population.  Lone monsters often escape their notice and sometimes 
  raid the outlying farms.  Special encounter tables can be created to 
  reflect the lower levels of monsters that do manage to lurk in these 
  woods, providing low-level characters with a decent but not 
  overpowering challenge. 
  The greatest consideration in creating wilderness encounter tables is 
  to have a separate table for each type of terrain.  These need not be 
  created all at once, although tables must exist for the terrain types the 
  characters have to enter during the course of an adventure.  Different 
  terrain types that can be used include the following: 
   
  types of terrain 
   
  aerial 
  ocean, deep 
  arctic 
  ocean, shallows 
  bush 
  parkland 
  coastal 
  plains 
  desert, hot or cold 
  prehistoric 
  farmland 
  rainforest 
  glacier 
  salt marsh 
  grasslands 
  steppe 
  jungle, subtropical 
  swamp, tropical 
  jungle, tropical 
  swamp, temperate 
  lake 
  temperate forest 
  mountains, high 
  tundra 
  mountains, low 
   
   
   
  Wilderness encounter tables can reflect more than just terrain. There 
  are differences between the jungles of Africa and those of Asia or 
  South America. Different areas of jungle (or plains or whatever) can 
  have different properties in a fantasy world, too. 
  Furthermore, an area's level of civilization should be taken into 
  account. There might be tables for settled farmlands, border areas, 
  and barely explored plains. All cover the same type of terrain, but 
  there are vast differences in the types of encounters. 
  Sample Outdoor Encounter Tables are provided in this tome, in 
  APPENDIX J on pages 268-270.  Aquatic Encounter Tables are 
  provided on pages 271-272.  The frequency of outdoor and aquatic 
  encounters varies greatly, depending upon the terrain type and 
  population density of the area.  See the Frequency of Encounter 
  Checks section on page 63 for more information. 
   
  URBAN ENCOUNTER TABLES 
  In addition to tables for dungeons and wilderness areas, the DM can 
  create others for any type of special situation he creates.  The most 
  common of these are encounter tables for towns and cities.  These 
  are not properly wilderness and certainly aren't dungeons.  The 
  players shouldn't expect to meet bands of ravening beasts intent on 
  death and destruction (unless it's a very peculiar city!). 
  Town and city encounters will be with people, mostly player character 
  races, of different social classes and occupations.  Guardsmen, 
  merchants, beggars, urchins, teamsters, and craftsmen plying their 
  trade are all likely encounters for a city. 
  A single encounter table will do for most small villages and towns.  
  Such places have a great deal in common, although the DM can 
  certainly create distinctions between villages on the coast and those 
  well inland.   
  Cities, however, tend to have unique characters.  Just as Los Angeles 
  is different from New York or Paris from Marseilles, different cities in a 
  fantasy world should feel different to the characters.  Each major city 
  should have a unique encounter table to reflect these differences. 
  Indeed, even within a city there may be different encounter tables to 
  reflect the character of the city's districts.  The villas on the hillside are 
  no less dangerous than the waterfront, but these dangers take more 
  subtle and insidious forms.   
  In the end, there is no limit to the degree of subdivision that can be 
  applied to encounter tables.  Cities, individual districts, specific 
  complexes within those districts, and buildings within those complexes 
  could all have separate encounter tables.  However, they do not 
  need to.  The DM should only concern himself with those areas he 
  knows or thinks the players are going to frequent!  There is no reason 
  to do pointless work - the DM has enough responsibility already. 
  Sample Urban Encounter Tables are provided in this tome, in APPENDIX J 
  on page 275- 277. In general DM’s should check for encounters every 
  three turns (30 minutes) or as otherwise desired.  See the Frequency of 
  Encounter Checks section on page 63 for more information. 
   
  SPECIAL ENCOUNTER TABLES 
  Suppose the DM decides to create tables for the Empire of Orrim.  
  Orrim stretches from the Harr Mountains to the Sea of Faldor.  North of 
  it lies the Forest of Bane, a place noted for its evil denizens.  Most of 
  the empire is agricultural, but the mountain district is heavily devoted 
  to mining.  Several large, under ground complexes have been built. 
  There are two major cities - Sulidam, the capital, located on the coast, 
  and Coralport, a pirate stronghold on an island offshore.  To limit his 
  work, the DM decides to start the characters in a small village of the 
  mining district, close to an abandoned mine (his dungeon). 
  First, the DM creates the following tables: 
  •  Dungeon levels 1-4 (for the abandoned mine) 
  •  Village encounters 
  •  Black Opal Inn (the residence of the player characters) 
   
  After a while, the characters want to go exploring. Now the DM adds 
  some new encounter tables to his collection. These include: 
   
  •  Settled mountains (for low-level wilderness) 
  •  High mountains (for more dangerous adventures) 
  •  Settled plains (for when the characters travel to the capital) 
  Working in this manner, the DM gradually creates a complete set of 
  encounter tables. When he is finished, his collection might look like 
  this, in addition to those already mentioned. 
   Farmland 
    Forest of Bane 
    Forest borderlands 
    Mountain borderlands 
    Settled seacoast 
    Shallow ocean 
    Waterfront district, Sulidam 
    Nobles' district, Sulidam 
    Artisan's district, Sulidam 
    Slums, Sulidam 
    Temple of Martens (a powerful cult of Sulidam) 
    Sewers of Sulidam 
    Emperor's Palace 
    City of Crypts (a cemetery outside Sulidam) 
    Dungeon of Theos (under an evil wizard's villa in Sulidam) 
    Coralport 
    Coralport jungles 
    the Harpooned Whale, an inn of Coralport 
    Hargast Mine (an opening to the Underdark) 
   
  By creating the tables gradually, the campaign world slowly begins to 
  define itself and take shape before players' eyes. 
   
  Spicing Up Encounter Tables:  There are several things that can be 
  done to make encounter tables both easier and more exciting to use. 
  Some of these are strictly for the convenience of the DM, making the 
  job of running the game easier. Others are different ways to pose 
  exciting challenges for players, keeping everyone from being bored. 
  The first trick is to include basic monster statistics along with each entry 
  on an encounter table. While this means taking a little longer to set up 
  an encounter table, it also means the DM doesn't have to stop and 
  look up information as often in the middle of the game. A shorthand 
  notation similar to the one given below can be used. 
   
  Creature - #APP, HD, HP, AC, Mv, Dmg, Special attacks/defenses. 
   # APP lists the number of creatures likely to appear. This is given 
  as a die range. 
   
   HD tells how many Hit Dice the creature has. 
   
   HP tells how many hit points the creature has. 
   
   AC is the creature's armor class. 
   
   MV is the creature's movement rate. 
   
   Dmg is the damage caused by a successful hit.  If the creature 
  gets more than 1 attack, more than one entry may be needed 
  here. 
   
   Special attacks/defense should remind the DM of any special 
  abilities, magical items, or defenses the creature might possess. 
   
  For DMs willing to devote more time to advance preparation, another 
  good trick is to slowly build a collection of file cards describing special 
  encounters. Each card could have a more detailed description of a 
  person, creature, group, or thing on it. 
  Once the DM has this collection, “Special Encounter” entries can be 
  added to random encounter tables. When a special encounter 
  occurs, the DM chooses a card from his collection and uses the 
  
  Dungeon Master’s Guide    63 
   
  detailed information there to roleplay the encounter. Some possible 
  special encounters include: 
   
   The den or lair of a creature, complete with a small map, short 
  key, tactics, and special treasure. (For example, “The nest of a 
  female wyvern and her brood located in an aerie on the side of 
  a cliff. Woven into the nest are two suits of chainmail +1.”) 
   
   A detailed description of an NPC, including weapons, magical 
  items, spells (if any), goods, physical appearance, attitudes, 
  companions, and perhaps even a mission or story. (For example, 
  “The friar seeking companionship along a lonely trail who is really 
  a bandit leading the party into a trap.”) 
   
   A cunning trap describing detailed workings and effects. (For 
  example, “A kobold deadfall meant to gather fresh meat rigged 
  in an old mine corridor.”) 
   
   A vignette complete with characters, actions, and motives. (For 
  example, “A near riot breaks out on a city street after a band of 
  Voorish outlanders, squabbling with a merchant, overturn his 
  melon cart.”) 
   
  The great advantage of these special encounters is that there is no 
  requirement to use them at any given time.  The DM can prepare 
  such cards in his spare time and produce them whenever he needs 
  them.  Players will become convinced that the DM is a genius, and his 
  game will never be dull. 
  Random encounters need not be limited to NPCs and monsters.  All 
  manner of things can be included, dangerous or just mysterious. Other 
  possibilities for encounter tables include: 
   
    Shrieks in the distances 
    Traps 
    Changes in the weather 
    Rustling of nearby bushes 
    Lights in the distance 
    Celestial wonders 
    Sudden gusts of wind 
    the clatter of a rock falling from the ceiling 
   
  All of these help build atmosphere.  Furthermore, if these are cleverly 
  mixed with real encounters that begin in similar ways, players become 
  attentive and involved.  Exploring a dark, dank cave where hideous 
  beasts may live, with only a guttering torch, should be a nervous and 
  scary event.  Adding “fake” random encounters will give players some 
  idea of the uncertainty their characters experience. If nothing else, 
  this kind of encounter will give players some respect for the risks their 
  imaginary characters are taking! 
   
  RUNNING ENCOUNTERS 
  Encounter tables are created before play begins.  During a game 
  session, the DM has to take the information he has put into the 
  encounter tables and bring it to life. 
  To use an encounter table and run an encounter, the DM needs to 
  know several things:  How often should he check for encounters? 
  What is encountered?  How many creatures are there?  How far away 
  are they?  Did they surprise, or were they surprised by, the characters?  
  What will the encountered group do?  the rules below tell you how to 
  answer these questions. 
  The DM knows when a planned encounter is to occur, based on the 
  conditions or location he has prepared. The same is not true of 
  random encounters. For these, the DM must make encounter checks. 
   
  Frequency of Encounter Checks:  How often the DM makes encounter 
  checks depends on the situation.  Different types of terrain (or 
  dungeons) may make checks more or less frequent.  Furthermore, the 
  type of terrain and population density will affect the chance the 
  characters have a meaningful encounter.  
   
   Frequency of Dungeon Encounter Checks:  Encounter checks in 
  the dungeon are not affected by terrain (since there isn't really 
  any terrain to consider). Normally, one encounter check is made 
  every hour, with an encounter occurring on a roll of 1 on 1d10. 
    If the DM deems part of a dungeon particularly dangerous, the 
  number of checks can be increased to once per turn (10 minutes 
  of game time).  The DM can also increase the chance of an 
  encounter occurring.  If the characters engage in an activity that 
  makes excessive noise (hammering spikes or taking part in a loud 
  battle), an encounter check should be made immediately. 
   
   Frequency of Urban Encounter Checks:  Urban encounter checks 
  in the dungeon are not affected by terrain (since there isn't really 
  any terrain to consider). Normally, one encounter check is made 
  every 3 turns (30 minutes), with an encounter occurring on a roll 
  of 1 on 1d10. 
  More populous cities, or bustling urban centers, may call for more 
  frequent encounter checks (no more than once per turn is 
  recommended). 
   Frequency of Wilderness Encounter Checks:  If the region is not 
  patrolled the chance of an encounter increases by one.  In 
  heavily populated areas, the chance of an encounter decreases 
  by one (or by two if the area is heavily patrolled).  These modifiers 
  should not be used unless the DM has specially prepared 
  encounter tables to reflect the differences between settled lands 
  and wilderness, however. 
  The table below lists both the frequency of checks and the 
  chance that an encounter will occur for the most common 
  wilderness situations.  If characters are adventuring in other types 
  of terrain, the DM can use a comparable entry from the table or 
  can determine frequency and chance of encounter himself. 
   
  Encounter Chance: This lists the chance (on a d10) for an 
  encounter to occur. 
   
  Time of Day: If an “x” appears under a listed time of day, an 
  encounter check should be made.  This does not ensure an 
  encounter, it only requires the check for one.  The chance of 
  having an encounter can be modified by several factors.  
  Foremost of these is population density.  The chances of an 
  encounter listed on the following table assume an unpopulated, 
  wilderness area. 
   
  terrain 
  encounter 
  chance 
   morning 
   midday 
   afternoon 
   dusk 
   night 
  plain 
  1 in 10 
  x 
   
  x 
   
  x 
  scrub 
  1 in 10 
  x 
   
  x 
  x 
   
  forest 
  2 in 10 
  x 
  x 
  x 
  x 
  x 
  desert 
  1 in 10 
  x 
   
   
  x 
  x 
  hills 
  2 in 10 
   
  x 
   
  x 
  x 
  mountain 
  3 in 10 
  x 
   
   
  x 
  x 
  swamp 
  4 in 10 
  x 
  x 
  x 
  x 
  x 
  jungle 
  3 in 10 
  x 
  x 
  x 
  x 
  x 
  ocean 
  1 in 10 
   
  x 
   
   
  x 
  arctic 
  1 in 10 
   
   
  x 
  x 
   
   
    The DM can also choose to modify the chance of an encounter 
  for any other reason he feels is justified.  If the characters have 
  been making excessive noise or if the village alarm has been 
  sounded, the DM can increase the chance of an encounter.  
   
  Is This Encounter Necessary?:  Any time the DM feels his adventure is 
  dragging along or that characters are getting over-confident, he can 
  declare a random encounter. Likewise if he feels that a random 
  encounter would hurt the adventure, he can ignore one that's called 
  for. Good judgment is far more important than slavish devotion to 
  procedure. 
   
  Encounter Size: If the DM decides that yes, this encounter should 
  happen, he determines how many creatures or NPCs appear.  There is 
  no quick and easy formula for this.  Experience is the best guide.  The 
  MONSTER MANUAL lists a typical encounter size for each monster.  Use 
  
  Dungeon Master’s Guide    64 
  this as a guideline, especially when you're first starting out as a DM, 
  but don't follow this inflexibly. 
  When uncertain, use a small encounter.  It is far better for a random 
  encounter to be easily defeated by the player characters than it is for 
  the monster to overwhelm them.  An easy PC victory gives the DM 
  information and experience (so he'll know to increase the difficulty of 
  the next encounter) without harming the player characters and his 
  campaign.  A crushing PC defeat is almost impossible to correct 
  without obvious manipulation once the encounter has begun. 
  As always, use common sense when determining how big an 
  encounter is.  Nature provides some guidelines.  Bear these in mind 
  when figuring encounter size.  Many predators, especially those that 
  hunt by night, are solitary creatures.  A nocturnal fantasy creature 
  might show up alone, as well.  Of the predators that hunt by daylight, 
  some work alone while others cooperate in groups of two or three. 
  One or two will attack the prey from one direction while the others 
  wait for it to be flushed toward them.  Such hunters are usually 
  stronger and faster than their prey.  Again, fantasy creatures can 
  follow this pattern. 
  Smaller predators sometimes hunt in packs of 5 to 12, attempting to 
  surround and harry a chosen victim.  Herbivorous animals tend to 
  favor herds and the company of others.  Omnivores live in smaller 
  groups and often have older members that act as guards.  All of these 
  factors can play a part in the size of a given encounter. 
   
   
   
  Encounter Distance:  Once an encounter occurs, it is necessary to 
  know the range at which the creatures might first be noticed.  This 
  distance is dependent first on whether or not either group is surprised 
  or, if no surprise occurs, on the type of terrain the encounter occurs in.  
  In situations where no cover is possible, encounters will occur at the 
  limit of vision unless special circumstances, such as lighting, dictate 
  otherwise.  
  While it is possible to spot another group at quite a distance, the 
  characters or creatures may not be able to identify them 
  immediately. Encounter distances for different conditions and terrains 
  are listed below: 
   
  situation or terrain 
  base encounter distance 
  smoke or heavy fog 
  2d6 x 5 feet 
  jungle or dense forest 
   
  2d6 x 10 feet 
  light forest 
  3d6 x 10 feet 
  scrub, brush or bush 
  3d12 x 10 feet 
  grassland, little cover 
   
  3d12 x 20 feet 
  nighttime or dungeon 
  limit of sight 
  both groups surprised 
  ¼ of the base encounter distance 
   
  Hiding, Encounter Distance and Surprise:  If creatures are trying not to 
  be seen, it's usually harder to spot them, but creatures that are 
  keeping low to avoid being spotted are not able to move quickly.  If 
  creatures are moving with stealth, they can only move at ¼ their 
  normal movement rate (½ if a thief, scout, or assassin), rounded to the 
  nearest 5’ increment.  
  Perception checks may be made to notice hidden creatures at the 
  base encounter distance listed above.  Should this fail, and an 
  ambush is not sprung, another check may be made at ½ the base 
  encounter distance listed above. 
  As with all potential surprise encounters, a party can be surprised by 
  opponents who are not attempting an ambush (for example, a party 
  of adventurers turning the corner of a dungeon and stumbling into a 
  band of trolls).  In such instances each combatant can make a 
  perception check in order to avoid being surprised.  Those failing the 
  Challenge Base “15” check are surprised and cannot act during the 
  surprise round.  Those who succeed may roll initiative and act during 
  the surprise round.  Should both parties completely fail to notice each 
  other it is possible to miss an encounter.   
   
  For example, the player characters are traveling through a 
  dense jungle and encounter a band of orcs (at a base 
  encounter distance of 2d6x10 feet, as noted above).  If neither 
  party makes their perception check at this distance, neither is 
  aware of the other.   
  The player characters and band of orcs would make another 
  perception check if they closed to ½ of the base encounter 
  distance.  Should both parties fail this check as well it is possible 
  that the encounter would be missed (unless the parties cross 
  paths, in which case a surprise check would be made at ¼ of the 
  base encounter distance). 
   
  Avoiding Encounters:  It is always possible to flee or sneak away from 
  an undesired confrontation if the other party is unaware of your 
  presence or surprised. It is never possible to flee from an encounter 
  where the opponent party is in striking range without drawing parting 
  shots and, possibly, initiating a pursuit. (See Flee or Run on page 57 of  
  the PLAYER’S HANDBOOK.) a party can always flee an encounter if it 
  gains the first initiative. 
  Whether or not the opposing party will follow in pursuit of the fleeing 
  party is up to the DM, but should be based upon the relative strengths 
  of both parties and upon the reasons for and against such pursuit. 
   
  “FIXING” ENCOUNTERS 
  Sometimes, for all the good intentions of the DM, encounters don't 
  work out right. Correcting problems in play can be difficult, but there 
  are times when it's unavoidable. Here are some tricks you can use. 
   
  The Encounter Is Too Difficult:  The DM has accidentally pitted his 
  player characters against a group of creatures too powerful for them, 
  so much so that the player characters are doomed.  To fix things, the 
  DM can have the monsters flee in inexplicable panic; secretly lower 
  their hit points; allow the player characters to hit or inflict more 
  damage than they really should; have the monsters miss on attacks 
  when they actually hit; have the creatures make grievous mistakes in 
  strategy (like ignoring the thief moving in to strike from behind). 
   
  The Encounter Gave Away Too Much Treasure:  Sometimes the DM 
  discovers his random encounters gave away too much treasure.  In 
  this case, he can have more monsters of the same or more powerful 
  type appear on the scene (e.g.:  The first group stole the treasure and 
  these fellows want it back; or the first was carrying the tribe's treasury 
  to safe-keeping; or the new group has been trailing the first to rob 
  them, and now takes a very dim view of the characters getting all the 
  loot.)  
  In many ways this is like those westerns where everyone winds up 
  fighting over the gold. In this case, the monsters don't want to 
  annihilate the player characters so much as get the loot and run. 
   
  The Encounter Was Too Easy:  As long as the treasure the characters 
  earned was not excessive, this is not a problem.  The DM can always 
  make things tougher for them in the next encounter. 
   
  ENCOUNTER REACTIONS 
  Once the encounter is set and the DM is ready to roleplay the 
  situation, he needs to know how the NPCs or monsters will react.  The 
  creatures should react in the manner the DM thinks is most 
  appropriate to the situation. 
  If the player characters charge a band of randomly encountered 
  orcs with weapons drawn, the DM can easily say, “They snarl and leap 
  to the defense!”  Selection of the reaction based on the situation 
  
  Dungeon Master’s Guide    65 
   
  ensures rational behavior and avoids the illogical results that random 
  die rolls can often give. 
  However, there are times when the DM doesn't have a clue about 
  what monsters or NPCs will do.  This is not a disaster - it's not even all 
  that unusual.  When this happens, the DM can randomly determine an 
  encounter reaction by rolling for a result as detailed on page 54 of the 
  PLAYER’S HANDBOOK (and repeated below for ease of reference).  
  These reactions may be influenced by the player character’s words 
  and actions; permitting players to use social interactions and clever 
  roleplaying to avoid (or purposefully incite) combat or other 
  entanglements. 
   
  Determining Encounter Reaction:  Charisma checks may be made to 
  influence others (or resist such influence).  These checks are common 
  ability checks (see pages 48-50 of the PLAYER’S HANDBOOK for more 
  details). While die rolls may be used to resolve such checks, 
  roleplaying on the part of players should always be encouraged.  
  Rewards for skillful or clever roleplaying include bonuses to charisma 
  common ability checks or, preferably, DM-player interactions that 
  negate the need for dice rolls altogether. 
  Situations that warrant opposed charisma checks include the use of 
  intimidation or persuasion, haggling, begging, etc.  When one party is 
  attempting to deceive another, their charisma check to bluff is 
  opposed by their target’s wisdom check.   
  The target’s charisma check is modified by their initial attitude towards 
  the speaker and his associates, as well as by the speaker’s words and 
  actions.   
  Humanoids and giants typically greet all humans and demihuman 
  races with “Hatred,” though half-orcs may be met with “Antipathy” or, 
  possibly, a “Neutral” attitude at the DM’s discretion.  The initial attitude 
  of other races towards the players is based upon the immediate 
  situation and upon the typical interactions between members of that 
  race with humans and demihumans.  The initial attitude categories, 
  and their social implications, are: 
   
  attitude  
  means  
  possible actions 
  hatred 
  will take risks to hurt you 
  attack, interfere, berate, flee 
  antipathy  
  wishes you ill  
  mislead, gossip, avoid, 
  scrutinize, insult and cheat 
  neutral 
  doesn’t much care  
  socially expected interaction 
  goodwill 
  wishes you well 
  chat, advise, offer limited 
  help, advocate 
  preferred 
  will take risks to help you 
  protect, back up, heal, aid 
   
   When trying to positively influence a target (make them friendlier or 
  less hostile), the initial attitude of the target modifies their charisma 
  check as follows: 
   
  initial attitude 
  target’s charisma check modifier 
  hatred 
  +5 bonus to charisma check 
  antipathy 
  +2 bonus to charisma check 
  neutral 
  ± 0 to charisma check 
  goodwill 
  -2 penalty to charisma check 
  preferred 
  -5 penalty to charisma check 
   
  Once the opposed checks are made, the check results are 
  compared and the degree of success or failure determines the result 
  of the interaction: 
   
  opposed check result 
  encounter reaction 
  failed to beat target’s roll 
  the target’s attitude is unchanged 
  and no further attempts may be 
  made to alter the target’s attitude. 
  succeeded by 4 or less 
  the target’s attitude is unchanged 
  but the character may make another 
  attempt at parleying with a +2 bonus. 
  succeeded by 5 or more 
  the target’s attitude improves by one 
  category (“hatred” to “antipathy”) 
  succeeded by 10 or more 
  the target’s attitude improves by two 
  categories (“hatred” to “neutral”) 
  succeeded by 15 or more 
  the target’s attitude improves by 
  three 
  categories 
  (“hatred” 
  to 
  “goodwill”) 
  succeeded by 20 or more 
  the target’s attitude improves by four 
  categories (“hatred” to “preferred”) 
  NON-PLAYER CHARACTERS 
  Player characters cannot fight, survive, wheel, deal, plot, or scheme 
  without interacting with non-player characters (NPCs). Indeed, the very 
  heart of the AD&D game is the relationship between player characters 
  and non-player characters. How the player characters react to and 
  treat NPCs determines the type of game the group plays. Although 
  many choices are possible, players quickly find that consideration and 
  good treatment of NPCs is the most frequently successful route. 
  An NPC is any person or monster that is controlled by the DM. Most NPCs 
  are either people (intelligent races that live in local society) or monsters 
  (intelligent and unintelligent creatures that aren’t normally found in 
  towns and villages). The term “monster” is only a convenient label. It 
  doesn’t mean the creature is automatically dangerous or hostile. 
  Likewise, NPCs who are people aren’t uniformly helpful and 
  cooperative. As with all things, the range of possible reactions of NPCs 
  to PCs covers the entire spectrum. 
  In the course of their adventures, player characters will be most 
  concerned with three groups of NPCs: hirelings, henchmen, and 
  followers. It is their aid that helps player characters vanquish deadly 
  monsters and accomplish mighty deeds. As their names imply, these 
  NPCs can be persuaded in various ways to join the player characters in 
  their adventures. The most common methods of persuasion are money 
  and loyalty. 
  The majority of demihuman and human NPCs found a campaign world 
  are members of the NPC class presented below.  Exceptional 
  individuals, such as elite mercenaries and military officers, will advance 
  in the superior classes (cleric, fighter, magic-user, etc) available to 
  player characters.   
   
  THE NPC CLASS 
  The bulk of the people met on an adventure in an inhabited area, 
  whether city, town, village, or along the roads through the 
  countryside, will be average folk with no profession, as adventurers 
  know it, and no special abilities for clericism, fighting, magic, or 
  thievery. They are simply typical, normal people (as you define typical 
  and normal for the milieu, of course). 
   
  Most human and demihuman NPCs have average ability scores and 
  are 1st level characters of one of the following NPC secondary classes: 
  Active, Hardy, or Sedentary.  Each NPC secondary class encompasses 
  a broad range of tradesmen, performers and craftsmen, from all walks 
  of life.  All NPC types are effectively secondary classes of the same 
  class (The NPC) and share the same class abilities and experience 
  point progression, only differing with regard to their hit die type, armor 
  proficiencies and BTH progression.  Unlike player characters, who gain 
  the maximum number of hit points for their hit die type at 1st level, all 
  NPC classes must roll the appropriate hit die type to determine their hit 
  points at 1st level.  Any bonuses or penalties for constitution are then 
  applied, with results of 0 or less being treated a 1 hit point.   
  Multiclassed NPC class characters are possible, though such NPCs 
  may only progress in one NPC class and another, standard character 
  class.  Split-classed NPCs may progress as more than 1 NPC secondary 
  class.  All of the rules for multiclassing and/or split-classing are followed 
  when creating multi- or split-classed NPCs.  All races may progress as 
  NPC Types.  NPCs of level 5 or higher are exceedingly rare.   
   
  Active NPCs:  Active NPCs are those whose lifestyle involves moderate 
  levels of activity and exertion.  Active NPCs must have a strength or 
  constitution score of 9 or higher.  Examples include serving maids, 
  carpenters, couriers, guides and hostlers.  They have some degree of 
  martial training and are proficient in the use of light armor.  
   
  Hardy NPCs:  These NPCs have occupations that involve strenuous 
  labor or exertion, and are usually trained as militiamen.  Hardy NPCs 
  are able to fend for themselves.  They include farmers, loggers, miners, 
  huntsmen, smiths and town guards.  Hardy NPCs must have a strength 
  and constitution score of 9 or higher.  They are proficient in the use of 
  light armor and shields.   
   
  Sedentary NPCS:  Sedentary individuals are those who are 
  accustomed to sitting and/or taking little exercise.  The idle rich, 
  sages, clerks, scribes, librarians, lawyers, and all others who cannot or 
  do not lead active lives fall within this category of NPCs.  Sedentary 
  NPCs have no minimum ability scores.  They are not proficient in the 
  use of armor.   
   
   
  
  Dungeon Master’s Guide    66 
   
   
  Active NPCs 
  Hardy NPCs 
  Sedentary NPCs 
   
  level 
  hd 
  (d6) 
  BTH 
  hd 
  (d8) 
  BTH 
  hd 
  (d4) 
  BTH 
  experience 
  points 
  1 
  1 
  +0 
  1 
  +1 
  1 
  0 
  0 
  2 
  2 
  +1 
  2 
  +2 
  2 
  0 
  2,500 
  3 
  3 
  +2 
  3 
  +3 
  3 
  +1 
  5,000 
  4 
  4 
  +2 
  4 
  +4 
  4 
  +1 
  10,000 
  5 
  5 
  +3 
  5 
  +5 
  5 
  +1 
  20,000 
  6 
  6 
  +4 
  6 
  +6 
  6 
  +2 
  37,500 
  7 
  7 
  +4 
  7 
  +7 
  7 
  +2 
  75,000 
  8 
  8 
  +5 
  8 
  +8 
  8 
  +2 
  150,000 
  9 
  9 
  +6 
  9 
  +9 
  9 
  +3 
  250,000 
  10 
  +2 
  +6 
  +2 
  +10 
  +1 
  +3 
  500,000 
  11 
  +2 
  +7 
  +2 
  +11 
  +1 
  +3 
  750,000 
  12 
  +2 
  +8 
  +2 
  +12 
  +1 
  +4 
  1,000,000 
  13 
  +2 
  +8 
  +2 
  +13 
  +1 
  +4 
  1,250,000 
  14 
  +2 
  +9 
  +2 
  +14 
  +1 
  +4 
  1,500,000 
  15 
  +2 
  +10 
  +2 
  +15 
  +1 
  +5 
  1,750,000 
  16 
  +2 
  +10 
  +2 
  +16 
  +1 
  +5 
  2,000,000 
  17 
  +2 
  +11 
  +2 
  +17 
  +1 
  +5 
  2,250,000 
  18 
  +2 
  +12 
  +2 
  +18 
  +1 
  +6 
  2,500,000 
  19 
  +2 
  +12 
  +2 
  +19 
  +1 
  +6 
  2,750,000 
  20 
  +2 
  +13 
  +2 
  +20 
  +1 
  +6 
  3,000,000 
   
  Ability Requirements: 
  See above 
  Hit Die: 
   
  d6, d8, or d4 (see chart above) 
  Alignment: 
  Any 
  Races: 
  Any  
  Weapons: 
  Club, crossbow (light or heavy), dagger, dart, 
  quarterstaff and up to two weapons related to 
  their trade 
  Armor: 
   
  See above 
  Abilities: 
  Background skills, expertise 
   
  Background Skills:  All characters, including non-player characters, 
  begin play with 3 background skills from any skill category plus whatever 
  bonus skills they receive from their chosen character class or classes.  
  Characters with an intelligence of 8 or lower subtract their intelligence 
  penalty from their initial number of background skills and, as a result, 
  may begin play with no background skills if their intelligence is 3 or lower.  
  Regardless of their intelligence penalty, characters do not lose any 
  bonus skills gained from their chosen class or classes.  Those with an 
  exceptional intelligence score (13 or greater) may choose a number of 
  additional knowledge skills, including knowledge (language) skills, equal 
  to their intelligence modifier. 
  In most instances, excepting knowledge (language) skills, these skills 
  allow characters to add their level to any ability checks related to their 
  chosen skills.  All skills are grouped into four broad categories that cover 
  a number of related skills:  craft skills, knowledge skills, performance skills 
  and profession skills. A player is free to choose more than one skill from a 
  given skill category and should choose skills that reflect the character’s 
  upbringing and training. 
  NPCS may gain the use of the next best armor category (i.e. from 
  “none” to “light”), shields or 3 weapons for each background skill they 
  forego. 
   
  Expertise:  At 3rd level, and every 5 levels thereafter, the NPC may 
  choose 1 skill as their area of expertise.  The benefits of expertise with 
  that skill are given below: 
   
   Craft:  If a craft skill is chosen, the character may create items 
  through that craft at less expense to themselves.  Instead of 
  needing to spend ½ of the item’s price for raw materials, an expert 
  only need spend 1/3 of the item’s price for raw materials.  
  Furthermore, they double the value of goods that they may 
  produce through that particular craft skill each day (see the 
  expanded craft skill description on page 37 more details).   
   
   Knowledge:  If a knowledge skill is chosen, the character may add 
  +3 to all checks relating to one area of knowledge or gain a bonus 
  knowledge skill of their choosing.   
   
   Performance:  If a performance skill is chosen, the character may 
  add +3 to all checks with that skill.   
   
   Profession:  If a profession skill is chosen, the character may add +3 
  to all checks with that skill. 
   
  NON-PLAYER CHARACTER GENERATION 
  It is a good idea to have well-developed non-player characters 
  (NPCs) inhabit your game world, especially in the case of henchmen, 
  exceptional followers, recurring villains or rivals of the player 
  characters, and the leaders of villainous organizations.  
  In order to easily develop these personae, the tables below are 
  offered for consideration. Note that the various facts and traits are 
  given in a sequence which allows the character to develop itself - 
  with judicial help from the DM. The personae of special NPCs should 
  be selected (and embellished) from the tables. Other NPCs can be 
  developed randomly, or by a combination of random and 
  considered selection.  
  Class, race and alignment should be selected for created NPCs. For 
  random NPCs, the DM can select the class and alignment or 
  generate them randomly, as best suits the particular situation.  Race is 
  usually dependent upon the demographics of the locale population. 
   
  Preferred Class by Race 
   
   
  race 
  typical classes* 
  dwarf, gray 
  cleric, fighter, assassin 
  dwarf, hill 
  cleric, fighter, thief 
  dwarf, mountain 
  cleric, fighter, thief 
  elf, drow (female) 
  cleric, fighter, thief 
  elf, drow (male) 
  fighter, magic-user, thief 
  elf, grey 
  fighter, magic-user, thief 
  elf, high 
  fighter, magic-user, thief 
  elf, sylvan 
  druid, ranger, thief 
  elf, wild 
  druid, ranger, thief 
  gnome, deep 
  fighter, illusionist, thief 
  gnome, surface 
  fighter, illusionist, thief 
  half-elf 
  bard, magic-user, ranger, thief 
  halfling 
  fighter, thief 
  half-ogre 
  barbarian, fighter 
  half-orc 
  cleric, fighter, assassin 
  human 
  cleric, fighter, magic-user, thief 
  * all humans & demihuman have the NPC class as a preferred 
  class in addition to the standard classes listed above. 
  * cannot exceed or fall below racial maximums or minimums. 
   
  Ability Score Adjustments by Race* 
   
   
  race 
  adjustments 
  dwarf (all) 
  con +1, chr -1 
  dwarf, hill 
  con +1, chr -1 
  dwarf, mountain 
  con +1, chr -1 
  elf, drow (female) 
  str -1, int +1, dex +1, con-1, chr +1 
  elf, drow (male) 
  int +1, wis -1, dex +, con -1 
  elf, grey 
  str-1, int +1, dex +1, con -1 
  elf, high 
  dex +1, con -1 
  elf, sylvan 
  str+1, int -1, dex +1, con -1 
  elf, wild 
  str+2, int-1, dex +1, con -1, chr -1 
  gnome, deep 
  con +1, chr -1 
  gnome, surface 
  str -1, con +1 
  half-elf 
  none 
  halfling 
  str -1, dex +1 
  half-ogre 
  str +2, int -1, dex -1, con +2, chr -2 
  half-orc 
  str +1, con +1, chr -2 
  human 
  none 
  * these adjustments cannot bring ability scores above or below 
  racial maximums.  
   
  Ability Score Generation by Class* 
   
   
  class (minimum scores) 
  ability scores 
  anti -paladin (str 9, wis 9, chr 9 ) 
  2d6+6 str & chr, 3d6 in all others 
  assassin (int 9, dex 9) 
  2d6+6 int & dex, 3d6 in all others 
  barbarian (str 9, con 9) 
  2d6+6 str & con, 3d6 in all others 
  bard (int 9, wis 9, chr) 
  2d6+6 int & chr, 3d6 in all others 
  cavalier (str 9, dex 9, con 9) 
  2d6+6 str & con, 3d6 in all others 
  cleric (wis 9) 
  2d6+6 wis & chr, 3d6 in all others 
  cloistered cleric (int 9, wis 9) 
  2d6+6 int & wis, 3d6 in all others 
  druid (wis 9, cha 9) 
  2d6+6 wis & con, 3d6 in all others 
  duelist (str 9, dex 9) 
  2d6+6 dex & con, 3d6 in all others 
  fighter (str 9) 
  2d6+6 str & con, 3d6 in all others 
  hedge wizard (int 9) 
  2d6+6 int & wis, 3d6 in all others 
  illusionist (int 9, dex 9) 
  2d6+6 int & dex, 3d6 in all others 
  magic-user (int 9) 
  2d6+6 int & wis, 3d6 in all others 
  monk (str 9, wis 9, dex 9) 
  2d6+6 wis & dex, 3d6 in all others 
   
  
  Dungeon Master’s Guide    67 
   
  Ability Score Generation by Class * (continued) 
   
   
  class (minimum scores) 
  ability scores 
  necromancer (int 9, wis 9) 
  2d6+6 int & wis, 3d6 in all others 
  npc: active (con 9)  
  2d6+6 str or con, 3d6 in all others  
  npc: hardy (str 9) 
  2d6+6 str or con, 3d6 in all others 
  npc: sedentary (int 9) 
  2d6+6 int or wis, 3d6 in all others 
  paladin (str 9, wis 9, chr 9 ) 
  2d6+6 str & chr, 3d6 in all others 
  psionicist (int 9, wis 9, chr 9) 
  2d6+6 wis & chr, 3d6 in all others 
  ranger (str 9, wis 9, con 9) 
  2d6+6 wis & dex, 3d6 in all others 
  scout (wis 9, dex 9, con 9) 
  2d6+6 con & dex, 3n6 in all others 
  thief (dex 9) 
  2d6+6 int & dex, 3d6 in all others  
   
  Typical Alignment by Class* 
   
   
  class 
  typical alignments 
  anti-paladin 
  chaotic evil 
  assassin 
  chaotic evil,  neutral evil  
  barbarian  
  chaotic neutral, neutral 
  bard  
  neutral, neutral good 
  cavalier  
  lawful evil, lawful good, lawful neutral 
  cleric  
  lawful evil, lawful good, lawful neutral 
  cloistered cleric  
  lawful evil, lawful good, lawful neutral 
  duelist 
  chaotic good, chaotic neutral, neutral 
  druid 
  chaotic neutral, lawful neutral, neutral 
  fighter  
  lawful neutral, neutral  
  hedge wizard 
  neutral good, neutral, chaotic neutral 
  illusionist  
  chaotic neutral, neutral 
  magic-user  
  lawful neutral, neutral 
  monk  
  lawful evil, lawful good, lawful neutral 
  necromancer  
  lawful evil, neutral evil 
  npc: active  
  lawful neutral, neutral or racial alignment 
  npc: hardy  
  lawful neutral, neutral or racial alignment 
  npc: sedentary 
  lawful neutral, neutral or racial alignment 
  paladin  
  lawful good 
  psionicist  
  lawful neutral, neutral, chaotic neutral 
  ranger 
  chaotic good, neutral good, neutral  
  scout 
  lawful neutral, neutral, chaotic neutral 
  thief  
  chaotic neutral, neutral, neutral evil 
  * racial and cultural alignments influence should influence these. 
   
  ROLEPLAYING NPCs 
   
  NPCs:  Of all the things the DM does - judging combats, interpreting the 
  actions of the player characters, creating adventures, assigning 
  experience - of all the things he can possibly do, nothing is more 
  important to the AD&D game than the creation and handling of non-
  player characters (NPCs). Without non-player characters, the AD&D 
  game is nothing, an empty limbo.  The AD&D game is a roleplaying 
  game, and for the players to roleplay, they must have something or 
  someone to interact with.  That's what NPCs are for, to provide the 
  player characters with friends, allies, and villains.  Without these, 
  roleplaying would be very dull. 
   
  An NPC is any person or monster the player characters must deal with 
  and that the DM has to roleplay.  The player characters must deal with 
  a trap, but the DM doesn't roleplay a trap.  It's not an NPC.  A charging 
  dragon is an NPC - the DM acts out the part of the dragon and the 
  players decide how their characters are going to react to it. There are 
  times when the DM's roleplaying choices are simple (run away or 
  charge), but often the DM's roles are quite challenging. 
  For convenience, NPC encounters are generally divided into two broad 
  categories: monsters (those living things that aren't player character 
  races) and full NPCs (races the player characters commonly deal with).  
  The range of reactions in a monster encounter is generally less than in a 
  full NPC encounter. 
  The DM has to think of himself as a master actor, quick-change artist, 
  and impressionist.  Each NPC is a different role or part the DM must 
  quickly assume.  While this may be difficult at first, practice makes the 
  task much easier.  Each DM develops certain stock characters and 
  learns the personalities of frequently used NPCs. 
  There are many different categories of NPCs, but the most frequently 
  encountered are common, everyday folk.  Player characters deal with 
  innkeepers, stablers, blacksmiths, minstrels, watchmen, petty nobles, 
  and others, many of whom can be employed by player characters.  
  These NPCs are grouped together as hirelings. 
   
  Human & Demihuman NPCs:  The host of merchants, shopkeepers, 
  guardsmen, soldiers, clerics, magic-users, fighters, thieves, assassins, and 
  so on are all yours to play.  Again, this is simply a matter of assuming the 
  station and vocation of the NPC and creating characteristics – formally 
  or informally according to the importance of the non-player character.  
  These NPCs will have some alignment, but even that won’t be likely to 
  prevent a bit of greed or avariciousness.  Dealing with all such NPCs 
  should keep in mind that NPCs, first and foremost, have their own 
  interests and well-being to look after.   Consider the following example:  
  The fighter, Celowin Silvershield, enters a strange town seeking aid from 
  a high level magic-user in order to turn an associate back to flesh (after 
  a most unfortunate encounter with a cockatrice).  His inquiries at a 
  tavern meet with vague answers until several rounds of drinks have 
  been purchased, and the proprietor generously tipped.  Wending his 
  way from tavern to wizard’s tower, Celowin is accosted by a beggar, 
  and he is pestered unendingly until he either pays off or calls for the 
  watch.  Paying off will attract a swarm of other beggars.  Calling for the 
  watch can be nearly as dangerous, as they could resent a foreigner’s 
  refusal to deem a native beggar worthy of a copper or two.  Despite 
  such possible misadventures, the fighter finally comes to the tower of 
  Llewellyn ap-Owen, a wizard of high repute.  However, Celowin’s 
  knocking is answered by a lesser person, the warlock Tregillish Mul, the 
  wizard’s henchman.  Mul informs the eager fighter that “Lofty Llewellyn is 
  far too busy to see anyone at this time. Good day!”  Unless Celowin is 
  quick in offering some inducement, the warlock will slam the tower door 
  and forget about the intrusion. 
  Now let us assume that Celowin’s bribe was sufficient to convince 
  Tregillish Mul to arrange an appointment with his master, and 
  furthermore that such appointment is actually timely.  Now old ap-
  Owen is rather testy, for he was in the middle of an experiment which is 
  now absolutely ruined, and must be begun all over again, just because 
  this stupid sword-swinger managed to convince Mul-the-Lackwit that 
  something was more important than a wizard’s spell research!  Well, this 
  fellow Celowin had better have a good reason for interruption, and 
  further, the pay had better be good…   
  Celowin will have to pay through the nose, in cash and in magic items, 
  to get the magic-user to turn stone to flesh once again.  But suppose 
  Celowin has no item which Llewellyn could use?  the wizard will take 
  something he cannot use personally, for he undoubtedly has all sorts of 
  henchmen and hirelings who can employ these things, not to mention 
  the possibility of trading or selling.  In no event will money ever serve to 
  replace magic items!  Furthermore, if no magic is available, then a geas 
  can be laid to get some! 
  This example show how varying roles are played without great difficulty 
  simply by calling upon observation of basic human nature and 
  combining it with the particular game circumstances applicable.  Once 
  established, it is quite easy to recall the personae of frequently 
  consulted or encountered NPCs.  If such intercourse becomes very 
  frequent, considerable additional development of the character or 
  characters concerned, and their surroundings, will certainly be in order.  
  Thus, in many ways, the campaign builds and grows of its own volition 
  and within its own parameters. 
   
  Hirelings, Henchmen & Followers:  Notes for playing henchmen, followers 
  and hirelings are provided in the HIRELINGS, HENCHMEN & FOLLOWERS 
  sections of these rules, on pages 71-84. 
   
  Monsters:  Taking the role of some of the monsters - those who happen 
  to be human or humanoid - is not a difficult task for the DM, but 
  sometimes it is hard to get into the personae of particularly nauseating 
  creatures or minions of purity or whatever.  Such creatures might well be 
  beyond the realm of experience of the referee, and understandably so.  
  Nonetheless, such monsters must be carefully played by the DM.  
  Each and every monster must be played as closely to its stated 
  characteristics as is possible.  Clever ones should be played with 
  cleverness, stupid ones with stupidity, ferocious ones with ferocity, 
  cowardly ones with cowardice, and so on.  In all cases, the DM is 
  absolutely obligated to play the monster in question to the best of his 
  ability according to the characteristics of the monster and the 
  circumstances of the encounter.  A magic-using creature will 
  intelligently select the best (or what the creature believes will be the 
  best) spell or magic device for attack/defense.  Intelligent monsters will 
  make use of magic items in their treasure hoard!  Thinking monsters will 
  tend to flee from encounters which are going badly in order to live and 
  fight another day.  There is no reason why monsters cannot learn from 
  encounters, employ flaming oil, set up ambushes, and so forth 
  according to their capabilities and resources. 
   
  
  Dungeon Master’s Guide    68 
  TYPES OF NPCS 
   
  Quick NPCs:  Creating a full-blown NPC with a history, unique physical 
  characteristics, personality traits, skills, a morale rating, and so on, is a 
  time-consuming process, something the DM can't do in the middle of 
  a game session.  Fortunately, there are quick ways around this 
  problem.  By using these, the DM can create NPCs on the spot without 
  slowing down his game sessions. 
   
  1. Create only as much of the character as the players are going to 
  see in the game.  First and foremost, the DM should never create 
  more than he needs.  Running a roleplaying game is a big job and 
  there is no need to create more work than is necessary. 
  If an NPC is just an innkeeper or a groom or a smith, the DM doesn't 
  need ability scores, proficiencies, or detailed lists of equipment.  All he 
  really needs is a physical description and a personality. 
  When the player characters run into a hostile fighter, personality is not 
  tremendously important.  In this case all that is needed is level, 
  strength, weapons, and armor class. 
   
  2. Create and use stock characters but don't let them dominate.  
  While it is fine to have every innkeeper and groom and smith different, 
  this creatures a lot of work on the DM.  Some DMs are quick enough 
  and creative enough actors to do this with no problem; others are 
  not.  There is nothing wrong with having a standard or stock 
  shopkeeper or peasant. 
  If an NPC is minor or unimportant, roleplaying a detailed and intriguing 
  personality can even get in the way of the story!  the players may 
  remember that character and perhaps forget more important ones.  
  They may decide this minor character is important to the plot.  In a 
  sense, the DM's creation has stolen the scene. 
  Balancing major and minor characters isn't easy, however.  If all the 
  minor NPCs are stock characters, the game will eventually become 
  dull and boring.  The players will resign themselves to meeting yet 
  another crotchety, old peasant or greedy and suspicious innkeeper. 
   
  3. Create as you go.  The DM can start with nothing more than an 
  idea of what he wants an NPC to be like and then ad lib the 
  personality and description during the course of play.  This allows to 
  him to create a character that interacts with the imaginations of the 
  players, since the DM reacts to their suggestions and actions. 
  However, the DM who does this has to be careful to be consistent.  
  This can be hard since he is making it all up on the fly.  He should be 
  sure to keep notes of what each NPC does and what he becomes as 
  he develops.  This way the NPC can remain the same from game 
  session to game session. 
   
  4. Do your homework before and after game sessions.  If the DM 
  knows the characters are going to meet a particular NPC, he should 
  at least make some basic notes about that character before the start 
  of the game.  These may be only a few scribbles about personality, 
  but it will at least provide a starting point. 
  After a game session, the DM should add to those notes, expanding 
  them with anything that came up during that session.  If these notes 
  are maintained and the NPCs filed so they can be found again, the 
  DM will have less and less work to do each time.  With time, important 
  NPCs, stock characters, and improvised encounters will take on 
  unique personalities and backgrounds.  This enriches the game for 
  everyone and makes that DM's game just that much better than the 
  next guy's. 
   
  Walk-On NPCs:  There are several shortcut methods that can be used 
  when role-playing NPCs who only have brief appearances - the 
  “walk-ons'' and “cameos'' of a roleplaying adventure. 
  The DM can choose some particular character trait - cowardice, 
  greed, optimism, precision, or whatever - and exaggerate it, take it to 
  an extreme. This is most effective for creating comical (or frustrating) 
  situations. 
  Alternately, aparticular physical trait - baldness, pot-bellied, bad 
  teeth, wheezy, and more - can be stressed.  This helps fix the 
  appearance of the NPC in the players' minds, especially useful if the 
  characters must describe or find the NPC again. 
  Like physical traits, simple habits - scratches his head, tugs on his 
  beard, stares at the sky when talking, or mumbles - can be used.  The 
  DM can actually act out these simple habits at the table, adding a 
  visual element to the roleplaying experience. 
   
   
  Significant NPCs:  For very important NPCs, hirelings, and henchmen, 
  the DM is going to need more than just a single character feature.  
  Saying that a hireling is greedy is not enough.  It doesn't make him any 
  different from all the other greedy NPCs the player characters have 
  met. 
  Perhaps he struggles to control his natural greediness out of loyalty.  
  He may break into cold sweats and become nervous when the player 
  character accidentally tempts him (“Here, hold my horse while I go 
  see what's making that noise.”).  Will he remain loyal or will his baser 
  nature get the best of him?  the answer to this question should come 
  out through roleplaying. 
  Enough little questions like this - and enough roleplayed answers - will 
  bring the NPC's true character into focus.  And if the DM pays 
  attention to the personality of the NPCs, the players will also learn and 
  study those characters. 
   
   
   
  PERSONALITY 
  More than what they can do, how much they cost to hire, or how 
  loyal they are, NPCs live only when they have personalities.   Poorly 
  played, an NPC can easily be reduced to nothing more than a 
  collection of numbers, spells, equipment, and automatic reactions - a 
  roleplaying automaton.  Vivid NPCs are much more than this.  These 
  characters, developed and acted by the DM, are complete.  They 
  have quirks, likes, dislikes, habits, ambitions and desires.  In one way or 
  another they fire and remain in the imagination of the players 
  Some DMs have the naturally ability to create such characters on the 
  spur of the moment, improvising as they go along.  This is a rare gift, 
  not possessed by most.  However, this doesn't mean any DM can't 
  create good NPCs.  All that's required is a little effort. 
   
  Creating An NPC Personality:  The best way to create a personality is 
  to use whatever seems right and not worry about carefully 
  constructing a background and rationale for the character.  The DM 
  has to keep careful notes about each major NPC, adding to him 
  each play session.  After several sessions, the NPC may have a 
  complete background and personality, one that has come out little-
  by-little during play. 
  Alternatively, the DM can prepare a personality in advance.  This 
  simply means he prepares some background notes before he begins 
  to play that character.  This is useful for powerful villains and important 
  officials.  However, during play, the DM should be flexible enough to 
  change any part of the NPC's background that just doesn't work. 
  To aid in the process of creating NPCs, the table below lists different 
  types of attitudes, tendencies, and habits.  These are organized into 
  general traits, with similar specific traits grouped under each. 
  The DM can choose a general trait and any associated, specific traits; 
  he can randomly determine the general trait (rolling 1d20) and select 
  specific traits; or he can randomly determine everything (1d20 for a 
  general trait, percentile dice for specific traits). 
  For example, the DM randomly determines a hireling is careless, 
  selects thoughtless from that sub-group and then rolls for an additional 
  traits, getting cheerful. The end result is somewhat scatter-brained, 
  happy-go-lucky person. 
  This table is provided to spur the imagination of the DM, although it 
  can be used to create completely random personalities. However, 
  random methods often lead to confusing and seemingly impossible 
  combinations! If a result seems totally impossible or unplayable, don't 
  use it simply because that's how the dice rolls came up. Whenever 
  possible, the DM should decide the personality of the NPC! 
   
   
   
  
  Dungeon Master’s Guide    69 
   
  Traits 
   
   
   
  d20 roll 
  general trait 
  d% roll 
  specific trait 
  1 
  argumentative 
  01 
   
  garrulous 
   
   
  02 
  hot-tempered 
   
   
  03 
  overbearing 
   
   
  04 
  articulate 
   
   
  05 
  antagonistic 
  2 
  arrogant  
  06 
  haughty 
   
   
  07 
  elitist 
   
   
  08 
  proud 
   
   
  09 
  rude 
   
   
  10 
  aloof 
  3 
  capricious 
  11 
  mischievous 
   
   
  12 
  impulsive 
   
   
  13 
  lusty 
   
   
  14 
  irreverent 
   
   
  15 
  madcap 
  4 
  careless 
  16 
  thoughtless 
   
   
  17 
  absent-minded 
   
   
  18 
  dreamy 
   
   
  19 
  lacks common sense 
   
   
  20 
  insensitive 
  5 
  courage 
  21 
  brave 
   
   
  22 
  craven 
   
   
  23 
  shy 
   
   
  24 
  fearless 
   
   
  25 
  obsequious 
  6 
  curious 
  26 
  inquisitive 
   
   
  26 
  prying 
   
   
  28 
  intellectual 
   
   
  29 
  perceptive 
   
   
  30 
  keen 
  7 
  exacting 
  31 
  perfectionist 
   
   
  32 
  stern 
   
   
  33 
  harsh 
   
   
  34 
  punctual 
   
   
  35 
  driven 
  8 
  friendly 
  36 
  trusting 
   
   
  37 
  kind-hearted 
   
   
  38 
  forgiving 
   
   
  39 
  easy-going 
   
   
  40 
  compassionate 
  9 
  greedy 
  41 
  miserly 
   
   
  42 
  hard-hearted 
   
   
  43 
  covetous 
   
   
  44 
  avaricious 
   
   
  45 
  thrifty 
  10 
  generous 
  46 
  wastrel 
   
   
  47 
  spendthrift 
   
   
  48 
  extravagant 
   
   
  49 
  kind 
   
   
  50 
  charitable 
  11 
  moody 
  51 
  gloomy 
   
   
  52 
  morose 
   
   
  53 
  compulsive 
   
   
  54 
  irritable 
   
   
  55 
  vengeful 
  12 
  naïve 
  56 
  honest 
   
   
  57 
  truthful 
   
   
  58 
  innocent 
   
   
  59 
  gullible 
   
   
  60 
  unsophisticated 
  13 
  opinionated 
  61 
  bigoted 
   
   
  62 
  biased 
   
   
  63 
  narrow-minded 
   
   
  64 
  blustering 
   
   
  65 
  dogmatic 
  14 
  optimistic 
  66 
  cheerful 
   
   
  67 
  happy 
   
   
  68 
  diplomatic 
   
   
  69 
  pleasant 
   
   
  70 
  foolhardy 
  15 
  pessimistic 
  71 
  fatalistic 
   
   
  72 
  depressing 
   
   
  73 
  cynical 
  Traits (continued) 
   
   
   
   
   
   
  d20 roll 
  general trait 
  d% roll 
  specific trait 
   
   
  74 
  sarcastic 
   
   
  75 
  realistic 
  16 
  quiet 
  76 
  laconic 
   
   
  77 
  soft-spoken 
   
   
  78 
  secretive 
   
   
  79 
  retiring 
   
   
  80 
  terse 
  17 
  sober 
  81 
  practical 
   
   
  82 
  level-headed 
   
   
  83 
  dull 
   
   
  84 
  reverent 
   
   
  85 
  ponderous 
  18 
  suspicious 
  86 
  scheming 
   
   
  87 
  paranoid 
   
   
  88 
  cautious 
   
   
  89 
  deceitful 
   
   
  90 
  nervous 
  19 
  uncivilized 
  91 
  uncultured 
   
   
  92 
  boorish 
   
   
  93 
  barbaric 
   
   
  94 
  graceless 
   
   
  95 
  crude 
  20 
  violent 
  96 
  cruel 
   
   
  97 
  sadistic 
   
   
  98 
  immoral 
   
   
  99 
  jealous 
   
   
  00 
  warlike 
   
  Other NPC Characteristics:  Of course, NPCs are more than just 
  personalities and character traits.  Each NPC, like each player 
  character, has abilities and a unique physical appearance.  However, 
  considering NPCs come from the entire range of humanity (and some 
  fantasy races, as well!), no tables are given to fill in these details.  A 
  few tables simply cannot do justice to the huge variety of an entire 
  game world. 
  Furthermore, the physical appearance and abilities should be 
  determined by the needs of the story, not random choice.  If the 
  player characters are dealing with an innkeeper, the NPC should be 
  an ordinary person, not a powerful member of a character class.  
  Furthermore, he should act, dress and behave like an innkeeper.  
  Therefore, the DM could decide the innkeeper is fat and florid, over-
  talkative, with no exceptional ability scores. 
  On the other hand, say the PCs encounter a mysterious stranger, a 
  character of great power.  Here, the DM decides the stranger's mere 
  appearance radiates a powerful charismatic appeal.  The stranger's 
  charisma score is exceptionally high. To make the NPC even more 
  impressive, the DM assigns him a character class and quite a high 
  level. 
  In both examples above, the DM decided what effect he wanted 
  from the NPC and built the character around that.  Every aspect of an 
  NPC is a tool for the DM.  Some are quite obvious; others may arise 
  only in special occasions.  Listed below are some of the areas a DM 
  can use to create a distinctive character.  Some descriptive words 
  have been listed for each area to spur the imagination.  A good 
  thesaurus can provide even more adjectives useful for describing 
  characters. 
   
   Game information:  class, level, race, alignment. 
   
   Height:  bean-pole, gangly, gigantic, hulking, lanky, looming, 
  runt, short, small, stumpy, tall, tiny, willowy. 
   
   Weight:  broad-shouldered, fat, gaunt, obese, plump, pot-
  bellied, rotund, scarecrow, skinny, slender, slim, statuesque, stout, 
  thin, trim 
   
   Hair:  bald, braided, color (any), cropped, curly, frazzled, greasy, 
  grizzled, leonine, limp, salt-and-pepper, sparse, straight, thick, 
  thin, wavy, widow's peaked, wiry. 
   
   Manner of speech:  accented, breathless, crisp, guttural, high-
  pitched, lisp, loud, nasal, slow, squeaky, stutter, wheezy, whiny, 
  whispery. 
   
   Facial characteristics:  bearded, buck-toothed, chiseled, doe-
  eyed, fine-featured, florid, gap-toothed, goggle-eyed, grizzled, 
  jowled, jug-eared, pock-marked, pug nose, ruddy, scarred, 
  squinty, thin-lipped, toothless, weather-beaten, wrinkled. 
  
  Dungeon Master’s Guide    70 
   
   
   
   
  Of course, there are thousands of possible NPC aspects that could 
  also be used:  skin color, stature, bearing, gait, and eye color are only 
  a few more.  Sometimes it is useful for a DM to make a list of all the 
  words he can think of that describe a person.  Once such a list is 
  made, the DM can keep that with his game notes, ready to use any 
  time he needs to quickly characterize an NPC. 
   
  Apparent Age can be adjusted for race, as elves never appear to be 
  older than middle-aged.  Apparent age can be manipulated through 
  such means as disguise or magic. 
   
  d10 roll 
  appearance 
  d10 roll 
  appearance 
  1 
  young 
  6 
  mature 
  2 
  youthful 
  7 
  middle aged 
  3 
  youthful 
  8 
  middle aged 
  4 
  mature 
  9 
  old 
  5 
  mature 
  10 
  ancient 
   
  Grooming is independent of wealth or status, although the rich and 
  powerful often have handmaidens and valets that look to their 
  grooming.   
   
  d10 roll 
  grooming 
  d10 roll 
  grooming 
  1 
  filthy 
  6 
  average 
  2 
  sloppy 
  7 
  average 
  3 
  rough 
  8 
  well-groomed 
  4 
  average 
  9 
  impeccable 
  5 
  average 
  10 
  obsessive 
   
  Energy Level is basically self-explanatory. Constitution effects a 
  character’s energy level.  Though hale and hearty individuals can still be 
  slothful or lazy, sickly NPCs will rarely be indefatigable (such driven 
  individuals are likely to do themselves harm through overexertion).  
   
  d10 roll 
  energy 
  d10 roll 
  energy 
  1 
  slothful 
  6 
  normal 
  2 
  lazy 
  7 
  normal 
  3 
  normal 
  8 
  normal 
  4 
  normal 
  9 
  energetic 
  5 
  normal 
  10 
  indefatigable 
   
  Hobbies & Interests describe the pastimes, avocations and hobbies of 
  NPCs. More than one interest is possible for those characters which are 
  not otherwise obsessive or devoted to some vocation or calling. 
   
  d20 roll 
  interest 
  d20 roll 
  interest 
  1 
  religion 
  11 
  politics 
  2 
  collecting* 
  12 
  wine & spirits 
  3 
  history 
  13 
  foods & preparation 
  4 
  nature 
  14 
  gambling 
  5 
  horticulture 
  15 
  drugs 
  6 
  animals 
  16 
  sex 
  7 
  hunting 
  17 
  music 
  8 
  fishing 
  18 
  theater 
  9 
  handicrafts 
  19 
  art 
  10 
  athletics 
  20 
  philosophy 
  * see the COLLECTIONS table below 
   
  Collections simply indicate the field of interest of the collector. Other 
  sorts can be added as desired. In game use, the collector of swords, for 
  example, will be a likely contact for player characters wishing to dispose 
  of such weapons gained as loot during an adventure.  NPCs with a 
  taste for oddities will collect all manner of absurd and limited-use 
  objects, such as bird nests, candle snuffers, dolls, ear wax, etc. 
   
  d20 roll 
  collection 
  d20 roll 
  collection 
  1 
  weapons & armor 
  11 
  sculptures & etchings 
  2 
  games 
  12 
  relics 
  3 
  books & scrolls 
  13 
  tapestries 
  4 
  minerals & gems 
  14 
  pets 
  5 
  ornaments & jewelry 
  15 
  clothing 
  6 
  coins & tokens 
  16 
  shoes 
  7 
  trophies 
  17 
  plants 
  8 
  animal skins 
  18 
  insects (preserved) 
  9 
  pottery & porcelain 
  19 
  crystal & glass 
  10 
  paintings  
  20 
  oddities 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    71 
   
  HIRELINGS 
  The most frequently employed NPC is the hireling. A hireling is a person 
  who works for money. Most hirelings have fairly ordinary skills, while 
  others are masters of a craft or art, and a few are experts of specialized 
  adventuring skills.  Hirelings are always employed for a stated term of 
  service or for the performance of a specific task. Thus, a mercenary 
  contracts to serve for one season. A sage works to answer a single 
  question. A blacksmith may indenture himself for a term of years. A sailor 
  works for a single voyage. Quite often these contracts can be renewed 
  without difficulty, but the only thing that binds a hireling to the player 
  character is regular pay and good treatment.  
  There are three types of hirelings: common, expert, and mercenary 
  soldiers.  
   
  Common Hirelings:  Common hirelings form the vast majority of any 
  population, particularly in an agricultural community.  They are 
  farmers, millers, innkeepers, porters, and the like.  While some of these 
  professions require special knowledge, they don't, as a rule, require 
  highly specialized training.  These are the men and women whose 
  work forms the base upon which civilized life is built.  
  They are typically engaged for short-term service and are never 
  expected venture into the wilds or otherwise accompany adventurers 
  on their forays into the unknown.  The following are examples of 
  common (or standard) hirelings: 
   
   Barrister: A lawyer hired to represent a character and his interests 
  in a court of law or before a judicial body.   
   
   Bearer/porter: These individuals are laborers who will carry 
  whatever is directed. Each is able to carry up to 50 pounds 
  individually; double that with a carrying pole or litter or the like. 
   
   Carpenter: this occupation assumes most woodworking jobs. A 
  carpenter might be hired to secure a portal, fashion a chest, etc.  
   
   Clerk:  A scribe who generally handles business accounts 
   
   Laundress 
   
   Leatherworker: This occupation is principally concerned with the 
  fabrication of leather goods such as back packs, belts, straps, 
  horse tack, etc. 
   
   Limner: These individuals do all sign painting, drawing of heraldic 
  devices, etc. 
   
   Linkboy: A linkboy is a torch or lantern bearer. They are often 
  youngsters, but mature men also will so serve. 
   
   Mason: any stonework must be done by a mason, and this 
  occupation subsumes plasterers as well. 
   
   Messenger 
   
   Minstrel 
   
   Pack handler: These individuals are trained at loading, handling, 
  and unloading beasts of burden such as donkeys, mules, etc. 
   
   Scribe: A scribe is principally a secretary or copyist. He will be 
  able to record normal things, but never anything of magical 
  nature.  Specialists, such as cartographers, must be of 5th level or 
  higher and charge accordingly. 
   
   Tailor: This occupation makes and repairs clothing, bags, shield 
  covers, etc. It also subsumes hatters. 
   
   Teamster: Teamsters are basically drivers of carts and wagons. 
  They will also load and unload their vehicles. They are expert 
  animal handlers with respect to draft animals. 
   
   Valet/lackey: This occupation subsumes the various forms of 
  body servants and messengers. 
   
  Common hirelings are nearly always 1st level NPC-classed individuals.  
  Those above 1st level may multiply their listed cost by their level. 
   
  Expert Hirelings:  Expert hirelings are those whose training is 
  specialized. This group includes craftsmen, sages, spies, assassins, 
  alchemists, animal trainers, and the like. Since not everyone is trained 
  in these skills, few experts are available for hire, and these few earn 
  more than the common hireling. Indeed, truly exotic experts (such as 
  spies) are very rare and extremely expensive. 
  Expert hirelings, unlike standard hirelings, expect to be hired for long-
  term service and will usually seek contracts for extended employment (1 
  month or more).  The following are examples of expert hirelings: 
   
   Alchemist:  This profession handles the compounding of magical or 
  alchemical substances, such as Greek fire and acid.  The 
  advantages of employing an alchemist are detailed in the MAGIC 
  ITEM CREATION section regarding potions on page 100-103.  
  Alchemists will only be found in cities unless you specifically locate 
  one elsewhere. It will require an offer of fair wages, plus a well-
  stocked laboratory and the assurance of not less than a full year of 
  employment, to attract one to service. 
   
   Architect (Engineer): This profession deals with above-ground 
  construction and fortification. In order to build any structure more 
  complex than a simple hut or barn, it is necessary to hire one. An 
  architect is paid for whole months of employment, even if the work 
  is completed in less than a whole month. He also collects an 
  additional fee equal to 10% of the total expenditure on the 
  construction. The building site should be selected or approved by 
  an architect to avoid the risk of settling undermining the 
  construction. 
   
   Armorer:  This occupation cares for and manufactures armor and 
  shields. One armorer is always required for every 50 soldiers, or 
  fraction thereof, in the employ of the player character.  An 
  armorer has an apprentice that serves him.  This apprentice must 
  be given room and board by their employer but need not be paid 
  for their services. 
  Assume that an armorer can create or repair approximately 5 gold 
  pieces worth of armor each day.  Leather and studded leather 
  armors require that the armorer works in conjunction with a leather 
  worker.  Padded armor requires that the armorer works in 
  conjunction with a tailor.  Shields require the services of a 
  carpenter and armorer. 
   
   Artillerist (Engineer):  This profession deals with the construction and 
  use of siege artillery:  catapults, trebuchets, etc. No such engines 
  can be made or properly used without the services of such an 
  individual. If employment is for short term only, say a few months or 
  less, the rates of pay and costs will be increased from 10% to 50%.   
  Artillerist engineers supervise siege operations, both inside and 
  outside.  They are responsible for mining castle walls, filling or 
  draining moats, repairing damage, constructing siege engines, 
  and building bridges.  Since their skills are specialized and rare, 
  engineers command a high wage.  Furthermore, engineers 
  expect rewards for successfully storming castles and towns or for 
  repelling such attacks. 
   
   Assassins:  When a player character hires an assassin (which is not 
  a good or lawful act), he is taking a chance.  There is virtually no 
  way to assure oneself of the reliability and dependability of such 
  a person.  Anyone willing to make a business out of murder is not 
  likely to have a high degree of morals of any type.  Clearly, this is 
  a case of “let the buyer beware!” 
  Once a character has hired an assassin, it is up to the DM to 
  determine the success of the deed. There are no simple tables or 
  formulae to be followed. 
  Assassination attempts by one player character against another 
  should not be allowed. This type of behavior only leads to 
  bitterness, bickering, and anger among the players. NPC-
  sponsored assassination attempts against player characters 
  should be used sparingly, and then only as plot motivators, not as 
  punishment or player controls. Any time a player character is 
  targeted, roleplay the encounter fairly - give the PC a chance. 
  If the intended victim is an NPC, the DM should decide the effect 
  of the assassination on his game.  Sometimes, player characters 
  do these things out of spite.  At other times the deed may be 
  motivated by simple greed.  Neither of these is a particularly 
  good motive to encourage in a campaign. 
  If the death of the NPC would result in a major reworking of the 
  campaign for no good reason, consider seriously the idea of 
  making the attempt fail.  If the death of the NPC would allow the 
  player characters to bypass or breeze through an adventure you 
  have planned, then it's not a good idea.  Don't just tell the 
  players, “Oh, that'd be bad for the game so you can't even try to 
  knock that guy off.”  Work the attempt - and its failure - into the 
  storyline. 
  If you decide the attempt is legitimate, consider the precautions 
  the intended NPC victim normally takes. These may make the job 
  particularly difficult or easy. Kings, emperors, high priests, and 
  other important officials tend to be very cautious and well-
  protected. Magic-users, with wise magical precautions, can be 
  
  Dungeon Master’s Guide    72 
  virtually impossible to assassinate!  Devise specific NPC 
  precautions before you know the assassin's plans. 
  Magic-users make use of magic mouth, alarm, explosive runes, 
  and other trap spells.  Clerics often rely on divination-oriented 
  items to foresee the intentions of others.  Both could have extra-
  dimensional or other-planar servants and guards.  They may also 
  have 
  precautions 
  to 
  foil 
  common 
  spells 
  such 
  as 
  ESP, 
  clairvoyance, and detect magic.  Kings, princes, and other 
  nobles have the benefit of both magical and clerical protection 
  in addition to a host of possibly fanatically loyal bodyguards.  If 
  the victim has advance warning or suspects an attempt, further 
  precautions may be taken, and the job can become even more 
  difficult. 
  After you have decided (secretly) what precautions are 
  reasonable, have the player describe the plan he thinks would 
  work best.  This can be simple or involved, depending on the 
  cunning of the player.  This is the plan the assassin, not the player 
  character, will use, therefore the player can presume some 
  resources not available to the player character.  However, you 
  must decide if these resources are reasonable and truly exist. 
  For example, if the player says the assassin has a map of the 
  castle, you must tell him if this is reasonable (and, unless the 
  victim is extremely secretive and paranoid, it is).  A plan involving 
  a thousand men or an 18th level assassin is not reasonable.  The 
  player character hasn't hired an entire arsenal! 
  Finally, compare what you know of the precautions to the plan 
  and the success or failure will usually become clear. Ultimately, 
  the DM should not allow assassinations to succeed if he doesn't 
  want them to succeed! 
  In general, allowing player characters to hire assassins should not 
  be encouraged. Hiring an NPC to kill even a horrible villain 
  defeats the purpose of heroic roleplaying. If the player 
  characters can't accomplish the deed, why should they be 
  allowed to hire NPCs to do the same thing? 
  Overuse of assassins can often result in bitter feelings and outright 
  feuding - player vs. player or player vs. DM.  Neither of these is fun 
  or healthy for a game.  Finally, it is a very risky business.  Assassins 
  do get caught and generally have no compunctions about 
  confessing who their employer is.  Once the target learns this, the 
  player character will have a very dangerous life.  Then the player 
  character can discover the joy and excitement of having 
  assassins looking for him! 
   
   Blacksmith:  There must be a blacksmith in any stronghold, and he 
  and his assistants can care for the needs of up to 50 men or horses. 
  Another smith is required for each additional 160 men or horses or 
  fraction thereof.  
  Besides 
  the 
  usual 
  duties 
  (horseshoes, 
  nails, 
  hinges, 
  and 
  miscellaneous bits and pieces) a hired smith can turn out simple 
  weaponry:  arrow heads, quarrel tips, polearm tips, morning stars, 
  spear heads, flails, maces, axe heads, etc.   
   
   Doctor:  Physicians, barbers, chirurgeons and leechers are all skilled 
  healers who are able to treat the various wounds and maladies 
  afflicting characters. 
   
   Jeweler-Gemcutter: This profession allows the character to hove 
  rapid and accurate appraisal of any precious metal, gem 
  material, or piece of jewelry (except those which you, as DM, 
  specifically designate as “heretofore unknown”).  
  In addition, the jeweler-gemcutter can set stones in various things 
  (sword hilts, flagons, or whatever) or fashion jewelry from gem 
  material and precious metals. A simple ring will take a week, a 
  bracelet with sculpting two weeks (with stones set, three); while a 
  crown might require a full year of work.  A jeweler who fails their skill 
  check when working with gemstones mars the stone and 
  decreases its value by 1d6x10%. 
   
   Sage: Sages are a very special case indeed, for they are the 
  encyclopedias, computers, expert opinions, and sort of demi-
  oracles of the milieu all rolled into one. Even in a quasi-medieval 
  fantasy world, the sum of human knowledge will be so great and 
  so diverse as to make it totally impossible for any one sage to know 
  more than a smattering about many things, a fair understanding of 
  their overall field, and a thorough knowledge of their particular 
  specialty or specialties.  
  Sages, as a rule, are exceptionally intelligent NPCs who seek 
  mastery in several fields of knowledge.  Unlike most hirelings, sages 
  are typically of 3rd level or higher, reflecting their long years of study 
  and research.  All sages, by virtue of their training and natural 
  intellect, gain the lore ability of bards (see page 13 of the PLAYER’S 
  HANDBOOK) and are trained in three knowledge and/or profession 
  skills, plus extra knowledge skills as determined by their intelligence 
  modifier.  Sages with expertise (see the NPC class description on 
  pages 65-66) in one or more skills must choose knowledge or 
  profession skills as areas of expertise.   
  Most sages are NPC-classed characters, some are spellcasters 
  (clerics, cloistered clerics, bards, druids, magic-users, hedge 
  wizards, 
  illusionists, 
  or 
  necromancers). 
   
  Split-classed 
  and 
  multiclassed sages are also possible.  Any spellcasting services 
  rendered by sages must be compensated for separately, as they 
  do not fall within the duties of the sage.  
  While any sage is capable of carrying on a discussion in any field of 
  knowledge, they have extensive knowledge in their chosen fields 
  of study, particularly in their areas of expertise.  The knowledge of 
  any sage character is not entirely contained within his brain.  As 
  with any scholar, sages will tend to collect materials which pertain 
  to the fields of study he pursues.  A sage who specializes in natural 
  history, for example, might have a root cellar, greenhouse, fungi 
  beds, several acres for growing plants, and various animal and 
  insect specimens caged and/or preserved within their facilities.  
  The following broad fields of study are typical for sages: 
   
  field of study 
  field of study 
  arcana 
  legends & folklore 
  art & music 
  mathematics 
  architecture & engineering 
  medicine 
  astrology & numerology 
  metaphysics 
  astronomy 
  meteorology & climatology 
  biology 
  natural history 
  chemistry 
  oceanography 
  cryptography 
  philosophy & ethics 
  demography 
  physics 
  geography 
  politics & genealogy 
  geology & mineralogy 
  psychology 
  history 
  sociology 
  languages 
  theology & myth 
  laws & customs 
  topography & cartography 
   
  A sage's ability can be handled in one of two ways.  First, since 
  the DM must answer the question any way, he can simply decide 
  if the sage knows the answer.  As usual, the consideration of 
  what is best for the story must be borne in mind.  
  If the player characters simply can't proceed with the adventure 
  without this answer, then the sage knows the answer.  If the 
  answer will reward clever players (for thinking to hire a sage in 
  the first place) and will not destroy the adventure, then the sage 
  may know all or part of the answer.  If answering the question will 
  completely unbalance the adventure, the sage doesn't know 
  the answer. 
  Of course, there are times it is impossible to tell the effect of 
  knowing or not knowing something.  In this case, the sage's 
  answer can be determined by a skill check, modified by the 
  nature of the question and the library of the sage.  Questions 
  require general details (“What types of beasts live in the Valley of 
  Terror?”), specific details (“Do medusae live in the Valley of 
  Terror?”), or exacting details (“Does the medusa Erinxyes live in 
  the Valley of Terror?”).  The precision of the question modifies the 
  chance of receiving an accurate answer, as shown on the 
  following table.   If a question is particularly complex, the DM can 
  divide it into several parts, each requiring a separate roll.  Thus, a 
  sage may only know part of the information needed.  This can be 
  very good for the story, especially if some key piece of 
  information is left out. 
   
  question requires 
  modifier 
  general details 
  ± 0 
  specific details 
  -2 
  exacting details 
  -5 
   
   
  quality of library 
  modifier 
  complete 
  ± 0 
  partial 
  -2 
  nonexistent 
  -5 
   
  The DM can decide the sage's ability or use the following 
  standard: Sage ability is equal to his level plus his intelligence 
  modifier (which ranges from +1 to +3).  If the sage is of 3rd level or 
  
  Dungeon Master’s Guide    73 
   
  higher, and the question falls within the sage’s area of expertise, 
  he gets an additional +3 bonus. 
  Sages need time to find answers, sometimes more time than a 
  player character can afford.  Player characters can attempt to 
  rush a sage in his work, but only at the risk of a wrong answer 
  (rushed answers impose a – 4 penalty to the sage’s skill check). 
  General questions typically require 1d4 hours to answer, while 
  specific questions require 1d4 days.  Exacting questions require 
  1d4 weeks.  
  If the skill check is passed the sage provides an answer.   
  Otherwise the DM should create an incorrect answer that will be 
  believable and consistent with what the players already know 
  about the adventure. 
  The resources required by a sage can be formidable. At the very 
  least, a sage must have access to a library of considerable size to 
  complete his work.  He is not a walking encyclopedia, able to 
  spout facts on command.  A sage answers questions by having 
  the right resources at hand and knowing how to use them.  The 
  size and quality of the sage's library effect his chance of giving a 
  correct answer. 
  This library can belong to the sage or can be part of an 
  institution. Monasteries and universities typically maintained 
  libraries in medieval times.  If a personal library, it must be at least 
  200 square feet of rare and exotic manuscripts and research 
  materials, generally costing no less than 1,000 per level of the 
  sage.  If the library is connected with an institution, the sage (or 
  his employer) will be expected to make appropriate payments or 
  tithes for its use.  Expenses in the range of 100 gp a day could be 
  levied against the character.  Of course, a sage can attempt to 
  answer a question with little or no library, but his chances of 
  getting the right answer will be reduced as given on the table 
  above. 
  Any character hiring a sage on a permanent basis must have a 
  stronghold with ample space, facilities and materials for the sage, 
  as noted above, and must convince the sage that such 
  employment will further their aims and allow them to pursue their 
  studies.   Once established as a resident sage, the monthly cost for 
  maintaining the sage is half the usual rate.  
   
   Sapper/Miner (Engineer): All under ground construction or 
  tunneling, as well as siege operations which require mining, 
  counter-mining, siege equipment (picks, rams, sows, towers, etc.), 
  or trenches, ditches, parapets, and so forth, require the 
  professional  services of a sapper. 
   
   Spellcaster:  It is a certainty that your players will seek outside aid 
  many times during the course of your campaign. At times a 
  particular spell or device able to deliver a magical power will be 
  necessary or very helpful to a party, and so they will seek out a 
  cleric or magic-user to hire for the service. The most common spells 
  sought ore various cures and informational spells. The players 
  should know from the outset that there is no free lunch anywhere, 
  and that the performance of any service is going to cost a 
  “reasonable” sum.  
  The base cost for spellcasting services is 50gp per spell level.  This 
  base cost is multiplied by the level of the spellcaster.  As such a 
  cure light wounds spell cast by a 1st level cleric would cost 50gp, 
  while an elemental swarm cast by an 18th level druid would cost 
  8,100gp (50gp x 9 for the spell level x 18 for the caster level).  0-level 
  spells cost 25gp per level of the spellcaster. The cost given is for a 
  spell with no costly material components and no XP cost.  If the 
  spell includes a costly material component, add the cost of that 
  component to the cost of the spell if that component is expended 
  in the spell’s casting (i.e. identify spells consume a 100 gp pearl in 
  their casting).  If the spell has an XP cost, add 5 gp per XP lost.   
   
  A party of adventurers return to the city of Rel Astra, seeking 
  a cleric who can cast raise dead on their fallen fighter.  
  Assuming that they can find a cleric able and willing to raise 
  their companion, it would cost at least 7,250 gp [(50gp x 5 
  for the spell level x 9 for the caster level) + 5,000 gp for the 
  spell’s material component] to have him raised. 
   
  The indicated amount is how much it costs to get a spellcaster to 
  cast a spell for you.  This cost assumes that you can go to the 
  spellcaster and have the spell cast at his convenience (generally 
  at least 24 hours later, so that the spellcaster has time to prepare 
  the spell in question).  Also note that these charges that the hiring 
  character is of a similar alignment and, in the case of divine 
  casters, religion as the hired spellcaster.  Prices can be adjusted for 
  faithful, lower level characters.  Likewise, they can be upped a bit 
  for those who are not regular attendees of services.  In the event 
  that the cleric would actually further the cause of the deity and 
  alignment by doing the service, payment can be deferred until the 
  party has the wherewithal to do so; however, this deferral will 
  certainly adjust the fee upwards, or possibly require a normal fee 
  and special service from the party in addition. 
  Furthermore, if a spell has dangerous consequences the spellcaster 
  will certainly require proof that you can and will pay for dealing 
  with any such consequences (that is, assuming that the spellcaster 
  even agrees to cast such a spell, which isn’t certain).  In the case 
  of spells that transport the caster and characters over a distance, 
  you will likely have to pay for two castings of the spell, even if you 
  aren’t returning with the caster.  
  In addition, not every town or village has a spellcaster of sufficient 
  level to cast any spell.  In general, you must travel to a small town 
  (or larger settlement) to be reasonably assured of finding a 
  spellcaster capable of casting 1st level spells, a large town for 2nd 
  level spells, a small city for 3rd or 4th level spells, a large city for 5th or 
  6th level spells, and a metropolis for 7th or 8th level spells.  Even a 
  metropolis isn’t guaranteed to have a local spellcaster able to cast 
  9th level spells.  
  As a general rule, no hired spellcaster will ever accompany a party 
  on an adventure of any sort.  If you want to bring the spellcaster 
  somewhere to cast a spell you need to negotiate with him or her, 
  and the default answer is no.  To forestall the charming of 
  spellcasters in order to get them to perform spellcasting or item use 
  services, note that doing so goes against the best interests of the 
  spellcaster and, as such, could break the charm effect.    
  It is also worth mentioning that NPC spellcasters are NOT going to 
  take continual interruptions too kindly, even if the party so doing is 
  of the same faith and alignment and pays well. At some point the 
  spell caster will get fed up with it and begin raising rates.  The 
  players should not rely upon those outside their group to keep their 
  members viable. They must learn self-reliance or else pay the price 
  one way or another. 
   
   Spy:  Spying is a profession which is typically reserved for assassin 
  and thief characters.  Other types of characters, such as monks or 
  rangers, can be paid to spy but do not have the versatility and 
  relevant expertise of assassins and thieves. 
  The player character must locate a likely prospect and then 
  employ him in some capacity which is in accord with the 
  prospective spy’s ability level.  Spies with any degree of 
  professionalism will not accept contracts for jobs they know to be 
  beyond their ability level.  Difficult assignments might call for 
  double or triple the spy’s usual monthly rate of pay.   
  A spy actively joins a group in order to betray it.  A person who 
  can so glibly betray one group could quite easily betray another, 
  his employer perhaps.  While some spies may be nobly 
  motivated, these fellows are few and far between.  Furthermore, 
  there is no way to be sure of the trustworthiness of the spy.  It is a 
  paradox that the better the spy is, the less he can be trusted.  
  Good spies are master liars and deceivers even less trustworthy 
  than bad spies (who tend to get caught anyway). 
  In roleplaying, spies create many of the same problems as 
  assassins.  First, in allowing player characters to hire spies, the DM 
  is throwing away a perfectly good roleplaying adventure! Having 
  the characters do their own spying can lead to all manner of 
  interesting possibilities. 
  Even if NPC spies are allowed, there is still the problem of success. 
  Many variables should be considered: What precautions against 
  spies have been taken?  How rare or secret is the information the 
  character is trying to learn?  How talented is the NPC spy?  How 
  formidable is the NPC being spied upon? 
  In the end, the rule to use when judging a spy's success is that of 
  dramatic effect.  If the spy's information will create an exciting 
  adventure for the player characters without destroying the work 
  the DM has put into the campaign world, it is best for the spy to 
  succeed. 
  If the spy's information will short-circuit a well-prepared adventure 
  or force the DM to rework vast sections of the campaign world, 
  the spy should not succeed.  Finally, the spy can appear to 
  succeed while, actually, failing - even if he does return with 
  
  Dungeon Master’s Guide    74 
  information, it may not be wholly accurate.  It may be slightly off 
  or wildly inaccurate.  The final decision about the accuracy of a 
  spy's information should be based on what will make for the best 
  adventure for the player characters. 
   
   Weaponmaker: A weaponmaker is a sort of smith-armorer 
  specializing in the manufacturing and maintenance of high-quality 
  arms. One weaponmaker is required for every 100 soldiers, or 
  fraction thereof, in the employ of the player character.  A 
  weaponmaker has an apprentice that serves him.  This apprentice 
  must be given room and board by their employer but need not be 
  paid for their services. 
    Assume that a weaponmaker can create or repair approximately 
  5 gold pieces worth of weapons each day.  Leather and studded 
  leather armors require that the armorer works in conjunction with a 
  leather worker.  Padded armor requires that the armorer works in 
  conjunction with a tailor.  Shields require the services of a 
  carpenter and armorer. 
    Scabbards for all swords will have to be manufactured by a leather 
  worker of some sort.  Locating a weapon maker willing to take 
  service with any player character should be difficult as they usually 
  find enough work to thrive in the relative safety of towns and cities. 
   
  The list above is by no means complete. Medieval occupations were 
  highly specialized. A man might spend all his life working as a miner of 
  iron and be considered to have a very different occupation from a 
  miner of tin. Research on this subject will probably yield more such 
  distinctions and even more occupations. 
  Expert hirelings are nearly always 1st level NPC-classed individuals.  
  Those above 1st level may multiply their listed cost by their level. 
   
  Soldiers:  Soldiers are the last group of hirelings. In a sense, they are 
  expert hirelings skilled in the science of warfare (or at least so player 
  characters hope).  However, unlike most experts, their lives are forfeit if 
  their skills or equipment are below par.  Because of this, they should 
  be well-provisioned and prepared for their duties.    
  Units of mercenary soldiers will seldom be of mixed types; a unit of 
  archers will be comprised solely of archers, footmen that form a unit 
  will have the same or similar arms and armor, and so on.  Note that 
  most mercenary soldiers are 1st level hardy NPCs (see page 65 for 
  more details on NPC types).  Player character-classed soldiers (i.e. 
  cavaliers, barbarians, duelists, fighters, paladins and rangers) are 
  exceptionally trained and cost twice their listed cost.  As such, 
  employing a 1st level fighter as a light footman will cost 4 gp per 
  month.  As with all hirelings, soldiers above 1st level may multiply their 
  listed cost by their level.   
  Some of the different types of soldier characters can hire or encounter 
  are described below. 
   
  Descriptions of Troop Types:  A general description of each troop type 
  is given here. In addition, specific historical examples are also 
  provided.  More examples can be found on the internet and in books 
  obtainable at a good wargame shop or at your local library.  The 
  more specific you make your soldier descriptions, the more detail and 
  color can be added to a fantasy campaign. 
  Clearly, though, this is a fantasy game.  No mention is made in these 
  rules of the vast numbers of strange and bizarre troops that might 
  guard a castle or appear on a battlefield.  It is assumed that all troop 
  types described here are human.  Units of dwarves, elves, and more 
  are certainly possible, but they are not readily available as hirelings.  
  The opportunity to employ these types is going to depend on the 
  nature of the campaign and the DM's wishes.  As a guideline, 
  however, no commander (such as the knight of a castle) should have 
  more than one or two exceptional (i.e., different from his own race) 
  units under his command. 
   
   Archer:  These troops will be able to operate as light infantry when 
  not employing bows.  They can use any typical weapon, for they 
  must be strong and in good health.   
  This is a footsoldier, typically armed with a shortbow, arrows, short 
  sword, and leather armor.  In history, archers were known to 
  operate as light infantry when necessary, but this was far from 
  universal.   
  Highland Scots carried bows, arrows, two-handed swords, and 
  shields, but no armor.  Turkish janissaries were elite troops armed 
  with bow and scimitar, but unarmored.  Byzantine psilos carried 
  composite short bows, hand axes, and, if lucky, chain or scale 
  armor.  A Venetian stradiot archer (often found on ships) 
  normally had a shortbow, longsword, and banded armor. 
   
   Archer, Mounted:  Mounted archers are normally light cavalry. 
  They carry shortbows, a longsword or scimitar, and leather armor, 
  although armor up to chain is sometimes worn. Historically, most 
  mounted bowmen came from nomadic tribes or areas of vast 
  plains. 
    The most famous mounted bowmen were the Mongol horsemen, 
  who commonly armed themselves with composite shortbow, 
  scimitar, mace, axe, and dagger.  Some also carried light lances.  
  They wore studded leathers or whatever else they could find, 
  and carried medium shields.  Pecheneg horsemen used the 
  composite shortbow, hand axe, lasso, and light lance, and wore 
  scale armor.  Russian troops carried the short bow and dagger 
  and wore padded armor. 
   
   Artillerist:  These troops are more specialists than regular soldiers.  
  Since their duty is to work and service heavy catapults and siege 
  equipment, they don't normally enter into combat.  They dress 
  and outfit themselves as they please.  Artillerists stay with their 
  equipment, which is found in the siege train. 
   
   Cavalry, Heavy:  The classic image of the heavy cavalryman is 
  the mounted knight.  Such men are typically armed with heavy 
  lance, longsword, and mace.  They wear platemail or field plate 
  armor.  The horse is a heavy warhorse and barded, although the 
  type of barding varies. 
  Examples include the early Byzantine kataphractos, armed with 
  light lance, longsword, banded armor, and a large shield. They 
  rode heavy warhorses fitted with scale barding. The French 
  Compagnies d'Ordonnance fitted with heavy lance, longsword, 
  mace, and full plate on chain or plate barded horses were 
  classic knights of the late medieval period. 
  In other lands, the Polish hussar was a dashing sight with his 
  tigerskin cloak fluttering in the charge. He wore platemail armor 
  and rode an unbarded horse but carried an arsenal of weapons 
  - light lance, longsword, scimitar, warhammer, and a brace of 
  pistols (although the latter won't normally appear in an AD&D 
  game).   
   
   Cavalry, Light: These are skirmishers whose role in combat is to 
  gallop in quickly, make a sudden attack, and get away before 
  they can attacked in force.  They are also used as scouts and 
  foragers, and to screen advances and retreats.  They carry a 
  wide variety of weapons, sometimes including a missile weapon.  
  Their armor is nonexistent or very light - padded leathers and 
  shields.  Speed is their main strength.  In many ways they are 
  indistinguishable from mounted bowmen and often come from 
  the same groups of people. 
  The stradiotii of the Italian Wars were unarmored and fought with 
  javelins, saber, and shield.  Hussars were armed with scimitar and 
  lance.  Byzantine trapezitos carried similar weapons, but wore 
  padded armor and carried a large shield. Turkish sipahis, noted 
  light cavalrymen, carried a wide variety of weapons, usually a 
  sword, mace, lance, shortbow, and small shield. 
   
   Cavalry, Medium: This trooper forms the backbone of most 
  mounted forces - it's cheaper to raise medium cavalry than 
  heavy knights, and the medium cavalryman packs more punch 
  than light cavalry. They normally ride unarmored horses and 
  wear scale, chain, or banded armor. Typical arms include lance, 
  longsword, mace, and large shield. 
  A good example of medium cavalry was the Normal knight with 
  lance, sword, chainmail, and kite shield. Others include the 
  Burgundian coustillier (brigandine or splint, light lance, longsword, 
  and dagger), Persian cavalry (chainmail, large shield, mace, 
  scimitar, and shortbow), and Lithuanian boyars (scale, light 
  lance, longsword, and large shield). 
   
   Crossbowmen, Heavy:  These units were rarely used by medieval 
  princes, and were normally assigned to garrison and siege duties.  
  Each normally has a heavy crossbow, shortsword, and dagger, 
  and wears chainmail.  The services of a shield bearer is often 
  supplied to each man.  Venetian heavy crossbowmen frequently 
  served on galleys and wore chain or brigandine armor.  Genoese 
  heavy crossbowmen in German service sometimes wore scale 
  armor for even greater protection. 
   
   Crossbowmen, Light:  These units are favored by some 
  
  Dungeon Master’s Guide    75 
   
  commanders, replacing regular archers in many armies.  The 
  crossbow requires less training than the bow, and is easier to 
  handle, making these soldiers cheaper in the long run to 
  maintain.  Each man normally has a light crossbow, shortsword, 
  and dagger.  Usually they do not wear armor.  Light 
  crossbowmen fight hand-to-hand only to save themselves and 
  will fall back or flee from attackers. 
  Italian crossbowmen commonly wore padded armor and carried 
  a longsword, buckler, and light crossbow.  Burgundians wore a 
  light coat of chain and carried no weapons other than their 
  crossbows. Greek crossbowmen carried a variety of weapons 
  including crossbow, sword, and spear or javelin. 
   
   Crossbowmen, Mounted: When possible, crossbowmen are given 
  horses, for extra mobility. All use light crossbows, since heavier 
  ones cannot be cocked on horseback. The horse is unbarded, 
  and the rider normally wears little or no armor. As with most light 
  troops, the mounted crossbowmen relies on speed to whisk him 
  out of danger. An unusual example of a mounted crossbowmen 
  was the German mercenary (platemail, light crossbow, and 
  longsword). 
   
   Handgunner:  This troop type can be allowed only if the DM 
  approves the use of arquebuses in the campaign.  If they are 
  forbidden, this troop type doesn't exist.  Handgunners typically 
  have an arquebus and shortsword, and wear a wide variety of 
  armors. 
   
   Infantry, Heavy: Depending on the army, heavy infantry either 
  forms its backbone or is nonexistent.  These troops are trained to 
  fight in close formation.  They do so regardless of the type of armor 
  they are equipped with.  Weaponry can be sword and shield, axe 
  and shield, pole arms, etc.  They are proficient in the use of all 
  armors and may use siege equipment.  Heavy infantry (also known 
  as heavy footman) wielding polearms are often placed in the 
  center of units, with close-quarter infantrymen placed along the 
  outer edge of the unit. 
  Examples of heavy infantry include Byzantine skutatoi (scalemail, 
  large shield, spear, and longsword), Norman footmen (chainmail, 
  kite shield, and longsword), Varangian Guardsmen (chainmail, 
  large shield, battle axe, longsword, and shortsword), late 
  German men-at-arms (platemail, battle axe, longsword, and 
  dagger), Flemish pikemen (platemail, longsword, and pike), 
  Italian mercenaries (platemail, longsword, glaive, and dagger), 
  Irish gallowglasses (chainmail, halberd, longsword, and darts), 
  and Polish drabs (chainmail, scimitar, and halberd). 
   
   Infantry, Irregular:  These are typically wild tribesmen with little or 
  no armor and virtually no discipline.  They normally join an army 
  for loot or to protect their homeland.  Their weapons vary widely, 
  although most favor some traditional item. 
  Examples of irregulars include Viking berserkers (no armor, but 
  shield, and battle axe or sword), Scottish Highlanders (often 
  stripped bare with shield and axe, voulge, sword, or spear), 
  Zaporozian cossacks (bare-chested with a bardiche), or a Hussite 
  cepnici (padded or no armor, flail, sling, and scimitar). 
   
   Infantry, Light:  These soldiers are not best suited to fighting in close 
  formation, but are useful in rough terrain, woods, skirmishes, etc.  
  They are trained in the use of light armor and shields.  They typically 
  use spears, hand axes, short swords or polearms in melee.   
  The bulk of infantry tend to be light infantry (also known as light 
  footmen).  Such units are cheap raise and train.  Most come from 
  the lower classes.  They are distinguished from irregular infantry by 
  a (barely) greater degree of discipline.   
  Typical of light infantry were Swiss and German pikemen (no 
  armor, pike, and shortsword), Spanish sword-and-buckler men 
  (leather armor, shortsword, and buckler), Byzantine peltastos 
  (padded armor, large shield, javelins, and sword), even Hindu 
  payaks (no armor, small shield, and scimitar or club). 
   
   Infantry, Militia:  These are townsfolk and peasants called up to 
  serve.  They normally fall somewhere between irregulars and light 
  infantry in equipment and quality.  However, in areas with a long-
  standing tradition of military service, militiamen can be quite 
  formidable. 
  Some Italian militias were well-equipped with banded or 
  platemail armor and glaives.  The Irish “rising-out” typically had 
  no armor and fought with javelins and longswords.  Byzantine 
  militias were well-organized and often worked as archers 
  (shortbow and padded armor) in defense of city walls.  The 
  Saxons’ fyrd was supposedly composed of the freemen of a 
  district. 
   
   Longbowmen:  English and Welsh longbowmen represent elite 
  archers.  Highly trained and rare, these archers are valuable in 
  battle. They are also hard to recruit and expensive to field.  A 
  longbowman typically wears padded or leather armor and 
  carries a longbow with shortsword or dirk.    
   
   Sapper:  These men, also known as miners or pioneers, provide 
  the labor for field work and siege operations.  They are generally 
  under the command of a master engineer.  Normally they retreat 
  before combat, but if pressed, will fight as light infantry. They 
  wear no armor and carry tools (picks, axes, and the like) that can 
  easily double as weapons. They are usually found with siege 
  trains, baggage trains, and castles. 
   
   Shieldbearer:  This is a light infantryman whose job is to carry and 
  set up shields for archers and crossbowmen.  Historically, these 
  tower shields (or pavises) were even larger than a normal large 
  shield.  Some required two men to move. From behind this cover, 
  the bowman or gunner could reload in relative safety.  If the 
  position was attacked, the shieldbearer was expected to fight as 
  an infantryman.  For this reason, shieldbearers have the same 
  equipment as light infantry. 
   
   Ship Crew:  Crewmen must be of the sort needed for the vessel 
  and the waters it is to sojourn in.  That is, the crew must be sailors, 
  oarsmen, or mates of either fresh water vessels or salt water vessels.  
  Furthermore, they must be either galley-trained or sailing-vessel 
  trained.    
  Marines are the naval equivalent of heavy infantry but tend to use 
  light armor in melee, due to the hazards of wearing heavier armor 
  while at sea.   
  Sailors are the naval equivalent of light infantry and use close-
  quarter weapons and light armor (or no armor) in combat.   
   
   Slinger: Slingers may use small shields while attacking with slings and 
  fight as light infantry in melee.  
   
   
  Employing Hirelings: Whether seeking everyday workers or rare 
  experts, the methods PCs use for employing hirelings are generally the 
  same.  Basically, a player character advertises his needs and seeks 
  out the recommendations of others.  Given enough notice, hirelings 
  will then seek out the player character. 
  When hiring, the first step is to figure out if the player character is 
  going to offend anyone, particularly the ruler of the city or town.  
  Feudal lords have very specific ideas about their land and their 
  property (the latter of which sometimes includes the people on his 
  land).  If the hirelings are true freedmen, they can decide to come 
  and go as they please.  More often, the case is that the hirelings are 
  bound to the fief.  They are not slaves, but they cannot leave the land 
  without the permission of their lord. 
  Depopulating an area will get a strong negative reaction from local 
  officials.  If the player character seeks only a few hirelings, he is not 
  likely to run into difficulty unless he wishes to take them away (i.e., 
  back to his own castle).  This type of poaching will certainly create 
  trouble. 
   
  If Sir Bruno, having established his paladin's castle, needs 300 
  peasants to work the field, he cannot go into the nearby town 
  and recruit 300 people without causing a reaction!  the lord and 
  the town burghers are going to consider this tantamount to 
  wholesale kidnapping. 
   
  Finally, local officials have this funny way of getting upset about 
  strange armies. If Sir Bruno comes into town to raise 300 heavy cavalry, 
  the local lord is sure to notice!  No one likes strangers raising armies in 
  their territory.  It is, after all, a threat to their power. 
  Thus, in at least these three situations, player characters would do well 
  to secure the cooperation of local officials before they do anything.  
  Such cooperation is rarely forthcoming without some kind of 
  conditions:  A noble may require a cash bond before he will agree to 
  release those under him; guilds may demand concessions to regulate 
  their craft within the boundaries of the player character's lands; dukes 
  and kings may require treaties or even diplomatic marriages; burghers 
  could ask for protection or a free charter.  Anything the DM can 
  imagine and negotiate with the player is a possibility. 
  
  Dungeon Master’s Guide    76 
  Once a character has secured permission, he can begin searching for 
  the hirelings he needs.  If he needs craftsmen with specific skills, it is 
  best to work through the guild or local authorities.  They can make the 
  necessary arrangements for the player character.  This also obviates 
  the need to roleplay a generally uninteresting situation.  Of course, 
  guilds generally charge a fee for their services. 
  If the character is seeking a large number of unskilled men or soldiers, 
  he can hire a crier to spread the word.  Printing notices will only work 
  in a largely literate city and, as such, is generally not a practical 
  solution.  Fortunately, criers are easily found and can be hired without 
  complicated searching.  Indeed, even young children can be paid 
  for this purpose. 
  At the same time, the player character would be wise to do his own 
  advertising by leaving word with innkeepers, stablers, and the owners 
  of public houses.  Gradually, the DM makes applicants arrive. 
  If the player character is searching for a fairly common sort of hireling, 
  such as laborers, response is equal to approximately 10% of the 
  population in the area (given normal circumstances). 
  If the position being filled is uncommon, the response will be about 5% 
  of the population.  Openings for soldiers might get one or two 
  respondents in a village of 50.  In a city of 5,000 it wouldn't be unusual 
  to get 250 applicants, a respectable company. 
  If searching for a particular craft or specialist - a blacksmith or 
  armorer, for instance - the average response is 1% of the population or 
  less.  Thus, in a village of 50, the character just isn't likely to find a smith 
  in need of employment.  In a slightly larger village, he might find the 
  blacksmith's apprenticed son willing to go with him. 
  As a result, most expert hirelings can be found only in larger towns or 
  cities, although some might be located in smaller communities.  The 
  various types of expert hirelings will generally be found in the 
  appropriate section of the community or at cheap inns in the case of 
  mercenary soldiers.  Sages will typically be found in or near colleges, 
  schools, universities, libraries, museums, forums, and public speaking 
  places. Sages belong to a brotherhood but, as a general rule, this 
  association is informal and not likely to have a headquarters at which 
  a sage could be located.  
  Unusual circumstances such as a plague, a famine, a despotic tyrant, 
  or a depressed economy, can easily alter these percentages.  In 
  these cases, the DM decides what is most suitable for his campaign.  
  Furthermore, the player character can increase the turnout by 
  offering special inducements - higher pay, greater social status, or 
  special rewards.  These can increase the base percentage of finding 
  any type of hireling by 5% of the population.   
  The whole business becomes much more complicated when hiring 
  exotic experts - sages, spies, assassins, and the like.  Such talents are 
  not found in every city.  Sages live only where they can continue their 
  studies and where men of learning are valued.  Thus they tend to 
  dwell in great cities and centers of culture, though they don't always 
  seek fame and notoriety there.  Making discreet enquiries among the 
  learned and wealthy is an effective way to find sages.  Other experts 
  make a point not to advertise at all. 
  Characters who blurt out that they are seeking to hire a spy or an 
  assassin are going to get more than just a raised eyebrow in reaction!  
  Just what needs to be done in this situation depends entirely upon the 
  DM’s campaign.  Your character may have to skulk through the 
  unsavory bars of the waterfront, rely on questionable go-betweens, or 
  pay a visit to the thieves’ guild (if there is one).  Just employing one of 
  these characters can be a small adventure in itself.  
  When an offer of employment is made an encounter reaction check 
  (page 65) should be made.  This charisma check is modified by racial 
  preference and other factors, such as the player’s reputation and 
  status.  Advance or additional payment, typically equating to 10% of 
  a month’s pay, gives the hirer a +2 bonus to this check.  A neutral or 
  better reaction indicates that the hireling is willing to work for the 
  character. 
   
  Hireling Wages:  Once applicants have arrived (and the player has 
  rejected any that seem unsuitable), the issue of pay must be 
  negotiated.  Fortunately, this is somewhat standardized for most 
  occupations. 
  The table on the following page lists the amount different trades and 
  craftsmen expect under normal circumstances. From these, salaries 
  for other NPCs can be decided.   
  The monthly cost for each hireling is based on all the associated 
  expenditures which go with the position - salary or wage, uniform or 
  clothing and enough for the upkeep of the hireling’s equipment.  
  Hirelings are also entitled to room and board and, if craftsmen, 
  facilities in which to work.  Furthermore craftsmen will need raw 
  materials in order to perform their duties.  The cost of raw materials is 
  50% of the purchase cost of the goods that a craftsman creates.  
  Assume that all NPCs will have the hand-tools and portable gear 
  required by their trade.  Mercenary soldiers must be furnished with 
  arms and armor, though many have light armor and a few weapons 
  of their own.  Mounted units must be furnished with mounts, which 
  must be stabled, fed and cared for.  Finally, all traveling expenses 
  must come out of the PC's pocket. 
  Hirelings above 1st level multiply their listed cost by their level, as 
  commensurate with their higher level of skill.  As such a 5th level NPC 
  light crossbowman could charge 5 times what his 1st level counterpart 
  could.   
  Important hirelings will also expect gifts and perhaps offices to 
  supplement their income.  Soldiers expect to be ransomed if 
  captured, to have their equipment replaced as needed, and to 
  receive new mounts for those lost in combat.  All of these extra 
  benefits add up quickly.  Furthermore, most activities are much more 
  labor-intensive when compared to modern standards.  More workers 
  are needed to perform a given job.  More workers means greater 
  overall expenses and lower wages for each individual laborer. 
  Finally, costs can also be affected by the conditions of the campaign 
  - the setting, the recent events of the world, and the reputations of 
  the player characters (if any).  Most hirelings sign on for what they 
  think is fair.  While few will turn down more money, most will drive the 
  best bargain they can.  Employment is a matter of offer and 
  acceptance, and each player character must do his own bargaining. 
   
  Demihuman and Humanoid Hirelings:  Demihumans that are well-
  suited to a particular field, such as dwarven sappers or halfling scouts, 
  may be considered two levels higher than their actual level with 
  regard to wages.   
  Humanoid mercenaries may be hired to serve evil characters, and will 
  typically serve for 25% less than either human or demihuman 
  mercenaries.  Humanoid troops are hired at great risk, requiring strong 
  leadership and stern discipline to prevent in-fighting, desertion, 
  rebellion and descent into utter savagery.  Weakness in leadership, or 
  lack of officering, will certainly cause these troops to become unruly 
  and impossible to control, as these evil creatures will expect to loot, 
  pillage, and rape freely at every chance.  They will also expect to kill, 
  and probably eat, captives. Some possible humanoid soldiers are:  
  bugbears, gnolls, goblins, hill giants, hobgoblins, kobolds, lizard men, 
  orcs and trolls.  Humanoids are considered to have a number of levels 
  equal to their hit dice with regards to their rate of pay.   
   
  Racial Preferences:  In dealing with humanoid troops of differing 
  races, it is important to keep in mind that different races, or different 
  clans of the same race, are often as hostile to each other as they are 
  with humans and demihumans.  Lizardmen mercenaries are rarely 
  employed alongside other humanoids, as they are hated by all 
  demihumans and humanoids save kobolds, and even the latter are 
  suspicious of them (just as human troops are).  Of the various races of 
  
  Dungeon Master’s Guide    77 
   
  humanoids that are found as mercenary units, many will bully or 
  attack one another as indicated on the following table: 
   
  racial preference table 
  race 
  bug 
  gnoll 
  gob 
  giant 
  hob 
  kob 
  ogre 
  orc 
  troll 
  bugbear 
  P 
  N 
  G 
  N 
  A 
  A 
  N 
  A 
  N 
  gnoll 
  N 
  P 
  A 
  N 
  N 
  A 
  G 
  N 
  N 
  goblin 
  G 
  A 
  P 
  N 
  N 
  G 
  H 
  N 
  A 
  hill giant 
  G 
  G 
  A 
  P 
  A 
  A 
  G 
  N 
  N 
  hobgoblin 
  N 
  N 
  N 
  N 
  H* 
  A 
  A 
  N 
  H 
  kobold 
  A 
  H 
  G 
  A 
  A 
  P 
  H 
  A 
  N 
  ogre 
  N 
  N 
  A 
  G 
  A 
  A 
  P 
  N 
  N 
  orc 
  A 
  N 
  N 
  A 
  N 
  A 
  G 
  H* 
  H 
  troll 
  A 
  N 
  A 
  N 
  H 
  N 
  N 
  A 
  N* 
   
  Notes on the Racial Preferences Table: 
   
  P:  
  Indicates some preference and compatibility or even possible    
  friendliness between them with appropriate co-operation.  
  G: 
  Indicates that some goodwill exists, and so no hostility and 
   
  some co-operation is possible 
  N:  
  Indicated the races can tolerate each other, and open hostilities 
  are not likely to be evident.  Bullying and harassment are likely, as 
  stronger races will seek to assert their dominance over weaker 
  ones.  In combat there will be no move to aid them if anything ill 
  befalls. 
  A: 
  Indicates antipathy and an active dislike which will break into 
  open hostility if the opportunity presents itself. If leaders or 
  overseers are weak, these creatures will desert.  Bullying and 
  harassment are likely. 
  H: 
  Indicates a strong hatred for the race in question. This may be 
  kept in check by fear, which will certainly break into open 
  hostilities at the first opportunity, or else the hating humanoids will 
  desert at the first chance if near a strong body of such hated 
  creatures 
  Hireling Costs 
   
  common hirelings 
  daily cost 
  monthly cost** 
  bearer/ porter 
  1 sp 
  1 gp 
  carpenter* 
  2 sp 
  2 gp 
  clerk 
  4 sp 
  4 gp 
  guide, city 
  4 sp 
  4 gp 
  laundry 
  1sp 
  1 gp 
  leatherworker* 
  15 cp 
  30 sp 
  limner* 
  10 sp 
  10 gp 
  linkboy  
  1 sp 
  1 gp 
  mason*  
  3 sp 
  3 gp 
  messenger 
  5 sp 
  5 gp 
  minstrel 
  1 gp 
  20 gp 
  mourner 
  4 sp 
  n/a 
  pack handler/groom 
  15 cp 
  30 sp 
  tailor* 
  15 cp 
  30 sp 
  teamster 
  5 sp 
  5 gp 
  valet/lackey 
  25 cp 
  50 sp 
   
   
   
  expert hirelings 
  daily cost 
  monthly cost** 
  alchemist* 
  5 gp 
  100 gp 
  architect (engineer)* 
  5 gp 
  100 gp 
  armorer* 
  5 gp 
  100 gp 
  artillerist (engineer)* 
  5 gp 
  100 gp 
  assassin 
  special, see description 
  barrister 
  1 gp 
  20 gp 
  blacksmith* 
  3 sp 
  30 gp 
  doctor* 
  5 gp 
  100 gp 
  jeweler-gemcutter* 
  5 gp 
  100 gp 
  sage 
  20 gp 
  400 gp 
  sapper (engineer)* 
  7 gp, 10 sp 
  150 gp 
  spellcaster* 
  special, see description 
  spy 
  special, see description 
  weaponmaker* 
  5 gp 
  100 gp 
   
   
   
  soldiers 
  daily cost 
  monthly cost** 
  archer* 
  3 sp 
  3 gp 
  artillerist* 
  5 sp 
  5 gp 
  bowman, mounted* 
  5 sp 
  5 gp 
  cavalry, heavy* 
  12 sp 
  12 gp 
  soldiers 
  daily cost 
  monthly cost** 
  cavalry, light* 
  5 sp 
  5 gp 
  cavalry, medium* 
  9 sp 
  9 gp 
  crossbowman, heavy* 
  5 sp 
  5 gp   
  crossbowman, light* 
  3 sp 
  3 gp 
  crossbowman, mounted* 
  5 sp 
  5 gp 
  infantry, heavy* 
  4 sp 
  4 gp 
  infantry, irregular* 
  1 sp 
  1 gp 
  infantry, light* 
  2 sp 
  2 gp 
  infantry, militia* 
  1 sp 
  1 gp 
  handgunner* 
  7 sp 
  7 gp 
  longbowman* 
  4 sp 
  4 gp 
  sapper* 
  4 sp 
  4 gp 
  shieldbearer* 
  15 cp 
  30 sp 
  ship crew 
   
          marines* 
  4 sp 
  4 gp 
          sailors* 
  2 sp 
  2 gp 
  slinger* 
  2 sp 
  2 gp 
   
   
  * plus material and equipment upkeep costs 
  **assumes that quarters and food are provided for the hireling 
   
  Maximum Number of Hirelings:  Players are not limited in the number of 
  hirelings they may enlist, though it is wise to insure that hirelings are 
  supervised by the player characters or their trusted advisors, especially 
  when hired in large numbers.  Mercenary units, in particular, require 
  officers (higher level soldiers) to maintain discipline among the rank 
  and file.  
   
  Level Limits:  While hirelings have no defined level limit, nearly half of 
  those encountered will never ever advance beyond level 1 and a 
  rare few (such as sages) will ever advance beyond 5th level in their 
  lifetime.   
   
  Experience Points & Treasure:  Hirelings do not gain experience points 
  for their efforts on behalf of the player characters.  They expect no 
  compensation except for their salary, uniform or clothing, room, 
  board, and enough for the upkeep of their equipment.  Players may 
  give hirelings gifts, in order to improve their morale or to reward 
  exceptional service, but are not required to share treasure with 
  hirelings.  
  Certain, rare, hirelings may rise in status through exceptional deeds or 
  aptitude to become the henchmen or followers of player characters 
  (see below), or make a place for themselves in the world as NPCs of 
  renown. 
   
  Roleplaying Hirelings:  Hirelings do not serve a player character out of 
  any great loyalty.  Thus there are some things hirelings will not do. Most 
  hirelings do not foolishly risk their lives. There are soldiers willing to take 
  their chances on the field of battle, but even these courageous (or 
  foolish) few do not willingly undertake the greater hazards of 
  adventuring. They man castle walls, guard caravans, collect taxes, 
  and charge the massed foe well enough, but they often refuse to 
  accompany a player character on his journeys into the unknown. 
  Even a hireling who regularly undertakes dangerous missions (a spy, 
  for example) typically refuses to join player character parties. These 
  hirelings are loners. They contract to do a job and get it done in their 
  own way, without interference from anyone else. 
  Hirelings are no more loyal than human nature allows. For the most 
  part, if paid and treated well, with opportunities to realize their 
  ambitions, working for a charismatic leader, hirelings can be relied on 
  to do their jobs faithfully. But poor pay, injustice, discrimination, threats, 
  abuse, and humiliation at the hands of their masters make them 
  somewhat less than reliable. A smart leader sees to the comfort and 
  morale of his men before his own concerns. With less savory 
  characters - those hired to perform dark deeds - the player character 
  takes even greater chances, especially given the questionable morals 
  of such characters. 
  Whatever their personalities, hirelings generally need to make morale 
  checks (explained in the MORALE section on page 84) whenever they 
  are faced with a particularly dangerous situation or are offered a 
  bribe or other temptation. 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    78 
  HENCHMEN 
  Sooner or later, all players are going to discover the value of henchmen. 
  However, knowing that henchmen are useful and playing them 
  properly are just not the same.  Misused and abused henchmen can 
  quickly destroy much of the fun and challenge of a campaign, for a 
  henchman is more than just a hireling the player character can boss 
  around.   
  A henchman is a PC's friend, confidante, and ally.  If this aspect of the 
  NPC is not stressed and played well, the henchman quickly becomes 
  nothing more than a cardboard character, depriving the DM of a tool 
  he can use to create a complete roleplaying experience.  For the DM, a 
  henchman is just that - a tool, a way of creating an exciting story for the 
  player characters.   
  Henchmen are much that hirelings are not.  They are adventurers who 
  serve out of loyalty.  They are willing to risk their lives for those they 
  respect. They are also hard to find. 
  One cannot advertise for friends with any great success.  They grow and 
  develop from other relationships.  A henchman can be found by 
  placing trust in a skilled hireling.  Heroic deeds (saving the life of an NPC) 
  can create a strong and instant bond.  Love certainly can form this 
  bond.   
   
   
  An NPC Becomes a Henchman:  There is no set time at which a player 
  character acquires a henchman.  Running a player character and a 
  henchman together is more difficult than just a player character alone.  
  Not every player will be ready for this at the same time, so the DM 
  should carefully consider if and when players get henchmen.  Wait until 
  the player has demonstrated the ability to roleplay his own character 
  before burdening him with another.  If the player does not assume at 
  least some of the responsibility for roleplaying the henchman, the value 
  is lost. 
  Neither is there a set way to acquire a henchman.  The DM must use his 
  own judgment.  Since a henchman is a friend, consider those things that 
  bind friends together.  Being treated as equals, helping without 
  expecting reward, trust, kindness, sharing secrets, and standing by each 
  other in times of trouble are all parts of it. 
  When a character does these things for an NPC, a bond will develop 
  between them.  The DM can allow the player to have more and more 
  control over the NPC, deciding actions, role-playing reactions, and 
  developing a personality.  As the player does this, he begins to think of 
  the NPC almost as another player character.  When the player is as 
  concerned about the welfare of the NPC as he would be for a normal 
  player character, that NPC can be treated as a henchman.  In the end 
  the player and the DM must trust their own judgment to determine 
  when an NPC becomes a henchman.  There is no clear line an NPC 
  must cross to make the transition from hireling to henchman. Instead, it is 
  a slide from one status to the other. 
   
  Race of Potential Henchmen:  The race of a prospective henchman will 
  be determined by the racial composition of the locale itself, which is 
  something that the DM should have determined in advance.  
   
  Class of Potential Henchmen:  As far as class goes, unless your 
  campaign has special rules regarding certain classes, you should use 
  the following table as a generic determinant. 
   
  d% roll 
  class 
  01 
  anti-paladin 
  02-08 
  assassin 
  09-15 
  barbarian 
  16-20 
  bard 
  21-24 
  cavalier (mercenary knight or ronin) 
  25-34 
  cleric 
  35 
  cloistered cleric 
  36-37 
  druid 
  38-43 
  duelist 
  d% roll 
  class (continued) 
  44-68 
  fighter 
  69-70 
  hedge wizard 
  71-72 
  illusionist 
  73 
  monk 
  74-81 
  magic-user 
  82-83 
  multi- or split-classed* 
  84 
  necromancer 
  85-86 
  paladin 
  87 
  psionicist 
  88-90 
  ranger 
  91-94 
  scout 
  95-00 
  thief 
  * 
  roll twice ignoring class combinations that would not work due 
  to race or alignment restrictions. 
   
  Employing Henchmen:  Henchmen typically come into the service of 
  player characters as hirelings and, as such, are usually equipped by 
  the player character.  Regardless of their background, most 
  henchmen will be equipped with little more than the clothes they 
  wear, some travel gear, a handful of coins, and a few tools of their 
  trade.   
  A prospective henchman fighter, for example, will usually have 
  traveling clothes, a backpack, a bedroll, some hard tack and cheese, 
  a waterskin, light armor of some sort, a weapon or two with which to 
  defend themselves, and a few silver pieces in a mouldering pouch.  
  The wretched state of the majority of prospective henchmen is, in 
  fact, one of the primary motivations for their seeking employment with 
  a renowned adventurer. 
  Loyal henchmen are powerful allies to a player character. Unlike 
  hirelings, they have the nerve and ability to become powerful 
  adventurers.  Although they expect their share of treasure, they do 
  not usually join a player character for money.  They are attracted to 
  the PC because of his reputation or other qualities he possesses.  As 
  such, henchmen cannot be expected to flock to the banner of a 
  neophyte adventurer and it is recommended that players not gain 
  the service of henchmen until they have reached 4th level.  
   
  Maximum Number of Henchmen: A player character’s charisma 
  determines the maximum number of henchmen he can have. This is a 
  lifetime limit, not just a maximum possible at any given time. In a world 
  where the fallen can be restored to life, it is expected that a man 
  would make this effort for his dearest friends, both player characters 
  and henchmen.  
  Characters may have up to 3 henchmen, plus additional henchmen if 
  they have an exceptional charisma.  Characters with a charisma of 
  13 or higher may have 3 additional henchmen for each point of 
  charisma modifier they have.  As such characters with a 13-15 
  charisma may have up to 6 henchmen, while those with an 18 
  charisma may have up to 12 henchmen.   
  Those with a charisma of 8 or lower subtract their charisma modifier 
  from the maximum number of henchmen that may serve them.  As 
  such a character with an 8 charisma may only have 2 henchmen, 
  while a character with a 3 charisma may not have henchmen at all. 
   
  Level Limits: A henchman is nearly always a member of a standard 
  character class (cleric, fighter, thief, etc) rather than of the inferior 
  NPC class detailed in this tome.  They are almost always of lower level 
  than the player character they serve.  It is recommended that all 
  henchmen be limited to attaining a maximum level equal to ¾ that of 
  their player character companion.  As such, an 8th level player 
  character’s henchman should never rise above 6th level while in the 
  service of that player character.   
  Should the henchman ever gain enough experience to surpass this 
  level limit, his XP advancement is halted at 1 less than the amount 
  needed to attain the next level.  Faced with such limitations upon 
  their advancement it is quite possible that a henchman in such a 
  situation would choose to eventually strike out on his own.  In some 
  ways, the player character is the mentor and the henchman his 
  student. When the student’s advancement can no longer be fostered 
  by their teacher, it is time for him to go out on his own. 
  On rare occasions a player character may gain the services of an 
  NPC henchman with more levels than is recommended above.  In 
  such instances the NPC will seek to honor whatever debt or obligation 
  they have to the player character by aiding for a single adventure or 
  undertaking before setting off on their own.  No inducement on the 
  
  Dungeon Master’s Guide    79 
   
  player’s part will extend the direct aid from the NPC ally, though it is 
  highly likely the NPC will offer indirect aid (i.e. by extending hospitality 
  towards the players, using their influence to aid the characters, 
  sharing information with the party, etc) in the future. 
   
  Experience Points & Treasure:  Henchmen, unlike hirelings, earn 
  experience points and may advance in level.  While they may 
  advance in level they do not do so at the same rate as player 
  characters.  Henchmen gain a ½ share of experience points and 
  treasure.   
  When determining the XP gained after defeating creatures divide the 
  total XP gained by two times the number of player characters and 
  henchmen in the adventuring party.  As such if the party has 5 player 
  characters and 1 henchman, divide the experience point total by 12.  
  The henchman gets this many XP, which are subtracted from the total 
  XP gained.  The remaining XP total is then divided amongst the player 
  characters. 
   
  Example 1:  A party of 5 player characters and 1 henchmen 
  defeat 4 bugbears (120 XP each) and their leader (175 XP).  The 
  total of 655 XP is divided by 12 (2 x the 6 members of the party).  
  The henchman gets 54 XP (655 divided by 12).  655 XP minus this 
  54 XP comes to 601 XP.  These remaining XP are divided by 5 (the 
  5 player characters), with each player character receiving 120 
  XP. 
   
  Example 2:  A party of 4 player characters and 3 henchmen 
  defeat a vampire (8,000 XP).  The total of 8,000 XP is divided by 
  14 (2 x the 7 members of the party).  Each henchmen each get 
  571 XP (8,000 divided by 14).  8,000 XP minus the 1,714 XP 
  awarded to the henchmen comes to 6,286 XP.  These remaining 
  XP are divided by 4 (the 4 player characters), with each player 
  character receiving 1,571 XP. 
   
  If a henchman gains enough XP to bring it to a level equal to ¾ of 
  that of his companion player character the henchman does not gain 
  the new level - its new XP total is 1 less than the amount needed to 
  attain the next level.  
  This rule is especially significant when the player character loses one 
  or more levels; a henchman’s level advancement could be stalled for 
  quite some time until the player character regains his lost levels. 
  Although the PCs can work out other deals, their henchmen usually 
  get only a half share of any treasure the party gains. Sometimes a 
  henchman seeks no pay, only the opportunity to serve alongside the 
  player character. Such uncommon henchmen require only living 
  costs. 
  When determining the treasure gained, divide the total number of 
  coins found by two times the number of player characters and 
  henchmen in the adventuring party. For instance, if a party of four 
  player characters and one henchman discovers a chest of silver 
  pieces, divide the number found by 10 (2 x the 5 members of the 
  party).  The henchman gets this many coins, which are subtracted 
  from the total treasure gained.  The remaining coins are then divided 
  amongst the player characters. 
   
  Example:  A party of 4 player characters and 1 henchman find 
  1000gp.  This total is divided by 10 (2 x the 5 members of the 
  party).  The henchman gets 100gp, which are subtracted from 
  the total gold pieces found.  The remaining 900gp are divided 
  amongst the 4 player characters, who get 225gp each. 
   
  Finally, the player character is expected to make an effort to raise or 
  restore slain henchmen.  This is not a normal expectation of hirelings or 
  followers (although it can happen in extreme cases).  The effort should 
  be honest and true.  A player character shouldn’t fool himself into 
  thinking no one will notice if he doesn’t do his utmost.  The player 
  character who returns from an adventure minus his henchman is 
  automatically under a cloud of suspicion, despite his most vehement 
  protests. A player character must take great care to maintain his 
  reputation as a good and loyal lord. 
   
  Roleplaying Henchmen:  Once the DM decides that an NPC is a 
  henchman, he should make two copies of the NPC's character sheet, 
  one for himself and one for the player.  Not everything need be 
  revealed on the player's copy - the DM may choose to conceal 
  alignment, experience point totals, special magical items, or 
  character background.  However, the player should have enough 
  information to roleplay the henchman adequately.  It is hard to run a 
  character properly without such basic information as ability scores, 
  race, or level.  Ideally, the player should not have to ask the DM, “Can 
  my henchman do this?” 
  Naturally, the DM's character sheet should have complete information 
  on the henchman.  Moreover, the DM should also include a short 
  description of the henchman in appearance, habits, peculiarities, 
  personality, and background.  The last two are particularly important. 
  Establishing the personality of the henchman allows the DM to say, 
  “No, your henchman refuses to do that,” with reason.  The astute 
  player will pick up on this and begin playing the henchman 
  appropriately.  While the player is allowed to make nearly all decisions 
  for the NPC, but the DM can overrule any action as being out of 
  character. 
  A little background allows the DM to build adventures that grow out 
  of the henchman's past.  An evil stranger may come hunting for him; 
  his father may leave him a mysterious inheritance; his wife (or 
  husband) may arrive on the doorstep.  Even a little history is better 
  than nothing. 
  There are certain things henchmen do not do.  They do not give away 
  or loan out magical items.  They do not allow others free access to 
  their spellbooks.  They do not tolerate spell use that questions their 
  loyalty (detect lie or know alignment cast upon them).  They do not 
  accept less than their due share.  In general, within these limits, 
  henchmen do what is desired of them.  The DM can at any time 
  dictate the actions of a henchman, since the character is still an NPC. 
  Furthermore, henchmen attach themselves to a particular player 
  character, not a group of player characters.  Thus it is only under the 
  direst of circumstances that a henchman accepts the orders of 
  another PC.  Should his friend (the player character) fall, the 
  henchman sees to his needs.  He doesn’t abandon him and continue 
  on with the other player characters unless this is clearly the only way 
  to aid his friend. 
  If a PC is not attentive to the wishes and needs of his henchmen, or if 
  he abuses and humiliates them, he can expect the worst.  This is the 
  stuff mutinies and rebellions are made of.  Should an abusive player 
  character fall at the hands of a once-loyal henchman, he has only 
  himself to blame.  Henchmen driven to treachery can be the bane of 
  any player’s existence, and the player character must always be 
  aware that henchmen are sometimes not what they seem.  Once 
  their loyalty has eroded they can be a means to get at the player 
  character.  Throughout history, many a cruel and cunning villain has 
  posed as a true companion, waiting for his chance to strike or spy on 
  his friend. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    80 
  FOLLOWERS 
  Player characters, upon reaching level 10 and doing certain things 
  (such as building a stronghold), will be entitled to attract one or more 
  followers.  These followers might be fanatically loyal servants of the 
  same deity (or deities) in the case of clerics, stalwart admirers of 
  fighters, or pupils eager to learn from a master in the case of monks, 
  duelists, magic-users, and bards.  Unless otherwise stated, the 
  alignment of these followers should be close to that of the character.   
  Followers do not serve for a specific term of contract, remaining with 
  the player character as long as their basic needs are met.   
  Followers are similar to henchmen, except they’re generally low-level 
  NPCs. Because they’re relatively weak when compared to the player 
  character that they serve, followers should not be used as 
  adventuring companions, though a clever player can use them as 
  scouts, spies, messengers, errand runners, or guards.  The term retainer 
  is used to describe elite, higher-level followers who act as aides-de-
  camp who lead troop followers. 
  When a player character has attained 10th level in one or more of his 
  character classes, he may work to establish a stronghold, guild, school 
  or grove (see pages 109-119 for guidelines on constructing such 
  structures).  The player character need not seek out followers - they 
  come to him, seeking out positions within his illustrious household.   
  Followers appear only once. Replacements do not arrive to fill the 
  ranks of the fallen.  Massive losses of followers in combat only gives a 
  lord a bad reputation, discouraging others from flocking to his banner.  
  Use the following guidelines whenever a high-level character seeks to 
  attract followers: 
   
  Anti-Paladins:  The anti-paladin’s infamy is such that, should he build a 
  stronghold (see Establishing a Stronghold on pages 109-110), followers 
  of the basest sort will seek him out.  Unlike paladins, who only gain the 
  services of retainers, anti-paladins gain both retainers and followers.  
  Their retainers do not have to be anti-paladins, but must be fighter-
  types, clerics, thieves or assassins. 
  Roll once to determine the retainer attracted, and once to determine 
  the follower troops gained (all are 1st level NPC-classed men-at-arms).  
  The retainer gains a level of experience whenever their anti-paladin 
  lord does. 
   
  d% roll 
  retainer 
  01-40 
  5th level, +2 weapon 
  41-75 
  6th level, cloak of protection +1; two  +1 weapons 
  76-95 
  6th level, +1 armor; arms as above: lieutenant 3rd level, +1 
  weapon 
  96-00 
  7th level, +2 armor;  +2 weapon (no special abilities); rides 
  a heavy warhorse with horseshoes of speed 
   
  d% roll 
  follower troops 
  01-50 
  company of 120 brigands with ringmail & shield, light 
  crossbows, spears and short swords 
  51-75 
  company of 80 heavy infantry - 20 with splint mail, 
  morning star and hand axe, 60 with leather armor, pike 
  and short sword 
  76-90 
  company of 60 crossbowmen with chainmail; 40 with 
  heavy crossbow and short sword, 20 with light crossbow 
  and military fork 
  91–00 
  company of 60 cavalry - 10 with banded mail, shield, 
  lance, bastard sword and shield, 20 with scalemail, 
  lance, longsword, mace and shield, 30 with studded 
  leather, lance, flail and shield 
  * humanoid anti-paladins would have 10 hit dice worth of 
  humanoid followers for every unit of 10 followers that a human or 
  part-human anti-paladin would have. 
   
  Assassins:  At 10th level, an assassin may attempt to start their own 
  assassin’s guild or attempt to take control of a pre-existing guild, of 
  which they must be a member.   
  A pre-existing guild will typically have a body of guild members which 
  numbers between 7-28 (7d4). If an assassin wrests control of an 
  existing guild from its former master, he must pay all remaining 
  followers of the former head 1,000 gold pieces for each of their 
  experience levels in order to insure their loyalty. 
  Roll on the table below in order to generate each member of a pre-
  existing assassin’s guild: 
  race of follower 
  d% roll 
  race 
   
  d% roll 
  race 
  01-05 
  dwarf 
   
  26-30 
  halfling 
  06-10 
  elf 
   
  31-50 
  half-orc 
  11-15 
  gnome 
   
  51-55 
  half-ogre 
  16-25 
  half-elf 
   
  56-00 
  human 
   
  level of follower 
  d% roll 
  level 
   
  d% roll 
  level 
  01-15 
  1* 
   
  66-75 
  5 
  16-30 
  2* 
   
  76-85 
  6 
  31-45 
  3 
   
  86-95 
  7 
  46-65 
  4 
   
  96-00 
  8 
  * 1st and 2nd level assassins have a 25% chance of being multi-
  classed.  Use the table below if multiclassed is indicated. 
   
  multiclassed assassin type, by race 
  race 
  other profession* (d6) 
  dwarf 
  cleric (1-2),  fighter (3-6) 
  elf 
  cleric (1), fighter (2 -3), magic-user (4-6) 
  gnome 
  cleric (1-2), fighter (3-4), magic-user (5-6) 
  half-elf 
  cleric (1), fighter (2 -4), magic-user (5-6) 
  halfling 
  cleric (1), fighter (2-6) 
  half-orc 
  cleric (1-3), fighter (4-5), magic-user (6) 
  half-ogre 
  cleric (1), fighter (2-6) 
  human 
  cleric (1), fighter (2-4), magic-user (5), monk (6) 
  * or secondary class thereof, at the DM’s discretion.    
   
  An assassin attempting to start a fledgling guild must recruit new 
  members.  These new assassins will all be 1st level and gain experience 
  levels independently of their master.  The maximum number of 
  “followers” depends upon the size and prosperity of local settlements, 
  but is limited to 6 plus the level of the assassin (this number is further 
  modified by the assassin’s charisma modifier).  Guild members are 
  loyal only to strength, power, and profit.  Guildmembers who rise to a 
  high enough level to challenge their master will do so, threatening 
  both the authority and life of their master. 
  All expenses of maintaining the guild and its members - excluding the 
  Guildmaster - are assumed to be fully paid for by normal guild 
  activities.  Any improvements, changes, the expenses of the leader, 
  and all other special costs must be borne by the Guildmaster Assassin.   
  The headquarters of the guildmaster can be virtually anywhere and of 
  any form - cavern, castle, monastery, palace, temple, you name it.  
  However, if it is a large and obvious place, the headquarters must be 
  located well away from all communities - such as in the midst of a 
  murky woods, a dismal marsh or fen, a lonely moor, a deserted island, 
  a remote coast, or far into forsaken hills or atop a mountain.  
  For more information on starting, or usurping control of, a guild see 
  Establishing a Guild on page 109. 
   
  Barbarians:  Upon reaching 10th level, a barbarian may summon a 
  barbarian horde. This horde can only be summoned in the native 
  territory of the barbarian from among barbarians of his background.  
  A barbarian horde can number as many members as its leader’s 
  experience-point total divided by 1,000. Thus, a barbarian who has 
  just reached 10th level can gather a 500-member horde, and one who 
  has just reached 12th level can have a 1,000-member horde. 
  A horde takes a week to gather in the barbarian’s home territory, and 
  must have a stated purpose, such as “Tear apart the College of 
  Magic in Arcana City brick by brick” or “Rescue Princess Madelyn 
  from the Storm Pirates” or “Serve under Goodbar the Cleric in his 
  battle against the infidels.” Deviating from the proclaimed purpose by 
  the horde or its leader may cause the horde to disband, at the DM’s 
  option. 
  Members of disbanded hordes will return by the quickest and safest 
  route to their homelands. A barbarian horde can only be kept 
  together for as many weeks as the barbarian leader has levels of 
  experience. At the end of this time, the horde is usually disbanded.  
  Exceptions may be made if large amounts of treasure are distributed 
  
  Dungeon Master’s Guide    81 
   
  to the members, if the leader has a high charisma, if the leader of the 
  horde is a tribal leader as well, or if an unattained goal is in easy 
  reach. Each of these special circumstances which apply would 
  extend the duration of the horde by 1-2 weeks at most. A tribal leader 
  who has his horde disband before their purpose is fulfilled will not 
  receive a warm welcome the next time he returns to his homeland. 
  In addition to the normal, 1st level, barbarians in the horde, the leader 
  of the horde will gain two retainers, each of a level equal to one-half 
  of the leader’s level (rounded down). Each retainer will have two 
  assistants of ½ the retainer’s level.   
   
  A 10th level barbarian would therefore have a horde of 500 1st 
  level barbarians plus two 5th level retainers and four 2nd level 
  assistants to those retainers.  
   
  The horde may include shamans (druid/magic-users), witch doctors 
  (cleric/magic-users), druids or clerics, depending on the nature of the 
  barbarians.  This ability may be used once per year.  
   
  Bards:  At 10th level a bard establishes a college and gains the 
  services of four 1st level pupils.  As the bard gains levels, so will his 
  students.  At 16th level the bard will attract four additional 1st level 
  students who will also gain levels as their master bard does.  These 
  students need no monetary support, they must provide for themselves.  
  Rules for setting up a bardic college are given on page 110. 
   
  Cavaliers:  At 10th level the cavalier may establish a stronghold (see 
  Establishing a Stronghold on pages 109-110) and attract a body of 50-
  200 (5d4x10) men-at-arms (troops), along with a knight-commander 
  (retainer).  The cavalier must go to a locale where such men-at-arms 
  are located in order to attract these followers.  A cavalier’s followers 
  will not demand wages or salary, but must be fed, cared for, and 
  rewarded as suitable for the conditions.    
  Roll once to determine the retainer attracted, and once to determine 
  the follower troops gained (all are 1st level NPC-classed men-at-arms).  
  The retainer gains levels of experience whenever their master does. 
   
  d% roll 
  retainer 
  01 -40 
  5th level cavalier, platemail & shield; +2 longsword; rides 
  a heavy warhorse 
  41-75 
  6th level cavalier, platemail & shield; +1 lance and +1 
  footman’s mace; rides a heavy warhorse 
  76-95 
  6th level cavalier, full plate armor & shield; equipped as 
  above: squire 1st level cavalier, chainmail & shield; light 
  warhorse 
  96-00 
  7th level cavalier, +1 full plate armor & +1 shield; +2 
  sword (no special abilities); rides a heavy warhorse with 
  horseshoes of speed 
   
  d% roll 
  follower troops 
  01-50 
  light cavalry in ringmail and shield, each with 3 javelins, 
  long sword, and hand axe; or, heavy infantry in 
  scalemail, with pole arm of choice and club 
  51-75 
  heavy infantry in splint mail with morning star and hand 
  axe; or, heavy infantry in leather armor with pike and 
  short sword 
  76-90 
  crossbowmen in chainmail with heavy crossbow and 
  short sword; or, crossbowmen in chainmail with light 
  crossbow and military fork 
  91-00 
  cavalry in banded mail and shield with lance and 
  horseman’s mace; or, cavalry in studded leather with 
  long sword and horseman’s flail.  Either type will be 
  mounted on medium warhorses 
   
  Clerics:  When a cleric achieves 10th level he automatically attracts 
  followers if the cleric establishes a place of worship or religious 
  stronghold (see Establishing a Stronghold on pages 109-110).  
  These followers are fanatically loyal and serve without pay so long as 
  the cleric does not change deities and/or alignment.  These followers 
  number between 20 and 200 (2d10x10). In addition to these faithful 
  commoners, the cleric will attract the services of men-at-arms (troops) 
  and their chaplain, a retainer of 3rd through 6th level. 
  Roll once for retainer and once for each category of troops listed 
  below (all are 1st level NPC-classed men-at-arms).  The retainer gains a 
  level of experience whenever their clerical leader does. 
   
  d% roll 
  retainer 
  01-40 
  3rd level cleric, chainmail & shield; +2 footman’s mace 
  41-75 
  4th level cleric, platemail & shield; +1 horseman’s flail 
  d% roll 
  leader type (continued) 
  76-95 
  5th level cleric, +1 platemail & shield; +2 footman’s flail 
  96-00 
  6th level cleric, +1 platemail & +1 shield; +2 footman’s 
  mace; pearl of wisdom 
   
   
  d% roll 
  follower troops 
  2d4 
  heavy cavalry, platemail & shield, lance, broadsword, 
  & horseman’s mace 
  3d4 
  medium cavalry, chainmail & shield, lance, flail & short 
  sword 
  5d4 
  light cavalry, studded leather & shield, light crossbow & 
  pick 
  5d4 
  heavy infantry, splint mail, battleaxe & long sword 
  5d4 
  heavy infantry, chainmail, pole arm* & hand axe 
  5d6 
  heavy infantry, ringmail, heavy crossbow & short sword 
  10d4 
  light infantry, padded armor & shield, spear & club 
  *select type or types randomly or assign whichever you desire 
   
  Cloistered Clerics: Cloistered clerics attract followers and establish a 
  religious stronghold as would any other cleric.  The clerical retainers 
  are often (60% chance) cloistered clerics.  Cloistered clerical retainers 
  replace armor and shields with bracers of armor with a bonus equal to 
  their level.  
   
  Druids:  At 10th level a druid establishes a druidic grove (see page 110) 
  and serves as the leader of a body of lesser druids and will have an 
  entourage of four 1st level druid underlings to serve him.  As the druid 
  gains levels these attendants will progress in level as well, gaining one 
  level for each level that their druidic mentor acquires.  At 16th level, 
  when the four attendants have reached 7th level, the master druid 
  acquires four more 1st level druid underlings who, in turn, gain levels as 
  their master does.  By 20th level the druid should be served by four 11th 
  level druids and four 5th level druids.   
   
  Duelists: When a duelist player character attains the 10th level of 
  experience, he will attract 1d4+1 1st level duelist students if the player 
  character establishes a school (see Establishing Schools & Monasteries 
  on page 110). The player character will attract 1 or 2 additional 
  duelists of 1st level for each additional duelist level the player gains.  
  These followers gain a level whenever their master does.  Note that 
  duelist followers require no support, upkeep, or pay of any sort.   
  While followers of a duelist are loyal, they leave his service when they 
  attain 6th level.  The alignment of these students should be close to 
  that of their master. 
   
  Fighters:  When a fighter attains 10th level, he may opt to establish a 
  stronghold and gain lands (see Establishing a Stronghold on pages 
  109-110).  Whenever such a freehold is established and cleared, the 
  fighter will automatically attract a body of men-at-arms led by an 
  above average fighter retainer. These men will serve as mercenaries 
  so long as the fighter maintains his freehold and pays for the room, 
  board, equipment and upkeep of the men-at-arms.   
  Roll once for the retainer, once for troops (all are 1st level NPC-classed 
  men-at-arms). The leader gains a level of experience whenever their 
  fighter-lord does. 
   
  d% roll 
  retainer 
  01-40 
  5th level fighter, platemail & shield; +2 battle axe 
  41-75 
  6th level fighter, platemail & +1 shield; +1 spear and +1 
  dagger 
  76-95 
  6th level fighter, +1 platemail & shield; arms as above: 
  lieutenant 3rd level, splint mail & shield; crossbow of 
  distance 
  96-00 
  7th level fighter, +1 platemail & +1 shield; +2 sword (no 
  special 
  abilities); 
  rides 
  a 
  heavy 
  warhorse 
  with 
  horseshoes of speed 
   
   
   
   
  
  Dungeon Master’s Guide    82 
  d% roll 
  follower troops 
  01-50 
  company of 20 light cavalry with ringmail & shield, 3 
  javelins, long sword, hand axe; and company of 100 
  heavy infantry with scalemail, pole arm* and club 
  51-75 
  company of 80 heavy infantry - 20 with splint mail, 
  morning star and hand axe, 60 with leather armor, pike 
  and short sword 
  76-90 
  company of 60 crossbowmen with chainmail; 40 with 
  heavy crossbow and short sword, 20 with light crossbow 
  and military fork 
  91–00 
  company of 60 cavalry - 10 with banded mail, shield, 
  lance, bastard sword and shield, 20 with scalemail, 
  lance, longsword, mace and shield, 30 with studded 
  leather, lance, flail and shield 
  * select type or types randomly or assign whichever you desire. 
   
  Hedge Wizards:  Hedge wizards tend to be solitary individuals, self-
  trained and self-sufficient.  There are, however, instances in which 
  hedge wizards form covens that work together towards some 
  purpose.   
  At 10th level a hedge wizard may attract the services of a 1st level 
  hedge wizard.  Every 2 levels thereafter (at levels 12, 14, 16, 18 and 20) 
  the hedge wizard master attracts the service of another 1st level 
  underling.  These servants gain levels as their master does but leave 
  the service of their master upon reaching 7th level.  As such a 20th level 
  hedge wizard would be served by a 5th level, a 3rd level, and a 1st 
  level hedge wizard servant.   
   
  Magic-Users, Illusionists & Necromancers:  It is possible for a magic-
  user of 10th or higher level to construct a stronghold and clear the 
  countryside in a 10 to 20 mile radius of all monsters, thus ruling an area 
  much as a noble (see Establishing a Stronghold on pages 109-110).  
  At this level the magic-user (or member of one of its secondary 
  classes) gains the service of a 1st level apprentice.  This apprentice 
  gains levels whenever their master does. 
   
  Monks:  When a monk player character attains the 10th level of 
  experience, he will attract 1d4+1 1st level monks if the player 
  character has a monastery or monastery-like building to use as a 
  headquarters (see Establishing Schools & Monasteries on page 110). 
  The player character will attract 1 or 2 additional monks of 1st level for 
  each additional monk level the player gains.  These followers gain a 
  level whenever their master does.  Note that monk followers require 
  no support, upkeep, or pay of any sort.   
  While followers of a monk are extremely loyal, they leave his service 
  when they attain 6th level.  All followers will be of the exact same 
  alignment as the monk player character.  If he changes alignment, 
  the current followers will desert, but new ones can still be gained by 
  advancement in level.  The monastery or monastery-like headquarters 
  can be a building specially constructed by the monk player character 
  after attaining 10th level.   
   
  Paladins:  A paladin does not gain troop follower but does gain a 
  retainer that is much like a fighter or cavalier troop leader.  This 
  retainer does not have to be a paladin, but must be a fighter-type.  
  He gains levels of experience whenever his paladin-lord does. 
  The paladin is responsible for his retainer’s behavior and should do 
  their utmost to insure that their follower upholds the chivalric code 
  and acts in accordance with the paladin’s personal standards. 
   
  d% roll 
  retainer  
  01-40 
  7th level, platemail & shield; +2 longsword; rides a heavy 
  warhorse 
  41-75 
  8th level, platemail & shield; +1 lance and +1 footman’s 
  mace; rides a heavy warhorse 
  76-95 
  8th level, full plate armor & shield; equipped as above 
  96-00 
  9th level, +1 full plate armor & +1 shield; +2 sword (no 
  special abilities); heavy warhorse with horseshoes of 
  speed 
   
  Psionicists:  When a psionicist attains the 10th level of experience, he 
  will attract 1d4+1 1st level psionicist students if the player character 
  establishes a school (see Establishing Schools & Monasteries on page 
  110). The player character will attract 1 or 2 additional psionicists of 1st 
  level for each additional psionicist level the player gains.  These 
  followers gain a level whenever their master does.  Note that psionicist 
  followers require no support, upkeep, or pay of any sort.   
  While followers of a psionicist are loyal, they leave his service when 
  they attain 6th level.  The alignment of these students should be close 
  to that of their master. 
   
  Rangers & Wardens:  Roll 2d12 to find the number of followers (or 
  creatures attracted to service).  When the number of followers the 
  ranger is entitled to is discovered, roll on the following table to 
  determine the race of each follower: 
   
  d% roll 
  result 
  01-50 
  a follower of the ranger’s race from the random race 
  table below 
  51-75 
  roll on the random race table below 
  76-00 
  roll on the animals & creatures table* below 
  *do not use this result more than once.  Roll again. 
   
  random race table 
   
   
   
  d% roll 
  race* 
  class* (d8)  
  01-14 
  dwarf 
  cleric (1-2), fighter (3-5), thief (6), 
  fighter/cleric (7), fighter/thief (8)  
   
  15-28 
  elf 
  cleric (1), fighter (2-3), magic-user (4-5), thief 
  (6), fighter/magic-user (7), fighter/thief (8) 
  29-42 
  gnome 
  cleric (1), fighter (2-3), magic-user (4-5), thief 
  (6), fighter/thief (7), magic-user/thief (8) 
  43-56 
  half-elf 
  cleric (1), fighter (2-4), magic-user (5), thief (6), 
  cleric/fighter (7), fighter/thief (8) 
  57-70 
  halfling 
  cleric (1), fighter (2-4), thief (5-6), 
  cleric/fighter (7), fighter/thief (8) 
  71-80 
  half-orc 
  cleric (1), fighter (2-4), magic-user (5), thief 
  (6), cleric/fighter (7), fighter/thief (8) 
  81-85 
  half-ogre 
  cleric (1), fighter (2-6), cleric/fighter (7), 
  fighter/thief (8)  
  86-00 
  human 
  cleric (1), fighter (2-4), magic-user (5), thief (6), 
  cleric/fighter (7), fighter/thief (8) 
  * or secondary class thereof, at the DM’s discretion.    
   
  animals & creatures table  
   
   
   
   
   
  d% roll 
  animal 
   
  d% roll 
  animal 
  01-20 
  bear, black 
   
  71-80 
  lion, mountain 
  21-40 
  bear, brown 
   
  81-85 
  lynx, giant 
  41-50 
  hippogriff 
   
  86-90 
  2 owls, giant 
  51-65 
  2 heavy warhorses 
   
  91-00 
  ram, giant 
  66-70 
  griffin 
   
   
   
   
  If a human or demihuman follower is rolled, that individual’s level of 
  experience will range from 1-4 (or 1-3 for multiclassed characters).  
  Human or demihuman followers gain levels whenever their ranger -
  master does.  Multiclassed followers gain 1 level for every 2 levels their 
  master does. 
  Animal and creature followers gain 1 hit point per hit die (to a 
  maximum of 8 hit points per hit die) every time their master gains a 
  level. 
   
  Scouts:  Scouts gain followers much as rangers do.  Roll 2d12 to find 
  the number of followers (or creatures attracted to service).  When the 
  number of followers the scout is entitled to is discovered, roll on the 
  following table to determine the race of each follower: 
   
  d% roll 
  result 
  01-66 
  a follower of the scout’s race from the random race 
  table below 
  67-84 
  roll on the random race table below 
  85-00 
  roll on the animals & creatures table* below 
  *do not use this result more than once.  Roll again. 
   
  random race table 
   
   
   
  d% roll 
  race* 
  class* (d8)  
  01-14 
  dwarf 
  cleric (1), fighter (2-5), thief (6), fighter/cleric 
  (7), fighter/thief (8)   
  15-28 
  elf 
  cleric (1), fighter (2-4), magic-user (5), thief 
  (6), fighter/magic-user (7), fighter/thief (8) 
  
  Dungeon Master’s Guide    83 
   
  random race table (continued) 
  d% roll 
  d% roll 
  class* (d8)  
  29-42 
  gnome 
  cleric (1), fighter (2-4), magic-user (5), thief 
  (6), fighter/thief (7), magic-user/thief (8) 
  43-56 
  half-elf 
  cleric (1), fighter (2-4), magic-user (5), thief (6), 
  cleric/fighter (7), fighter/thief (8) 
  57-70 
  halfling 
  cleric (1), fighter (2-4), thief (5-6), 
  cleric/fighter (7), fighter/thief (8) 
  71-80 
  half-orc 
  cleric (1), fighter (2-4), magic-user (5), thief 
  (6), cleric/fighter (7), fighter/thief (8) 
  81-85 
  half-ogre 
  cleric (1), fighter (2-7), cleric/fighter (8  
  86-00 
  human 
  cleric (1), fighter (2-4), magic-user (5), thief (6), 
  cleric/fighter (7), fighter/thief (8) 
  * or secondary class thereof, at the DM’s discretion.    
   
  animals & creatures table  
   
   
   
   
   
  d% roll 
  animal 
   
  d% roll 
  animal 
  01-24 
  bear, black 
   
  70-79 
  2 owls, giant 
  25-50 
  bear, brown 
   
  80-84 
  ram, giant 
  51-60 
  lion, mountain 
   
  85-90 
  stag, giant 
  61-69 
  lynx, giant 
   
  91-00 
  wolf, dire 
   
  If a human or demihuman follower is rolled, that individual’s level of 
  experience will range from 1-4 (or 1-3 for multiclassed characters).  
  Human or demihuman followers gain levels whenever their scout -
  master does.  Multiclassed followers gain 1 level for every 2 levels their 
  master does. 
  Animal and creature followers gain 1 hit point per hit die (to a maximum 
  of 8 hit points per hit die) every time their master gains a level. 
   
  Thieves:  Any thief character of 10th or greater level may establish a 
  guild (see page 109) and attract followers.  Roll 4d6 to determine the 
  number of lesser thieves that the character will attract.  Determine 
  race and level of each thereafter, modifying the level of the followers 
  as follows: 
   
  number of followers 
  4d6 roll 
  level modifier 
   
  4d6 roll 
  level modifier 
  4 
  add +15% 
   
  17-20 
  subtract -5%  
  5-7 
  add +10% 
   
  21-23 
  subtract -10% 
  8-11 
  add +5% 
   
  24 
  subtract -15%  
  12-16 
  no adjustment 
   
   
   
   
  level for follower 
  d% roll 
  level 
   
  d% roll 
  level 
  01-20 
  1* 
   
  81-90 
  5 
  21-45 
  2 
   
  91-95 
  6 
  46-65 
  3 
   
  96-00 
  7 
  66-80 
  4 
   
   
   
  * 25% chance of being multiclassed (use the table below) 
   
  race of follower 
  d% roll 
  race 
   
  d% roll 
  race 
  01-10 
  dwarf 
   
  31-35 
  halfling 
  11-20 
  elf 
   
  36-50 
  half-orc 
  21-25 
  gnome 
   
  51-55 
  half-ogre 
  26-30 
  half-elf 
   
  56-00 
  human 
   
  multiclassed thief type by race 
  race 
  other profession* (d6) 
  dwarf 
  cleric (1-2), fighter (3-6) 
  elf 
  cleric (1), fighter (2 -3), magic-user (4-6) 
  gnome 
  cleric (1-2), fighter (3-4), magic-user (5-6) 
  half-elf 
  cleric (1), fighter (2 -4), magic-user (5-6) 
  halfling 
  cleric (1), fighter (2-6) 
  half-orc 
  cleric (1-3), fighter (4-5), magic-user (6) 
  half-ogre 
  cleric (1-2), fighter (3-6) 
  human 
  cleric (1), fighter (2-4), magic-user (5), monk (6) 
  * or secondary class thereof, at the DM’s discretion.    
   
  The followers gain levels whenever their master thief does.  
  Multiclassed followers gain 1 level for every 2 levels their master does. 
   
  Level Limits:  Followers of each class gain levels as detailed above, in 
  the GAINING FOLLOWERS section.  Most followers gain levels as their 
  master does, though animal and/or creature followers gain additional 
  hit points in place of added levels or hit dice.   
  Troops gained by anti-paladins, clerics, fighters and cavaliers gain 
  levels independently of their lord.  Assassin followers gain levels 
  independently of their guildmaster, while barbarian followers do not 
  gain levels during the brief time they serve they serve their barbarian-
  lord. 
   
  Experience Points & Treasure:  Experience points need not be tracked 
  for followers, as the rules for their gaining levels do not call for this 
  amount of record-keeping.  See the GAINING FOLLOWERS section on 
  pages 80-83 and LEVEL ADVANCEMENT section above for more on 
  followers’ level advancement.  Likewise followers don’t demand a 
  share of treasure, although they depend on the player character they 
  follow to equip them and keep them fed.  
   
  Obligations:  Most followers do not demand wages or salary, but must 
  be fed, provided for and rewarded as suitable for the conditions.  
  They expect to be treated with fairness and respect, and look to their 
  lord for protection.  
  For those engaged in more dangerous pursuits, however, additional 
  concessions should be granted. Since horses are expensive, player 
  characters should be ready to cover the cost of mounts lost in 
  combat or on campaign. It is unreasonable to expect a troop follower 
  to buy a new mount from his meager savings. Likewise, other items of 
  war craft - weapons and armor - must be replaced by the player 
  character.  
  All military units and their leaders are equipped when they first join the 
  player character as followers, but the player character must replace 
  all losses. Certainly all player characters are expected to pay the cost 
  of special transport - securing passage on ships and arranging 
  wagons for baggage.  Of the grimmer duties, player characters are 
  expected to pay for a decent (though hardly lavish) interment. 
  One of the more unusual obligations of a player character is to 
  ransom his men.  This is especially true of men lost during a campaign.  
  The greater number of soldiers lost in a battle are not slain but 
  captured.  Common practice of the medieval period was to officially 
  ransom these prisoners for well-established prices.  A common 
  yeoman footman might ransom for 2 gp, a minor priest for 80 gp, a 
  knight’s squire for 200 gp, and a king’s man for 500 gp.  These are paid 
  for by the lord of the prisoner.  A player character (as a lord and 
  master) is expected to do the same.  Of course, the player character 
  can pass much of this cost onto his subjects and the relatives of the 
  prisoner.  Thus men might languish for long periods in the hands of the 
  enemy before their ransom is raised.  Furthermore, should a player 
  character ransom a follower, he has every reason to expect loyal 
  service from that man in the future.  After all, he has demonstrated his 
  willingness to save that NPC from hardship and death. 
  In a fantasy world, a player character is also expected to bear the 
  cost of magical spells cast to the benefit of his men.  He may arrange 
  to have his men blessed before battle or healed after it.  He shouldn’t 
  grumble about the expense, because the spells also make good 
  tactical sense.  The bless spell increases the success of his army in the 
  field.  Magical cures get his army back on its feet quicker.  All these 
  things can make him very successful while also making him popular 
  with his hired men. 
   
  Roleplaying Followers:  Followers, while typically more loyal than 
  henchmen, are played much like hirelings.  Whereas henchmen may, 
  with DM permission, be run by the players in the campaign, followers 
  are always run by the DM.  Followers always begin their service to the 
  player character with a preferential attitude towards that player (see 
  MORALE on the following page). 
  This starting attitude may be altered if the player-lord does not live up 
  to his obligations as a master or teacher.  Just as with any NPC, a 
  follower can turn against his master if his loyalty wanes and is tested. 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    84 
  MORALE 
  All NPC companions to player characters, whether they are hirelings, 
  henchmen or followers have a morale rating, which comes into play 
  whenever that NPC’s loyalty or courage is in question.  This morale 
  rating has a base score of zero (0) and is adjusted by the NPC’s 
  attitude (see Encounter Reactions on page 65) towards the player 
  character, as well by other factors detailed below.   
  NPCs with a neutral attitude gain no bonus or penalty to their morale 
  rating.  Those who regard the player character with goodwill gain a 
  +2 bonus to their morale rating, while those who prefer the player 
  character gain a +5 bonus.  Henchmen typically start with an attitude 
  of goodwill towards their master, while followers prefer their master.  
  NPCs will not willingly serve an individual they feel hostility or antipathy 
  towards, and will only serve that individual through force or fear.   
  Note that an NPC’s attitude towards a player character may be 
  altered over time, depending upon how that NPC is treated.  NPCs 
  treated with cruelty or caprice will grow to dislike or hate their masters 
  over time, while those treated with benevolence and/or fairness will 
  become increasingly loyal. 
  Lawfully aligned, as well as good-aligned, NPCs tend to be more loyal 
  towards their employers or masters.  Conversely chaotic and/or evil 
  NPCs tend to think about furthering their own aims and goals, often at 
  the expense of others, and make for less loyal servants. 
  Furthermore NPCs tend to be more loyal towards those who share 
  their beliefs.  They gain a bonus to their morale rating if their alignment 
  is the same as their master’s.  Should their master’s alignment differ by 
  1 step along either the law/chaos axis or the good/evil axis the NPC 
  gains no modifier to their morale rating.   Should their master’s 
  alignment differ by 2 steps along either the law/chaos axis or the 
  good/evil axis their morale rating is penalized by 2. 
   
  A lawful neutral NPC will gain a morale rating bonus of +2 if their 
  master’s alignment is also lawful neutral.  He would have no 
  morale rating adjustment if his master’s alignment was within one 
  step of lawful neutral along the law/chaos axis and the good/evil 
  axis:  lawful good, lawful evil, true neutral, neutral good, or 
  neutral evil.  If his master’s alignment were 2 steps removed from 
  his own along the law/chaos axis and/or the good/evil axis: 
  (chaotic good, for example) his morale rating would have a -2 
  penalty. 
   
  Morale Rating:  Morale ratings correspond to the following ranges: 
   
  morale rating 
  score 
  unreliable 
  -5 to -3 
  unsteady 
  -2 to -1 
  average 
  0 to 1 
  steady 
  2 to 4 
  elite 
  5 to 9 
  champion 
  10 to 14 
  courageous 
  15 to 19 
  fanatical 
  20+ 
   
  Morale Rating Modifiers:  The following table provides a list of morale 
  rating modifiers, including those noted above: 
   
  npc attitude 
  modifier 
  has a hostile attitude 
  -4 
  holds an attitude of antipathy 
  -2 
  has a neutral attitude 
  ±0 
  has an attitude of goodwill 
  +2 
  has a preferential attitude 
  +4 
   
   
  length of service 
  modifier 
  has served for 1 year or more 
  +2 
  has served for 5 years or more 
  +4 
   
   
  npc alignment 
  modifier 
  lawfully aligned 
  +2 
  chaotically aligned 
  -2 
  evil 
  -2 
  good 
  +2 
   
   
  alignment relationship between npc & master 
  modifier 
  same 
  +2 
  differs by no more than 1 step along either axis 
  ±0 
  differs by 2 or more steps along either axis 
  -2 
   
   
   
   
   
   
  level of master 
  modifier 
  1-5 levels higher than the NPC 
  0 
  6-10 levels higher than the NPC 
  +2 
  11+ levels higher than the NPC 
  +4 
   
  Morale Checks:  Morale checks are treated as a charisma saving 
  throw, with the following difference:  Morale checks use the NPC’s 
  morale rating modifier in place of their level modifier.   
  Morale checks are made in circumstances where the loyalty or 
  bravery of the hireling, henchman or follower is tested.  The following 
  chart gives some examples of circumstances that warrant loyalty 
  checks, and possible outcomes of failed checks: 
   
  situation 
  failed check result 
  offered bribe 
  co-operates 
  ordered to testify against liege 
  agrees 
  has a chance to steal goods 
  steals 
  left alone in possible danger 
  deserts 
  abandoned 
  deserts 
  ordered into possible danger* 
  refuses 
  faced by an obviously superior force 
  deserts 
  50% of their allies have been slain, 
  incapacitated, captured or have fled 
  deserts 
  their leader has been slain, captured, 
  incapacitated or has fled 
  deserts 
  expected to perform tasks that 
  needlessly risk their lives or go beyond 
  their expected duties  
  deserts 
  *only applies to non-combatant hirelings 
   
  The DM may modify the morale check depending on situation at the 
  time of the check. The following are some suggested modifiers: 
   
  situation 
  modifier 
  group outnumbers foes 2:1 or better 
  +2 
  group outnumbered by foes 2:1 or worse 
  -2 
  leader is alive 
  +2 
  leader is dead, incapacitated or has fled 
  -2 
  group is a 50% strength or less 
  -2 
   
  Morale checks take place at the start of the round immediately after 
  any of the circumstances listed above, or that the DM finds warrants 
  such a check, have occurred. Creatures act according to their 
  morale check result on their initiative.  Failure indicates that the 
  opponents are routed (if in combat) or turn against their master. 
   
  
  Dungeon Master’s Guide    85 
   
  COMBAT 
  The AD&D game is an adventure game designed to give players a 
  feeling of excitement and danger.  Characters brave the unknown 
  perils of moldering dungeons and thorn-covered wilderness, facing 
  hideous monsters and evil villains.  Thus, it is important for all players to 
  know the basic rules for handling combat. 
  To create the proper sense of danger and excitement, the rules for 
  combat must be thorough, but they also must be playable and 
  exciting enough to create a vivid picture in the minds of the players.  
  Combat in the AD&D game has to allow many different actions and 
  outcomes - as many as the imagination can produce.  Knowing that 
  anything could happen next, because the rules allow it, creates 
  excitement for everyone. 
  Since this isn't a combat game, the rules are not ultra-detailed, 
  defining the exact effect of every blow, the subtle differences 
  between obscure weapons, the location of every piece of armor on 
  the body, or the horrifying results of an actual sword fight.  Too many 
  rules slow down play (taking away from the real adventure) and 
  restrict imagination.  How much fun is it when a character, ready to try 
  an amazing and heroic deed, is told, “You can't do that because it's 
  against the rules.” 
  Players should be allowed to try whatever they want - especially if 
  what they want will add to the spirit of adventure and excitement.  
  Just remember that there is a difference between trying and 
  succeeding. 
  To have the most fun playing the AD&D game, don't rely only on the 
  rules.  Like so much in a good roleplaying adventure, combat is a 
  drama, a staged play.  The DM is both the playwright and the 
  director, creating a theatrical combat.  If a character wants to try 
  wrestling a storm giant to the ground, let him.  And a character who 
  tries leaping from a second floor window onto the back of a passing 
  orc is adding to everyone's fun. 
  The trick to making combat vivid is to be less concerned with the rules 
  than with what is happening at each instant of play.  If combat is only 
  “I hit. I miss. I hit again,” then something is missing.  Combats should be 
  more like, “One orc ducks under the table jabbing at your legs with his 
  sword. The other tries to make a flying tackle, but misses and sprawls 
  to the floor in the middle of the party!”  This takes description, timing, 
  strategy, humor, and - perhaps most important of all - knowing when 
  to use the rules and when to bend them. 
  As important as fighting is to the AD&D game, it isn't the be-all and 
  end-all of play.  It's just one way for characters to deal with situations.  
  If characters could do nothing but fight, the game would quickly get 
  boring.  Every encounter would be the same.  Because there is more 
  to the game than fighting, we'll cover much more than simple hack-
  and-slash combat in this chapter. 
  In addition to explaining the basic mechanics of hitting and missing, 
  there are rules for turning undead, special ways to attack and 
  defend, rules about poison, advice for handling heroic feats, and 
  more. 
   
  DEFINITIONS  
  Many game terms are used throughout the combat rules.  To 
  understand the rules, players must understand these terms, so brief 
  explanations appear below.  Further details are provided throughout 
  this chapter. 
   
   Armor Cass (AC):  Armor class is the protective rating of a type of 
  armor.  In some circumstances, AC is modified by the amount of 
  protection gained or lost because of the character's situation.  
  For instance, crouching behind a boulder improves a character's 
  armor class, while being attacked from behind worsens his AC. 
  Abilities and situations can also affect a character's armor class.  
  High Dexterity gives a bonus to armor class, for example.  But 
  even a character with a Dexterity bonus can have this bonus 
  negated if he is attacked from the rear. 
  Armor provides protection by reducing the chance that a 
  character is attacked successfully (and suffers damage).  Armor 
  does not absorb damage, it prevents it.  A fighter in full plate 
  may be a slow-moving target, but penetrating his armor to cause 
  any damage is no small task. 
  Armor Class is measured on a scale from 10, the worst (no armor), 
  to 30, the best (very powerful magical armors).  The higher the 
  number, the more effective the armor.  Shields can also improve 
  the AC of a character. 
   
   BTH:   BTH is an acronym for Bonus To Hit.  All classes provide a BTH 
  that rises as characters advance in level.  All creatures have a 
  BTH equal to the number of hit dice they possess (creatures with 
  less than 1 hit die gain no BTH).  The BTH is combined with attack 
  bonuses for exceptional strength or dexterity scores, with magical 
  bonuses, and with circumstantial modifiers when making attack 
  rolls. 
   
   Damage (D):  Damage is what happens to a character when an 
  opponent attacks him successfully.  Damage can also occur as 
  a result of poison, fire, falling, acid, and anything even remotely 
  dangerous in the real world.  Damage from most attacks is 
  measured in hit points.  Each time a character is hit, he suffers 
  points of damage.  It could be as little as 1 point to as many as 80 
  or more.  These points are subtracted from the character's 
  current hit point total.  When this total reaches 0, the character is 
  unconscious.  When it reaches -10, the character is dead. 
   
   Hit Dice (HD): Hit dice rolled to determine a character's hit points. 
  Up to a certain level, one or more new hit dice are rolled each 
  time a character attains a new class level. A fighter, for example, 
  has only one 10-sided hit die (1d10) at 1st level, but when he rises 
  to the 2nd level, the player rolls a second d10, increasing the 
  character's hit points. 
   
   Hit Points (HP):  Hit points represent how much damage a 
  character can suffer before being killed, and are determined by 
  hit dice.   
  The hit points lost to injury can usually be regained by rest or 
  healing.  Hit point damage is determined by the weapon, spell or 
  natural attack statistics and is subtracted from a player's HP total. 
   
   Initiative: Initiative determines the order in which things happen in 
  a combat round.  Like so many things in the world, initiative is 
  determined by a combination of ability, situation, and chance. 
  At the start of each round of a battle, an initiative roll is made by 
  each combatant.  This roll is modified by the dexterity scores of 
  the combatants and may be modified by magic (such as haste, 
  slow and foresight spells).  Combatants act in order of initiative, 
  from the highest to lowest initiative total. 
   
   Melee:  Melee is any situation in which characters are battling 
  each other hand-to-hand, whether with fists, teeth, claws, 
  swords, axes, pikes, or something else.  Strength and Dexterity are 
  valuable assets in melee. 
   
   Ranged  Combat:   Ranged (or missile) combat is defined as any 
  time a weapon is shot, thrown, hurled, kicked, or otherwise 
  propelled.  Missile and melee combat have the same basic rules, 
  but there are special situations and modifiers that apply only to 
  missile combat. 
   
   Saving Throws: Saving throws (or saves) are measures of a 
  character's resistance to special types of attacks - poisons, 
  magic, and attacks that affect the whole body or mind of the 
  character.  The ability to make successful saving throws improves 
  as the character increases in level. 
   
   Surprise: Surprise can happen any time one party unexpectedly 
  encounters another or is completely unaware of them.  
   
  
  Dungeon Master’s Guide    86 
  THE COMBAT SEQUENCE 
  In real life, combat is one of the closest things to pure anarchy.  Each 
  side is attempting to harm the other, essentially causing disorder and 
  chaos.  Thus, combats are filled with unknowns - unplanned events, 
  failed attacks, lack of communication, and general confusion and 
  uncertainty.  However, to play a battle in the game, it is necessary to 
  impose some order on the actions.  Within a combat round, there is a 
  set series of steps that must be followed.  These are: 
   
  1. Determine if one or more combatants are surprised 
  2. If so, resolve the surprise round (see below) 
  3.  Determine initiative for the combatants. 
  4.  Resolve combat in order of initiative, repeating actions in this 
  same order from round-to-round. 
  These steps are followed until the combat ends - either one side is 
  defeated, surrenders, or runs away. 
   
  Surprise:  A surprised party is caught unprepared, becoming aware of 
  their opponent a moment before he strikes.  In such circumstances 
  the non-surprised combatants have an immediate advantage over 
  the other, surprised, combatants.  A group that is aware of another’s 
  presence cannot be surprised.  If a party can be surprised by 
  opponents who are not attempting an ambush (for example, a party 
  of adventurers turning the corner of a dungeon and stumbling into a 
  band of trolls), each combatant can make a perception check in 
  order to avoid being surprised.  Those failing the Challenge Base “15” 
  check are surprised and cannot act during the surprise round.  Those 
  who succeed may roll initiative and act during the surprise round.   
  When one group is trying to catch their opponents unaware, this 
  perception check is an opposed check against the ambushers’ 
  stealth check.  In such instances, the members of the potentially 
  unaware party roll perception checks opposed by the ambushing 
  party’s stealth check.  Any party member whose perception check 
  equals or exceeds the ambushing party’s stealth check gets to roll 
  initiative and act during the surprise round.  When rolling the 
  ambushing party’s stealth check, the DM should use the least stealthy 
  member of that party’s check to determine the effectiveness of their 
  ambush.   
  In most instances the penalties for being surprised or unaware are the 
  same.  Both surprised and unaware opponents lose their dexterity 
  bonus and shield bonus to armor class until they act.    Both surprised 
  and unaware opponents cannot act during the surprise round.  
  Thieves and assassins may backstab and sneak attack surprised 
  opponents.  Assassins may make death attacks against unaware, but 
  not surprised, opponents.    
   
  Initiative:  The initiative roll determines who acts first in combat.  
  Initiative is determined at the start of combat (or during the surprise 
  round for those who may act) and does not change until the combat 
  ends.  Those who are surprised do not get to roll initiative until after the 
  surprise round. 
   
  Initiative is normally determined with a single roll for each combatant 
  in a conflict.  Roll 1d20 for each combatant who is not surprised, with 
  that combatant’s dexterity bonus or penalty applied to the roll.  
  Normally, the DM rolls for the monsters and NPCs while the players roll 
  for their respective player characters. The highest roll wins initiative 
  and actions are then resolved in initiative order, from the highest to 
  lowest initiative.   
   
   
   Simultaneous Initiative: If more than one opponent rolls the same 
  number for initiative, their actions are resolved in dexterity order, 
  from highest to lowest dexterity.  Those with equal dexterity 
  scores act simultaneously - all attack rolls, damage, spells and 
  other actions are completed before any results are applied.  
  With simultaneous actions it is possible for a magic-user to be 
  slain by a goblin that collapses from his sleep spell. 
   
   Holding Initiative:  A character or creature may hold their 
  initiative until an opponent is about to act (i.e. a paladin may 
  wait until their foe draws his weapon or a spellcaster may hold off 
  on casting dispel magic until their rival begins to cast a spell).  In 
  such instances the combatant must declare what will trigger their 
  action and the initiative score of the creature that held its 
  initiative drops to that of its target +1 (the combatant holding his 
  initiative strikes just before his opponent acts).   
  Characters with long-hafted weapons, such as polearms, or 
  greater natural reach, such as giants, may hold their initiative in 
  order to strike a foe who approaches within their extended reach 
  (and before that foe strikes them).  Similarly, some polearms (see 
  the weapon charts on page 41) may be set against a charging 
  opponent and, in this fashion, inflict double damage against that 
  opponent as it closes.  This damage bonus only applies when the 
  charging creature is running directly toward a polearm-
  equipped defender.   
   
  COMBAT ACTIONS 
  The PLAYER’S HANDBOOK notes that characters may take 1 combat 
  action during each 10 second round (p. 55).  The description of 
  combat actions goes on to explain that some actions (such as taking 
  a 5’ sidestep) take a negligible amount of time and may be 
  performed along with a combat action. 
  In order to make combat actions clearer, this tome divides combat 
  actions into two categories:  major actions and minor actions.  
   
  Major Actions:  A character can accomplish only one major action in 
  that round, be it making an attack, casting a spell, drinking a potion, 
  or tending to a fallen comrade. This major action, however, may be 
  combine with a minor action.  Some examples of major actions a 
  character can accomplish include the following: 
   
   Make an attack 
   Make multiple attacks, if able to 
   Load and ready a heavy crossbow 
   Ready a shield or don a helmet 
   Charge and make a single attack 
   Stand up from a prone position while defending himself  
   Move up to the limit of his movement rate while actively 
  defending himself 
   Run up to twice his movement rate without defending himself 
   Cast one spell (if the casting time is one round or less) 
   Drink a potion 
   Use a magical item 
   Light a torch or lantern (using a tinderbox) 
   Attempt to open a stuck or secret door 
   Bind a character's wounds 
   Search a body 
   Hammer in a spike 
   
  Minor Actions:  Minor actions take a negligible amount of time to 
  perform.  As such minor actions do not prevent a character from 
  performing their major action for the round.  Examples of minor 
  actions include the following: 
   
   Change weapons by dropping one and drawing another  
   Draw a single weapon with each free hand 
   Recover a dropped weapon 
     Drop excess equipment, such as backpacks, lanterns, or torches 
   grab and display a holy symbol 
     Shout warnings, brief instructions, or demands for surrender - but 
  not conversations where a reply is expected 
     Wake a sleeping ally with a kick 
   Drop to the floor (fall prone)  
   
     Take a single, 5’, step and/or turn around 
   
  MOVEMENT IN COMBAT 
  The basic move is to get closer for combat - i.e., move close enough 
  to an enemy to attack. A combatant may approach their foe 
  cautiously, moving up to their full movement rate in one round.  When 
  doing so, that combatant may not attack or cast spells, as he is taking 
  his time and actively defending himself as he moves.   
   
  5’ Step:  Combatants may take a single, 5’, step each round and 
  retain their ability to attack or cast spells.  This 5’ step cannot be 
  combined with any other movement in that round.  Characters may 
  change their facing when taking a 5’ step.   
   
  Charging:  Another method of closing into melee range is charging.  
  When a combatant charges they must run in a straight line towards their 
  opponent for at least 10’ but no more than their movement rate and 
  make a single attack.  A charging combatant gains a +2 bonus to their 
  melee attack rolls, and gains a +2 bonus to their opposed strength 
  check for overbear attacks, but takes a –2 penalty to their armor class 
  (this penalty lasts until their next round’s action).  
  A charging combatant draws attacks from all combat-ready (e.g. not 
  surprised or incapacitated) opponents within striking distance because 
  
  Dungeon Master’s Guide    87 
   
  those opponents may take advantage of the runner’s lowered 
  defenses.  
  In order to charge a combatant must be able to easily traverse the 
  ground they are covering to get to their opponent.  An uneven or debris 
  strewn patch of ground could easily prevent a character from charging 
  unless the character makes a balance check with the penalty 
  determined by the DM. 
   
  Run:  A character who attempts to run during combat (moving up to 
  double their movement rate per round) suffers the usual –2 penalty to 
  armor class when doing so.  A combatant fleeing from opponents 
  draws a parting shot from all combat-ready (e.g. not surprised or 
  incapacitated) opponents within striking distance because those 
  opponents may take advantage of the runner’s lowered defenses.  
   
  THE ATTACK ROLL 
  At the heart of the combat system is the attack roll.  This is the die roll 
  that determines whether an attack succeeds or fails.  The number a 
  player needs to make a successful attack roll is also called the “to hit” 
  number.  
  Attack rolls are used for attacks with swords, bows, rocks, and other 
  weapons, as well as blows from fists, tackling, and various hand-to-
  hand attacks. Attack rolls may also used to resolve a variety of actions 
  that require accuracy (e.g., throwing a rock at a small target or 
  tossing a sword to a party member in the middle of a fight). 
   
  Figuring the To-Hit Number:  The first step in making an attack roll is to 
  find the number needed to hit the target. That number is usually equal 
  to the target’s armor class minus the attacking combatant’s BTH.  The 
  character has to roll the resulting number, or higher, on 1d20 to hit the 
  target.  Here's a simple example:  
   
  Eflon Smith has reached 7th level as a fighter. His BTH is +7 
  meaning that he’d need to roll a “13” or better to hit a character 
  or creature of Armor Class 20. 
  In combat, Rath, attacking an orc wearing chainmail armor (AC 
  14), needs to roll a “7” (14-7 = 7).  A “7” or higher on a d20 will hit 
  the orc. If Eflon hits, he rolls the appropriate dice (1d8 in this 
  instance) to determine how much damage he inflicts. 
   
  Modifiers To the Attack & Damage Roll:  The example above is quite 
  simple. In a typical AD&D game combat situation, a combatant’s BTH 
  is modified by weapon bonuses, strength or dexterity bonuses, and 
  the like.  Other modifiers based on factors such as cover and 
  concealment (PHB, p. 56), or special attack modifiers (PHB, p. 57), 
  may affect attack rolls. Here's the same example, with some common 
  modifiers thrown in:  
  Eflon is still a 7th level fighter.  His BTH is +7, his STR modifier is +2, his 
  warhammer is a +1 weapon and he is specialized with 
  warhammers (an additional +3 bonus to hit and damage).  His 
  total “to hit” bonus is +13, meaning that he’d need to roll a 7 or 
  better to hit a character or creature with an armor class of 20. 
  In combat, Rath, attacking an orc wearing chainmail armor (AC 
  14), needs to roll a “2” (14-13 = 2).  A “2” or higher on a d20 will hit 
  the orc. If Eflon hits, he rolls the appropriate dice (1d8+6 in this 
  instance) to determine how much damage he inflicts. 
   
  In combat, many factors can modify the number a character needs 
  for a successful hit. These variables are reflected in modifiers to the to-
  hit number or to the attack roll. 
   
   
   Ability Modifiers: A character's strength (or dexterity in the case of 
  finesse and ranged weapons) can modify the attack roll, altering 
  both the chance to hit and the damage caused.  
  A character’s strength modifier is always applied to melee 
  damage rolls and damage rolls with hurled missile weapons (i.e. 
  a spear or an axe).  An attacker’s strength modifier can be 
  applied to bow damage if the character has a special bow 
  made for him designed to take advantage of his high strength.  
  Characters with strength penalties always suffer them when using 
  a bow. They simply are not able to draw back the bowstring far 
  enough. Characters never have strength modifiers when using 
  crossbows - the power of the shot is imparted by a machine. 
   
   Class Ability Modifiers:  Various class abilities effect characters’ 
  attack rolls.  Bards may inspire their allies in combat, granting 
  them a bonus to their saves and attacks rolls.  Fighters, duelists 
  and cavaliers all gain bonuses to hit and damage with specific 
  weapons through the weapon specialization ability.  Fighters 
  gain additional bonuses to attack rolls when attacking with a 
  tactical advantage (combat prowess).  Barbarians temporarily 
  boost their attack and damage rolls with melee and thrown 
  weapons while in a berserker rage.  Paladins and rangers gain 
  bonuses to attack and damage rolls when fighting their 
  traditional foes.  Thieves and assassins gain additional bonuses to 
  attack rolls made against surprised, unaware or blinded foes. 
   
   Cover and concealment:   the attack roll penalties granted by 
  varying degrees of cover and concealment are shown below. 
   
  target is: 
  concealment 
  cover 
  25% hidden 
  -1 
  -2 
  50% hidden 
  -2 
  -4 
  75% hidden 
  -3 
  -6 
  100% hidden 
  -4 
  n/a 
   
   
  Poor lighting and poor visibility provide varying levels of 
  concealment to combatants.  The table below provides examples 
  of the concealment granted by various conditions:   
   
  condition 
  concealment provided 
  moonlight or moderate fog 
  25% 
  starlight or dense fog 
  50% 
  total darkness or blinded 
  100% 
   
   
  Characters unable to see are effectively blinded.  Opponents 
  able to see blinded characters gain a +2 bonus to hit them, while 
  the blind combatant suffers a -4 penalty to all of their attack rolls.  
  Thieves and assassins may sneak attack blinded characters. 
   
  Unseen opponents are always at an advantage.  They can only be 
  attacked if they are attacking or otherwise detected somehow 
  (typically through a perception check to hear them).  Spellcasters 
  cannot directly target unseen opponents with spells, though they 
  may use “area of affect” spells to strike them. 
   
   Magic: The magical properties of a weapon can also modify 
  combat.  Items that impart a bonus to attack and damage rolls 
  are identified by a plus sign.  For example, a sword +1 improves a 
  character's attack and damage rolls by one.  Cursed items have 
  a negative modifier (a penalty), resulting in a subtraction from 
  attack  and damage roll.   
  Additionally spells such as aid, bane, bless, curse, haste, heroes’ 
  feast, slow and strength impart bonuses (or penalties) to their 
  targets’ attack rolls.   
  Invisible creatures gain a +2 attack roll bonus against those 
  unable to see them.  Those attempting to strike an invisible 
  opponent suffer a -4 penalty to their attack rolls. 
  There is no limit to the number of modifiers that can be applied to 
  a single die roll. Nor is there a limit to the positive or negative 
  number (the total of all modifiers) that can be applied to a die 
  roll.  
   
   Environmental Modifiers: At times the environment in which 
  combat takes place impacts upon combat.   
  Underwater combat, for example, impedes both melee and 
  missile combat.  Attacks made underwater with slashing or 
  bludgeoning weapons suffer a -2 attack penalty.  Thrown weapons 
  are ineffective underwater, even when launched from land. 
  Attacks with other ranged weapons take a -2 penalty on attack 
  rolls for every 5 feet of water they pass through, in addition to the 
  normal penalties for range.  Drowning or sinking characters (see 
  page 55 of this book and pages 57 & 59 of the PLAYER’S 
  HANDBOOK) suffer twice the usual penalties to their attack rolls. 
  In a weightless environment (such as that created by a reverse 
  gravity spell) character fight as is under the effects of a levitate 
  spell.  A levitating or weightless creature that attacks with a 
  melee or ranged weapon finds itself increasingly unstable; the 
  first attack has a –1 penalty on attack rolls, the second –2, and so 
  on, to a maximum penalty of –5. A round spent stabilizing allows 
  the creature to begin again at –1. 
   
   Tactical Modifiers:  Opponents attacking a target’s flank get a +1 
  to hit that target.  Characters attacked from the rear do not gain 
  their shield-based armor class bonus, and their attacker gains a 
  +2 bonus to his attack roll.  Fighters, thieves and assassins gain 
  additional bonuses to these tactical modifiers (i.e. through 
  combat prowess for fighters and backstab for thieves and 
  assassins).   
  Characters attacking from higher ground gain a +1 bonus to 
  their attack rolls, while charging characters gain a +2 bonus to 
  their attack rolls (but suffer a -2 penalty to their armor class). 
  
  Dungeon Master’s Guide    88 
  ADVANCED COMBAT RULES (Optional) 
  The rules that follow may be incorporated into your game,  
  depending on whether they suit the needs of your game or not.   
   
  Aiding Another:  In melee combat, you can help a ally attack or 
  defend by distracting or interfering with an opponent.  If you’re in 
  position to make a melee attack on an opponent that is engaging an 
  ally in melee combat, you can choose to use your action to aid your 
  ally. An aided ally gains either a +1 bonus on his next attack roll 
  against that opponent or a +1 bonus to his AC against that 
  opponent’s next attack (your choice), as long as that attack comes 
  before the beginning of your next turn. Multiple characters can aid 
  the same ally. 
   
  Called Shots:  AD&D game combat does not use a hit location system 
  to determine where every blow in a battle has landed.  Sometimes, 
  however, characters and creatures will find it necessary to aim their 
  blows at an exact point.  A fighter may want to smash a vial held in 
  the evil wizard's hand; a thief might attempt to shoot the jeweled eye 
  out of an idol with his crossbow.  These are cases where the character 
  is attempting a “called shot”. 
  When making a called shot, a combatant’s attack roll suffers a -4 
  penalty.  If the roll succeeds, the called shot accomplishes what the 
  player wanted; if the roll missed, no damage occurs. 
  Because the AD&D game uses a generalized system for damage, 
  called shots cannot be used to accomplish certain things.  Against a 
  creature, a called shot will only cause the normal amount of damage 
  allowed the weapon.  Attempts to blind, cripple, or maim will not 
  succeed.  So what can it do? 
  A called shot can cause a target to drop items or react in some other, 
  more subtle, way.  It can penetrate weak points in armor.  It also can 
  be used in attempts to knock an object out of a hand, shatter a flask, 
  or otherwise damage items.  Called shots can be very useful in 
  activating the trigger of a known trap (if this can be done with a 
  weapon) or in impressing the locals in an archery contest. 
   
  Ranged Weapons In Combat:  In general, ranged combat is handled 
  identically to standard melee; initiative is rolled and attack rolls are 
  made.  However, there are special rules and situations that apply only 
  to ranged combat. 
  Ranged weapons are divided into two general categories.  The first 
  includes all standard, direct-fire, single-target missiles, such as slings, 
  arrows, quarrels, spears, throwing axes, and the like.  The second 
  includes all grenade-like missiles that have an area effect.  Thus an 
  attack with these weapons does not have to hit the target directly.  
  Included in this group are small flasks of oil, acid, poison, holy water, 
  potions, and boulders.  Hurled boulders are included because they 
  bounce and bound along after they hit, leaving a swath of 
  destruction.  The rules for grenade-like weapons are given on page 56 
  of the PLAYER’S HANDBOOK.  The rules for boulders as grenade-like 
  weapons follow: 
   
   Boulders As Missile Weapons:  Hurled boulders are handled using 
  the grenade-like missiles rules, even though they do not burst.  
  Boulders tend to bounce beyond their initial point of impact and 
  can hit several characters in a single attack.  They are 
  particularly devastating against tightly packed groups. 
    When attacking with a boulder, determine the target, to-hit 
  number, and scatter (in the case of a miss) according to the rules 
  for grenade-like missiles. The distance the boulder scatters should 
  be doubled, however, so roll 2d4 to determine the number of 5’ 
  squares by which the boulder missed. 
    Once the boulder lands it moves along the ground in a straight 
  line from the creature or siege engine that launch it, for 3d10 
  feet. If the targets are in a relatively open area (a group 
  marching through a snow field, for example), there is only a slim 
  chance that anyone will be hit by the bounding missile.  If the 
  boulder moves through a space occupied by a character (or 
  monster), that creature must make a dexterity saving throw (with 
  no modifier to the Challenge Base) in order to dodge the 
  boulder.   
   
  The damage caused by a boulder as a result of scatter is half 
  that caused by a direct hit.  
   
   Firing Into a Melee:  Missile weapons are intended mainly as 
  distance weapons.  Ideally, they are used before the opponents 
  reach your line.  However, ideal situations are all too rare, and 
  characters often discover that the only effective way to attack is 
  to shoot arrows (or whatever) at an enemy already in melee 
  combat with their companions.  While possible, and certainly 
  allowed, this is a risky proposition. 
   
  A combatant engaged in melee combat will find it difficult to use 
  ranged weapons against opponents.  Because of their need to 
  dodge incoming attacks, a combatant employing a ranged 
  weapon in melee suffers a -2 penalty to their attack rolls. 
   
  If you shoot or throw a ranged weapon at a target engaged in 
  melee with a friendly character, you suffer a penalty to your 
  attack roll due to the fact that your ally serves as cover.   
  Typically a like-sized creature provides 50% cover, which imposes 
  a -4 attack roll penalty, while a smaller creature grants 25% cover 
  and a larger one 75% cover.   
   
  If your target (or the part of your target you’re aiming at, if it’s a 
  big target) is at least 10 feet away from the nearest friendly 
  character, you can avoid the cover penalty, even if the creature 
  you’re aiming at is engaged in melee with a friendly character. 
   
  See the PLAYER’S HANDBOOK for rules on striking a combatant 
  other than your intended target (Firing into Melee, p. 57).  
   
  ARMOR CLASS 
  Armor Class is a rating for the protective value of a type of armor, 
  figured from 10 (no armor at all) to 20 (heavily armored or difficult to 
  hit) or even 30 (extremely difficult to hit). The higher the AC, the less 
  vulnerable the character is to attacks. 
   
  Modifiers to Armor Class 
   Ability Modifiers:  A character's dexterity can modify his armor 
  class, with exceptional dexterity scores boosting armor class and 
  low dexterity scores penalizing armor class.  Encumbrance 
  penalties can reduce or eliminate dexterity bonuses to armor 
  class (see page 53 of the PLAYER’S HANDBOOK for more details).   
   
   Armor and Shield:  Donning armor and/or a shield is the most 
  common, and cheapest, method of boosting a character’s 
  armor class.  The armor class bonus derived from armor ranges 
  from +1 (for padded armor or a small shield) to +6 (for full plate 
  armor).   
  Armored characters may only gain an armor class bonus from 
  one suit of armor at a time.  As such a character wearing 
  platemail, with an AC bonus of +5, over padded armor, with an 
  AC bonus of +1, does not total the armor class bonuses of both 
  armors, but gets the better of the two bonuses (+5).   
  The armor class bonus gained from a shield may be added to 
  that gained from armor, so a character wearing platemail (+5 
  AC bonus) and carrying a large shield (+2 AC bonus) has a +7 
  armor class bonus. 
   
   Class Ability Modifiers: Various class abilities effect armor class.  
  The divine aura of paladins protects them from evil foes, just as 
  the unholy aura of anti-paladins wards against good-aligned 
  attackers.  Thieves, assassins and duelists all get a bonus to their 
  armor class when lightly encumbered, due to the dodge ability.   
  Monks, so long as they are unarmored and lightly encumbered, 
  improve their base armor class as they advance in level.   
   
   Conditional Modifiers: Conditional modifiers are temporary 
  modifiers to armor class that result from being caught off-guard 
  or being at a tactical advantage or disadvantage in combat. 
  Characters that have fumbled an attack roll, by rolling a natural 
  “1” on their d20 roll, are considered stunned until their next action 
  because they are off-balance or otherwise distracted.  Stunned 
  or prone combatants suffer a -2 penalty to their armor class.  
  Surprised or unaware opponents lose their dexterity bonus and 
  shield bonus to armor class.  Finally charging and/or running 
  characters suffer a -2 penalty to their armor class until their next 
  action (unless they continue to run or charge on that action).   
   
   Environmental 
  Modifiers: 
  Land-based 
  creatures 
  can 
  have 
  considerable difficulty when fighting underwater. Non-aquatic 
  creatures also suffer a -2 penalty to their armor class so long as they 
  are not drowning or sinking (see pages 57 & 59 of the PLAYER’S 
  HANDBOOK).  Drowning or sinking characters suffer a -4 penalty to 
  their armor class. 
   
   Magic: Magical armor, protective devices (such as rings and 
  cloaks of protection), and bracers of defense impart a bonus 
  armor class.  A suit of chainmail +1 improves the armor class of 
  the character by one.  Cursed items have a negative modifier (a 
  penalty), resulting in a subtraction from the armor class.  
  
  Dungeon Master’s Guide    89 
   
  Additionally, spells such as shield, haste, slow and protection from 
  evil (or good) impart bonuses (or penalties) to their targets’ armor 
  class.   
  There is no limit to the number of modifiers that can be applied to 
  armor class, though certain items do not work in conjunction with 
  each other or with protective spells.    Bracers of defense do not 
  work for armored or shield-bearing characters, or for those using 
  the armor spell.  In instances where a character is employing 
  armor and/or shield (or the armor spell) and bracers of defense, 
  only the highest armor class bonus is used.   
  Items and spells of protection that provide armor class bonuses 
  are not cumulative in effect either.  Instead the best bonus of the 
  item or spell, whether it is a cloak or ring of protection, or a 
  protection from evil spell, is applied to the bearer’s armor class. 
   
  SPECIAL ATTACKS 
  Many creatures have unusual abilities, which can include special 
  attack forms, resistance or vulnerability to certain types of damage, 
  and enhanced senses, among others.  Monsters entries in the 
  MONSTER MANUAL breaks these abilities into Special Attacks, Special 
  Defenses and Special Abilities. 
  Details of the most common types of special attacks are given below.  
  Additional information can be found in the creature’s descriptive text. 
   
  Ability Damage & Ability Drain:  Ability damage typically results from 
  the ravages of disease, the ill-effects of poison, or through the baleful 
  powers of monstrous creatures and spellcasters.  As the PLAYER’S 
  HANDBOOK notes, ability damage is temporary, healing at the rate of 
  1 point per night of rest or by 2 points for every 24 hours of complete 
  bedrest.   
  Ability drain, on the other hand, permanently lowers one or more of 
  the target’s ability scores.  Nothing short of a restoration spell reverses 
  such ability loss. Permanent ability drain results from the attacks of 
  undead creatures, such as vampires and wraiths, and other dreadful 
  creatures, such as lamias.   
  The feeblemind spell permanently lowers the target’s intelligence, 
  wisdom and charisma scores but, unlike ability drain attacks, cannot 
  be reversed through the use of restoration spells.  Only a heal, limited 
  wish, miracle or wish spell may be used to cancel the effect of 
  feeblemind. 
  Characters who lose points of constitution after being raised or 
  resurrected cannot restore that ability loss through any means short of 
  divine intervention.   
  No ability scores can be damaged or drained to a value below 0.  If a 
  character’s constitution is reduced to a score of zero, that character is 
  slain.  If any other ability score is reduced to a score of zero, the 
  character is rendered immobile (in the case of strength or dexterity) or 
  comatose (in the case of intelligence, wisdom or charisma).  
   
  Breath Weapons:  Various creatures in the AD&D game possess breath 
  weapons, the most memorable being the roaring gout of flame 
  spewed out by a red dragon.  These weapons normally affect a 
  cone-shaped area with a starting width of 5’ and an end-width equal 
  to the length of the cone (typically 30 or 60 feet).  The cone originates 
  at the dragon's mouth and widens as it extends outward.  No attack 
  roll is required for a breath weapon.  All creatures within the cone 
  must make the appropriate saving throw and suffer the effects of the 
  breath weapon. 
   
  Disease:  When a character takes damage from the natural attack of 
  a diseased creature, rests in a disease-ridden area, or ingests diseased 
  matter he must make a constitution saving throw in order to avoid its ill 
  effects.  Unless otherwise stated, assume that there is no modifier to 
  this constitution save, though modifiers can be assigned based on the 
  virulence of a particular disease.  Magical diseases, such as 
  lycanthropy or those inflicted through the cause disease spell, impose 
  a save penalty equal to the hit dice or caster level of the attacker. 
  Characters and creatures that fail this saving throw become 
  symptomatic in 1 day unless the disease description states otherwise.  
  Characters who fail their saving throw suffer the listed effects of the 
  disease.  If no effects are provided, assume that the disease causes 
  2d4 points of temporary ability score damage.  Roll a d10 and consult 
  the following table to see what ability score (or scores) are affected.  
  A disease that effects two ability scores divides the ability score 
  damage between both ability scores (round fractional results up in this 
  instance): 
   
   
  d10 roll 
  1 
  2 
  3-7 
  8 
  9 
  0 
  str 
  dex 
  con 
  con & str 
  con & dex 
  str & dex 
   
  After the character has become symptomatic and suffered the ill 
  effects of a disease, he must make a successive saving throw in order 
  to fight off the secondary effects of that malady.  Secondary effects, 
  and the saving throw modifiers to avoid them, are identical to the 
  initial effects and modifiers for the disease.   
  Secondary effects occur 1 day after the character becomes 
  symptomatic, and every day thereafter, unless the character 
  succeeds on a constitution saving.  A successful save means that the 
  character has fought off the secondary effects of their illness and 
  need not make any further saves against the affliction.  Some disease 
  diseases, such as lycanthropy, have no secondary effects.   
  Characters with the profession: healer skill can treat diseased 
  characters in order to stave off the secondary effects of illnesses.  
  Every time a diseased character, who is in the care of a skilled healer, 
  must make a saving throw the healer may make a skill check and 
  apply its results in place of the character’s saving throw. 
  Diseases typically have other unpleasant symptoms, such as chills, 
  fever, respiratory problems and so on that can be elaborated upon 
  by the Dungeon Master. 
  If a diseased character’s constitution score is reduced to 0 or less 
  through the ravages of disease, the character succumbs to the illness 
  and dies.  If strength or dexterity is reduced to 0 or less, the diseased 
  character is bed-ridden and unable to move.  Ability damage caused 
  by disease cannot naturally heal until the character has fought off the 
  disease. 
   
   Lycanthropy:  Of all the afflictions that can strike a character, 
  one of the most feared is lycanthropy. While often considered a 
  disease, lycanthropy can more properly be described as a curse.   
  Freeing a character from the grip of lycanthropy is not the simple 
  task of casting a spell.  A cure disease has no effect on the 
  character.  A remove curse allows the character to make a 
  saving throw to free himself from the lycanthropy, but this must 
  be cast on one of the nights when the actual change occurs.  If 
  the character makes his saving throw vs. disease, the 
  lycanthropy is broken and will not affect the character again 
  (unless, of course he is infected by a lycanthrope once again). 
  Whenever a character is wounded by a lycanthrope, there is 1% 
  chance per hit point of damage suffered that the character is 
  stricken with lycanthropy. The DM makes this check secretly, 
  since characters never learn of their fate until it is too late 
  (although prudent characters may take immediate steps as if 
  they had been affected). If stricken, the character suffers from 
  this curse. 
  Cursed characters suffer uncontrollable change on the night of a 
  full moon and the nights immediately preceding and following it. 
  The change begins when the moon rises and ends when it sets. 
  During this time the character is controlled by the DM, not the 
  player. Often, the character discovers that he has done terrible 
  things while changed and under the DM's control.  While 
  transformed the character will not be be identifiable to his friends 
  and companions unless they are familiar with his curse or can 
  recognize him by some personal effect. 
  During the change, the character’s armor class, attacks, 
  movement, and immunities are identical to the type of 
  lycanthrope that wounded him.  The intelligence and alignment 
  of the character are overwhelmed by an uncontrollable 
  bloodlust.  The player character must hunt and kill and generally 
  chooses as his victims people he knows in his daily life.  The 
  stronger the emotion toward the person (either love or hate), the 
  greater the likelihood the character will attempt to stalk and slay 
  that person. 
  At the end of each change, the character returns to his normal 
  form (perhaps to his embarrassment).  At the same time, he heals 
  2d8 points of damage.  While the character may know or 
  suspect that he has done something terrible, he does not have 
  clear memories of the preceding night.  Good characters will be 
  tormented at the thought of what they may have done, and 
  paladins will find they have, at least temporarily, fallen from 
  grace. 
   
   Mummy Rot:  Mummy rot is a powerful curse, not a natural 
  disease.  Unlike normal diseases, mummy rot deals 2d4 points of 
  
  Dungeon Master’s Guide    90 
  ability damage, divided between constitution and charisma, 
  each day until the victim reaches Constitution 0 (and dies) or is 
  cured as described below.   
  A character attempting to cast any healing spell on a creature 
  afflicted with mummy rot must succeed on a concentration 
  check with a -10 penalty.  Failure indicates that the spell has no 
  effect on the afflicted character.  To eliminate mummy rot, the 
  curse must first be broken with break enchantment or remove 
  curse (requiring a concentration check with a -10 penalty).  If this 
  succeeds the mummy rot can be cured as any normal disease is. 
  An afflicted creature who dies of mummy rot shrivels away into 
  sand and dust that blow away into nothing at the first wind. 
   
   Other Magical Diseases:  A magical disease, like mummy rot, is 
  one that functions by some unexplained magical property. As 
  such it is not curable by normal means.  The DM should 
  understand the distinction between the two types of diseases. 
  With that knowledge, he can rule on the effects of various cures 
  and potions.  For specific information on other, disease-causing 
  special abilities see the relevant creature’s description in the 
  MONSTER MANUAL. 
   
  Energy Or Level Drain:  This is a feature of powerful undead and other 
  particularly nasty monsters.  The level (or energy) drain is a horrible 
  power, since it causes the loss of one or more experience levels. 
  When a character is hit by an energy-draining creature, he suffers 
  normal damage from the attack.  In addition, a level drain attack 
  takes away levels from the victim unless a successful saving throw is 
  made. Most level drain attacks require a successful melee attack, as 
  mere physical contact is not enough. The full effect of a level drain, 
  such as the number of levels taken away, is specified in the 
  description of the monster, magic item or spell causing the drain. If it is 
  not specified, one level is removed.  
  A character who loses a level this way suffers the effects of the drain 
  immediately. The character loses one hit die of hit points of the 
  appropriate class, and all other class abilities are reduced to the new 
  level. The victim’s experience point total is immediately set to the 
  midpoint point of the previous level.  Multiclassed characters reduce 
  their level in both classes by 1, and have their experience point totals 
  in each set to the ¾ point of the previous level.  Split-classed 
  characters lose the last class level they acquired and have their 
  experience point total set to the midpoint of the previous level. 
  Lost levels remain until removed by spells, such as restoration, or other 
  means.  Sometimes level loss is temporary and will return to normal in a 
  day’s time.  
  A creature gains temporary hit points each time it successfully uses its 
  level drain ability. Unless specified otherwise, the creature gains 5 hit 
  points for every level that the victim loses.  Level drain through spell or 
  magic item use does not grant temporary hit points unless their 
  description indicates otherwise. 
  A character drained below 1st level is instantly slain.  When a 
  character is drained of all energy levels, he usually becomes an 
  undead monster of the same sort which killed him.  These lesser 
  undead are controlled by their slayer and have half the listed hit dice 
  for a creature of their new undead type.  In addition, lesser vampires 
  regain half of the class levels they had when slain.  As such an 8th level 
  thief, drained below 1st -level by a vampire, returns as a 4th level 
  vampire thief.  Vampires with class levels do not gain hit points from 
  their character class or classes unless their character level exceeds 
  the hit dice gained from becoming a vampire.  
  Upon the destruction of their master, such lesser undead gain one hit 
  die for each creature of equal or greater hit dice they slay until they 
  reach the full hit dice for their undead type.  Upon reaching full hit die 
  status, undead are able to create and control lesser undead as their 
  master once did.  Masterless vampires may also progress in level by 
  earning experience points, just as they did in life.  When determining 
  the number of experience points needed to progress in level, add 
  their vampire hit dice (8) to their level of experience.  As such, a 4th 
  level vampiric thief would have the equivalent of 12 levels and would 
  need 1,250,000 experience points to advance to 5th level as a thief. 
   
  Gaze Attacks:  Monsters with a gaze attack, such as the basilisk, have 
  the power to affect an opponent simply by making eye contact.  This 
  makes these creatures incredibly dangerous, for the slightest glance 
  can cause great harm. 
  Characters who look directly at such creatures to attack them, or 
  those who are surprised by the creature, automatically meet the 
  creature's gaze.  These unfortunate characters must make wisdom 
  saving throw to avoid the creature’s gaze and the effects of the 
  creature's attack.  Such attackers undergo the gaze attack each 
  round they attack.  In large groups, only the front rank can meet the 
  gaze, a fate that can be avoided if the attacker approaches from 
  the rear, where the creature cannot see. 
  Characters can also attempt to avoid the gaze by looking in the 
  general direction of the creature without actually looking into its eyes.  
  This enables characters to gain a saving throw bonus equal to the 
  concealment penalty they are willing to take to their attack rolls.   As 
  such, a character who wishes to gain a +3 bonus to his saving throw 
  must take a -3 penalty to their attack rolls (equal to 75% 
  concealment). 
  Finally, a character can completely avert his gaze or close his eyes 
  when attacking the creature, preventing any chance of meeting the 
  creature's gaze.  This is like fighting in the dark, and the character 
  suffers all the normal penalties for fighting while blinded. 
  Safer than all of these methods is to use some type of reflective 
  surface - a mirror or highly polished shield is very handy.  the powers of 
  gaze attacks are not effective in reflections, so it is safe to observe a 
  basilisk or medusa in a mirror.  For this trick to be effective, there must 
  be some source of light available, since nothing can be reflected in 
  darkness.  Also, characters should be reminded that using a mirror can 
  be disorienting.  the character must back toward his target, holding 
  the mirror in his shield arm.  He suffers a -2 penalty to his chance to hit 
  and does not gain the any shield or dexterity bonus to his armor class 
  when the creature attacks him. 
  Creatures with gaze attacks can choose not to use their power.  In this 
  case, it is the creature that avoids looking at the characters.  Not 
  meeting their gaze, it can't affect them.  Creatures intelligent enough 
  to parley may do this on occasion. 
   
  Non-Lethal Attacks:  There are times when a character wants to defeat 
  another being without killing it.  A companion may have been charmed 
  into attacking his friends (and his friends don't want to kill him); an 
  enemy could have information the PCs can get only by subduing him; 
  characters might simply see the monetary value of bringing back a live 
  monster.  Whatever the case, sooner or later characters are going to try 
  to defeat something without striking a fatal blow. 
  There are six types of non-lethal attacks listed in the PLAYER’S 
  HANDBOOK:  bull rushing (pushing), disarming, grappling, overbearing 
  (tripping), unarmed strikes, and non-lethal weapon attacks. 
  Nonlethal attacks aim to incapacitate rather than kill an opponent.  
  Non-living creatures, as well as non-intelligent creatures such as 
  gelatinous cubes, slimes, molds and fungi, are immune to such 
  attacks. 
  Bull rush, overbear and grappling attempts are nonlethal attacks that 
  are resolved in a similar fashion.  The attacker ignores the defender’s 
  armor, but not his shield, bonus in order to push (bull rush), knock-
  down (overbear), or hold (grapple) his opponent.   
  Disarm attempts, as described in the PLAYER’S HANDBOOK, require 
  the attacker to successfully strike his opponent and then beat that 
  opponent on an opposed strength check.  Alternately, disarm 
  attempts can be resolved with a simple, opposed attack roll made by 
  both combatants.  Should the attacker’s result beat the defender’s, 
  the defender is disarmed.  If the attacker’s fails by 5 or more points he 
  is disarmed by his opponent. 
  The exact method of resolution for each attack is outlined in the 
  PLAYER’S HANDBOOK on page 58. 
   
  Paralysis:  A character or creature affected by paralysis becomes 
  immobile for the duration of the effect.  The victim can breathe, think, 
  see, and hear, but is unable to speak or move.  Coherent thought 
  needed to trigger magical items or innate powers is still possible.  
  Paralysis affects only the general motor functions of the body and is 
  not the ultimate destroyer of powerful creatures.  It can be particularly 
  potent on flying creatures, however. 
   
  Poison:  When a character takes damage from a poisoned weapon, 
  breathes in poisonous gas, or ingests poisoned food, he must make a 
  constitution saving throw in order to avoid its ill effects.  Unless 
  otherwise stated, assume that the modifier to this constitution save is 
  equal to the hit dice of the poisonous creature (when dealing with 
  natural venoms), level of the spellcaster (for poison spells), or level of 
  the NPC employing poison against the player character. 
  Characters and creatures that fail this saving throw suffer the effects 
  of the poison immediately unless the poison description states 
  
  Dungeon Master’s Guide    91 
   
  otherwise.  If no effects are provided, assume that the poison causes 
  2d6 points of temporary ability score damage.  Roll 1d10 and consult 
  the following table to see what ability score (or scores) are affected.  
  A poison that effects two ability scores deals 1d6 points of  ability 
  score damage to each ability score: 
   
  d10 roll 
  1 
  2 
  3-7 
  8 
  9 
  0 
  str 
  dex 
  con 
  con & str 
  con & dex 
  str & dex 
   
   
  After the character has suffered the ill effects of a poison, he must 
  make a successive saving throw in order to fight off the secondary 
  effects of that poison.  Secondary effects, and the saving throw 
  modifiers to avoid them, are identical to the initial effects and 
  modifiers for the poison.   
  Secondary effects occur 1 minute after the character is poisoned.  A 
  successful save means that the character has fought off the 
  secondary effects of their poison, while a failed save indicates that 
  the character suffers the ill effects of the poison again.  If a poisoned 
  character’s constitution score is reduced to 0 or less by poison the 
  character dies.  If strength and/or dexterity is reduced to zero the 
  character is paralyzed by the poison.   
  Non-lethal poisons, such as sleeping gas and paralysis inducing 
  poisons, last for 1d6+6 rounds.  Poisons typically have other unpleasant 
  symptoms, such as nausea, cold sweats, respiratory problems, and so 
  on that can be elaborated upon by the Dungeon Master.  
  Characters with the profession: healer skill can treat poisoned 
  characters in order to stave off the secondary effects of the poison.  A 
  poisoned character in the care of a skilled healer can opt to use the 
  healer’s skill check in place of his saving throw when fighting off a 
  poison’s secondary effects (using the better of the two results). 
  The base cost for a lethal poison is 500 gold pieces.  Poisons that 
  incapacitate (i.e. sleep, blindness, or paralysis poisons) their target 
  also have a base cost of 250 gold pieces.  This cost is modified by the 
  potency of the poison.  Each point’s worth of check penalty increases 
  the cost by 100 gold pieces.  As such, a lethal poison with a check 
  penalty of -5 would cost 1000 gold pieces.  Note that the check 
  penalty cannot exceed the level of the poison’s creator.   
   
  Spells:  Many spells take effect only when the target is touched by the 
  caster. Under normal circumstances, this is no problem. The spellcaster 
  reaches out and touches the recipient. However, if the target is 
  unwilling, or the spell is used in the midst of a general melee, the 
  situation is much different. 
  Against unwilling targets the spellcaster must make a successful attack 
  roll for the spell to have any effect. The caster must successfully strike an 
  unwilling target in order to deliver the touch spell. The spellcaster 
  ignores the defender’s armor and shield bonus to armor class, 
  because they do not make the defender harder to touch. If the 
  attacking spellcaster hits, the spell is delivered to the target creature. 
  Whenever a touch spell is successful, the spellcaster suffers from any 
  special defenses of his target, if they are continually in operation. A 
  successful touch to a vampire would not result in energy drain, since 
  the power only works when the vampire wills it.  But touching a fire 
  elemental would result in serious burns. 
  When a touch spell is cast, it normally remains effective only for that 
  round.  However, certain spells list special conditions or durations.  Be 
  sure to check each spell description carefully. 
   
  Spell-Like Abilities:  Many powerful creatures possess innate, spell-like 
  abilities they can use at will.  The majority of these function like spells.  
  Thus, a brownie who is able to cause confusion has the same effect as 
  a character who casts the confusion spell.  Creatures able to become 
  invisible at will usually use all the normal rules for the invisibility spell. 
  Innate abilities are different from spells in one major way, however. 
  Unlike spells, innate abilities are natural powers and do not require any 
  components (including gestures or words - unless these things are 
  used for dramatic effect).  Innate abilities are activated by the merest 
  mental command of the creature, but take still use up the creature’s 
  action for the round... a creature cannot use an innate ability and 
  make an attack in the same round. 
  In all other respects, innate abilities function like spells. They have the 
  same range, area of effect, and duration limitations of the spell of the 
  same name (unless stated otherwise).  When the spell in question 
  varies in power according to the level of the caster, the creature is 
  assumed to have a caster level equal to its Hit Dice.  Innate abilities 
  generally can be used just once a round.   
  SPECIAL DEFENSES 
  Details of the most common types of special defenses found on 
  creatures within the MONSTER MANUAL are given below.  More details 
  on special defenses can be found in the MONSTER MANUAL, within 
  the creature’s descriptive text. 
   
  Immunities:  Many creatures are immune to one or more forms of 
  attack.  A creature with immunity to a particular effect cannot be 
  harmed or otherwise hindered by such effects.  Examples of 
  immunities include, but are not limited to immunity to: 
   
   Disease 
   Enchantment/charm spells 
   Fear 
   Ghoul’s paralysis 
   Non-lethal damage 
   Normal weapons (see weapon immunity below) 
   Poison 
   Sleep spells 
   
  Plant creatures, for example, are immune to enchantment/charm 
  spells (except for command plants and control plants), fatigue, fear 
  and non-lethal damage.  Undead creatures, for example, are 
  immune to disease, enchantment/charm spells, fatigue, fear, non-
  lethal damage and poison.  Furthermore creatures with innate poison 
  or disease attacks are immune to the harmful effects of their own 
  poison or disease. 
  Individual creature’s immunities are listed and described in the 
  MONSTER MANUAL. 
   
   Weapon Immunity:  Some monsters, particularly lycanthropes 
  and powerful undead such as vampires, are immune to normal 
  weapons.  Attackers need special weapons to hurt them.  The 
  most common of these are cold-iron, silver and magical 
  weapons.  The rules for creating cold-iron and silver weapons are 
  provided in the Special Materials section on page 47. 
  Special weapon requirements are listed in the monster 
  descriptions as “silver weapons or magic to hit” or “+2 weapons 
  or better to hit,” or something similar.  The listed weapon, or one 
  of greater power, must be used to damage the monster.  
  Magical weapons are of greater power than cold-iron or silver 
  weapons and, as such, can strike creatures that normally can be 
  hit by only cold-iron or silver weapons.  
  Even creatures immune to certain weapons can be affected by 
  magical spells, unless a specific immunity to a spell or group of 
  spells is listed in the description. 
  When a creature is hit by a weapon to which it is immune, the 
  attack appears to leave a visible wound. However, no points of 
  damage are inflicted. 
   
  For example, a vampire strides across the banquet hall 
  toward the player characters.  Fearfully, they loose a volley 
  of arrows at him.  Three hit, but he doesn't even break his 
  stride.  They watch, aghast, as he disdainfully plucks the 
  arrows from his body.  Just as he closes with them, Targash 
  swings and hits him with his sword +3. The vampire's smug 
  look of overconfidence is transformed to one of snarling 
  rage as he realizes with a shock that one of these sniveling 
  humans has hurt him! 
   
  One obvious question that arises in the minds of those with a 
  logical bent is “How do other creatures fight monsters with 
  weapon immunity?”  In the case of monsters, sufficient Hit Dice 
  enable them to attack as if they were fighting with magical 
  weapons.   In addition, if a creature shares weapon immunity 
  with its foe (or has superior weapon immunity), it can effectively 
  strike that foe.   
   
   Creature Hit Dice Versus Weapon Immunity:  The table below lists 
  various numbers of Hit Dice and their magical weapon 
  equivalents.  These Hit Dice equivalents apply only to monsters. 
  Player characters and NPCs cannot benefit from this. 
   
  hit dice 
  weapon equivalent 
  4 
  +1 weapon 
  6 
  +2 weapon 
  8 
  +3 weapon 
  10 
  +4 weapon 
  12 
  +5 weapon 
   
  
  Dungeon Master’s Guide    92 
  Creatures with powerful weapon immunities should be used with 
  care. Players trust the DM to create situations in which they have 
  a chance to win. Don't use such creatures unless the party has 
  weapons to defeat them, or there is some other reason for 
  encountering that monster. 
  Every player character in the party needn't have a weapon 
  effective against the monster, but there should be at least two in 
  the party. Avoid making an encounter dependent on the actions 
  of a single character. It's not much fun for the other players and 
  too many things can go wrong with the plan if the key player 
  doesn't cooperate or his character gets hurt. 
  The warning above is just that, however - a warning. It's not a 
  rule. There are times where using such creatures on an 
  unprepared party can lead to creative and entertaining play. 
  For example, say the party is just beginning an adventure 
  involving lots of werewolves.  Early on, they are attacked by a 
  hairy creature and their weapons don't seem to do any good!  If 
  not dispatched by spells, it causes serious injury, but doesn't 
  manage to kill anyone, before it flees for some reason or another.  
  It shouldn't take too much for players to figure out what they 
  need, and getting appropriate weapons can become part of 
  the adventure. 
  Immune creatures also can be used to control a party that has 
  become abusive or just too powerful.  Such uses of very potent 
  creatures should be extremely rare. 
   
  Magic Resistance:  Magic resistance, not to be confused with 
  resistance to arcane spells or to one or more specific spells, is handled 
  differently than all other resistances (see the Resistances section 
  below). 
  While standard resistances give their bearer a specified saving throw 
  bonus, magic resistance has the potential to utterly negate magical 
  effects cast upon the magic-resistant creature or object.  
  If a spell or spell-like ability is being resisted by a defender with magic 
  resistance, 
  the 
  attacking 
  caster 
  or 
  creature 
  must 
  pass 
  a 
  concentration check (PHB, p. 62) penalized by the target’s magic 
  resistance rating.  As such, a creature or object with a magic 
  resistance rating of 5 imposes a -5 penalty to the attacking caster’s 
  concentration check.  If the attacking caster fails this check, the spell 
  has no effect on that target.  
  The magic resistance line of the descriptive text of a spell description 
  explains whether or not the magic resistance applies, as some spells 
  are not affected by a target’s magic resistance.  Magic resistance 
  applies even if a given spell also allows the target creature or object a 
  saving throw. The effects of magic resistance, if any, are applied first, 
  and then the target may also make a saving throw.   
  Magic resistant creatures or objects are not immune to events that 
  occur as the consequence of spells, only to the direct energy created 
  or released by a spell.  Thus, magic resistance is effective against a 
  magic missile (targeted at a creature or object) or a fireball spell 
  (damaging the area the creature or object is in).   Magic resistance is 
  not effective against an earthquake caused by a spell. While the 
  target could suffer injury or death falling into a chasm the spell opens 
  under it, the magical energy of the spell was directed at the ground, 
  not the target. The following guidelines detail the effects of magic 
  resistance in relation to various types of magic: 
   
   Individually Targeted Spells: By definition, these spells affect just 
  one target, and only the target gains the benefits of magic 
  resistance, if it has any.  If a spell of this type is directed at several 
  targets, each target rolls independently of the others. An 
  example is a magic missile spell aimed at four creatures with 
  magic resistance.  Each would require the caster to make a 
  magic resistance roll for the spell to take effect against that 
  creature. 
    If the magic resistance roll is failed, the spell has no effect on that 
  target. If several targets are involved, the spell could still affect 
  others if the caster passed his concentration check against those 
  targets. 
   
   Area-Effect Spells: These spells are not targeted on a single 
  target, but on a point. The spell's effect encompasses everything 
  within a set distance of that point. A successful concentration 
  check must be made to effect each target with MR.  Should the 
  check(s) fail, however, the spell is not negated and still applies to 
  all others in the area of effect. 
   
   In-Place Spells: These spells operate continuously in a particular 
  place or on a particular creature, character, or object.   Once a 
  creature or object with magic resistance come into contact with 
  that spell, a concentration check is made on the caster’s behalf 
  whether or not he is present.  Success indicates that the spell 
  affects the target while failure indicates that the target may 
  ignore the spell’s effects. 
   
   Permanent Spells: Magic resistance is insufficient to destroy a 
  permanent spell. Instead, the spell is negated as per the 
  guidelines given for in-place spells for as long as the magic 
  resistant creature or object is in the area of effect. 
   
  While magic resistance enables a creature or object to ignore the 
  effects of spells and spell-like powers, it does not protect the creature 
  or object from magical weapon attacks or from natural forces that 
  are a direct or accidental result of a spell. Nor does it prevent the 
  protected target from using its own abilities or from casting spells and 
  using magical items.   
  A creature or object with magic resistance must voluntarily drop the 
  resistance in order to receive the effects of beneficial spells without 
  the check described above. If a spell does not include a magic 
  resistance entry, then assume no magic resistance check is allowed.  
   
   
   
  Regeneration:  Creatures with this ability recover from wounds quickly.  
  Damage dealt to the creature heals at a fixed rate per round, as 
  given in the creature’s entry.  Certain attack forms, typically fire and 
  acid, deal damage to the creature that cannot be healed through 
  regeneration.  Such damage must be healed naturally. 
  A regenerating creature that has been rendered unconscious must 
  be burned or immersed in acid in order to be killed, as creatures with 
  regeneration can regrow lost portions of their bodies and can 
  reattach severed limbs or body parts.  Severed parts die if they are 
  not reattached.    
  Regeneration does not restore hit points lost from starvation, thirst, or 
  suffocation.   Attack forms that don’t deal hit point damage ignore 
  regeneration.    
   
  Resistances:  Resistance to one or more attack forms is a common 
  special defense.  Unlike immunities, which offer 100% protection from 
  a given attack form, resistances give the resistant creature either a 
  bonus to its saving throw versus a particular type of attack or halves 
  damage dealt by that attack form.  The saving throw bonus typically 
  ranges from +1 to +5.  Common resistances include, but are not 
  limited to: 
   
   Arcane spells 
   Disease 
   Fear 
   Fire 
   Ghoul’s paralysis 
   Lightning 
   Magic (see Magic Resistance above) 
   Poison 
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    93 
   
  WOUNDS & HEALING, EXPANDED 
  Sometimes, no degree of luck, skill, ability, or resistance to various 
  attacks can prevent harm from coming to a character.  The 
  adventuring life carries with it unavoidable risks.  Sooner or later a 
  character is going to be hurt. 
  To allow characters to be heroic, and for ease of play, damage is 
  handled abstractly in the AD&D game.  All characters and monsters 
  have a number of hit points.  The more hit points a creature has, the 
  harder it is to defeat. 
  Damage is subtracted from a character's or creature's hit points.  
  Should one of the player characters hit an ogre for 8 points of 
  damage, those 8 points are subtracted from the ogre's total hit points.  
  Hit point loss is cumulative until a character dies or has a chance to 
  heal his wounds. 
   
  Eflon Smith, with 16 hit points, is injured by an orc that causes 3 hit 
  points of damage. Fifteen minutes later, Eflon runs into a bugbear 
  that inflicts 7 points of damage, Eflon has suffered 10 points of 
  damage. This 10 points of damage remains until Eflon heals, 
  either naturally or through magical means. 
   
  HIT POINTS & DAMAGE 
  Hit points measure how hard it is to kill a character or creature. No 
  matter how many hit points are lost, a creature isn’t hindered in any 
  way until its hit points drop to 0 or lower.   
  Hit points mean two things in the game world: The ability to take 
  physical punishment and keep going, and the ability to turn a serious 
  blow into a less serious one. 
  When a character hits a monster, or vice versa, damage is suffered by 
  the victim.  The amount of damage depends on the weapon or 
  method of attack.  All weapons are rated for the amount of damage 
  they inflict.  This is given as a die range (1d8, 2d6, etc.) 
  Each time a hit is scored, the appropriate dice are rolled and the 
  result – damage - is subtracted from the current hit points of the 
  target.  An orc that attacks with a sword, for example, causes 
  damage according to the information given for the type of sword it 
  uses.  A troll that bites once and rends with one of its clawed hands 
  causes 2d6 points of damage with its bite and 1d4 + 4 points with its 
  claw.  The DM gets this information from the MONSTER MANUAL. 
  Sometimes damage is listed as a die range along with a bonus of +1 
  or more.  The troll's claw attack, above, is a good example.  This bonus 
  may be due to high strength, magical weapons, or the sheer ferocity 
  of the creature's attack.  The bonus is added to whatever number 
  comes up on the die roll, assuring that some minimum amount of 
  damage is inflicted.  Likewise, penalties also can be applied, but no 
  successful attack can result in less than 1 point of damage. 
  Sometimes an attack has both a die roll and a damage multiplier.  
  The number rolled on the dice is boosted by the multiplier to 
  determine how much damage is inflicted.  This occurs mainly in 
  backstabbing attempts.  In cases where damage is multiplied, only 
  the base damage caused by the weapon is multiplied.  Bonuses due 
  to strength or magic are not multiplied; they are added after the 
  rolled damage is multiplied. 
   
  Effects of Hit Point Damage:  Damage doesn’t slow a creature down 
  until its hit points reach 0 or lower. At 0 hit points, a living creature is 
  knocked unconscious and dying.  A living creature with 0 or fewer hit 
  points loses 1 additional hit point per round unless healed or stabilized 
  through successful use of the profession (healer) skill.  Untrained 
  healers may attempt to stabilize dying characters  by binding their 
  wounds (a common ability check).   
  The check penalty to this skill (or wisdom) check is equal to the 
  target’s current hit points.  As noted in the PLAYER’S HANDBOOK there 
  is no check penalty when binding a creature with 0 or greater hit 
  points. 
  Once a living creature reaches -10 hit points, it is killed.  Non-living 
  creatures, such as animated objects and undead, are destroyed 
  once they reach 0 hit points. 
   
  Specific Injuries:  The AD&D combat system does not call for specific 
  wounds - scars, broken bones, missing limbs, and the like.  And in most 
  cases they shouldn't be applied.  Remember that this is a game of 
  heroic fantasy.  If characters were to suffer real-life effects from all 
  their battles and combats, they would quickly be some of the sorriest 
  and most depressing characters in the campaign world. 
  It's hard to get excited when your character is recovering from a 
  broken leg and a dislocated shoulder suffered in a fall off a 15’ foot 
  wall. It is not recommended that characters suffer specific injuries. In 
  general, stick with the basic pool of hit points. 
  Those who wish to include specific injuries in their campaign should 
  consider all ramifications of that decision .  If the injury is one that can 
  be healed, such as a broken arm, how long does this healing take?  
  What are the effects on the character while the arm heals?  Is there 
  some quick way to get healed?  Will the player still be able to have 
  fun while his character is an invalid?  Only after considering these 
  questions satisfactorily should specific injuries be used. 
  DMs can use specific injuries to lessen a character's ability scores.  A 
  member of the party might acquire a prominent scar, lowering his 
  charisma by a point.  Although, in this case, you'll want a ready 
  explanation of why a scar had this effect, as in some instances a scar 
  can actually enhance the personality of a person.  It can make him 
  look tougher, more mysterious, more worldly, more magnetic, all 
  things that could conceivably increase a character's charisma. 
  Similarly, the loss of a character's finger or eye could be used as an 
  excuse to lower an excessively high dexterity.  Loss of an arm could 
  reduce strength (among other things). 
  Don't overdo this brute force approach to player control.  Players get 
  attached to their characters; they get used to thinking of them and 
  roleplaying them a particular way.  Mess with this too much and you'll 
  find players deserting your campaign. 
  Within reason, it's okay to leave a character physically marked.  This 
  leads to good roleplaying.  It adds to the feeling that each character 
  is unique, making one player's fighter, magic-user, or whatever 
  different from all others.  A scar here, an eye patch there, or a slight 
  limp all result in more of an individual character and thus one more 
  interesting to roleplay. 
  But in these cases physical effects are tailoring the character, not 
  punishing the player.  Always try to be fair and ask the question, 
  “Would I want to role-play such a character?”  If the answer is no, 
  then it's likely the player won't want to either.  Don't load players with 
  handicaps - their characters have enough of a challenge as it is. 
   
  Non-Lethal Damage:  Certain attacks, such as unarmed strikes and 
  blows landed with saps, deal non-lethal damage.  When you take 
  non-lethal damage, keep a running total of how much you’ve 
  accumulated.  Do not deduct the non-lethal damage number from 
  your current hit points.  It is not “real” damage.  Instead, when your 
  non-lethal damage equals or exceeds your current hit points, you’re 
  knocked unconscious but are not dying (and do not lose additional 
  hit points each round).   
   
  Temporary Hit Points:  Certain effects give a character temporary hit 
  points. When a character gains temporary hit points, note his current 
  hit point total. When the temporary hit points go away, the 
  character’s hit points drop to his current hit point total.  When 
  temporary hit points are lost, they cannot be restored as real hit points 
  can be, even by magic.   
   
  RECOVERING FROM WOUNDS 
  With a full night’s rest (8 hours of sleep or more), a wounded creature 
  recovers 1 hit point.  24 hours of uninterrupted rest allows a creature to 
  recover 2 hit points. Any significant interruption during your rest 
  prevents you from healing.  Rest is defined as low activity - nothing 
  more strenuous than riding a horse or traveling from one place to 
  another.  Fighting, running in fear, lifting a heavy boulder, or any other 
  physical activity, prevents resting, since it strains old wounds and may 
  even reopen them. 
  A wounded creature that has been tended to by a skilled healer 
  heals twice as fast (recovering 2 hit points with 8 hours rest or 4 hit 
  points per 24 hours of rest). 
   
  Healing Subdual Damage:  You heal subdual damage at the rate of 1 
  hit point per hour.   When a spell or a magical power cures hit point 
  damage, it also removes an equal amount of subdual damage. 
   
  Magical Healing:  Various abilities, such as a paladin’s lay on hands or 
  druid’s totem shape, can restore lost hit points.  Spells such as cure 
  spells or the heal spell also restore hit points to a wounded creature. 
  You can never recover more hit points than you lost.  Magical healing, 
  for example, won’t raise your current hit points higher than your full 
  normal hit point total. 
  
  Dungeon Master’s Guide    94 
  Magical healing is particularly useful in the midst of combat or in 
  preparation for a grievous encounter.  Remember, however, that the 
  characters' opponents are just as likely to have access to magical 
  healing as the player characters - an evil high priest is likely to carry 
  healing spells to bestow on his own followers and guards. 
   
  RECOVERING FROM OTHER EFFECTS 
  Wounds, in AD&D, usually are represented by the loss of hit points.  
  There are, however, many attack forms that do not result in hit point 
  loss.  Examples include poison attacks, diseases, ability and/or level 
  drain, and fatigue. 
  What follows are rules for recuperating from such attacks.  In some 
  instances characters cannot recover naturally from these afflictions, 
  requiring magical means to overcome their effects.  Each entry below 
  notes the means and rate of recovery from each affliction or attack 
  form.    
   
  Ability Damage & Ability Drain:  Ability damage is temporary, just as hit 
  point damage is. Ability damage returns at the rate of 1 point per 
  night of rest (8 hours) for each affected ability score. Complete bed 
  rest under the ministrations of a healer restores 2 points per day (24 
  hours) for each affected ability score. 
  Ability drain, on the other hand, permanently lowers one or more of 
  the target’s ability scores.  Nothing short of a restoration spell reverses 
  such ability loss.  
  The feeblemind spell permanently lowers the target’s intelligence, 
  wisdom, and charisma scores but, unlike ability drain attacks, cannot 
  be reversed through the use of restoration spells.  Only a heal, limited 
  wish, miracle or wish spell may be used to cancel the effect of 
  feeblemind. 
  Characters who lose points of constitution after being raised or 
  resurrected cannot restore that ability loss through any means short of 
  divine intervention.   
   
  Disease:  As detailed in the Special Attacks section, the ill-effects of a 
  disease can be resisted by making a saving throw against the disease.  
  In order to be completely fight off the disease, however, the 
  character needs to make 2, consecutive saving throws against the 
  disease. 
  Ability damage caused by disease cannot naturally heal until the 
  character has passed 2 consecutive saving throws (and fought off the 
  disease). 
  Some diseases, such as lycanthropy and mummy rot, require magical 
  healing.  Their effects and the means of curing them are found on 
  pages 89-90 of this book. 
   
  Fatigue and Exhaustion:  Nearly all living creatures need rest each day 
  in order to avoid the effects of fatigue.  A living creature that foregoes 
  rest, or does not get enough rest, each day is likely to suffer from 
  fatigue. 
  Characters should get at least 6 hours of sleep in any 24 hour period.  
  Failing that, the character must make a constitution save with a 
  check penalty equal to the number of hours of rest missed (i.e. a 
  character who has only slept for 4 hours makes his save with a -2 
  penalty).  The constitution check penalties for lack of sleep are 
  cumulative until the character finds the time to get a full night’s rest.  
  As such a character who only sleeps for 4 hours for 3 nights in a row 
  would have to make a constitution save at -2 after the first night, at -4 
  after the second night and at -6 after the third night. 
  Overexertion from forced marches, fighting for extended periods, and 
  so on, can force creatures to make constitution saves in order to 
  avoid fatigue.  The exact details for such checks are up to the DM’s 
  discretion.  Generally a character can walk for 8 hours a day or 
  engage in strenuous exercise for up to 3 turns before making a fatigue 
  check.   
  A failed save due to lack of sleep or overexertion indicates that the 
  character is fatigued.  Fatigued creatures suffer a -1 to attack and 
  damage rolls, a -1 penalty to their armor class, and may only move at 
  ¾ of their normal movement rate.   
  Should an already fatigued character fail another constitution save to 
  avoid further fatigue, he becomes exhausted.  Exhausted creatures 
  suffer a -2 penalty to attack and damage rolls, a -2 penalty to their 
  armor class, and may only move at ½ of their normal movement rate, 
  rounded to the nearest 5’ increment.  
  Fatigue and exhaustion stemming from lack of sleep can only be 
  eliminated with proper sleep (6 hours in a 24 hour period) or through 
  the use of restoration or heal spells.  Fatigue and exhaustion from 
  exertion can be eliminated by resting for ½ the amount of time it took 
  to get fatigued or exhausted. 
   
  Insanity (Optional):  These rules have been included in order to 
  present another approach to use with spells such as insanity, symbol 
  of insanity, and curse.  These rules may also be used to add an extra 
  level of complexity when dealing with wisdom and/or charisma ability 
  loss. 
  As presented in the PLAYER’S HANDBOOK, both insanity and symbol of 
  insanity place a permanent confusion effect upon their target, while 
  curse can cause the target to behave erratically on a turn-to-turn 
  basis.  If using the insanity rules presented here, each of these spells 
  now afflicts its target with a randomly determined form of insanity (roll 
  on the table below and consult the appropriate description that 
  follows).   
  In addition to spell-imposed insanity, these rules can be used for 
  characters who have lost more than ½ of their wisdom and/or 
  charisma scores through ability damage or drain.  In such instances, 
  the character must make an intelligence save.  Those passing the 
  save are able to keep their reason and sanity, while those who fail 
  suffer a randomly determined form of insanity (roll on the table below 
  and consult the appropriate description that follows).   
  Insanity induced by ability loss or through the insanity or symbol of 
  insanity spells may dispelled through the use of improved restoration, 
  heal, limited wish, miracle or wish spells.  Curse-induced madness may 
  be countered through the spells listed above, as well as break 
  enchantment or remove curse.   
   
  d% roll 
  insanity gained 
  01-06 
  agoraphobia 
  07-13 
  alcoholism 
  14-20 
  amnesia 
  21-26 
  anorexia 
  27-33 
  catatonia 
  34-40 
  claustrophobia 
  41-44 
  dementia 
  45-46 
  dementia praecox 
  47-49 
  grandiose delusions 
  50 
  hebephrenia 
  51-54 
  homicidal mania 
  55-58 
  kleptomania 
  59-60 
  lunacy 
  61-62 
  mania 
  63-66 
  manic-depressive 
  67-71 
  megalomania 
  72-74 
  melancholia 
  75-76 
  monomania 
  77-80 
  paranoia 
  81-86 
  pathological liar 
  87-89 
  phobia 
  90-91 
  sado-masochism 
  92-93 
  schizoid 
  94-97 
  schizophrenia 
  98-00 
  suicidal mania 
   
   
  The following section is intended as a description of insanity for 
  gaming purposes. The reality of mental illness is very different than the 
  discussion here. It is not our intention to be insensitive towards those 
  with real life mental illnesses. Note that this list is not so comprehensive 
  as to preclude any addition you desire – just be sure that you follow 
  the spirit of the rules here. As DM you may have to assume the role of 
  the insane character whenever the madness strikes, as many players 
  are not comfortable playing under such circumstances. 
   
   Agoraphobia: The agoraphobic individual will not willingly 
  venture outdoors or into wide open spaces, and must make a 
  charisma saving throw to do so for brief periods (1 turn or less). If 
  forced outside, the sufferer may become violent. 
   
   Alcoholism: The alcoholic character requires strong drink every 
  day, and may become violent if this is denied. At least once a 
  day, and every time alcohol is available (such as when in the 
  vicinity of a pub or tavern), the character must have a drink. 
  After drinking, the character will insist on a further drink unless he 
  makes a wisdom saving throw. Such behavior will continue until 
  the character passes out or is no longer in the vicinity of spirits. 
   
   Amnesia: Amnesia is most dangerous for spellcasters. Every time 
  the character attempts to cast a spell, he must make a 
  
  Dungeon Master’s Guide    95 
   
  concentration check (see the PLAYER’S HANDBOOK, page 62) or 
  find the spell gone from his memory, in which case it cannot be 
  recalled until the character memorizes it again. All characters 
  with amnesia suffer a -5 penalty to intelligence checks made to 
  recall information. 
   
   Anorexia: An anorexic character will refuse all forms of food or 
  nourishment and, if force fed, will induce vomiting unless he 
  makes a wisdom saving throw.  See the PLAYER’S HANDBOOK, 
  page 59, for more information on starvation. 
   
   Catatonia: When struck with this form of insanity, the character 
  completely withdraws from reality. He will sit staring and 
  unmoving, will not react to any outside stimuli, and will eventually 
  die of dehydration if left alone. The catatonic individual can be 
  moved, led around, fed, and so forth; but he will do nothing 
  personally. If continually provoked and irritated in order to get a 
  response, there is a 1% cumulative chance per round that the 
  insane individual will react with homicidal mania (see below). 
  Once provocation ceases, catatonia returns. 
   
   Claustrophobia: Particularly difficult in dungeons, claustrophobia 
  is the opposite of agoraphobia. The claustrophobic individual will 
  not willingly venture into enclosed spaces, and must make a 
  charisma saving throw to do so for brief periods (1 turn or less).  If 
  forced to remain in an enclosed space, there is a 50% chance 
  that the sufferer will become violent. 
   
   Dementia: The insane character permanently loses 1d6 points 
  each of intelligence, wisdom and charisma.  This loss can be 
  reversed through the use improved restoration, heal, limited wish, 
  miracle or wish spells.  
   
   Dementia 
  Praecox:The 
  afflicted 
  character 
  will 
  be 
  quite 
  uninterested in any undertaking when suffering from this form of 
  madness. Nothing will seem worthwhile, and the individual will be 
  continually filled with lassitude and a tremendous feeling of 
  ennui. No matter how important the situation, it is probable that 
  the afflicted will choose to ignore it as meaningless to him (a 
  wisdom save at -5 overcomes this ennui). 
   
   Grandiose Delusions: Similar to megalomania, in this state the 
  deluded will be convinced that he is a famous figure, monarch, 
  demi-god, or similar personage. Those who “fail” to recognize the 
  afflicted as such will incur great hostility. In normal affairs, this 
  individual will seem quite sane, but the afflicted will act 
  appropriate to a station which he does not actually have and 
  tend to order around actual and imaginary creatures, draw 
  upon monies and items which do not exist, and so on.  
   
   Hallucinatory Insanity: This form of malady causes the afflicted to 
  see, hear, and otherwise sense things which do not exist. 
  Whenever under stress the character must make a charisma 
  saving throw of suffer from hallucinations.  As such, it is likely that 
  the insane individual will behave normally until stimulated or 
  under stress.   
  Common delusions are: Ordinary objects which do not exist, 
  people nearby or passing when there are none, voices giving the 
  afflicted information or instructions, abilities or form which the 
  character does not really have (strength, sex, wings, etc.), 
  threatening 
  creatures 
  appearing 
  from 
  nowhere, 
  etc.  
  Hallucinations continue for 1d20 turns after the excitement/stress 
  passes. 
   
   Hebephrenia: When afflicted by this form of insanity, the 
  character will evidence a withdrawal from the real world. He will 
  wander aimlessly, talk to himself, giggle and mutter, and act 
  childishly - sometimes even reverting to such a state as to desire 
  to play childish games with others.  
  This insanity is constant, but if sufficiently irritated by someone 
  nearby, the afflicted must make a wisdom saving throw at -5 or 
  become enraged and maniacal, attacking the offender fiercely. 
  If the insane individual does not become so enraged, he will 
  become catatonic for 1d6 hours and then revert to hebephrenic 
  behavior once again. 
   
   Homicidal Mania: The character has an insatiable urge to kill. The 
  victim must be of the same race as the insane character and 
  normally (75%) of the opposite gender. The character must kill at 
  least once a week until cured. 
  The individual afflicted with this form of insanity appears 
  absolutely normal. He will behave with what seems to be 
  complete rationality, and nothing unusual will be noted 
  regarding the individual - except that he will occasionally 
  manifest a unique interest in weapons, poisons, and other lethal 
  devices.  
  If prevented from killing, the frustrated individual will become 
  uncontrollably maniacal and attack the first person he 
  encounters, wildly seeking to slay. After such an occurrence, 
  however, the afflicted will fall into a fit of melancholia for 1d6 
  days before returning to a homicidal state once again. 
   
   Kleptomania: The character has an insatiable urge to steal. The 
  character will take any opportunity to pocket a gem, coin or 
  small magic item. If the stolen objects are taken away from the 
  character, he must make a wisdom saving throw or become 
  violent. 
  Kleptomaniacs suffer a -2 penalty to sleight of hands or dexterity 
  checks made to steal items without being noticed.  This is due to 
  the overpowering urge to immediately steal an item. 
   
   Lunacy:  This violent and often homicidal state occurs whenever 
  the moon is full, or nearly full. The afflicted character will 
  generally behave as one in a maniacal state, with paranoid, 
  hallucinatory, or homicidal tendencies. When the moon is absent 
  or in its first or last quarters, the afflicted will be melancholic. At 
  other times, he will be relatively normal - perhaps a bit suspicious 
  and irascible. 
   
   Mania: Somewhat like schizophrenia, this form of insanity strikes 
  suddenly whenever the character is in a stressful situation.  When 
  under stress the afflicted must make a charisma saving throw or 
  become 
  hysterical, 
  enraged, 
  or 
  completely 
  maniacal 
  (determine randomly). The insane character will shriek, rave, and 
  behave in a violent manner, gaining a +2 bonus to all strength 
  checks, including melee attack and damage rolls. 
  The maniac is unreasoning when spoken to, but he will possess 
  great cunning. The afflicted will desire to avoid or to do 
  something according, but not necessarily appropriate, to the 
  situation at hand. This afflicted remains in this state for 3d6 turns.  
  When the maniacal state passes, the afflicted will not remember 
  his insane actions and will not believe that he is insane. 
   
   Manic-Depressive: During the manic phase (which lasts 2d6 
  days), the character will become very excited about something - 
  virtually anything will do. The character will select a goal (which 
  may be a very inappropriate one) and focus totally on achieving 
  it. Then there is an intermediary phase, which lasts 2d6 days, and 
  a depressive phase, in which the character will always assume 
  that there is no chance of success. A depressive character will 
  want to remain indoors and at rest in a place of safety. The 
  depressive phase lasts 2d6 days, followed by which there is 
  another 2d6-day intermediary phase before the cycle begins 
  again. 
   
   Megalomania: With this condition, the insane character will be  
  absolutely convinced that he is the best at everything the 
  smartest, wisest, strongest, fastest, handsomest, and most 
  powerful character of his profession.  
  He will demand to be leader of the party, will issue peremptory 
  orders to other party members, and must make a wisdom saving 
  throw or become violent if their orders are not obeyed. Any 
  suggestion that he is not the leader and/or nor the best-qualified 
  person for any particular job will always result in violence from the 
  megalomaniac.   
   
   Melancholia: Similar to dementia praecox, this malady makes 
  the afflicted given to black moods, fits of brooding, and feelings 
  of hopelessness.  The afflicted must make a wisdom saving throw 
  when faced with a stressful situation or withdraw due to a fit of 
  melancholia. 
   
   Monomania: This character will seem absolutely normal until 
  presented with an idea, goal, or similar project which seems 
  promising or purposeful to him. As of then, the character will 
  become obsessed with the accomplishment of the purpose. 
  He will think of nothing else, talk of nothing else, plan and act to 
  accomplish nothing save the fixed end. The monomaniac will 
  brook no swerving from any friend or associate, and he will insist 
  
  Dungeon Master’s Guide    96 
  that such individuals serve the “cause” with the same devotion 
  that the afflicted character shows.  
  Hostility and violence could result, and certainly not a little 
  suspicion and mistrust if co-operation is not heartfelt. Once the 
  desired end has been accomplished, the insane character will 
  manifest symptoms of dementia praecox until a new purpose is 
  found. 
   
   Paranoia: At the onset of this derangement, the afflicted 
  becomes convinced that “they” are plotting against him, spying, 
  listening, and always nearby. As the affliction develops over 
  several days, the insane character will become convinced that 
  everyone around is part of this plot. Conversations are about him, 
  laughter is directed at him, and every action of former friends is 
  aimed at deluding him so as to fulfill the “plot”.  The paranoid will 
  be principally concerned about position or goods first, but as the 
  insanity advances, he will “realize” that the plotters are actually 
  after his life. The paranoid will evidence signs of increasing 
  suspicion, take elaborate precautions with locks, guards, 
  devices, and food and drink.  
  In the later stages of the affliction, he will evidence highly 
  irrational behavior, such as hiring assassins to do away with 
  “plotters”, and even become homicidal in order to “protect” his 
  life. Paranoids will trust absolutely no one when the affliction has 
  advanced, regarding their former close associates and friends as 
  their worst enemies. 
   
   Pathological Liar: This form of insanity is evident after conversing 
  with the individual for a short period of time. The afflicted 
  character will begin making outrageous statements regarding his 
  abilities, possessions, experiences, or events. Whenever anything 
  important or meaningful is discussed or in question, the afflicted 
  cannot tell the truth, and not only will he lie, but do so with the 
  utmost conviction, absolutely convinced that the prevarication is 
  truth.  He is capable of telling the truth, but will only normally do 
  so if he will not be believed. 
   
   Phobia: The character suffers from a strong and completely 
  irrational fear of some substance, creature, or situation.  In order 
  to remain in the same area as the object of their fear the 
  character must make a charisma save at -5.  Even if able to 
  remain in the same general area, the character will be 
  uncomfortable and totally unwilling to come into close contact 
  with object of their fear. 
   
   Sado-Masochism: This form of insanity is coupled with maniacal 
  urges and behavior. The afflicted individual is equally likely to be 
  in a sadistic or masochistic phase. In the former, he will have an 
  obsessive desire to inflict pain (and probably death) upon any 
  living thing encountered. However, after so doing, the insane 
  character will return to a relatively normal state for 1 to 3 days.  
  Likewise, when in a masochistic state the afflicted individual will 
  have an overwhelming urge to be hurt and will act accordingly. 
  After so doing, normalcy returns for 1 to 3 days. Note that friends 
  and associates do not matter to the afflicted individual, nor do 
  enemies. 
   
   Schizoid: This rather mild insanity form manifests its effects in a 
  personality loss. The afflicted has no personality of his own and 
  will make every attempt to become like a chosen role model. 
  Selection will be based upon as different a person as is possible 
  with regard to the insane character. Thus an insane magic-user 
  will begin to follow the habits of a fighter, for example, dressing 
  and speaking like that character and seeking to be like him in all 
  ways. 
   
   Schizophrenia: The character’s personality splits into 1d3 
  separate personalities, each of which may have a different 
  alignment or even class. Typically the personalities are not aware 
  of each other. 
  The onset of schizophrenia is random, with a wisdom save at +5 
  being made every day.  Should this save fail there is an even 
  chance of a new (or return to the old) personality emerging. 
  However, whenever a stress situation - decision, attack, etc. - 
  arises, the chance of schizophrenia striking must be checked 
  every round in which the stress continues. 
   
   Suicidal Mania: The character is driven to self-harm. He may 
  never flee from combat or any kind of dangerous situation. 
  Faced with a pit or chasm, the insane character must jump over 
  it; faced with a chest, he must open it; faced with an enemy, he 
  must fight it, etc. 
  The more dangerous the situation or item, the more likely the 
  individual is to react self-destructively. If he is frustrated in suicidal 
  attempts, then the character will become maniacal for 2d4 turns, 
  and then fall into melancholy for 2d6 days. 
   
   
   
   
  “Dave, get the barbarian in the corner another drink, quick!” 
   
  Intoxication:  Intoxication, whether through the use of alcohol or mind-
  altering substances, is handled in a manner similar to poisoning.  When 
  a character drinks to excess, or ingests, smokes and otherwise 
  consumes a mind-altering substance, he must make a constitution 
  saving throw. 
  The modifiers to this saving throw come from the potency of the drink 
  or substance (from +5 for extremely mild substances to -5 for strong 
  substances) and the amount consumed (from +5 to light consumption 
  to -10 for bacchanalian indulgence).   
  If the character passes this saving throw, he experiences no harmful 
  effects and gains 1d4 temporary hit points (as the substance taken 
  works to numb their pain).  If the character fails this saving throw they 
  are impaired.  Impaired characters gain 1d4 temporary hit points but 
  suffer a -1 penalty to all dexterity, intelligence, wisdom and charisma 
  checks.  Characters that fail their save by 5 or more are intoxicated, 
  suffering a -3 penalty to all dexterity, intelligence, wisdom and 
  charisma checks.  Characters that fail by 10 or more are inebriated to 
  the point of incapacitation.  
  These effects end after 1d4 hours per level of intoxication (the three 
  levels being impaired, intoxicated and incapacitated).  Afterwards 
  impaired characters are mildly impaired, suffering a -1 to dexterity 
  checks, while intoxicated and incapacitated characters are 
  sickened.  These after-effects last for 2d4 hours. 
   
  Level Drain:  Permanently drained level can only be restored by spells, 
  such as restoration.  Sometimes level loss is temporary and will return to 
  normal in a day’s time.  See the energy or level drain entry under 
  Special Attacks (pages 89-91) for more details on level drain. 
   
  Paralysis:  A character or creature affected by paralysis becomes 
  immobile for the duration of the spell, creature or poison’s effect.   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Poison:  As detailed in the Special Attacks section, the ill-effects of a 
  poison can be resisted by making a saving throw against the poison.   
  Ability damage caused by poison heals naturally.  Non-lethal poisons 
  have a set duration (typically 1d6+6 rounds).  After this time, the 
  poison has run its course and the character fully recovers from the 
  poisons effects. 
   
  
  Dungeon Master’s Guide    97 
   
  DEATH 
  There are various means by which a character will meet his end:  hit 
  point loss, constitution drain, level drain, death attacks by assassins, 
  death spells and effects, and so on.  A slain character is immediately 
  dead and unable to do anything unless some specialized magical 
  effect takes precedence.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Below are guidelines for dealing with death from massive damage 
  and for handling inescapable death, as well as an overview of how 
  the dead may be raised through magic. 
   
  Death from Massive Damage (Optional):  In addition to dying when hit 
  points reach -10, a character also runs the risk of dying abruptly when 
  he suffers massive amounts of damage.  A character who suffers 50 or 
  more points of damage from a single attack must roll a successful 
  constitution saving throw or die. 
  This applies only if the damage was done by a single attack.  Multiple 
  attacks totaling 50 points in a single round don't require a saving 
  throw. 
   
  For example, a character would be required to make a check if 
  a dragon breathed on him for 72 points of damage.  He wouldn't 
  have to do so if eight orcs hit him for a total of 53 points of 
  damage in that round. 
   
  If the saving throw is successful, the character remains alive (unless the 
  50-hit-point loss reduced his hit points to -10 or below).  If the saving 
  throw fails, the character immediately dies from the intense shock his 
  body has taken.  His hit points are reduced to -10. The character still 
  can be raised in the normal ways, however. 
   
  Inescapable Death:  There are occasions when death is unavoidable, 
  no matter how many hit points a character has. 
  A character could be locked in a room with no exits, with a 50-ton 
  ceiling descending to crush him.  He could be trapped in an escape-
  proof box filled with acid.  These examples are extreme (and 
  extremely grisly), but they could happen in a fantasy world. 
  As a general guideline, inescapable deaths should be avoided - 
  characters always should have some chance to escape a hopeless 
  situation, preferably by using common sense and intelligence. This 
  maintains the interest of the players and helps them retain their trust in 
  the DM. 
  However, if a situation of inescapable death occurs, the character 
  dies, and there is no need to play such a situation out round-by-round.  
  Allow the player to attempt reasonable (and, perhaps, truly heroic) 
  methods of escape.  If these fail, simply inform the player of the 
  demise of his character.  The doomed character is assumed to have 
  lost all hit points. 
   
  Raising the Dead:  Curative and healing spells have no effect on a 
  dead character - he can only be returned to life with one of the 
  following spells:  miracle, raise dead, reincarnate, resurrection or wish 
  (or a device that accomplishes one of these effects).   
  Coming back from the dead is an ordeal. The subject of the any of 
  the spells listed above loses one level (or 1 hit die) when it is raised, just 
  as if it had lost a level or a hit die to an energy-draining creature.  If 
  the subject is 1st level, it loses 2 points of constitution instead (if this 
  would reduce its Con to 0 or less, it can‘t be raised). This level/HD loss 
  or constitution loss cannot be repaired by any means. Should the 
  character's constitution bonus go down, the character's hit point total 
  is reduced by the appropriate number of hit points (the amount of hit 
  point bonus lost is multiplied by the number of levels for which the 
  character gained extra hit points from that bonus).  When the 
  character's Constitution drops to 0, that character can no longer be 
  raised.  He is permanently removed from play. 
  A raised creature has a number of hit points equal to its current hit 
  dice.  Any ability scores damaged to 0 are raised to 1.  Normal poison 
  and normal diseases are cured in the process of raising the subject, 
  but magical diseases and curses are not undone. While the spell 
  closes mortal wounds and repairs lethal damage of most kinds, the 
  body of the creature to be raised must be whole. Otherwise, missing 
  parts are still missing when the creature is brought back to life. None of 
  the dead creature‘s equipment or possessions are affected in any 
  way by this spell.  A creature who has been turned into an undead 
  creature or killed by a death effect can‘t be raised by this spell. 
  Animated creatures, elementals, extraplanar creatures and undead 
  creatures can‘t be raised. The spell cannot bring back a creature that 
  has died of old age. 
  A reincarnated creature recalls the majority of its former life and form.  
  Its class, bonus to hit (BTH), base save bonuses and hit points are 
  unchanged, though its new form may not be suited to its profession. 
  The reincarnated creature gains all abilities associated with its new 
  form, including forms of movement and movement rate, its armor 
  class and natural attacks, its sensory powers and special defenses and 
  its spell-like powers.  It doesn‘t automatically speak the language of 
  the new form.  While its strength, dexterity and constitution scores 
  depend partly on the new body (with penalties or bonuses to ability 
  scores decided by the Dungeon Master) its intelligence, wisdom and 
  charisma are unchanged.  A creature that has been turned into an 
  undead creature or killed by a death effect can‘t be returned to life 
  by this spell. Animated creatures, elementals, extraplanar creatures 
  and undead creatures can‘t be reincarnated. The spell cannot bring 
  back a creature that has died of old age.  A wish or a miracle spell 
  can restore a reincarnated character to his original form. 
  Resurrection, miracle and wish all function like raise dead, except that 
  you are able to restore life and complete strength to any deceased 
  creature.  The condition of the remains is not a factor.  So long as 
  some small portion of the creature‘s body still exists, it can be returned 
  to life, but the portion receiving the spell must have been part of the 
  creature‘s body at the time of death. The remains of a creature hit by 
  a disintegrate spell count as a small portion of its body. The creature 
  can have been dead no longer than 10 years per caster level.  Upon 
  completion of one of these spells, the creature is immediately restored 
  to full hit points, vigor and health, with no loss of prepared spells.   
  These spells can restore life to someone killed by a death effect or 
  someone who has been turned into an undead creature and then 
  destroyed. You cannot restore life to someone who has died of old 
  age. Animated creatures, elementals, extraplanar creatures, and 
  undead creatures are not affected by these spells. 
   
   
   
  
  Dungeon Master’s Guide    98 
  ENVIRONMENTAL HAZARDS 
  The PLAYER’S HANDBOOK provides information on some of the most 
  commonly 
  encountered 
  environmental 
  hazards: 
   
  drowning, 
  suffocation, exposure to the elements, fire damage, starvation and 
  thirst (PHB, page 59). 
  This section presents additional, minor environmental hazards (i.e. 
  nuisances such as brambles, bogs, and hedgerows), new hazards 
  (quicksand, avalanches, sinkholes, altitude sickness and cave-ins) and 
  rules for getting lost. 
   
  MINOR HAZARDS 
   
  Brambles (Undergrowth):  Vines, roots, and short bushes cover much 
  of the ground in a forest or wetlands. An area of undergrowth reduces 
  movement rates by 25% to 50% (depending on the density of the 
  undergrowth) and usually offers some level of concealment to those 
  within the area (DM’s discretion).  Running and charging are 
  impossible.  
   
  Hedgerows:  Common in moors, hedgerows are tangles of stones, soil, 
  and thorny bushes.  Hedgerows function as low walls, and provide 
  total cover, just as a wall does. Characters clambering over/through a 
  hedgerow must make a dexterity (or climb) check to do so and have 
  their movement rate penalized as if they were climbing. 
   
  Bogs:  If a square is part of a shallow bog, it has deep mud or standing 
  water of about 1 foot in depth. Bogs reduce movement by 50% and 
  make running impossible. 
  Deep bogs (those deeper than 2 foot deep) reduce movement by 
  75% and make running impossible.  Deep bogs may be traversed by 
  swimming (small creatures must swim to move through a deep bog). 
  Those wading through bogs gain some degree of cover, based upon 
  how much of their body is submerged (DM’s discretion).  
   
  ADDITIONAL HAZARDS 
   
  Altitude Sickness: High altitude can be extremely fatiguing - or 
  sometimes deadly - to creatures that aren’t used to it. Cold becomes 
  extreme, and the lack of oxygen in the air can wear down even the 
  hardiest of warriors. 
  Creatures accustomed to high altitude generally fare better than 
  lowlanders. Any creatures native to the mountainous areas or 
  acclimated to the high altitude (those who have lived at a high 
  altitude for a month or more) gain a +5 to all constitution checks 
  made to fight off altitude sickness.  Undead, animated creatures and 
  other creatures that do not breathe are immune to altitude effects. 
  In general, mountains present three possible altitude bands:  
   
   Low Pass (Up to 5,000’):  Most travel in low mountains takes place 
  in low passes, a zone consisting largely of alpine meadows and 
  forests. Travelers may find the going difficult (which is reflected in 
  the movement modifiers for traveling through mountains), but the 
  altitude itself has no game effect. 
   
   Low Peak/High Pass (5,000’ to 15,000’):  Ascending to the highest 
  slopes of low mountains, or most normal travel through high 
  mountains, falls into this category. All non-acclimated creatures 
  labor to breathe in the thin air at this altitude. Non-acclimated 
  characters must succeed on a constitution save each hour (-1 to 
  the save per previous check) or be fatigued. The fatigue ends 
  when the character descends to an altitude with more air. 
  Acclimated characters do not have to attempt the save. 
   
   High Peak (Beyond 15,000’):  The highest mountains exceed 
  20,000 feet in height. At these elevations, creatures are subject to 
  both high altitude fatigue (as described above) and altitude 
  sickness, whether or not they’re acclimated to high altitudes. 
  Altitude sickness represents long-term oxygen deprivation, and it 
  affects mental and physical ability scores. After each 6-hour 
  period a character spends at an altitude of over 15,000 feet, he 
  must succeed on a constitution save (-1 to the save per previous 
  check) or take 1 point of damage to all ability scores. Creatures 
  acclimated to high altitude receive a +5 bonus on their saving 
  throws to resist high altitude effects and altitude sickness, but 
  eventually even seasoned mountaineers must abandon these 
  dangerous elevations. 
   
  Avalanches and Landslides:  The combination of high peaks and 
  heavy snowfalls means that avalanches are a deadly peril in many 
  mountainous areas. While avalanches of snow and ice are common, 
  it’s also possible to have an avalanche of rock and soil. 
  An avalanche can be spotted from as far away as 1d6×1,000 feet 
  down slope by a character who makes a perception (wisdom) check 
  with a -5 penalty. If all characters fail this check, the avalanche 
  moves closer to them, and they automatically become aware of it 
  when it closes to half the original distance. It’s possible to hear an 
  avalanche coming even if you can’t see it. Under optimum conditions 
  (no other loud noises occurring), a character who makes an 
  unmodified perception check can hear the avalanche or landslide 
  when it is 1d6×500 feet away. This check is penalized if other noises 
  (such as a thunderstorm or the din of battle) mask the sound of the 
  avalanche. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  A landslide or avalanche consists of two distinct areas: The bury zone 
  (in the direct path of the falling debris) and the slide zone (the area 
  the debris spreads out to encompass). Characters in the bury zone 
  always take damage from the avalanche; characters in the slide 
  zone may be able to get out of the way. Characters in the bury zone 
  take 8d6 points of damage, or half that amount if they make a 
  dexterity saving throw. They are subsequently buried (see below). 
  Characters in the slide zone take 3d6 points of damage, or no 
  damage if they make a dexterity saving throw. Those who fail their 
  saves are buried. 
  Buried characters take 1d6 points of subdual damage per minute. If a 
  buried character falls unconscious, he or she must make a constitution 
  save or take 1d6 points of lethal damage each minute thereafter until 
  freed or dead. 
  The typical avalanche has a width of 1d6×100 feet, from one edge of 
  the slide zone to the opposite edge. The bury zone in the center of the 
  avalanche is half as wide as the avalanche’s full width. 
  To determine the precise location of characters in the path of an 
  avalanche, roll 1d6×20; the result is the number of feet from the center 
  of the path taken by the bury zone to the center of the party’s 
  location. Avalanches of snow and ice advance at a speed of 1,000 
  feet per round, and rock avalanches travel at a speed of 500 feet per 
  round. 
   
  Cave-Ins:  Cave-ins deal 8d6 points of bludgeoning damage to any 
  creature caught within the area of collapse (dexterity save for half) 
  and bury them beneath the rubble (see buried in the avalanches and 
  landslides description above).  
   
  Forest Fires:  Most campfire sparks ignite nothing, but if conditions are 
  dry, winds are strong, or the forest floor is dried out and flammable, a 
  
  Dungeon Master’s Guide    99 
   
  forest fire can result. Lightning strikes often set trees afire and start 
  forest fires in this way.  
  A forest fire can be spotted from as far away as 5d6×100 feet by a 
  character who makes a perception check.  If all characters fail their 
  perception checks, the fire moves closer to them. They automatically 
  see it when it closes to half the original distance.  Characters who are 
  blinded or otherwise unable to make perception checks can feel the 
  heat of the fire (and automatically detect it) when it is 100’ away. 
  The leading edge of a fire (the downwind side) can advance faster 
  than a human can run (assume 240 feet per round for winds of 
  moderate strength). Once a particular portion of the forest is ablaze, it 
  remains so for 2d4×10 minutes before dying to a smoking smolder. 
  Characters overtaken by a forest fire may find the leading edge of 
  the fire advancing away from them faster than they can keep up, 
  trapping them deeper and deeper in its grasp. 
  Characters caught within the bounds of a forest fire take 2d6 to 5d6 
  points of damage each round from fire damage and smoke 
  inhalation, and must make a constitution saving throw each round 
  (with a -1 penalty per previous check) or be sickened by coughing fits 
  and fatigue.  Also, smoke obscures vision, providing concealment to 
  characters within it. 
   
  Getting Lost:  There are many ways to get lost in the wilderness. 
  Following an obvious road, trail, or feature such as a stream or 
  shoreline prevents any possibility of becoming lost, but travelers striking 
  off cross-country may become disoriented - especially in conditions of 
  poor visibility or in difficult terrain. 
   Poor Visibility:  Any time characters cannot see at least 60 feet in 
  the prevailing conditions of visibility, they may become lost. 
  Characters traveling through fog, snow, or a downpour might 
  easily lose the ability to see any landmarks not in their immediate 
  vicinity. Similarly, characters traveling at night may be at risk, too, 
  depending on the quality of their light sources, the amount of 
  moonlight, and whether they have darkvision or low-light vision. 
   
   Difficult Terrain:  Any character in forest, moor, hill, or mountain 
  terrain may become lost if he or she moves away from a trail, 
  road, stream, or other obvious path or track. Forests are 
  especially dangerous because they obscure far-off landmarks 
  and make it hard to see the sun or stars. 
  If conditions exist that make getting lost a possibility, the character 
  leading the way must succeed on a survival ability check, knowledge 
  (nature) skill check, or an unskilled wisdom check in order to avoid 
  becoming lost. This check is made once per hour spent in local or 
  overland movement to see if travelers have become lost.  
  Characters with the survival ability or applicable skills (such as 
  knowledge (nature) or knowledge (navigation) may assist the leading 
  character with their check (adding +1 to their check).  The difficulty of 
  this check varies based on the terrain, the visibility conditions, and 
  whether or not the character has a map of the area being traveled 
  through. Refer to the table below for sample modifiers: 
   
  circumstance 
  check modifier 
  an area map is on-hand 
  varies (+1 or more) 
  moor, hills, or light forest 
  ±0 
  mountains or forest 
  -2 
  poor visibility (rain, fog, snow) 
  -2 
  dense forest 
  -5 
  no visibility (dense fog, blizzard) 
  -5 
   
   Effects of Being Lost:  If a party becomes lost, it is no longer 
  certain of moving in the direction it intended to travel.  Randomly 
  determine the direction in which the party actually travels during 
  each hour of local or overland movement.  The characters’ 
  movement continues to be random until they blunder into a 
  landmark they can’t miss, or until they recognize that they are 
  lost and make an effort to regain their bearings. 
  Once per hour of random travel, each character in the party 
  may attempt a check (using survival, an applicable knowledge 
  skill or an unskilled wisdom check) to recognize that they are no 
  longer certain of their direction of travel.  Some circumstances 
  may make it obvious that the characters are lost. 
  A lost party is also uncertain of determining in which direction it 
  should travel in order to reach a desired objective.  Determining 
  the correct direction of travel once a party has become lost 
  requires a survival check (with a -2 penalty per hour lost).  If a 
  character fails this check, he chooses a random direction as the 
  “correct” direction for resuming travel.  It’s possible that several 
  characters may attempt to determine the right direction to 
  proceed after becoming lost. Make a survival check for each 
  character in secret, then tell the players whose characters 
  succeeded the correct direction in which to travel, and tell the 
  players whose characters failed a random direction they think is 
  right. 
   
   Regaining Your Bearings:  There are several ways to become un-
  lost. First, if the characters successfully set a new course and 
  follow it to the destination they’re trying to reach, they’re not lost 
  anymore.  Second, the characters through random movement 
  might run into an unmistakable landmark.  Third, if conditions 
  suddenly improve - the fog lifts or the sun comes up - lost 
  characters may attempt to set a new course, as described 
  above, with a +2 bonus to the check. Finally, magic may make 
  their course clear. 
   
  Quicksand: Patches of quicksand present a deceptively solid 
  appearance (appearing as undergrowth or open land) that may trap 
  careless characters. A character approaching a patch of quicksand 
  at a normal pace is entitled to a perception check to spot the danger 
  before stepping in, but charging or running characters don’t have a 
  chance to detect a hidden bog before blundering in.  Characters 
  with the survival ability or knowledge (nature) skill may use that ability 
  in place of a perception check.   
  A typical patch of quicksand is 20 feet in diameter; the momentum of 
  a charging or running character carries him or her 1d3×5 feet into the 
  quicksand before he starts to sink. 
  Characters in quicksand must make a strength check to swim in 
  quicksand.  Those making this check may move 5 feet in whatever 
  direction is desired. If a trapped character fails this check by 5 or 
  more, he sinks below the surface and begins to drown whenever he 
  can no longer hold his breath (see the drowning or suffocation entry 
  on page 59 of the PLAYER’S HANDBOOK).  Characters below the 
  surface of a bog may swim back to the surface with a successful 
  strength check made to swim (with a -1 penalty per consecutive 
  round of being under the surface). 
  Pulling out a character trapped in quicksand can be difficult. A 
  rescuer needs a branch, spear haft, rope, or similar tool that enables 
  him to reach the victim with one end of it.  Such aid gives the trapped 
  character a +2 bonus to all strength checks to remain afloat or 
  escape. 
   
  Sinkholes:  A sinkhole, also known as a sink, shake hole, swallow hole, 
  swallet, doline or cenote, is a natural depression or hole in the Earth's 
  surface.  Sinkholes may vary in size from 5 to 2,000 feet both in 
  diameter and depth, and vary in form from soil-lined bowls to 
  bedrock-edged chasms. Sinkholes may be formed gradually or 
  suddenly.  
  Those caught at the edge of a suddenly appearing sinkhole may 
  make a dexterity saving throw.  Those who succeed may make a 
  strength check in order to leap to safety (see jumping on pages 48-49 
  of the PLAYER’S HANDBOOK).  Characters who fail their save or are 
  caught too far within the sinkhole’s diameter fall into the hole and 
  suffer falling damage (1d6 points of damage per 10’, to a maximum 
  of 20d6 points of damage).  This damage may be modified 
  depending upon the surface that the falling character lands upon 
  (i.e. falling into water halves damage). 
   
  
  Dungeon Master’s Guide    100 
  MAGIC 
   
   
  SPELL RESEARCH 
  One of the most overlooked assets of full spellcasters (clerics, druids, 
  hedge wizards, illusionist, magic-users and necromancers) is their 
  ability to research new spells.  In the hands of a clever player, this 
  ability results in powerful and unique player characters.  Since the 
  player has to get involved to make the research rules work, it is also an 
  excellent method for getting player ideas into the campaign.  
  However, since there are so many different possibilities in spell 
  research, there are few set rules.  Use the following as guidelines when 
  faced with magical research in the campaign. 
   
  Suggesting a New Spell:  Spell research is not something the DM does 
  without player input - or vice versa. The first step is for the player to 
  decide what he wants his character to accomplish. Only after the 
  player has suggested a new spell does the DM become involved. 
   
  Analyzing a Spell:  When the player presents his suggested spell, talk it 
  over with him. What does the player really want to accomplish? Is this 
  the same as what he claims the spell will do? Sometimes what is 
  written for a spell description and what was intended are two different 
  things. This should become clear in talking to the player 
  Are there already spells or combinations of spells that can do the 
  same thing?  If a spell exists in the character's group that does the 
  same thing, no research should be allowed.  If the new spell is a 
  combination of several spells or a more powerful version of a weaker 
  spell, it can be allowed, although it will be difficult to research.  
  Weaker versions of a more powerful spell are certainly possible. 
  Is the player trying to gain a special advantage over the normal rules?  
  Sometimes players propose new spells with the unspoken purpose of 
  “breaking the system,” and, while spell research does let a player 
  character get an edge, it is not a way to cheat.  New spells should fall 
  within the realm and style of existing spells.  Clerics casting fireball 
  spells or mages healing injured characters are contrary to the styles of 
  the two classes. 
  Spells allowing changes in the game rules, god-like abilities, or 
  guaranteed success are not good and shouldn't be allowed in a 
  campaign.  Fortunately, this problem doesn't come up too often.  
  What limits does the player think the spell has? 
  In their desire to have their spells approved, players often create more 
  limitations and conditions on a spell than the DM would normally 
  require.  Be sure to ask the player what limits he thinks the spell has. 
   
  Solving the Problem of a New Spell:  If the spell seems unacceptable, 
  tell the player what the concerns are.  Usually, an agreement can be 
  reached on any problems.  However, if there don't seem to be any 
  problems with the spell, the next step can begin. 
  Never immediately approve a spell when it is first presented.  Take the 
  spell description and consider all the ways it could be abused.  If 
  some glaring misuse becomes apparent, fix the spell so this cannot 
  happen.  Keep doing this until all the obvious problems and abuses 
  have been fixed.  The player should then have a chance to look at all 
  the changes in his spell.  After all, once the DM has finished with it, the 
  player may no longer want to research it. 
  After the player and DM have agreed on the description of the spell, 
  the DM must decide the level of the spell, its components, research 
  time, and research cost. 
   
  Setting a Spell's Level:  The level can be determined by comparing 
  the spell to already existing ones.  If the spell inflicts damage, its level 
  should be within one or two of the number of dice of damage it 
  causes - thus a spell which inflicts 5d6 points of damage should be 
  about 3rd to 5th level. 
  If the spell is an improvement of an existing spell, it should be at least 
  two levels greater than that spell.  If the spell is one belonging to 
  another group, such as a cleric researching a magic-user’s spell, it 
  always should be at a higher level than it is in its natural group.  Quite 
  often it will also be less effective than the spell that inspired it. 
   
  Determining Spell Components (Optional):  Spell components are 
  limited only by your imagination, but should be tempered by the 
  spell's power and usefulness.  Spells with great power require 
  significant or hard-to-find components.  Spells of limited use need only 
  fairly simple components.  Indeed, one important type of spell 
  research is to create a powerful spell with little in the way of 
  components. 
   
  Determining Research Time:  Research time requires the character be 
  in good health.  Further, he must refrain from adventuring while 
  undertaking the study.  During research, arcane casters study over old 
  manuscripts while divine casters work at their devotions. 
  The minimum amount of time needed to research a spell is two weeks 
  per spell level.  At the end of this time, a concentration check is made 
  (PHB, p. 62).  If this check succeeds, the character has researched the 
  spell.  If the check fails, the character must spend another week in 
  study before making another check.  This continues until the 
  character either succeeds or gives up. 
   
  The Cost of Spell Research:  Research also costs money.  If the 
  character has access to a laboratory and library, or an appropriate 
  place of worship, the cost of research is 500 gp per spell level.  The DM 
  can choose the actual cost or determine it randomly. 
  Research costs are a very important incentive for player characters to 
  go on adventures, gathering funds to support their studies.  And, of 
  course, a magic-user who lacks a laboratory must come up with the 
  cost of assembling one. The cost of this should be 2,000 gp per spell 
  level achieved by the caster. Once the laboratory is assembled, it 
  remains as part of the character's possessions. 
  Clerics and druids who lack a proper place of worship can pay a 
  similar cost (in donations or whatever) to prepare a small household 
  shrine. Neither the laboratory nor the shrine is particularly portable. 
   
  Adding a New Spell To the Spell Book:  Once a character has 
  successfully researched a spell, it is added to his spell lists or spell 
  books.  Once researched, the spell is treated like a normal spell.  The 
  player character can choose to share the spell with others or keep it 
  to himself. 
   
  MAGIC ITEM CREATION 
  It is an obvious premise of the game that magic items are made 
  somewhere by someone or something. A properly run campaign will 
  be relatively stringent with respect to the number of available magic 
  items, so your players will sooner or later express a desire to 
  manufacture their own.  
   
  Fabrication Points:  To create magic items, spellcasters invest time, 
  money, and their own personal energy (in the form of Fabrication 
  Points).  Fabrication Points (FP) are first gained at level 7 (the level 
  when spellcasters can begin creating scrolls and potions) and are 
  expended as magic items are creation.  They are, in essence, a bank 
  of magical energy that the character may draw upon to create 
  magical items.  Points that are not spent may be saved until the 
  character gains a level and acquires more fabrication points.   
   
  caster level 
  fabrication points 
  7th  
  2,000 
  8th  
  5,000 
  9th  
  8,000 
  10th   
  12,000 
  11th  
  16,000 
  12th   
  22,000 
  13th  
  30,000 
  14th  
  40,000 
  15th  
  50,000 
  16th  
  60,000 
  17th 
  70,000 
  18th  
  80,000 
  19th  
  90,000 
  20th  
  100,000 
   
  The specific costs and methods associated with standard magic item 
  creation (standard items being those that appear in this book on 
  pages 129-186) are given in the sections that describe those items.   
   
  Example:  The rules for scroll creation, including the cost in gold 
  and FPs, the materials required, as well as the spell and level 
  prerequisites, are provided in the MAGIC ITEM section pertaining 
  to scrolls on page 135). 
   
  Note that nearly all items have prerequisites in their descriptions. These 
  prerequisites must be met for the item to be created. Most of the time, 
  they take the form of spells that must be known by the item’s creator 
  (although access through another magic item or spellcaster is 
  allowed). 
  
  Dungeon Master’s Guide    101 
   
  While item creation costs are handled in detail in the magic item 
  descriptions, note that normally the two primary factors in determining 
  the creation costs are the caster level of the creator and the level of 
  the spell or spells put into the item. A creator can create an item at a 
  lower caster level than his own, but never lower than the minimum 
  level needed to cast the needed spell. 
  The creator also needs a fairly quiet, comfortable, and well-lit place in 
  which to work. Any place suitable for preparing spells is suitable for 
  making items. Creating an item requires one day per 1,000 gp in the 
  item’s creation cost, with a minimum of at least one day. The caster 
  works for 8 hours each day.  He cannot rush the process by working 
  longer each day.  But the days need not be consecutive, and the 
  caster can use the rest of his time as he sees fit. 
  The character must spend the gold and FP at the beginning of the 
  construction process.  A character can work on only one item at a 
  time.  If a character starts work on a new item, all materials used and 
  FP spent on the under-construction item are wasted. 
  Artifacts and relics are of ancient manufacture, possibly from superior 
  human or demihuman technology, perhaps of divine origin, thus 
  artifacts, and relics cannot be made by players and come only from 
  the Dungeon Master. The secrets of creating artifacts are long lost. 
   
  Creation of Non-Standard Magic Items:  There are two considerations 
  respecting non-standard magic items. The first is your invention and 
  inclusion of them in your campaign, and this is expected and 
  encouraged. You should put your imagination and inventiveness to 
  work this way. Standard items can be varied so as to make it more 
  interesting when your players are familiar with the usual forms. 
  New devices can be created to add freshness and new dimensions to 
  the game. Special magic items can be devised to complement some 
  special situation or to serve as a special reward for overcoming some 
  special monster or difficult area. All such creations, however, must be 
  made with care. The items must be such as to not unbalance the 
  game. They must not make one player character too strong, either 
  with respect to opponents or his fellows or to the campaign or to the 
  game system as a whole. 
   
  Note: Altered forms of a standard AD&D item are not new or non-
  standard items, i.e., a cap which causes its wearer to be invisible is the 
  same as a ring of invisibility. 
   
  Estimating Non-Standard Magic Item Creation Costs:  Many factors 
  must be considered when determining the creation cost of new 
  magic items. The easiest way to come up with a cost is to match the 
  new item to an item that is already priced that price as a guide. 
  Otherwise, use the guidelines given on Estimating Magic Item 
  Creation Costs  table below to determine the creation cost in .  The 
  Fabrication Point cost paid by the item’s creator (see pages 100-101) 
  equals the creation cost (in gold pieces) divided by 2.5 
   
   0-Level Spells:  When multiplying spell levels to determine value, 
  0-level spells should be treated as ½ level. 
   
   Item Requires Specific Class Or Alignment To Use: This limitation 
  cuts the cost by 25%. 
   
   Multiple Different Abilities:  Abilities such as an attack roll bonus or 
  saving throw bonus and a spell-like function are not similar, and 
  their values are simply added together to determine the cost. For 
  items that do take up a space on a character’s body each 
  additional power not only has no discount but instead has a 50% 
  increase in price. 
   
   Multiple Similar Abilities:  For items with multiple similar abilities that 
  don’t take up space on a character’s body use the following 
  formula: Calculate the price of the single most costly ability, then 
  add 75% of the value of the next most costly ability, plus one-half 
  the value of any other abilities. 
   
   Other Considerations: Once you have a final cost figure 
  remember that the prices presented in the magic item 
  descriptions are the market value, which is generally twice the 
  item’s creation cost.  Since different classes get access to certain 
  spells at different levels, the prices for two characters to make 
  the same item might actually be different.  
  Not all items adhere to these formulas directly. The reasons for this 
  are several. First and foremost, these few formulas aren’t enough 
  to truly gauge the exact differences between items. The price of 
  a magic item may be modified based on its actual worth. The 
  formulas only provide a starting point. The pricing of scrolls 
  assumes that, whenever possible, a magic-user or cleric created 
  it. Potions and wands follow the formulas exactly. Staves follow 
  the formulas closely, and other items require at least some 
  judgment calls. 
   
  spell effect  
  creation cost  
  example 
  single use, spell 
  completion 
  spell level x caster level  
  x 25 gp 
  scroll of haste 
  single use, use-
  activated 
  spell level x caster level  
  x 50 gp 
  potion of cure light 
  wounds 
  50 charges, spell 
  trigger 
  spell level x caster level  
  x 750 gp 
  wand of fireball 
  command word 
  spell level x caster level  
  x 1,500 gp 
  rope of climbing 
  use-activated or 
  continuous 
  spell level x caster level  
  x 2,000 gp1 
  slippers of spider 
  climb 
   
   
   
  special  
  creation cost adjustment  
  example 
  charges per day 
  divide by 5, then multiply by 
  the number of uses per day 
  boots of 
  teleportation 
  no space limitation2 multiply entire cost by 2 
  ioun stone 
  multiple different 
  abilities 
  multiply lower item cost by 
  1.5 
  helm of brilliance 
  charged  
  (50 charges) 
  spell level x caster level  
  x 1,000 gp 
  ring of the ram 
   
   
   
  component  
  extra cost  
  example 
  armor, shield, or 
  weapon 
  add cost of exceptional 
  item 
  +1 composite 
  longbow 
  spell has material 
  component cost 
  add directly into price of 
  item per charge3 
  wand of fireballs 
  spell has XP cost 
  add 5 gp per 1 XP per 
  charge3 
  ring of three wishes 
  1  
  if the item has an effect based on a spell with a duration measured 
  in rounds, multiply the cost by 4. If the duration is measured in 
  minutes/level, multiply the cost by 2.  If the duration is measured in 
  turns, multiply the cost by 1.5. If the duration is 1 or more days divide 
  the cost in half 
  2 an item that does not take up one of the spaces on a body costs 
  double(see Magic Items on the Body on page 129 for more details) 
  3 
  if item is continuous or unlimited, not charged, determine cost as if it 
  had 100 charges. If it has some daily limit, determine as if it had 50 
  charges 
   
  Recharging Magical Items:  Some items, such as rods, staves and 
  wands, are rechargeable. Recharging is relatively easy but does have 
  its risks.  
  To recharge an item the spell to be imbued (i.e.  A wand of fireballs is 
  imbued with fireball spells) must be cast directly into the item.  The 
  caster level must be the same as that used in the item’s creation.  In 
  addition, the process of transferring magic to the item has material 
  costs (20gp x spell level x caster level per charge) and takes one day 
  per 1,000gp worth of recharging that occurs.  The Fabrication Point 
  (FP) cost for recharging items is equal to the material cost for 
  recharging divided by 2.5.      
  However, recharging is not without risk to the item. Each time the item 
  is recharged, roll a d20.  On a roll of 1-5 the character has 
  accidentally interfered with the magic of the item and it crumbles into 
  useless dust. 
   
  Destroying Magical Items: Occasionally characters may find it 
  desirable, useful, or vitally necessary to bring about the destruction of 
  a magical item. Magical items are more resistant than ordinary ones, 
  but they are hardly indestructible, as the Item Saving Throw section 
  illustrates. 
  Characters who have possession of a device and are determined to 
  destroy it can do so at will. They need only snap the blade of a 
  magical sword or burn a lock or whatever. 
  It is possible to target specific magical items held by others, but it is 
  very difficult.  Attempting to destroy an enemy's magical item requires 
  a disarm attempt roll (PHB, p. 59) which, if successful, forces an item 
  saving throw versus the attack type used (using crushing). 
   
   
  
  Dungeon Master’s Guide    102 
  Intelligent Magical Items 
  Magic items sometimes have intelligence of their own. Magically 
  imbued with sentience, these items think and feel the same way 
  characters do and should be treated as NPCs. Intelligent items have 
  extra abilities and, sometimes, a special purpose.  
  Only permanent magical items (as opposed to single-use items or 
  those with charges) can be intelligent.  In general, less than 1% of 
  magic items have intelligence.  Intelligent items are actually sentient 
  creatures because they have intelligence scores. Treat them as 
  animated beings. Intelligent items often have the ability to illuminate 
  their surroundings at will (as magic weapons do); many cannot see 
  otherwise. 
  Unlike most magic items, intelligent items can activate their own 
  abilities without waiting for a command word from their owner. 
  Intelligent items act during their owner’s turn in the initiative order.   
   
  Item Intelligence 
   
  d% roll 
  INT 
  communication 
  item abilities 
  senses (hearing and vision) 
  creation cost modifier 
  01–34 
  12 
  empathy1 
  1 primary 
  30’ 
  +1,000 gp 
  35–59 
  13 
  empathy1 
  2 primary 
  60’ 
  +2,000 gp 
  60–79 
  14 
  speech2 
  2 primary 
  120’ 
  +4,000 gp 
  80–91 
  15 
  speech2 
  3 primary 
  60’, with darkvision 
  +5,000 gp 
  92–97 
  16 
  speech2, 3 
  3 primary 
  60’, with darkvision 
  +6,000 gp 
  98 
  17 
  speech, telepathy 3, 4 
  3 primary & 1 extraordinary 6 
  120’, with darkvision 
  +9,000 gp 
  99 
  18 
  speech, telepathy 4, 5 
  3 primary & 2 extraordinary 6 
  120’, with darkvision & detect invisibility 
  +12,000 gp 
  100 
  19 
  speech, telepathy 4, 5 
  4 primary & 2 extraordinary 6 
  120’, with darkvision & detect invisibility 
  +15,000 gp 
  1 the possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action. 
  2 like a character, an intelligent item speaks Common plus one language per point of intelligence bonus.  
  3 the item can also read any languages it can speak. 
  4 the item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder. 
  5 the item can read all languages as well as use read magic. 
  6 the intelligent item can have a special purpose (and corresponding dedicated power) rather than a greater power, if appropriate. 
   
  Intelligent Item Languages:  Like a character, an intelligent item 
  speaks Common plus one additional language per point of 
  Intelligence bonus. Choose appropriate languages, taking into 
  account the item’s origin and purposes. 
   
  Intelligent Item Alignment: Any item with intelligence has an 
  alignment. Note that intelligent weapons already have alignments, 
  either stated or by implication.  If you’re generating a random 
  intelligent weapon, that weapon’s alignment must fit with any 
  alignment-oriented special abilities it has. 
  Any character whose alignment does not correspond to that of the 
  item (except as noted by the asterisks on the table) loses one level if 
  he so much as picks up the item. Although this level loss is not 
  permanent, it remains as long as the item is in hand and cannot be 
  overcome in any way (including restoration spells). This negative level 
  is cumulative with any other penalties the item might already place 
  on inappropriate wielders. Items with Ego scores (see below) of 18 to 
  20 drain 2 levels. Items with Ego scores of 21 or higher drain 3 levels. 
   
  d20 roll 
  item alignment 
  1 
  chaotic good 
  2-3 
  chaotic neutral* 
  4 
  chaotic evil 
  5 
  neutral evil* 
  6 
  lawful evil 
  7-11 
  lawful good 
  12 
  lawful neutral* 
  13-16 
  neutral good* 
  17–20 
  neutral 
  * the item can also be used by any character whose alignment 
  corresponds to the non-neutral portion of the item’s alignment. 
   
  Intelligent Item Abilities: The table above determines how many 
  lesser and greater powers an intelligent item has. To find the item’s 
  specific powers, choose or roll on the appropriate tables below.  
  All abilities function at the direction of the item, although intelligent 
  items generally follow the wishes of their owner. Activating an ability 
  takes 1 round, while concentrating on an activated ability while 
  taking other actions requires a concentration check (intelligence-
  based).  All abilities function at the level of the item’s creator. 
   
  d% roll 
  primary ability* 
  cost 
  01–05 
  know direction 
  +1,250 gp 
  06–10 
  detect secret doors (10’ radius) 
  +2,500 gp 
  11–13 
  find traps (3/day) 
  +5,000 gp 
  14–20 
  detect evil or good (10’ radius) 
  +5,000 gp 
  21–25 
  locate object (precious metals) (30’ 
  radius) 
  +5,000 gp 
  26–31 
  locate object (gemstones) (30’ radius) 
  +5,000 gp 
  32–33 
  know alignment (3/day) 
  +5,000 gp 
  34–36 
  detect invisibility (10’ radius) 
  +5,000 gp 
  d% roll 
  primary ability (continued)* 
  cost 
  37–40 
  locate object 3/day 
  +5,000 gp 
  41–45 
  identify 1/day 
  +2,500 gp 
  46–50 
  detect magic (10’ radius) 
  +2,500 gp 
  51–54 
  comprehend languages (3/day) 
  +2,500 gp 
  55–60 
  detect poison (10’ radius) 
  +2,500 gp 
  61–66 
  light (30’ radius) 
  +2,500 gp 
  67–72 
  detect animals or plants (3/day) 
  +2,500 gp 
  90–95 
  roll twice on this table 
  - 
  96–100 
  roll once on the extraordinary abilities 
  table 
  - 
  * if the same ability is rolled twice, roll again. 
   
   
  d% 
  extraordinary ability* 
  Cost 
  01–06 
  cause fear (3/day) 
  +2,500 gp 
  07–10 
  detect undead (30’ radius) 
  +5,000 gp 
  11–13 
  esp (3/day) 
  +5,000 gp 
  14–18 
  dimensional anchor (1/day) 
  +5,000 gp 
  19–23 
  dismissal (1/day) 
  +5,000 gp 
  24–28 
  minor globe of invulnerability (1/day) 
  +5,000 gp 
  29–33 
  detect scrying (1/day) 
  +5,000 gp 
  34–37 
  darkness 15’ radius (3/day) 
  +5,000 gp 
  38–41 
  feather fall (at will) 
  +5,000 gp 
  42–45 
  gust of wind (3/day) 
  +5,000 gp 
  46–50 
  teleport (1/day) 
  +7,000 gp 
  51–54 
  fly (3/day) 
  +8,750 gp 
  55–59 
  heal (1/day) 
  +9,000 gp 
  60–64 
  protection from good or evil 10’ radius 
  +17,500 gp 
  65–68 
  clairvoyance (3/day) 
  +8,750 gp 
  69–73 
  haste (3/day) 
  +8,750 gp 
  74–76 
  arcane sight (3/day) 
  +8,750 gp 
  77–80 
  water breathing  (3/day) 
  +8,750 gp 
  81–85 
  invisibility purge (3/day) 
  +8,750 gp 
  86–91 
  slow on enemies (3/day) 
  +8,750 gp 
  91–97 
  fear (3/day) 
  +8,750 gp 
  98–100 
  roll once on the Special Purpose table 
  - 
  * if the same ability is rolled twice, roll again. 
   
  Intelligence Item’s Purpose:  An item’s purpose must suit the type and 
  alignment of the item and should always be treated reasonably. A 
  purpose of “defeat/slay arcane spellcasters” doesn’t mean that the 
  sword forces the wielder to kill every wizard he sees. Nor does it mean 
  that the sword believes it is possible to kill every wizard, sorcerer, and 
  bard in the world. It does mean that the item hates arcane 
  spellcasters and wants to bring the local wizard’s cabal to ruin, as 
  well as end the rule of a sorceress-queen in a nearby land. Likewise, 
  a purpose of “defend elves” doesn’t mean that if the wielder is an 
  elf, he only wants to help himself. It means that the item wants to be 
  used in furthering the cause of elves, stamping out their enemies and 
  aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter 
  
  Dungeon Master’s Guide    103 
   
  of self-preservation. It means that the item won’t rest (or let its wielder 
  rest) until it places itself above all others. 
   
  d% roll 
  purpose 
  01–20 
  defeat/slay diametrically opposed alignment* 
  21–30 
  defeat/slay arcane spellcasters (including 
  spellcasting monsters and those that use spell-like 
  abilities) 
  31–40 
  defeat/slay divine spellcasters (including divine 
  entities and servitors) 
  41–50 
  defeat/slay non-spellcasters 
  51–55 
  defeat/slay a particular creature type (see the bane 
  special ability for choices) 
  56–60 
  defeat/slay a particular race or kind of creature 
  61–70 
  defend a particular race or kind of creature 
  71–80 
  defeat/slay the servants of a specific deity 
  81–90 
  defend the servants and interests of a specific deity 
  91–95 
  defeat/slay all (other than the item and the wielder) 
  96–100 
  choose one 
  * the purpose of the neutral (n) version of this item is to preserve 
  the balance by defeating/slaying powerful beings of the extreme 
  alignments (lg, le, cg, ce). 
   
   
   
  Special Purpose Abilities: These abilities operate only when an 
  intelligent item is in pursuit of its special purpose. This determination is 
  always made by the item. It should always be easy and 
  straightforward to see how the ends justify the means. Unlike its other 
  abilities, an intelligent item can refuse to use its special purpose 
  abilities even if the owner is dominant (see Items against Characters, 
  below). 
   
  d% roll 
  ability 
  cost 
  01–06 
  wielder gets +1 bonus on attacks and 
  ability checks 
  +30,000 gp 
  07–12 
  item can use ice storm 
  +50,000 gp 
  13–17 
  item can use confusion 
  +50,000 gp 
  18–24 
  item can use phantasmal killer 
  +50,000 gp 
  25–31 
  item can use curse 
  +50,000 gp 
  32–36 
  item can use dimension door on itself 
  and wielder 
  +50,000 gp 
  37–43 
  item can use stoneskin on wielder 
  (3/day) 
  +55,000 gp 
  44–50 
  item can use hold monster 
  +60,000 gp 
  51–56 
  item can use passwall (1/day) 
  +60,000 gp 
  57–62 
  item can cast lightning bolt 
  +60,000 gp 
  63–68 
  item can cast fireball 
  +60,000 gp 
  69–74 
  item can use disintegrate on contact 
  +75,000 gp 
  75–81 
  item can use flesh to stone on contact 
  +75,000 gp 
  82–87 
  item can use improved dispel magic 
  +75,000 gp 
  88–92 
  item can cast mind blank on wielder 
  +125,000 gp 
  93–98 
  item can use trap the soul (in the 
  weapon) 
  +125,000 gp 
  99–100 
  item can use time stop (3/day) 
  +175,000 gp 
   
  Item Ego:  Ego is a measure of the total power and force of 
  personality that an item possesses. Only after all aspects of an item 
  have been generated can its Ego score be calculated. An item’s 
  Ego score helps determine whether the item or the character is 
  dominant in their relationship, as detailed below. 
   
   
   
  item attribute 
  ego points 
  each +1 of item’s bonus* 
  1 
  each weapon special ability 
  1 
  each primary ability 
  1 
  each extraordinary ability 
  2 
  special purpose (and ability) 
  3 
  telepathic ability 
  1 
  read languages ability 
  1 
  read magic ability 
  1 
  each point of intelligence above 12 
  1 
  *or equivalent (see Magic Weapon creation rules on page 179)  
   
  Items Against Characters:  When an item has an Ego of its own, it has 
  a will of its own. The item is, of course, absolutely true to its alignment. 
  If the character who possesses the item is not true to that alignment’s 
  goals or the item’s special purpose, personality conflict - item against 
  character - results. 
  Similarly, any item with an Ego score of 18 or higher always considers 
  itself superior to any character, and a personality conflict results if the 
  possessor does not always agree with the item. 
  When a personality conflict occurs, the possessor must make a 
  charisma saving throw with a check penalty equal to the item’s 
  creator’s level. 
  If the possessor succeeds, he is dominant. If he fails, the item is 
  dominant. Dominance lasts for one day or until a critical situation 
  occurs (such as a major battle, a serious threat to either the item or 
  the character, and so on). Should an item gain dominance, it resists 
  the character’s desires and demands concessions such as any of the 
  following: 
   
   Removal of associates or items whose alignment or 
  personality is distasteful to the item. 
   
   The character divesting herself of all other magic items or 
  items of a certain type. 
   
   Obedience from the character so the item can direct 
  where they go for its own purposes. 
   
   Immediate seeking out and slaying of creatures hateful to 
  the item. 
   
   Magical protections and devices to protect the item from 
  molestation when it is not in use. 
   
   That the character carries the item with him on all 
  occasions. 
   
   That the character relinquishes the item in favor of a more 
  suitable possessor due to alignment differences or 
  conduct. 
   
  In extreme circumstances, the item can resort to even harsher 
  measures, such as the following acts: 
   
   Force its possessor into combat. 
   
   Refuse to strike opponents. 
   
   Strike at its wielder associates. 
   
   Force its possessor to surrender to an opponent. 
   
   Cause itself to drop from the character’s grasp. 
   
  Naturally, such actions are unlikely when harmony reigns between 
  the character’s and item’s alignments or when their purposes and 
  personalities are well matched. Even so, an item might wish to have 
  a lesser character possess it in order to easily establish and maintain 
  dominance over him, or a higher-level possessor so as to better 
  accomplish its goals. 
  All magic items with personalities desire to play an important role in 
  whatever activity is under way, particularly combat. Such items are 
  rivals of each other, even if they are of the same alignment. No 
  intelligent item wants to share its wielder with others. An intelligent 
  item is aware of the presence of any other intelligent item within 60 
  feet, and most intelligent items try their best to mislead or distract 
  their host so that he ignores or destroys the rival.  Of course, 
  alignment might change this sort of behavior.  
  Items with personalities are never totally controlled or silenced by the 
  characters who possess them, even though they may never 
  successfully control their possessors. They may be powerless to force 
  their demands but remain undaunted and continue to air their 
  wishes and demands. 
  
  Dungeon Master’s Guide    104 
   
  NEW SPELL DESCRIPTIONS 
  These new spells are included for use with the necromancer 
  secondary class of the magic-user, though the DM may permit magic-
  users, hedge wizards, and/or illusionists to use them as well.   
   
  Chill Touch 
  Necromancy 
  Level:  Necromancer 1, Magic-User 1 
  Components:  V, S 
  Casting Time:  1 round 
  Range:  Touch 
  Target:  Creature or creatures touched (up to one/level) 
  Duration:  Instantaneous; see text 
  Saving Throw:  See text 
  Spell Resistance:  Yes 
  You can use this spell to attack up to one time per level. A touch from 
  your hand, which glows with blue energy, disrupts the life force of 
  living creatures. Each touch channels negative energy that 
  deals 1d6 points of damage. The touched creature also suffers 1 point 
  of strength damage unless it makes a successful constitution saving 
  throw. Creatures without a strength rating suffer a -1 penalty to their 
  attack rolls.  Strength drained in this manner heals normally.   
  An undead creature touched by the caster takes no damage of 
  either sort but must make a charisma saving throw or flee as if 
  panicked for 1d4+1 rounds per caster level. 
   
  Spectral Hand 
  Necromancy 
  Level:  Necromancer 2, Magic-User 2 
  Components:  V, S 
  Casting Time:  1 round 
  Range:  Medium (100’) 
  Effect:  One spectral hand 
  Duration:  1 hour/level; see text 
  Saving Throw:  None 
  Spell Resistance:  No 
  A ghostly, glowing hand shaped from your life force materializes and 
  moves as you desire, allowing you to deliver low-level, touch range 
  spells at a distance.  
  On casting the spell, you lose1d4 hit points that return when the spell 
  ends (even if it is dispelled), but not if the hand is destroyed.  The hand 
  has a number of hit points equal to those lost by the caster.  These hit 
  points can be healed normally. 
  For as long as the spell lasts, any touch range spell of 4th level or lower 
  that you cast can be delivered by the spectral hand as an attack. 
  The spell gives you a +2 bonus to attack rolls made with the hand. The 
  hand always strikes from your direction and gains whatever flanking or 
  rear attack bonuses you would normally gain.   
  After the hand delivers a spell, or if the hand goes beyond the spell 
  range or out of your sight, it returns to you and hovers. 
  The hand has an armor class of 20 + your intelligence modifier and 
  is incorporeal.  It cannot be harmed by nonmagical weapons or 
  mundane attacks.  When saving against magical attacks, it uses the 
  caster’s saving throw and takes no damage on a successful save.  The 
  hand is dispelled if reduced to zero or fewer hit points.  
   
  Vampiric Touch 
  Necromancy 
  Level:  Necromancer 3, Magic-User 3 
  Components:  V, S 
  Casting Time:  1 round 
  Range:  Touch 
  Target:  Creature touched 
  Duration:  Instantaneous (1 hour); see text 
  Saving Throw:  None 
  Spell Resistance:  Yes 
  If you succeed on a melee attack your touch deals 1d6 points of 
  damage per two caster levels, to a maximum of 6d6 at 12th level.  You 
  heal hit points equal to the damage you deal, with any hit points over 
  the caster’s maximum being treated as temporary hit points.  Any 
  damage to the caster is first subtracted from the temporary hit points.  
  After 1 hour any temporary hit points remaining are lost. 
  Damage dealt through use of this spell cannot bring the target below 
  -9 hit points.  This spell has no effect on undead creatures. 
   
  Wraithform 
  Illusion/Phantasm 
  Level:  Illusionist 3, Necromancer 4 
  Components:  S, M 
  Casting Time:  1 round 
  Range:  Personal 
  Target:  Caster 
  Duration:  2 rounds/level  
  Saving Throw:  See text 
  Spell Resistance:  Yes 
  When this spell is cast, the caster and all of his gear becomes 
  incorporeal, While in wraithform he cannot be harmed by non-
  magical weapons or mundane attacks.  
  Mindless undead will ignore an individual in wraithform, believing him 
  to be a wraith or spectre, though intelligent undead may make an 
  intelligence save with a -4 penalty to recognize the spell. 
  The caster can pass through small holes or narrow openings, even 
  mere cracks, for as long as the spell persists. Note, however, that the 
  caster cannot fly without additional magic. No form of attack is 
  possible when in wraithform, except against creatures that exist on the 
  Ethereal Plane, where all attacks (both ways) are normal. A successful 
  dispel magic spell forces the wizard in wraithform back to normal 
  form.  
  The material components for the spell are a bit of gauze and a wisp of 
  smoke. 
  
  Dungeon Master’s Guide    105 
   
  REWARDS 
   
  EXPERIENCE 
  This chapter contains instructions for determining specific experience 
  awards.  It also gives guidelines about awarding experience in 
  general.  However, it does not provide absolute mathematical 
  formulas for calculating experience in every situation. 
  Awarding experience points (XP) is one of the DM's most difficult jobs. 
  The job is difficult because there are only a few rules (and a lot of 
  guidelines) for the DM to rely on.  The DM must learn nearly 
  everything he knows about experience points from running game 
  sessions.  There is no magical formula or die roll to determine if he is 
  doing the right or wrong thing.  Only time, instinct, and player 
  reactions will tell. 
  Experience points are a measure of this improvement, and the 
  number of points given a player for a game session is a signal of how 
  well the DM thinks the player did in the game - a reward for good 
  roleplaying.  As with any other reward system, there are potential 
  problems. 
  If the DM consistently gives too little experience to players, they 
  become frustrated.  Frustrated players don't have fun and, usually, 
  quit the game.  Even if they don't quit, player morale can suffer.  
  They stop trying to do their best, figuring they will only get a measly 
  amount of experience whether they play their best or just coast 
  along. 
  On the other hand, players can be given too many experience 
  points too quickly.  Players in this situation quit trying to be inventive 
  and clever, as they feel that they will earn XP no matter how little 
  they invest themselves in the game. 
  Consequently, the DM must take care not to give characters too little 
  experience or too much.  The best approach is to vary the awards 
  given from game to game, based on the actions of the characters. 
  Players should be rewarded according to how hard they try and how 
  well they accomplish various goals.  
   
   
   
  Every game session should have a goal.  Some goals are constant, 
  applicable to any AD&D game.  Others are dependent on the 
  individual campaign, storyline, character levels, and specific 
  adventure.  All goals should be clear, understandable ones that 
  players can see or decipher from clues they get during play. 
   
  CONSTANT GOALS 
  Three goals are constant - fun, character survival, and improvement. 
  Each of these should be possible in a single game session. 
   
  Fun:  Everyone gathered around an AD&D game table is playing a 
  game. Games are entertainment, and entertainment is supposed to 
  be fun. If the players don't have a good time playing in AD&D game 
  sessions, it shows. 
  Therefore, one of the goals of the AD&D game is to have fun. Much 
  of the pressure to provide this elusive quality rests on the DM's 
  shoulders, but the players can also contribute.  When they do, 
  players should be rewarded with experience points since they are 
  making the game a good experience for all.  The DM who doles out 
  awards for adding to the fun will find more players making the effort 
  to contribute.  To give out experience points for fun the DM should 
  consider the following: 
   
   Did the player actively get involved in the game?  a player who 
  does nothing but tell one funny joke during the course of the 
  game isn't really participating.  The DM should be careful, 
  however, not to penalize players who are naturally shy.  
  Involvement should be measured against a player's personality. 
   
   Did the player make the game fun for others or make fun at 
  their expense?  the second is not really deserving of any reward. 
   
   Was the player disrupting or interfering with the flow of the 
  game?  This is seldom enjoyable and tends to get on everyone's 
  nerves quickly. 
   
   Was the player argumentative or a “rules lawyer?”  These are 
  players who can quote every rule in the game and try to use 
  even the most obscure rules to their advantage, often to the 
  detriment of the spirit of the game.  This is definitely not fun for 
  the DM, but the DM should allow a reasonable amount of 
  disagreement with his decisions.  Players will want (and should 
  be allowed) to argue their views from time to time.  However, 
  rules arguments properly belong outside the actual game 
  session.  The DM should make a ruling for the moment and then 
  hear appeals to his decision after the adventure.  This way the 
  game is not interrupted. 
   
  Character Survival:  Although having a character live from game 
  session to game session is a reward in itself, a player should also 
  receive experience points when his character survives.  Since there 
  are many ways to bring a dead character back into the game, the 
  threat of death, while present, loses some of its sting.  Players should 
  be encouraged to try to keep their characters alive, instead of 
  relying on resurrections and wishes.  To this end, a small reward for 
  making it through a game session is useful.  It is a direct way of telling 
  a player that he played well. 
  The amount given for survival should be balanced against what 
  happened during the adventure.  Player characters who survived 
  because they did nothing dangerous or who have so many powers 
  and hit points that they're nearly invulnerable do not deserve as 
  many experience points as the character who survived sure death 
  through the use of his wits.  Likewise, characters who survived by 
  sheer luck deserve less than those who survived because of sound 
  strategy and tactics. 
   
  Improvement:  Experience points are one measure of a character's 
  improvement, and they translate directly into game mechanics. 
  However, players should also improve by trying to play more 
  intelligently at each session.  As the players learn more about the 
  game, the campaign, and roleplaying, this should be reflected in 
  their experience points.  When a player thinks up a really good idea - 
  solves a difficult puzzle, has his character talk the group out of a tight 
  situation, or just finds a novel way around a problem - that's worth 
  experience points.  Players should be encouraged to use their brains 
  and get involved. 
   
  VARIABLE GOALS 
  In addition to the constant goals listed above, every game session 
  will have some variable goals.  Most of these come from the 
  adventure.  Some may come from the players' desires.  Both types 
  can be used to spur players on to more effective roleplaying. 
   
  Story Goals:  Story goals are objectives the DM sets up for an 
  adventure.  Rescue the prince, drive away a band of marauding 
  orcs, cleanse the haunted castle, find the assassin of the late queen, 
  recover a lost artifact and save the world - these are all story goals. 
  When the DM sets up a story, he decides how many experience 
  points he thinks the player characters should get for accomplishing 
  the big goal.  This must be based on just how difficult the whole 
  adventure will be.  If the characters successfully accomplish this goal 
  (which is by no means guaranteed), they will earn this bonus 
  experience. 
  Sometimes the DM might not have a clear idea of what the goal of a 
  particular adventure is.  In such a case the players can sometimes 
  provide the goal, or at least a clue.  Listen to what they think they are 
  supposed to do or what they want to do.  These can then become 
  the goal of the adventure.  Again, assign experience points based 
  on difficulty if they accomplish this. 
  
  Dungeon Master’s Guide    106 
  EXPERIENCE AWARDS 
  There are two categories of experience point awards: group and 
  individual.   Group awards are divided equally among all members 
  of the adventuring party, regardless of each individual's contribution.  
  The idea here is that simply being part of a group that accomplishes 
  something teaches the player character something useful. 
  From a strictly game mechanics point of view, this ensures that all 
  player characters will have the opportunity to advance in 
  experience points at roughly the same rate.   Individual awards are 
  optional, given to each player based on the actions of his character. 
  As a general guideline, experience points should be given at the end 
  of every gaming session, while the DM still remembers what everyone 
  did. If the awarding of experience points is delayed for several 
  sessions, until the end of a given adventure, there is a chance the 
  DM will overlook or forget what the characters did in previous 
  gaming sessions. 
  Despite this risk, it isn't always practical to award experience 
  immediately.  If the player characters are still in the heart of the 
  dungeon when the gaming session ends, wait to award points until 
  they return to the surface.  The DM can rule that characters receive 
  experience only when they have the opportunity to rest and tell 
  others of their exploits.  This means that characters collect 
  experience when they return to their homes, stop at an inn, or the 
  like.  Since experience is, in part, increased confidence and 
  comprehension of their own abilities and events, the retelling of the 
  tale boosts the ego of the characters, and this translates into 
  experience. 
  Sometimes, even this rule is not applicable, however.  For example, 
  the player characters might be on a long journey through the desert 
  and not see a settlement or friendly soul for weeks on end.  In such 
  cases, experience can be awarded after the characters have had 
  time to reflect upon and analyze their accomplishments.  This may 
  be as short as overnight (for small experience awards) or as long as 
  several days. 
  If, for whatever reason, the DM decides not to award experience 
  points at the end of a gaming session, he should be sure to calculate 
  and record the number of experience points each character should 
  receive for the session and not rely on his memory. 
   
  Group Awards:  All characters earn experience for victory over their 
  foes.   There are two important things to bear in mind here.  First, this 
  award applies only to foes or enemies of the player characters - the 
  monster or NPC must present a real threat.  Characters never receive 
  experience for the defeat of non-hostile creatures (rabbits, cattle, 
  deer, and friendly unicorns) or NPCs (innkeepers, beggars, and 
  peasants).  Second, no experience is earned for situations in which 
  the PCs have an overwhelming advantage over their foes. 
  A 7th level player character who needs one more experience point 
  to advance in level can't just gather his friends together and hunt 
  down a single orc.  That orc wouldn't stand a chance, so the player 
  character was never at any particular risk.  If the same character 
  had gone off on his own, thus risking ambush at the hands of a band 
  of orcs, the DM could rule that the character had earned the 
  experience. 
  The DM must decide what constitutes a significant risk to the player 
  characters.  Often it is sufficient if the characters think they are in 
  danger, even when they are not.  Their own paranoia increases the 
  risk (and enhances the learning experience).  Thus, if the party runs 
  into a band of five kobolds and becomes convinced that there are 
  50 more around the next corner, the imagined risk becomes real for 
  them.  In such a case, an experience point reward might be 
  appropriate. 
  The characters must be victorious over the creature, which is not 
  necessarily synonymous with killing it.  Victory can take many forms. 
  Slaying the enemy is obviously victory; accepting surrender is victory; 
  routing the enemy is victory; pressuring the enemy to leave a 
  particular neck of the woods in order to bring about peace is a kind 
  of victory. 
  A creature needn't die for the characters to score a victory.  If the 
  player characters ingeniously persuade the dragon to leave the 
  village alone, this is as much - if not more - a victory as slaying the 
  dragon. 
   
   Combat Experience Awards:  To determine the number of XP to 
  give for overcoming enemies, use the following table.  Find the 
  Hit Dice of the creature on the table. Add the additional Hit 
  Dice for special powers and find the adjusted Hit Dice.  Add this 
  number to the current Hit Dice value, so that a 1 Hit Die creature 
  with +2 Hit Dice of special abilities becomes a 3 Hit Dice 
  creature for calculation purposes. 
  This formula produces an experience point value (XPV).  Multiply 
  this value by the number of creatures of that type defeated and 
  add together all total values.  The result is the total XP the group 
  earns.  It should be divided among all of the player characters 
  involved in the combat (including those who were slain, as they 
  may be raised or otherwise returned to life). 
   
  Creature Experience Point Values (XPV) 
   
   
  hit dice  
  or level 
  xp value 
  hit dice  
  or level 
  xp value 
  less than 1 
  7 
  6+ to 7 
  420 
  1 
  15 
  7+ to 8 
  650 
  1+ to 2 
  35 
  8+ to 9 
  975 
  2+ to 3 
  65 
  9+ to 10 
  1,400 
  3+ to 4 
  120 
  10+ to 11 
  2,000 
  4+ to 5 
  175 
  11+ to 12 
  3,000  
  5+ to 6 
  270 
  over 12 
  +1,000 / hd 
   
  Hit Dice Value Modifiers 
   
   
  ability 
  modifier 
  ability or blood drain 
  +1 
  animated creature or undead immunities 
  +2 
  armor class 20 or greater 
  +1 
  attack that deals 20+ hit points per strike 
  +2 
  breath weapon 
  +2 
  causes disease 
  +1 
  energy drain 
  +3 
  fear aura 
  +1 
  flight 
  +1 
  four or more attacks per round 
  +1 
  high intelligence 
  +1 
  immune to weapon/natural attack damage 
  +2 
  magic resistance 
  +2 
  normal weapons deal ½ damage 
  +1 
  only hit by +1 or better weapons (or silver) 
  +1 
  only hit by +3 or better weapons 
  +2 
  only hit by +5 or better weapons 
  +3 
  paralysis 
  +2 
  petrification 
  +3 
  plant creature immunity 
  +1 
  poison 
  +2 
  ranged attack ability 
  +1 
  regeneration 
  +1  
  special attack, unlisted 
  +1 to +3 
  special defense, unlisted 
  +1 to +2 
  spell immunity (1 or more spells) 
  +1 to +3 
  spell-like abilities (up to 2nd level) 
  +1 
  spell-like abilities (up to 4th level) 
  +2 
  spell-like abilities (up to 6th level) 
  +3 
  spell-like abilities (6th + level) 
  +4 
  swallow whole 
  +2 
  two or more bonus hit points per HD 
  +1 
   
  For example, the player characters manage to defeat 
  three orcs, a rust monster, and a green slime.  Each orc is 
  worth 15 XP, since they are one Hit Die each and have no 
  special abilities.  The rust monster is worth 420 XP. It has five 
  Hit Dice but gains a bonus of +2 for a special magical 
  attack form (rusting equipment).  The green slime is worth 
  175 XP, since its base two Hit Dice are increased by 3 for an 
  unlisted special attack form (+2), plant immunities (+1) and 
  immunity to most weapon damage (+2).  The player 
  characters divvy up a total of 640 XP. 
   
  Not all powers and abilities are listed on the table above.  When 
  dealing with a power not on the list, either use the special 
  entries or compare the new power to one already defined. 
   
   Story Experience Awards:  The other group award is that earned 
  for the completion of an adventure.  This award is determined by 
  the DM, based on the adventure's difficulty.  There is no formula to 
  determine the size of this award, since too many variables can 
  come into play.  However, the following guidelines may help. 
  
  Dungeon Master’s Guide    107 
   
  The story award should not be greater than the experience points 
  that can be earned defeating the monsters encountered during 
  the adventure.  Thus if the DM knows there are roughly 1,200 
  experience points worth of monsters, the story award should not 
  exceed this amount.  In addition, the story award should give a 
  character no more than 1/10th the experience points he needs to 
  advance a level.  This way the character will have to undertake 
  several adventures before he can advance to the next level. 
  Within these guidelines you have a great deal of leeway.  One of 
  the most important uses of story awards is to maintain what you 
  feel is the proper rate of advancement for player characters.  By 
  monitoring not just their levels, but also their experience point 
  totals, you can increase or decrease the rate of character 
  advancement through judicious use of story awards. 
  Once you have calculated all the experience points due your 
  group of player characters, divide the total by the number of 
  player characters.  This is the amount that each character, 
  including 
  those 
  slain 
  or 
  otherwise 
  incapacitated 
  (i.e. 
  feebleminded, petrified, polymorphed, charmed, etc.) gets.  This 
  allows characters restored to life and/or function to share in the 
  experience awards for the adventure. 
   
  Individual Awards:  Individual experience point awards are given for 
  things a player does or things he has his character do.  Intelligent 
  play is worth experience; good roleplaying is worth experience; 
  actions that fit the group's style are worth experience. 
  Although some of these awards are tied to abilities, giving out these 
  experience points is purely a discretionary act.  It is up to the DM to 
  decide if a player character has earned the award and, within a 
  given range, to determine the amount of the award.  These awards 
  are normally given at the end of each session, but this isn't a hard-
  and-fast rule - the DM can award individual experience points any 
  time he feels it appropriate. 
  Individual experience point awards are divided into two categories:  
   
   Common Awards: Common Awards are awards all player 
  characters can earn, regardless of class.  
   
  event 
  xp award 
  player has a clever idea 
  50-100 
  player has an idea that saves the party 
  100-500 
  player roleplays his character well1 
  100-200 
  player encourages others to participate 
  100-200  
  survival2 
  250/level 
  treasure3 
  1/gp spent 
   
   
  1 this award can be greater if the player character sacrifices 
  some game advantage to roleplay his character. A noble 
  fighter who refuses a substantial reward because it would not 
  be in character qualifies. 
   
  2 you can award points on the basis of survival.  Survival is its 
  own reward, so this award is entirely optional.  This award may 
  be given to those characters who complete an adventure. 
   
  3 as an option, the DM can award XP for the cash value of 
  non-magical treasures.  One XP can be given per gold piece 
  found and subsequently spent.  However, overuse of this 
  option can increase the tendency to give out too much 
  treasure in the campaign. 
   
   
   Class Awards:  Class Awards are those that characters can earn 
  based upon effective use of their class abilities.  Notes that 
  secondary classes of the listed primary classes (CLERIC, FIGHTER, 
  MAGIC-USER and THIEF) use the same Class Awards as members 
  of those primary classes. 
   
  cleric 
  xp award 
  class ability used to overcome foe/problem4 
  100 
  spells cast to further ethos5 
  50/spell level 
   
   
  fighter 
  xp award 
  class ability used for tactical advantage6 
  50 
  class ability used to overcome foe/problem4 
  100 
  spells cast to further ethos5 
  50/spell level 
  magic-user 
  xp award 
  class ability used to overcome foe/problem4 
  100 
  spell successfully researched 
  500/spell level 
   
   
   
   
   
   
  monk 
  xp award 
  class ability used for tactical advantage6 
  50 
  class ability used to overcome foe/problem4 
  100 
   
   
  psionicist 
  xp award 
  class ability used to overcome foe/problem4 
  100 
   
   
  thief 
  xp award 
  class ability used for tactical advantage6 
  50 
  class ability used to overcome foe/problem4 
  100 
   
   
  4  this award can be given whenever a character uses a class 
  ability (i.e. persuasive, sleight of hands, spells, stealth, turn 
  undead, track, etc.) to disable, avoid or otherwise overcome 
  a foe or challenge.  
   
  5 the divine-spell casting character gains experience for those 
  spells which, when cast, further the beliefs and attitudes of his 
  mythos.   
   
  6 combat-oriented classes can gain this benefit when they 
  use their class abilities to gain a tactical advantage in 
  combat (e.g. a thief uses stealth to sneak attack a foe or a 
  cavalier charges into combat against a dragon while astride 
  his warhorse). 
   
  When awarding individual experience points, be sure the use 
  warrants the award.  Make it clear to players that awards only 
  will be given for the significant use of an ability or spell. 
  “Significant use” is defined by a combination of several different 
  factors.  First, there must be an obvious reason to use the ability.  
  A thief who simply climbs every wall he sees, hoping to gain the 
  experience award, does not meet this standard. 
  Second, there must be significant danger.  No character should 
  get experience for using his powers on a helpless victim.  A 
  fighter does not gain experience for clubbing a shackled orc.  A 
  magic-user does not gain experience for casting a house-
  cleaning cantrip. A thief does gain experience for opening the 
  lock on a merchant's counting house, since it might be trapped 
  or magical alarms might be triggered. 
  Third, experience points should not be awarded when a player 
  is being abusive to others in the group or attempting to use his 
  abilities at the expense of others.  Player characters should 
  cooperate to succeed. 
   
  EFFECTS of EXPERIENCE 
  The prowess of player characters is measured in levels.  Levels are 
  earned through the accumulation of experience points.  In the 3rd 
  edition of Advanced Dungeons and Dragons, all single- or split-
  classed characters progress in level upon accumulating a set 
  number of experience points, as shown on the following chart: 
   
  XP accumulated 
  level attained* 
  0 - 2,499 
  1st  
  2,500 – 4,999 
  2nd  
  5,000 – 9,999 
  3rd  
  10,000 – 19,999 
  4th  
  20,000 – 37,499 
  5th 
  37,500 – 74,999 
  6th  
  75,000 – 149,999 
  7th 
  150,000 – 249,999 
  8th  
  250,000 – 499,999 
  9th 
  500,000 – 749,999 
  10th  
  750,000 – 999,999 
  11th  
  1,000,000 – 1,249,999 
  12th  
  1,250,000 – 1,499,999 
  13th  
  1,500,000 – 1,749,999 
  14th 
  1,750,000 – 1,999,999 
  15th 
  2,000,000 – 2,249,999 
  16th 
  2,250,000 – 2,499,999 
  17th 
  2,500,000 – 2,749,999 
  18th 
  2,750,000 – 2,999,999 
  19th 
  3,000,000+ 
  20th 
  *  
  note that it takes 250,000 experience point to reach 9th level, 
  with an additional 250,000 experience points needed to 
  progress to each level beyond 9th. 
   
  Multiclassed 
  characters 
  (those 
  progressing 
  in 
  2 
  classes 
  simultaneously) 
  must 
  accumulate 
  double 
  the 
  listed 
  number 
  experience points in order to advance in level in both of their 
  character classes.   
  
  Dungeon Master’s Guide    108 
  When a character earns enough experience to attain the next level 
  for his character class, he immediately gains several benefits (unless 
  the optional rules for training, given below, are used).  The character 
  gains an additional die of hit points, or a set number of hit points at 
  higher levels.  These are added to both his current total and his 
  maximum number of hit points.  All ability checks that gain a full level 
  bonus (such as saving throws, skill checks and class ability checks) 
  improve by 1.  Common ability checks, which add ½ of the 
  character’s level bonus (rounding fractions down), improve on every 
  even-numbered level that the character attains. 
  In addition characters may improve their BTH (Bonus to Hit) as they 
  advance in level, though the rate of BTH progression varies from class 
  to class.  Characters may gain other level-dependant benefits as 
  detailed in their class description(s).  Examples of level-dependant 
  benefits include, but are not limited to:  new spells, static bonuses to 
  ability checks, additional languages, weapon specialization, etc. 
   
  Training (Optional):  Some DMs do not like the idea that a character 
  can instantly advance in level simply by acquiring enough 
  experience points.  To their minds all improvement is associated with 
  schooling, practice, and study.  Others argue that characters are 
  constantly doing these things to increase their ability so formal 
  schooling is not required.  Either case may be true. 
  The DM might choose to require characters to train before they 
  increase in level.  To train, a character must have a tutor or instructor.  
  First, this tutor must be of the same class and higher level than the 
  one the character is training for.  Thus, a 7th level fighter training for 8th 
  level must be taught by a 9th level or higher fighter.  The tutor must 
  also know the appropriate things.  Fighters specialized in a given 
  weapon must find a tutor also specialized in that weapon.  Magic-
  users seeking to study a particular spell must find a tutor who knows 
  that spell.  A thief seeking to improve his lockpicking must find a 
  higher-level tutor more accomplished in lockpicking. 
  Second, the character must pay the tutor.  There is no set amount for 
  this.  The tutor will charge what he thinks he can get away with, 
  based on either greed or reputation.  The exact cost must be worked 
  out between player character and tutor, but an average of 100 gp 
  per level per week is not uncommon. 
  Finally, the player character must spend time in training.  The time 
  required equals one week per level of training of sought.  As such, a 
  fighter training to attain level 8 would require 8 weeks of training. 
  One obvious result of the training system is the development of 
  different academies that specialize in training different character 
  classes.  Because of their importance in the adventuring community, 
  these academies can become quite powerful in the lives of the 
  player characters.  Imagine the disastrous effect should one of the 
  player characters be blacklisted by his appropriate academy.  
  Although the DM should not abuse such power, the player 
  characters should treat such institutions with care and respect. 
   
  Rate of Advancement:  The AD&D game is intentionally very flexible 
  concerning how slowly or quickly characters earn experience - in 
  general, this is left to the discretion of the DM.  Some players prefer a 
  game of slow advancement, allowing them time to develop and 
  explore imaginary personalities.  Other players like a much faster 
  pace and a definite feeling of progress.  Each group will likely settle 
  into a pace that best suits them, without even realizing it. 
  There is only one hard and fast rule concerning advancement.  
  Player characters should never advance more than one level per 
  time experience is awarded.  If a gaming session ends and a 
  character has earned enough experience points to advance two 
  levels, the excess points are lost.  The DM should give the character 
  enough experience to place him somewhere between halfway and 
  one point below the next highest level. 
  An average pace in an AD&D game campaign is considered to be 
  two to four adventures per level, with more time per level as the 
  characters reach higher levels.  However, it is possible to advance as 
  quickly as one level per adventure or as slowly as 8 or more 
  adventures per level.  The DM should listen to his players. 
  If the players are enjoying themselves and aren't complaining about 
  “not getting anywhere,” then things are fine.  If, on the other hand, 
  they grouse about how they never get any better or they're quickly 
  reaching the highest levels in the game, the pace of advancement 
  probably needs to be adjusted.  This, like much that deals with 
  awarding experience, may not come to a DM immediately.  Let 
  experience be your guide. 
   
  Level Advancement & Prestige 
  As characters advance in level their skills and abilities improve, and 
  they become better able to survive and thrive.  At the same time, 
  character advancement also bring with it a certain degree of 
  acclaim (or notoriety) as rumors and tales their exploits spread 
  throughout the lands. 
  Beginning, 1st-level, characters are only marginally exceptional, with 
  abilities slightly superior to those of the average 1st level, NPC-
  classed, individual.  With level advancement the character’s prowess 
  and place amongst his peers improves. The bulleted list below  
  illustrates how class levels translate to an individual’s place amongst 
  his peers: 
   
   1st level: 1 in 10.  The best in an extended family 
   2nd level: 1 in 50.  The best on a manor or in a thorp. 
   3rd level: 1 in 100.  The best  in a small hamlet. 
   4th level: 1 in 250.  The best in a  hamlet or tiny barony. 
   5th level: 1 in 500.  The best in village or small barony. 
   6th level: 1 in 1,000.   – the best in a barony or large village. 
   7th level: 1 in 2,500.  The best in a small town. 
   8th level: 1 in 5,000.  The best in a large town or march. 
   9th level: 1 in 7,500.  The best in a large town or ward. 
   10th level: 1 in 10,000.  The best in a small county or small city. 
   11th level: 1 in 25,000.  The best in a county or large city. 
   12th level: 1 in 50,000.  The best in a small duchy or very large city. 
   13th level: 1 in 100,000.  The best in a duchy or metropolis. 
   14th level: 1 in 250,000.  The best in principality or vast metropolis. 
   15th level: 1 in 500,000.  The best in a small kingdom. 
   16th level: 1 in 1,000,000.  The best in a kingdom. 
   17th level: 1 in 2,500,000.  The best in a large kingdom. 
   18th level: 1 in 5,000,000.  The best on a continent. 
   19th level: 1 in 7,500,000.  The best in an empire. 
   20th level: 1 in 10,000,000.  The best in the world. 
   
  This gives a useful sense of scale and of threat level. For example, a 
  16th level wizard can threaten an entire kingdom.  A 10th level fighter 
  can threaten a small city.  A 19th level assassin can strike fear 
  throughout an empire. A 6th level thief preys on the residents of a 
  barony.  Here are some examples of famous or infamous fictional 
  characters: 
   Achilles was a 19th level duelist when he slew Hector. 
   Aragorn, King of Gondor, was a 16th level warden.  
   Arthur, King of the Britons, was 16th level cavalier. 
   Beowulf, who was able to save the small kingdom of the Geats 
  by defeating Grendel, was a 15th level fighter. 
   Bilbo Baggins was a 6th level thief at the end of the Hobbit. 
   Conan, king of Aquilonia, was a 16th level barbarian. 
   Elric of Melnibone is a 19th level fighter/magic-user. 
   Fafhrd and the Grey Mouser are both 13th level characters. 
   Gimli, son of Glóin, was a 12th level fighter.  
   Lancelot, the best knight in England and France, was 17th level. 
   Legolas of Mirkwood was probably a 12th level warden. 
   Merlin was a 17th level magic-user/druid. 
   Robin Hood, hero of Nottingham County, was a 10th level fighter. 
   Thoth-Amon, most powerful sorcerer-priest in Stygia, was an 17th  
  level magic-user/cleric. 
   
  Of course these are just approximations.  It’s possible Robin Hood was 
  the best archer in England (16th level).  But we know he was at least 
  10th level.  Beowulf might have been the best fighter in Christendom 
  (17th level) but was at least 15th level. 
  These guidelines should help you determine the level of NPCs, as well 
  as their place in the world.  A 15th level thief would, most likely, not be 
  content with eking out a living in a backwater village while an 8th 
  level paladin would probably not be the champion of an emperor. 
   
   
   
  
  Dungeon Master’s Guide    109 
   
  BASES of OPERATION 
  Any character of any level can build himself a home - if he has the 
  money to do so.  Until he is sufficiently experienced and well known, 
  however, he cannot establish a guild or stronghold and attract 
  followers.   
  Upon reaching 10th level most characters will be able to attract 
  followers and/or set up a base of operations.  The four typical bases of 
  operation that high level characters build are guilds, strongholds, 
  schools and druidic groves.  The rules for their establishment are 
  provided below, while the rules for attracting followers are provided in 
  the FOLLOWERS section on pages 80-83.  
   
  Sanctioned Guilds: Guilds, by nature, are independent of local 
  authorities but may have influence and interaction with those 
  authorities.  The chief difficulties in establishing a new guild lies in the 
  existence of other assassin or thieves guild in the area.       
  Thieves and assassins do not typically permit new guilds to form in their 
  area of operations.  Player character thieves or assassins seeking to 
  establish the own guild (see Establishing a Guild below) in an area 
  with a pre-existing guild usually meet with the wrath of that guild’s 
  master.   
  In areas with a large population, and plentiful resources, a guild may 
  permit the establishment of a new guild branch… but would place 
  limits upon the branch’s activities (i.e. forbidding theft in certain areas 
  or against certain individuals/organizations) and demand a share of 
  all profits. 
   
  Sanctioned Strongholds: When the character reaches 10th it is 
  assumed that he has sufficient experience and reputation that the 
  region's rulers (kings, princes, etc.) approve of him establishing a 
  stronghold, or are cautious or respectful enough of him that they 
  prefer not to oppose his efforts to establish a stronghold. 
  Characters who are granted lands by another, local lord typically are 
  invested with a noble title, such as lord or baron.  In return for the 
  support and authority granted by that lord, the player character is 
  expected to provide military aid to that lord and to rule granted lands 
  in the lord’s name.  Character’s who fail to serve their lord adequately 
  may find themselves stripped of land and title.  
  When a player character has attained 10th level in one or more of his 
  character classes he may work to establish himself in a stronghold.  By 
  establishing a base of operations, player characters of certain classes 
  attract one or more followers.  These followers might be fanatically 
  loyal servants of the same deity (or deities) in the case of clerics, 
  stalwart admirers of fighters, or arcane pupils drawn to the renown (or 
  infamy) of a great wizard.  See pages 80-83 for more details on 
  gaining and maintaining followers, and on the roles of such followers.   
   
  Independent 
  Guilds: 
  As 
  noted 
  above, 
  guilds 
  are 
  typically 
  independent of local authorities and are usually to only such guild 
  operating in a given area.  Guidelines for the establishment of assassin 
  and thieves guilds are given below. 
   
  Independent Strongholds: If a character has been denied permission 
  to build a stronghold (owing to failure to meet his rulers' requirements), 
  he has a couple of 
  options. 
   
   Biding His Time:  The character can decide to wait and work 
  toward gaining the acceptance of the ruler who has denied him 
  the necessary permission. 
  If he tries building a stronghold and employs a large mercenary 
  force (typically 50 or more men), he will make an enemy of the 
  region's overall ruler, who will see him as an immediate threat to 
  the throne.  The ruler may decide to march troops against the 
  PC, or to send a series of warnings before attacking, or to take 
  more subtle steps to curb the PC's ambitions, as the DM chooses. 
   
   Settling the Wilderness:  The character might instead decide to 
  take all his worldly goods out to an area considered true 
  wilderness: No human or demihuman ruler lays claim to this land.  
  There, he can build his stronghold and be its ruler. 
  In doing this, the PC is declaring his independence from his 
  former ruler and establishing his own little nation.  This could 
  anger his former ruler; or, that ruler might approve and hope that 
  the PC will be a success so that the ruler can later make treaties 
  of allegiance with him. 
  The PC can choose his own title of rulership.  If other dominions 
  are near the newly founded dominion, however, their rulers may 
  react unfavorably to the “upstart,” depending on the title 
  assumed. 
   
  Establishing a Guild: Not all character classes build strongholds and 
  establish themselves as local lords.  Thieves and assassins, as a matter 
  of necessity, play a more insidious role in the world around them and 
  avoid the entanglements and responsibility inherent to lordship over 
  an area.    
   
   Assassins:  At 10th level, an assassin may attempt to start their own 
  assassin’s guild or attempt to take control of a pre-existing guild, 
  of which they must be a member.  The rules for starting or 
  usurping control of a guild are given on pages 80 and 109, in the 
  FOLLOWERS and BASES of OPERATION sections respectively. 
  As noted in the FOLLOWERS section, all expenses of maintaining 
  the guild and its members - excluding the Guildmaster - are 
  assumed to be fully paid for by normal guild activities.  Any 
  improvements, changes, the expenses of the leader, and all 
  other special costs must be borne by the Guildmaster Assassin.   
  The headquarters of the guildmaster can be virtually anywhere 
  and of any form - cavern, castle, monastery, palace, temple, 
  you name it.  However, if it is a large and obvious place, the 
  headquarters must be located well away from all communities - 
  such as in the midst of a murky woods, a dismal marsh or fen, a 
  lonely moor, a deserted island, a remote coast, or far into 
  forsaken hills or atop a mountain.  
   
   Thieves:  When a thief reaches 10th level or greater, he is entitled 
  to build or buy a headquarters and attract a gang of thieves as 
  per page 109 of the BASES of OPERATION section. 
  If another guild is operating in the area, permission may be 
  denied by that guild’s master.  Should the character attempt to 
  establish an unsanctioned guild, he will gain the enmity of the 
  local thieves guild.  This invariably leads to a struggle to do away 
  with the rival organization.  Once begun, warfare will end only 
  when and if all the master thieves on either or both sides are 
  dead, or if the thief character removes to another locale. 
  Note that thieves are not often liked by townspeople or rulers, 
  but the guild is an accepted fact of life.  Many powerful 
  adventurers find thieves very useful during their adventures, and 
  thus they support the guild indirectly.  Rulers are too wise to incur 
  the wrath of player and non-player characters by harassing or 
  destroying the large thieves' guild network… unless the actions of 
  the guild leave no other option for local authorities. 
   
  Establishing a Stronghold:  Strongholds are fortifications that allows PCs 
  to assert their authority over the surrounding countryside.  The 
  following classes typically construct strongholds upon reaching 10th 
  level: 
   
   Anti-Paladins:  The anti-paladin may, upon reaching 10th level, he 
  may opt to establish a stronghold.  This may be done within 
  civilized lands, upon lands granted by an allied ruler, or in 
  unsettled lands.  This is done by building some type of castle and 
  gaining dominance over all lands with 20 to 50 miles of the 
  stronghold. 
  Once this area falls under the control of the anti-paladin and his 
  stronghold is built, the anti-paladin will attract followers as 
  detailed on page 80 of the FOLLOWERS section. 
   
   Cavaliers:  At 10th level the cavalier may establish a stronghold.  
  Typically the cavalier is granted a noble title, such as lord or 
  baron, by the feudal lord that he serves.  Furthermore the 
  cavalier, upon building a stronghold, gains the service of men-at-
  arms and a unit commander for these men (as detailed on page 
  81 of the FOLLOWERS section). 
  A cavalier who has cleared a 20-to-50 mile radius wilderness area 
  of hostile creatures may establish a freehold in unsettled lands 
  and attract followers.  If these lands are pledged to the cavalier’s 
  lord, the cost of construction will only be one-half usual due to 
  that lord’s aid.  Such lands become part of that lord’s holdings 
  but granted to the cavalier, who rules in his lord’s name.   
   
   Clerics:  When a cleric achieves 10th level and establishes a 
  place of worship - a building of not less than 2,000 square feet in 
  floor area with an altar, shrine, chapel, etc – he automatically 
  
  Dungeon Master’s Guide    110 
  attracts followers.  The rules for clerical followers are given on 
  page 81, in the FOLLOWERS section.  
  The cleric has the option of constructing a religious stronghold. 
  This fortified place must contain a large temple, cathedral, or 
  church of not less than 2,500 square feet on the ground floor. It 
  can be a castle, a monastery, an abbey or the like. It must be 
  dedicated to the cleric’s deity (or deities). The cost of 
  construction will be only one-half the usual for such a place 
  because of religious help.  
   
   Cloistered Clerics: Cloistered clerics attract followers and 
  establish a religious stronghold as would any other cleric.  See 
  page 81 for more details. 
   
   Fighters:  When a fighter attains 10th level, he may opt to establish 
  a stronghold much as a cavalier does.  See the cavalier entry 
  above and the section on fighters’ followers on pages 81-82 for 
  more information.  
   
   Magic-Users, Hedge Wizards, Illusionists & Necromancers:  When 
  a magic-user, illusionist or necromancer reaches 10th level, he 
  usually sets out to create a stronghold.  In most instances the 
  local ruler issues a proclamation stating that his subjects are not 
  to interfere with the magic-user or their holdings.  In return for this 
  land grant, the magic-user agrees to aid the local ruler in times of 
  dire need.   
  It is possible for a magic-user, illusionist or necromancer of 10th or 
  higher level to construct a stronghold in unclaimed wilderlands 
  after clearing the countryside in a 10 to 20 mile radius of all 
  monsters, thus establishing himself as lord of those lands. 
  At this level the magic-user, regardless of whether they have 
  established a stronghold or not, gains the service of a 1st level 
  apprentice.  See the FOLLOWERS section, page 82 for more 
  details on magic-user followers. 
   
   Paladins: A paladin does not establish his own stronghold but 
  may be given lands by his lord, much like a cavalier.  Whether or 
  not the paladin has a stronghold and lands, he gains followers as 
  per the rules on page 82. 
   
  The Stronghold Construction section that follows gives an in-depth 
  look into the process of acquiring lands, determining the type of 
  fortification desired and having that fortification built. 
   
  Establishing Schools & Monasteries: Bards, druids, duelists, monk and 
  psionicists, on the other hand, do not seek dominion over an area, 
  and are content to pass on their knowledge and arts to a small band 
  of pupils or devotees. 
   
   Bards:  At 10th level a bard may establish a school and attract 
  pupils (see page 81 of the FOLLOWERS section).  Bardic schools, 
  called colleges, are sometimes sponsored by a noble patron or 
  druidic enclave as a sign or appreciation, beneficence or amity.  
  Colleges with a patron have their construction costs halved.   
   
   Druids:  Druids do not build strongholds, employ mercenaries, or 
  hire civilian employees.  Local rulers ignore the presence of 
  druids, pretending they don't exist, and druids normally confine 
  their demonstrations of authority to people who abuse and 
  wantonly destroy the forests protected by the druid. 
  All druids prefer to live in scared groves, dwelling in sod, log, or 
  stone buildings of smallish size.  When attaining levels above the 
  10th, characters will generally inhabit building complexes set in 
  woodlands and similar natural surroundings.  Upon establishing 
  this grove, the druid will attract neophytes, as detailed on page 
  81 of the FOLLOWERS section. 
   
   Duelists: At 10th level and above, the duelist has the option of 
  establishing a school.  Such an establishment must be located in 
  a large town or city, and must have adequate supplies and 
  sufficient space for the exercises and activities that will go on 
  there. Employment of a swordsmith is mandatory for such an 
  establishment.  The duelist will then attract 5d6 1st level students 
  to his school.  More information on duelists’ students can be 
  found on page 81 of the FOLLOWERS section. 
   
   Monks:  When a monk player character attains the 10th level of 
  experience he may have a monastery or temple building 
  constructed.  Upon doing so, he attracts 1d4+1 1st level monks as 
  noted on page 82 of the FOLLOWERS section.   
  Temples exist to spread the scholastic knowledge and discipline 
  of the monk’s order;  though a temple in a dangerous area may 
  be built like any castle, it behaves like a school, not a ruler's 
  fortress.  For these reasons, regional rulers do not normally 
  become involved with monks and their temples. 
  Monks do not rule lands.  A monastery’s monks may farm the 
  surrounding lands to support themselves, and may keep the 
  region clear of dangerous monsters.  They never assert authority 
  over nearby communities, nor are they required to send troops to 
  local rulers. 
   
   Psionicists:  Upon reaching 10th level, the psionicist attains the title 
  of Master, and can found a school if he desires.  This school must 
  have an extensive library, similar to that of a magic-user or sage.  
  Once built, the psionicist attracts followers as per the guidelines 
  on page 82. 
   
  STRONGHOLD CONSTRUCTION 
  Every character’s dream is to find a plot of land, in some area of the 
  realm, and plant the foundations of his kingdom by building a castle 
  or keep.  But there are a number of vexing obstacles that will need to 
  be hurdled before the dream can come true.  The most obvious 
  problem, and the one that will be paramount in the player’s mind, will 
  be acquiring enough revenue to build his castle. 
  In feudal England, castles were very expensive to build.  A simple 
  motte-and-bailey cost a local baron 700 English pounds, or more than 
  seven hundred and fifty thousand gold pieces in game monetary 
  terms.  To build a large concentric castle cost more than 2000 English 
  pounds or nearly two million gold pieces.  Although the monetary 
  needs may sound enormous, this aspect of the castle construction is 
  one of the easier tests that will bare itself before the castle is finished. 
  A castle is much more than a building surrounded by stone walls or 
  wooden palisades.  It is more than a headquarters for knights and 
  their armies during battle or a storehouse for goods in the wilderness. 
  A castle is built for a lord and his family, as a cultural centerpiece to 
  the countryside, and as a bastion of defense for the local peasantry 
  and farmers in case of war or invasion; it is the heart and mind of the 
  surrounding civilized lands. 
  A castle is also more than the stone towers and walls that arise from a 
  picturesque hill or outcropping of rock.  To provide for the lord of the 
  castle, his many retinue, and for the skilled artisans employed by him, 
  a castle must also be thought to include the land that is farmed by 
  the local peasants and the large tracts of forests where deer, wild 
  boar, elk, and other animals can breed and then be hunted. 
  Aside from having fields ripe with crops and copses of trees and shrub, 
  a castle serves as a gathering place for skilled craftsmen such as 
  blacksmiths, bakers, and carpenters.  As the castle grows and takes 
  on new dimensions, a village, town or, city may appear around it, 
  bringing in more professional artisans such as alchemists, bankers, and 
  cartographers. 
  A castle serves as the seat of the local government and a base for 
  judicial administration.  A castle, more than likely, will also have a 
  prison or jail, a stockade for lesser offenders, and the guillotine or 
  block for murderers, highwaymen, or serious offenders of the law. 
  The castle will have at least one chapel which small hamlets or towns 
  without a monastery or temple may use for religious ceremonies, 
  holidays, and festivals.  A castle may also act as a school for the local 
  gentry, enabling their children to learn to read and write. Others, the 
  select few, will come here in hopes of learning the vows and codes 
  which will lead to their becoming a knight. 
  The castle, in short, is the nexus for all activity and commerce within 
  the lands controlled by the lord or king. 
   
  Types of Castles:  Though the player need not follow any one castle 
  discipline in designing his keep, there are a number of design types 
  that he should be aware of.   
  There are three basic human castle designs, which include the Motte 
  and Bailey, the Curtain Wall Defense, and the Concentric Castle.  The 
  style in which the DM desires to play his campaign, will ultimately 
  determine exactly which design type or parameters the player will be 
  able use in building his castle. 
   
   Motte and Bailey Castles: The motte and bailey castle of the 
  eleventh and twelfth centuries consisted of a large mound of 
  earth or a natural hill (the motte) topped by a wooden keep or 
  tower surrounded by a palisade and ditch.  In many cases this 
  was surrounded by a number of buildings (the bailey) used as 
  accommodations for guests or extensions of the family (older 
  son, brother, mother, etc.), servant quarters, guard towers or 
  
  Dungeon Master’s Guide    111 
   
  posts, troop barracks, stables, livestock pens, or storage buildings.  
  The whole area was defended by another palisade and ditch.  
  The palisade of the bailey often continued up the motte to 
  connect with the palisade there.  Entrance to the castle was 
  through an outer drawbridge and a gatekeep, which normally 
  consisted of two sturdy towers flanking the drawbridge with 
  winches within controlling the lowering and raising of either a 
  wooden or partial metal gate. 
  This basic defense system proved strong enough until the early 
  fourteenth century.  But the castle design had two major flaws, 
  the first was in its series of barriers (the palisades and ditches), 
  which could not support each other and allowed the attackers 
  to concentrate their forces against each barrier one at a time.  
  The second flaw, and one that would soon be remedied, was 
  the construction of the castle from wood, which tended to make 
  it easy prey to fire.  Nonetheless, castles of motte and bailey 
  construction were built and inhabited throughout medieval 
  Europe for several centuries. 
  The motte and bailey design began to change as early as the 
  twelfth century by first replacing the wooden tower on the motte 
  with a stone tower or building.  Later the inner and outer bailey 
  was changed over to stone as well.  Subsequently, the baileys 
  accrued battlements in the form of arrow slits, guard towers, and 
  trap doors from which rocks or boiling oil could be rained down 
  on invaders. 
  The castle proper, the tower on the motte, was replaced by two 
  basic types of keeps, sometimes referred to as donjons.  The 
  easiest and cheapest type of donjon was the shell keep, which 
  was simply a stone wall following the line of the motte palisade, 
  with housing and other buildings taking the place of the tower, 
  and using the stone palisade as their outer wall.  With such a 
  construction an open courtyard in the center of the motte 
  appeared.  The main advantage to the shell keep was that it 
  could be quickly added to or taken down, and that its weight 
  was evenly distributed over the hill so that it could be 
  constructed on artificial mounds of dirt with little chance of the 
  walls crumbling under their own weight. 
  The other type of donjon that appeared from the motte and 
  bailey design was the stone tower.  These massive buildings of 
  stone were so heavy that they had to be built on natural hills, 
  since constructed mottes tended to shift and crack the walls of 
  the stone tower.  When a stone tower was built, and no suitable 
  motte was available, the engineers sometimes built the tower on 
  flat ground then buried half of the tower, creating, in essence, an 
  artificial motte.  The walls of a stone tower averaged 15’ thick 
  and stood as high as 50’.  Supported by large stone or heavy 
  wood buttresses, the tower widened at the base to protect itself 
  from the onslaught of a ram or pick.  An average stone tower 
  would measure approximately 3,600 square feet, or an average 
  of 60’ on a side.  At the lowest levels, there would be numerous 
  windows and slits used (at first) for ventilation and light. Later, 
  these became arrow slits and assumed a vital role in the keep’s 
  defenses.  On the second and third floors of stone towers, the air 
  slits enlarged to about two feet wide and four feet tall, but rarely 
  were they left open (more often than not, they were heavily 
  barred and shuttered). 
  Entrances to a stone tower were either through a broad door at 
  the bottom level, or through a more personable entry on the 
  second floor.  The second floor entrances, however, were 
  accessible only by a narrow stairwell that wound clockwise to the 
  doorway.  In either case, many of the stone towers had a small 
  gatekeep constructed to guard the entrances of both doors.  
  Within the stone tower the design followed quite similar to the 
  original wooden towers of earlier centuries, with a strong cross 
  wall so that, should the entrance to the donjon be forced, the 
  defenders could retire behind yet another line of defense.  The 
  cross wall, on the first and second floor, was well built and had 
  only one door joining the tower together.  As with its outer spiral 
  staircase to the main door of the keep, all internal staircases 
  wound clockwise giving the defenders room to swing their swords 
  freely, while the attackers had a tough time using their swords 
  and shields (assuming that they were right handed, of course). 
  The greatest weakness of the stone tower was its squared 
  corners, which were easily broken by siege weapons and were 
  quite difficult to defend (the defenders had to expose most of 
  their bodies to shoot at invaders at the base of the wall).  By the 
  beginning of the thirteenth century this problem was slightly 
  alleviated by rounding the 
  corners of the building and constructing a cylindrical keep.  
  However, just as the design started to take hold across Europe, 
  other advances beyond the fortification of the keep itself, forever 
  changed the view that the stone tower was the ultimate defense 
  of a castle, and only a few rounded stone towers were built. 
   
   Curtain Wall Defenses: Until the mid-thirteenth century almost all 
  the castles of Europe were built with the motte and bailey 
  design, a defense system based on uncoordinated walls and 
  towers to wear the attacker down and permit the defender 
  many opportunities to strike back.  This rarely worked, however, 
  and the attacker more often than not simply tackled each wall 
  separately, reducing it to rubble and then moving on to the next 
  barrier.  As time went by, fortification design techniques from the 
  east spilled into Europe.  Many new features began to be added 
  to the existing castles and many totally new designs began to 
  appear.  
  The significance began to shift away from the supposedly 
  impregnable donjon to the bailey walls, for it was wiser to keep 
  the attackers from breaching the outer most wall, then to let him 
  in to ravage and plunder the many buildings and storage houses 
  on the inside of the outer bailey. 
  The main improvements to the fortified walls were measures 
  allowing cover for archers, modified battlements to withstand 
  siege engines and moving ramparts, and wide walkways 
  (catwalks) giving free movement of large numbers of troops and 
  knights on the walls.  There still existed the main problem of 
  sappers (miners) and siege weapons at the base of the bailey.  
  The only solution to keeping the attackers away from the bailey 
  wall, was not to allow the attackers to get close.  This was solved 
  by the invention and use of the merlon, which was a raised 
  portion of a wall, with arrow slits, murder holes, and 
  machicolations enabling full scale bombardment of warriors at 
  the base of the fortification. 
  Another way to protect the wall from siege engines like the ram, 
  pick, or screw was through the use of brattices and hoardings, a 
  covered wooden platform built on the battlements to allow 
  missiles and stones to be dropped through slots in the floor.  These 
  simple devices had been used since the early twelfth century, 
  but had been overlooked because they tended to be easy 
  targets for catapults and ballista-like weapons, but the use of the 
  merlon and hoardings together proved an effective way of 
  keeping attackers at bay. 
  The greatest advancement in castle design and fortification was 
  the use of the flanking tower, which first began to appear in the 
  late twelfth to early thirteenth century in parts of southern Europe.  
  Before this time, square towers or merlons had been set even 
  with the outer bailey, but by extending several towers outward, 
  away from the rest of the wall, it allowed the defenders to fire 
  from arrow slits on the sides of the towers along the length of the 
  castle’s outer wall.  This meant that the warrior did not have to 
  expose his body to attacking archers in an attempt to shoot 
  invaders nearing the wall. 
  Each flanking tower also provided cross fire for its neighbors.  
  When the outer wall was breached, it cornered or contained the 
  invading army into distinct regions.  The first flanking towers were 
  three-sided, with their backs open to the inner bailey, so that in 
  the event the tower was captured by the invading force, they 
  would prove of little worth.  As time went by, the flanking towers 
  became square and protected on all sides. 
  The advancements in the ability to make circular keeps also 
  came to apply to the construction of flanking towers, and by the 
  close of the thirteenth century most new flanking towers were 
  cylindrical. 
   
   Concentric Castles: The greatest period in castle development 
  occurred during the last days of the thirteenth century and the 
  beginning of the fourteenth with the advancement of the 
  concentric castle in Europe.  The castles origins follows the 
  crusaders back to the distant lands of Syria and consisted of a 
  number of circuit walls and towers, usually quadrangular in plan, 
  surrounded by another lower wall with its own flanking towers. 
  
  Dungeon Master’s Guide    112 
  The area between these two walls, usually only a few tens of feet 
  apart, was divided by a number of short cross walls that 
  segmented the tight inner courtyard; thus, if any force 
  penetrated the first wall, they would be confined to a small 
  specific area and immediately confronted with a like secondary 
  defensive wall.  The area in the confined space became known 
  as the killing ground, since almost all of the initial troops into this 
  small area were decimated by archers and falling stones from 
  the second wall. 
  By the end of the fourteenth century castles were so strongly 
  defended, that attacking them was nearly out of the question.  
  The only option open then, was a long and drawn out siege 
  where machines of war sat idle until famine and pestilence killed 
  all within the massive stone walls.  Thus, the castle slowly faded 
  from the focal point of war and lost its well known role as the 
  defender of peasants and the gentry. 
   
   The Gatekeep:  The player should take note of one vital aspect 
  of castle design-the gatekeep.  During the eleventh and most of 
  the twelfth centuries, the gatekeep (a structure which protected 
  the entrance way into the castle) consisted of two square towers 
  on each side of the bailey wall.  Towards the thirteenth century 
  this was replaced by four towers, two at each end of the 
  entrance way, connected by a short stone wall that provided 
  excellent protection and bottled up the enemy in the event that 
  the gatekeep was breached.  At this time however, the four 
  towers were still squared block buildings.  Drawing into the mid-
  thirteenth century these squared towers evolved into rounded or 
  circular towers.  By the fourteenth century the four towers had 
  been connected by short hallways allowing freedom and 
  security of troops within the guarded gatekeep.  Now, troops 
  were able to move freely from one tower to another without fear 
  of being struck by enemy artillery. 
  With the invention and use of a guarded gatekeep, these 
  buildings took on a more important role in fighting off invaders.  
  Since they stood, literally, at the doorstep of the castle, the 
  defenders inside had opportunities to sally forth outside the 
  castle.  In this way, they engaged the enemy, yet could quickly 
  withdraw from the field of battle without endangering the castle 
  itself. 
  As this principle of design took hold in Europe, additional 
  defenses, called barbicans, were often built to protect the 
  gatehouse.  The barbican acted as a miniature bailey, extending 
  walls at right angles from the castle’s fortifications.  Any attack to 
  the gatehouse then had to pass through a very narrow cleft, 
  from which artillery and archers from within the gatekeep could 
  rain death down upon the intruders.  As time went by, these 
  outer bailey walls also took on stone towers, mottes, ditches, 
  drawbridges, or water filled moats to further strengthen the 
  entrance way into the castle proper. 
   
  There are several distinct phases or technological achievements in 
  building castles.  The DM may stipulate from which technological 
  level, as described below, the player can choose the design 
  specifications of his keep.  Technology levels will be later used in 
  describing the castle modules the player uses to construct his castle. 
   
  Technological Level 
  1.  Early wooden construction 
  2.  Advanced wooden construction 
  3.  Early stone construction 
  4.  Advanced stone construction 
  5.  Eearly gatekeeps and hoardings 
  6.  Advanced gatekeeps and hoardings 
  7.  Grand gatekeeps 
  8.  Full concentric castles 
   
  CONSTRUCTION 
  Now that you have a basic understanding of the evolution of castle 
  designs during the Middle Ages, it’s time to get on with the actual 
  construction of a castle of your own.  The first step in this process is 
  fairly simple: use your imagination.  Take a few moments to visualize 
  the castle you want to build in your mind.  Is it going to be a small 
  frontier fort or the major military structure of a mighty empire?  What is 
  the area around it like?  Are the local serfs going to support the castle 
  construction or oppose it?  Once you have an understanding of the 
  overall nature of your castle and its climes, then you can get down to 
  business. 
  Acquiring Lands: Obviously, in order to build a castle one must have 
  land on which to place it.  In the typical AD&D game, there are many 
  ways to obtain land.  Some are above board and heroic, others are 
  not.  The choice of techniques possible in a campaign is left up to the 
  DM, with the exact method employed left in the hands of the players. 
   
   Royal Charters:  One of the most well known means of coming 
  into possession of an estate is through the attainment of a Royal 
  Charter. A charter is an official document from a king or emperor 
  which gives legal permission to an individual or group to 
  administer a section of land in the name of the crown.  As a rule, 
  such charters are issued for land which is not within the 
  boundaries of the kingdom, but which is claimed by the throne.  
  As such, a Royal Charter may give away land which is also 
  claimed by another government.  In such cases, open warfare or 
  occasional skirmishes are possible. 
   
   Land Grants:  A land grant is issued to characters who have 
  done some great service to the crown.  As a rule, they are 
  accompanied with a patent of nobility for the rewarded 
  individual.  Land acquired in this fashion is still assumed to belong 
  to the person issuing the grant, but the vassal is given free charge 
  over all that occurs on it.  This is the traditional means by which 
  feudal kingdoms are split up into manageable sections.  Since a 
  land grant is normally within the borders of the kingdom, it is 
  seldom disputed. 
   
   Conquest of Land:  One of the more infamous means of coming 
  into possession of land on which to build a castle is by taking it 
  with force. Examples of such actions might include the 
  “liberation”  of a land which is rightly the king’s (in his opinion) but 
  which has been taken over by another state and the taking of 
  land held by a nation of opposing alignment.  As a rule, land 
  taken in this manner will eliminate any chance of popular 
  support for the castle construction project.  In game terms, this 
  means that worker morale (defined in the next section) will never 
  be better than “average.” 
   
   Purchasing Land:  In some cases, it may be possible to buy land 
  from a king or other individual on which to build your castle.  
  Since many feudal kingdoms do not recognize the right of an 
  individual (other than the king) to own land, this is often not a 
  possibility.  
  To determine the purchase cost for land (when it is available start 
  with a base value of 100 gold pieces per acre for undeveloped 
  property.  Divide the base value by the Production Modifiers (see 
  the next section) for its climate, geography, and ground cover.  
  Developed land will be more expensive, with property in a town 
  costing perhaps 10 times the computed value and land in a 
  major city fetching a price upwards of 100 times its “true” value. 
  Persons buying land will want to keep in mind that they should, as 
  a rule, buy enough land for the castle itself, all the farms required 
  to support it, a small village for those who work the farms, and 
  woodlands for hunting and future development.  As you can see, 
  buying land can become a very expensive problem. 
   
   Claiming Land:  Among adventurers and explorers, claiming land 
  is a favorite means of setting up housekeeping.  If the character 
  or party are recognized as the first individuals ever to tame or 
  explore a given region of the world, then they are free to claim it.  
  If they are planning to establish their own country, the characters 
  are free to claim the land for themselves.  Of course, if someone 
  else comes along and claims it as well (see claim jumping), then 
  a battle may ensue.  Hopefully, the characters are prepared for 
  this and will be able to keep their attackers from defeating them.  
  If the players lack the resources or the desire to set up their own 
  kingdom, they will want to claim the land in the name of the ruler 
  they serve.  By so doing, they are almost assured to receive a 
  Royal Charter or land grant which lists them as the rightful rulers 
  of the area. Kings and emperors will almost always look very 
  favorably on those who work to expand their lands. 
   
   Theft Or Claim Jumping:  In regions which are only partially 
  explored or which have been claimed by a rival government, it is 
  possible to “claim jump.”  In short, a force moves in, makes their 
  claim, and establishes a keep or village of some type as quickly 
  as possible.  They then attempt to hold the land, often asserting 
  “squatter’s rights” and fighting off attempts by others to reclaim 
  their rightful territory. 
  
  Dungeon Master’s Guide    113 
   
  Another possibility is the theft of land.  Although it is obviously not 
  possible to actually grab the land and run with it, there are many 
  dishonest means by which ownership can be had.  For example, 
  a land owner could be forced into betting his land in a dishonest 
  card game.  When the last hand is dealt, he has lost.  Falsified 
  bills of sale or wills are another possibility.  As a rule, only those of 
  evil alignment will use such means to acquire land. 
   
   Leasing: Although not a common practice, it is sometimes 
  possible to lease property from a land owner.  This is much like 
  buying the land, but assumes that a monthly payment will be 
  made to the lord - a sort of rent. 
  In return for his payments, the land is under the complete control 
  of the leasing character.  Often, a lease will be set up to allow 
  the character a chance to begin building a castle before he has 
  acquired the funds to buy the land outright.  The price charged 
  for a land lease is highly negotiable, and DMs should base the 
  monthly payment on the value of the land (as computed in the 
  section on buying land) and the perceived wealth of the 
  character. 
   
  THE CONSTRUCTION SITE 
  Now that you have determined how the character will come into 
  possession of the land on which he wishes to build, it’s time to look at 
  the land itself.  The designer of the castle must take into account the 
  climate in which work will be done, the terrain which workers must 
  deal with, the vegetation on the site, and the availability of resources.   
   
  Climate Type:  The first piece of information that must be generated 
  about the castle is its Climate Type.  As you might imagine, building a 
  castle in a temperate region is far easier than building one in the 
  frozen north or blistering heat of the tropics. 
  Each of the six climate types listed below includes a Production 
  Modifier (PM).  This number rates the difficulty associated with castle 
  construction in that climate.  A value of “1.00” is the average from 
  which all other numbers deviate.  When you record the climate type, 
  also note the PM associated with it.  PMs will be used later to 
  determine how much it costs to build your castle and how long it will 
  take to complete.  Whenever you record a PM, remember that a low 
  number indicates better conditions and, therefore, faster and 
  cheaper construction. 
   
   Arctic (3.00): This area of the world is marked by its frigid 
  temperatures and otherwise hostile conditions.  The ground is 
  made up of snow and ice, for the region seldom grows warm 
  enough for water to melt.  A castle built in such a region is 
  probably going to have to be supplied with imported provisions, 
  as there will be no local agriculture possible. Examples of arctic 
  climates in our own world include both the Arctic and Antarctic, 
  as well as the peaks of some mountains. 
   
   Sub-Arctic (2.00): While not as hostile as the arctic, sub-arctic 
  climates are harsh and difficult to work in.  While a short growing 
  season is possible, it is followed by a long and deadly winter.  
  Castles in this area will be very small if forced to depend on their 
  own agriculture.  If  food can be imported regularly, then a larger 
  castle is possible.  Much of Alaska, Canada, and Scandinavia fall 
  into the sub-arctic category, as do portions of Greenland, 
  Iceland, and Russia. 
   
   Temperate (1.25): A region marked by distinct changes in 
  season, Temperate zones have short, but adequate, growing 
  seasons and produce good harvests.  Winters are harsh, but can 
  be weathered by those who are ready for them.  Examples of 
  temperate zones on Earth include New England, portions of 
  Northern Europe, and much of southern Canada and Russia. 
   
   Moderate (1.00):  Perhaps the best suited for human civilizations, 
  these climates offer fairly mild winters, long growing seasons, and 
  are otherwise comfortable to dwell in.  Nearly any type of human 
  society can be found in a moderate zone, with great empires 
  often having their seats in such regions.  Examples of moderate 
  regions on Earth include much of the southern United States and 
  most of the regions around the Mediterranean Sea. 
   
   Sub-Tropical (1.25): Although these regions are marked by an 
  almost year-round growing season, they are generally too warm 
  for optimum comfort.  Winters are short and, as a rule, not harsh 
  at all. Many regions in this climate will never see snowfall unless at 
  higher elevations.  On Earth, much of northern Africa and large 
  portions of South America would fall into this category. 
   
   Tropical (1.50):  The hottest regions in the world, the tropics are 
  marked by very high temperatures and nonexistent winters.  The 
  growing season has no end, but there is no relief from the harsh 
  temperatures that dominate such areas.  Much of Central 
  America and portions of Africa fall into this category, as do 
  sections of southeast Asia and the Indies. 
   
  Geography: The next important aspect that must be considered 
  about a potential building site is that of geography.  In its most simple 
  terms, this can be thought of as the roughness of the terrain.  On 
  important distinction must be made here.  An area’s geography refers 
  only to the earth itself, and not to what is growing on it.  Thus, a barren 
  arctic plain and a flat field in a temperate region both fall into the 
  plains category.  Later, when we discuss ground cover, you will see 
  the forestation and vegetation of an area come into play.  For now, 
  though, think only about the rocks and soil. 
  As with climate type, an area’s geography will generate a PM that 
  must be recorded for later use. 
   
   High Mountains (3.00): The most daunting and dangerous of 
  geographies, high mountains include only the most lofty of 
  peaks. Travel to and from such regions is assumed to be almost 
  impossible, unless magical means are used to aid the voyager.  
  Even dwarves tend to avoid such rugged lands, although they 
  greatly admire them and their solid construction.  On Earth, the 
  mountains of Tibet might fall into this category. 
   
   Moderate Mountains (2.00):  Somewhat less imposing than the 
  high mountains, these regions are still overwhelming.  Dwarves 
  and gnomes dearly love such places, and will seek them out 
  above all others to make their homes in. Human cultures in such 
  places will be few and far between, but not unknown.  The Swiss 
  Alps and Rocky Mountains both have areas that fall into this 
  category. 
   
   Low Mountains (1.50): Although rough and challenging, these 
  areas are far more friendly to human societies than the other 
  mountain types.  Those cultures that do thrive in such regions will 
  tend to be small, for the difficulties inherent in such places make 
  large cities difficult, if not impossible, to maintain.  On our own 
  world, the White Mountains in New England and portions of the 
  Appalachians throughout the eastern United States will fall into 
  this grouping. 
   
   Foothills (1.25): Unlike the low, rolling hills found in many parts of 
  the typical AD&D game world, these regions are noted for their 
  rough terrain and broken nature.  They are rugged and 
  dangerous, often considered to be mountains by those who live 
  on or among them. Areas such as Greece, Turkey, and Italy fall 
  into this category. 
   
   Rolling Hills (1.00):  A very common type of geography, rolling hills 
  are very appealing to most human cultures.  They offer the 
  advantages of rougher terrain without the hazards and 
  difficulties associated with mountains and the like.  Much of the 
  United States and Europe is dominated by rolling hills. 
   
   Plains (0.75):  Plains are regions of long, flat terrain without major 
  geographical landmarks.  They have no natural windbreaks and 
  are often subject to strong breezes and the like.  Despite this, the 
  plains are ideal for many occupations if the climate is hospitable.  
  The Midwestern United States and central Russia are fine 
  examples of this type of geography. 
   
  Ground Cover: The third important feature of the construction site is 
  the ground cover.  For the most part, this refers to the vegetation that 
  will be found in the region.  For example, while it might be difficult to 
  build a castle in a mountainous region, it becomes almost impossible if 
  we cover the mountains with a dense rain forest. 
  Each type of ground cover has a PM associated with it, record this 
  number when you determine the type of cover you will be building in 
  as it will be used later on in the construction process. 
   
   Jungle (2.50):  This is the most difficult type of ground cover to 
  work in. The combination of dense undergrowth, towering trees, 
  and otherwise unsuitable conditions make jungle construction 
  very daunting.  Jungles are also noted for the dangerous 
  monsters and animals that dwell in them.  Examples of jungles on 
  
  Dungeon Master’s Guide    114 
  Earth include the rain forests of South America and the heart of 
  Africa. 
   
   Dense Forest (1.50):  While not as difficult to clear and work as 
  areas of jungle, dense forests are still a major challenge to any 
  castle construction team.  They offer resistance in the form of 
  large trees, heavy undergrowth, and fairly dangerous flora and 
  fauna.  Regions of the Earth that fall into this category include 
  the rain forests of the northwestern United States. 
   
   Light Forest (1.25):  Light forests are common in many parts of the 
  average AD&D game world.  They can be difficult to work in, but 
  most construction teams are able to overcome such ground 
  cover with a little effort.  In addition, the flora and fauna of such 
  regions are far less dangerous than those of the jungle or dense 
  forest environments.  Many sections of North America and 
  Europe are covered with light woods. 
   
   Scrub (1.00):  This type of vegetation grows in areas where the soil 
  is not very fertile or conditions are otherwise too harsh for larger 
  plants to take hold.  Scrub terrain is a fairly general category that 
  is meant to include any area without large trees that is 
  dominated 
  by 
  bushes, 
  shrubs, 
  and 
  similar 
  small 
  plants.  
  Dangerous animals are rare and construction in such a region is 
  fairly easy. 
  Scrub regions are common along the seacoasts of New England 
  and in colder climates of the world like Canada. 
   
   Grasslands (0.75):  The term “grasslands” applies not only to wide 
  regions of savannah and veldt, but also to areas that have been 
  under cultivation.  As a rule, the lack of heavy vegetation and 
  absence of dangerous animals makes these regions well suited 
  for the task of castle construction.  Much of the Midwestern 
  United States falls into this category, as do the farming regions of 
  Canada and Russia. 
   
   Barren (1.25):  Barren regions are noted for their absolute lack of 
  vegetation.  As a rule, however, this means that they are poorly 
  suited to construction because of the condition of the soil.  While 
  such places are not as difficult to work in as deserts, they are 
  exposed to strong winds and make life difficult for those forced 
  to live and work there.  Examples of barren lands on Earth include 
  the prairies of the United States and the steppes region of Russia. 
   
   Desert (1.50):  Two things make construction in the desert difficult: 
  The lack of water or other supplies and the unsuitable nature of 
  the soil itself.  Although it is possible to build in the desert, it is not 
  easy.  On Earth, the Sahara and Gobi deserts fall into this 
  category. 
   
   Swamp (1.50):  Swamps, marshes, and similar wetlands are noted 
  for their hostility to man and his projects.  Dangerous animals 
  abound, the land is soft and wet, and the climate is hostile.  Few 
  places are more daunting to workers and engineers alike.  
  Examples of swamps on Earth include the Everglades in North 
  America and portions of the Amazon river basin. 
   
  Resource Availability: Another important aspect that must be 
  considered is that of construction resources and  supplies. If a castle is 
  being built in the arctic, then stone and food must be imported from 
  far away.  Read through this section and determine which category 
  best describes the conditions that a specific castle will be built under. 
   Distant and Poor (2.00): This category is used whenever the 
  resources (stone, food, tools, and so forth) are far from the 
  construction site and of inferior quality.  While this is the worst 
  possible case, it is sometimes unavoidable. 
   
   Distant and Good (1.50):  In this case, supplies and resources are 
  of acceptable quality, but are very far away and must be 
  transported to the site.  This is a fairly common occurrence. 
   
   Near and Poor (1.25):  In this instance, the supplies are close at 
  hand, but are of poor quality.  While this is not the best case by 
  any means, it is the most common condition.  As a rule, castles 
  will be built with materials from the local area, even if they are 
  not the best available. 
   
   Near and Good (1.00):  By far the best of conditions, this is a rare 
  occurrence.  To fall into this category, a construction site must be 
  near a source of high quality supplies.  The most common 
  instance of such a construction site might be the building of a 
  castle to defend a large town whose main industry is mining and 
  stone-working - obviously, not an everyday thing. 
  LABORER QUALITY 
  Now that the physical nature of the area has been determined and its 
  various production modifiers recorded, the design process can move 
  on to its next phase.  In this section, we will deal with the people who 
  live in the area where the castle is going to be built. 
  As with the previous section on the construction site itself, all of the 
  following characteristics will generate a PM that must be recorded for 
  future reference.  
   
  Local Social Structure:  The nature of the local people and their native 
  culture will have a lot of influence on the construction of the castle.  
  The reason for this is simple enough, most of the actual work force will 
  be drawn from these people.  If they are, for example, nomads with 
  no history of building large, static structures, then it will be difficult to 
  work with them.  While they might not directly oppose construction, 
  they will not have an understanding of the techniques to be 
  employed or the tools that they may be required to work with. 
  Careful guidance and supervision of such laborers will be time 
  consuming and expensive. 
   Nomadic (2.00):  Nomadic people travel from place to place 
  throughout their lives.  They build no long term structures and 
  have no concept of enduring projects.  As such, they can be 
  difficult to train and tend to think of the work they are doing as 
  foolish and pointless.  Why build such an immense thing when we 
  will all move on in a few months? 
   
   Semi-Nomadic (1.50):  Although these cultures have many of the 
  same traits as nomadic people, they do build longer lasting 
  structures that they may return to many times.  For example, a 
  central temple might be established which several different tribes 
  may journey to for a brief period each year.  Although working 
  with semi-nomadic people is difficult, it is not nearly as frustrating 
  as working with nomadic societies. 
   
   Primitive Agricultural (1.25):  These people have begun to 
  understand the importance of farming and the like.  While less 
  advanced cultures tend to be victims of the environment, these 
  people have begun to confront and even change the local 
  ecology to suit their needs.  They have fixed settlements that they 
  live in all year round and understand the concept of land 
  ownership in some basic way. 
   
   Agricultural (1.00):  The typical feudal culture, agricultural 
  societies have organized farms, understand crop rotation and 
  similar farming techniques, and have a solid understanding of 
  land ownership.  They recognize the importance of a large 
  fortification as a benefit to themselves and their own society. 
   
   Advanced Agricultural (0.75):  More advanced than the typical 
  feudal society, advanced agricultural cultures almost demand 
  the presence of a castle or keep in their region as a sign of 
  power, prosperity, and ability.  They also have skill and 
  knowledge in building techniques far in excess of those 
  possessed by lesser cultures. 
   
  Worker Skill:  The next important category is that of worker skill. If the 
  castle is being built by people who have a natural affinity for stone 
  work and fortress design, like dwarves, then work will be quicker, 
  cheaper, and of better quality.  While some might argue that it is 
  cheaper to use unskilled workers who can be paid less, they are not 
  taking into account time and money lost to training, mistakes, and 
  lack of worker pride.  As a note, the following categories assume that 
  work crews will be largely unskilled, but supervised by artisans and 
  individuals with knowledge and experience.  If no experienced 
  professionals are available, the DM may wish to reduce the worker skill 
  by one level.  If a wealth of experts is available for some reason, the 
  worker skill may be increased by one level. 
   Very Poor (3.00):  This category includes all manner of people 
  who have no familiarity with building large structures, like dryads, 
  sylphs, or merfolk.  In addition, it includes those who must be 
  constantly supervised or are not free-thinking, like the undead or 
  characters acting under some sort of mental domination. 
   
   Poor (2.00):  This class of worker is not familiar with stone work or 
  similar construction projects, but does not find the concept 
  wholly alien.  The typical “man-in-the-street” would fall into this 
  category.  In addition, some races that are not noted for large 
  scale constructions (like lizard men or troglodytes) might fall into 
  this grouping. 
   
  
  Dungeon Master’s Guide    115 
   
   Average (1.00):  As a rule, nearly every construction project will 
  be able to recruit workers of this caliber, unless there are unusual 
  circumstances that dictate otherwise.  Persons in this group have 
  a natural affinity for stone work, like the average dwarf or a 
  skilled human construction worker. 
   
   Good (0.75):  Workers in this category are noted for their talent, 
  productivity, and work ethics.   They can be counted on to make 
  few (if any) mistakes and to undertake prompt corrective action 
  when accidents occur.  An experienced team of dwarven 
  masons would fall into this category. 
   
   Very Good (0.50):  Those who fall into this category are the most 
  highly skilled of all construction teams.  They make almost no 
  mistakes, have very few accidents, and are able to undertake 
  even the most daunting projects without fear of failure.  The 
  dwarven artisans of legend fall into this category, as do stone 
  giants and similar races. 
   
  Worker Morale:  Of course, no matter how good the building site or 
  how skilled the workers, low morale can spell disaster for a project.  In 
  fact, highly skilled workers on a project they do not support can spell 
  doom, as they are able to sabotage the project in subtle and 
  disastrous ways. 
   Very Poor (3.00):  Workers in this category can be counted on to 
  avoid work whenever possible, to sabotage the project, and 
  generally to do a very poor job.  Construction time is greatly 
  increased and costs are higher due to supervisory needs and 
  constant reworking of past errors. Slaves and prisoners fall into this 
  category, as do those who have no free will (skeletons, zombies, 
  or persons who are under some form of mental domination). 
   
   Poor (2.00):  While workers in this group might not go out of their 
  way to undermine a project, they will certainly not go out of their 
  way to help it along.  Minor problems that might be caught early 
  on and corrected are ignored, leading to a potential disaster 
  later on. Loafing is common and the pace of work is generally 
  very slow.  Poor working conditions or cruel supervision can easily 
  drive a work crew that normally has “average” morale into this 
  category.  
   
   Average (1.00): Unless there are unusual conditions that might 
  make a construction team more or less inclined to work on a 
  project, they will fall into this category.  Maintaining this level of 
  morale is simple enough if supervisors are competent and skilled, 
  conditions are fairly good, and the project is not detrimental to 
  the interests of the workers. 
   
   High (0.75):  Workers with high morale tend to be interested in the 
  project for one reason or another.  For example, they might be 
  the soldiers who will be stationed in the castle or might recognize 
  its need to defend them from a neighboring state.  For whatever 
  the reason, they will work hard and attempt to do whatever they 
  can to speed the project along and insure high quality 
  construction. 
   
   Very High (0.50):  The most motivated work force available, very 
  high morale workers will put in long hours in bad conditions with 
  only a minimum of grumbling and fuss.  They can be counted on 
  to take corrective action the moment a problem (or potential 
  problem) is spotted. Their work will be of the highest caliber and 
  they will do everything they can to further the interests of the 
  project.  Examples of those in this category include the fanatic 
  followers of a popular religious or military leader and the 
  henchmen of player characters. 
   
  DETERMINING the FINAL PRODUCTION MODIFIER 
  Now that all of the major factors that will go into determining the ease 
  with which the castle can be built have been defined, it’s time to 
  calculate the total Production Modifier for the castle.  To do this, 
  simply multiply all of the PMs that have been generated so far 
  together.  It is recommended that you round off your figure to two 
  decimal places when you have completed the calculation. 
   
  Castle on the Moors (part I):  In order to illustrate the design 
  process, we will pause at this point and present you with an 
  example of castle construction.  The Castle on the Moors was 
  built in temperate climate (Production Modifier of 1.25) on an 
  area composed primarily of rolling hills (PM 1.00). The region 
  around the castle was dominated by marshes and swamp lands 
  (PM 1.50) and the available resources were somewhat distant, 
  but of good quality (PM 1.50). 
  In determining the composition of the work force, we decide 
  that the local culture is an agricultural one (PM 1.00).  The local 
  folk who will be called upon to build the castle are typical 
  humans.  However, because the king has commanded that this 
  castle be built, he has sent along a team of experts to supervise.  
  The DM considers the matter, and decides that their influence will 
  increase the worker skill from “poor” to “average”, giving the 
  project a PM of 1.00.  Because the local people have been 
  bothered by invaders from the swamps before, they support the 
  construction of the castle and are considered to be of high 
  morale (PM 0.75). 
  Putting the numbers all together, we find that we have the 
  following modifiers: 
  temperate climate 
    
   
  1.25 
  rolling hills  
   
   
   
   
  1.00 
  swamp   
   
   
   
   
  1.50 
  distant/good resources   
  1.50 
  agricultural society   
   
  1.00 
  average workers   
   
   
  1.00 
  high morale   
   
   
   
  0.75 
  In order to determine the total production modifier, we multiply 
  all these numbers together (rounding to two decimal places) 
  giving us a PM of 2.10.  Despite the worker’s enthusiasm for the 
  job the location chosen for the construction is hardly ideal. 
   
  CASTLE DESIGN 
  At this point, it’s time to think about the actual castle itself.  What 
  features will it have?  How large will it be?  These and other important 
  aspects must be decided upon now. 
  Castle design is a modular process.  For example, a simple outpost 
  might consist of four round towers (each four floors high), linked by a 
  solid stone wall (also four floors high), with a basic gatekeep set in the 
  center of one wall to allow entrance to the castle. From this basic 
  description of the structure, we can design the entire castle. 
  The following modules can be used in the design of a castle.  The BR 
  (Battle Rating) given for each module is used with the MASS COMBAT 
  & SIEGE WARFARE rules provided in APPENDIX A.   
   
  Castle Modules Table 
   
   
   
   
  module type 
  br 
  time 
  gold 
  barbican, small 
  12 
  1,500 
  20,000 
  barbican, medium 
  14 
  2,000 
  30,000 
  barbican, large 
  16 
  2,750 
  40,000 
  building, small stone 
  4 
  60 
  2,000 
  building, medium stone 
  5 
  90 
  3,000 
  building, large stone 
  6 
  120 
  4,000 
  building, great stone 
  7 
  300 
  8,000 
  building, grand stone 
  8 
  600 
  12,000 
  building, small wooden 
  2 
  9 
  50 
  building, medium wooden 
  3 
  12 
  75 
  building, large wooden 
  4 
  18 
  100 
  building, great wooden 
  5 
  40 
  175 
  building, grand wooden 
  6 
  75 
  300 
  ditch 
  16 
  2 
  10 
  drawbridge 
   
  40 
  500 
  gatekeep, lesser 
  35 
  2,500 
  25,000 
  gatekeep, greater 
  50 
  4,000 
  40,000 
  gatekeep, grand 
  60 
  6,000 
  60,000 
  moat/channel 
  32 
  5 
  25 
  motte 
  12 
  2 
  10 
  palisade 
  8 
  1 
  5 
  tower, small round 
  10 
  725 
  10,000 
  tower, medium round 
  12 
  900 
  12,500 
  tower, large round 
  14 
  1,250 
  18,000 
  tower, small square 
  8 
  850 
  12,500 
  tower, medium square 
  10 
  1,000 
  15,000 
  tower, large square 
  12 
  1,500 
  20,000 
  tunnel 
   
  25 
  100 
  wall, stone 
  10 
  30 
  400 
  wall, stone & hoarding 
  12 
  35 
  600 
  wall, stone & glacis 
  14 
  45 
  700 
  wall, stone & machicolation 
  16 
  50 
  850 
  wall, stone & postern 
  18 
  5 
  100 
  wall, wooden 
  6 
  1 
  5 
   
  
  Dungeon Master’s Guide    116 
  Module Descriptions:  Many of the terms used in the above table may 
  be unclear to those unfamiliar with medieval architecture. In addition, 
  the actual construction of, say, a barbican may be greatly varied in 
  different kingdoms.  Thus, we provide the following description of the 
  castle modules in an effort to fully define them for use in castle design.  
  Readers should note that the dimensions given in the descriptions of 
  the various modules are internal dimensions.  Thus, a small, square 
  tower that is described as 30’ by 30’ has external dimensions of 50’ by 
  50’ because of its 10’ thick walls. 
   
   Barbican:  Barbicans are a form of construction intended to 
  protect the castle gate from attackers.  In this sense, they are 
  much like the gatekeeps that eventually evolve from them.  
  Barbicans are set into the outer and curtain walls of a castle.  
  Small barbicans are composed of two small, round towers set 
  some 20’ apart with a stone building linking their upper sections 
  together.  The space beneath the suspended building often 
  houses a gate, but may be found open from time to time.  In our 
  module, a gate is always assumed to be included.   
  Medium barbicans are composed of a brace of medium, round 
  towers that are spaced 20’ apart and connected with a small 
  stone building.  Once again, a gate is assumed to be included 
  beneath the building.  
  Large barbicans are also based on two medium, round towers 
  but are spaced 40’ apart and have a large linking structure 
  between them.  In all cases, the floors and walls of the 
  connecting structure have murder holes and embrasures through 
  which attackers can be assaulted.  Further, each tower, whether 
  small or medium, is assumed to be two stories (30’) tall. 
   
   Buildings, Stone:  Stone buildings are generally used in the design 
  of a bailey or castle compound, and are not an actual part of 
  the castle itself.  For those who wish to build themselves a home, 
  warehouse, shop, or other structure (either within the confines of 
  a castle wall or in a small village), these buildings can be used. 
  Small buildings are generally square in shape. The walls average 
  2’ in thickness and stand 15’ tall.  The interior of the building has 
  400 square feet of floor area (usually 20’ by 20’). 
  Medium and large buildings have similar wall constructions, but 
  have, respectively, 800 square feet and 1,800 square feet of floor 
  area.  Usually, a medium building is 40’ by 20’ and a large 
  building is 60’ by 30’.  
  Great stone buildings are two level affairs, standing 30’ tall.  Like 
  the other stone structures, their walls average 2’ thick (more at 
  the base, less at the top).  Each of the great building’s two floors 
  has 1,800 square feet of surface area, usually with dimensions of 
  30’ by 60’. 
  Grand stone buildings are large and impressive things.  They 
  stand 45’ tall, having three internal levels.  The building is usually 
  80’ long by 40’ wide, giving each floor 3,200 square feet of 
  surface area.  Other shapes and dimensions are possible, but the 
  internal surface area will remain similar. 
   
   Buildings, Wooden:  Like stone buildings, the following structures 
  are found within the castle walls as out-buildings.  In addition, 
  they make up the majority of buildings in a town, village, or other 
  community. The dimensions listed for each entry are the most 
  common, but builders are by no means restricted to them.  When 
  determining the price and labor time for a non-standard 
  building, base your estimate on the square footage of its nearest 
  equivalent from this listing. 
  Small, medium, and large wooden buildings have very thin walls, 
  usually only a few inches thick.  Small buildings are 20’ by 20’, 
  giving them 400 square feet of floor space.  Medium buildings 
  are 40’ by 20’ and have 800 square feet of floor space.  Large 
  buildings, which are often found as storage areas or large shops, 
  are 60’ by 30’ and have 1,800 square feet of floor space. 
  Great wooden buildings are two story affairs that stand 30’ tall.  
  They are 60’ long and 30’ wide, with 1,800 square feet of surface 
  area on each floor.   
  Grand wooden buildings are three stories (45’) tall and measure 
  80’ by 40’.  Each floor has a surface area of 3,200 square feet for 
  a total of 9,600 square feet. 
   
   Ditch:  Ditches are used in castle defense to make the land 
  which attackers must cross uneven and dangerous.  While giving 
  their attention to getting past a ditch or other obstacle, attackers 
  are far more vulnerable to defensive missile fire.  
  Each ditch section is 10’ long, 10’ across, and 5’ deep.  Thus, a 
  100’ long ditch would require 10 ditch modules.  A ditch is not 
  finished and will not hold water like a moat, although water will 
  pool there after a storm. 
   
   Drawbridge:  A drawbridge, which is assumed to include a small 
  structure from which it is operated, is used to allow easy passage 
  over ditches, moats, and other castle defenses.  The average 
  drawbridge is 20’ long and 10’ wide.  Larger examples can be 
  created by combining two (or more) drawbridge modules.  The 
  drawbridge is assumed to be made from hard wood and is 
  braced (or even shod) with metal to increase its strength. 
   
   Gatekeep:  A major step in the evolution of the castle, a 
  gatekeep permits the defenders of the castle to confront 
  attackers before they reach the main gates themselves.  In 
  essence, a gatekeep is much like a barbican that is set away 
  from the castle walls and connected to them via a pair of strong 
  stone walls.  Even if the outer barriers of the gatekeep are 
  breached, the walls act to create a killing field that makes the 
  final assault on the gates even more difficult. 
  A lesser gatekeep consists of two small, round towers and a 
  linking structure (essentially a small barbican) that are set some 
  20’ out from the castle’s main gate.  Two 15’ high walls run from 
  the flanking towers to the main gate and secure the structure to 
  the castle. 
  Greater gatekeeps are somewhat larger and incorporate four 
  medium, round towers.  Two are positioned forward just as they 
  are in a lesser gatekeep, but two more are built into the castle 
  walls around the main gate itself.  In this way, the rear towers can 
  provide better fire into the killing fields between the castle and 
  outer defenses and can also support the forward towers in 
  holding off attackers.  Persons in the forward towers can move 
  along the top of the walls (which provide partial cover from 
  enemy archers) to reach the castle towers.  In times of combat, 
  this is dangerous to attempt. 
  Grand gatekeeps are the ultimate in gate defense.  They are 
  composed of four  large towers, arranged in the same manner as 
  the towers in the greater gatekeep, and can hold off huge 
  numbers of enemy forces for extended periods of time.  The two 
  forward towers are set some 30’ out from the castle and 40’ 
  apart.  A fully enclosed stone passage runs along the upper 
  section of the two flanking walls, allowing easy and safe passage 
  from the towers to the castle and back again. 
   
   Moat/Channel:  As technology improves, the idea of making 
  ditches even more effective by filling them with water naturally 
  arises.  Thus, in essence, a moat is nothing more than a ditch that 
  has been finished so that water will be contained by it. 
  Channels are used to link moats with the water ways that will fill 
  them. In some cases, it may be necessary to dam part of a 
  waterway to divert water into the moat.  Dams can be built like 
  stone walls, but cost twice as much and take twice as long to 
  complete. 
  It is sometimes possible to fill a moat with dangerous animals that 
  can be used to increase its effectiveness during an attack.  Exact 
  details in such cases are left to the DM’s imagination.  It is 
  important to keep in mind, however, that unintelligent moat 
  guardians will attack defender and intruder alike and that 
  intelligent denizens will require some reason for accepting a 
  position as “moat guard.” 
   
   Motte:  Just as it is sometimes wise to ring a castle with ditches to 
  defend it, it is always better to build on high ground.  In cases 
  where a natural earthen mound or motte is not available, 
  manmade ones can be created.  As a rule, one motte module 
  represents a 10’ by 10’ square area raised 5’.  Thus, if an area 
  400’ by 400’ (160,000 square feet) were to be raised, 1,600 moat 
  units would be required for each 5’ rise in ground level. 
   
   Palisade:  A palisade is a fence of wooden posts (usually about 
  six inches thick) that is set up as a defense against enemy 
  charges and the like.  Palisades are often set up along the 
  defending edge of a ditch or moat to make them even more 
  difficult to bypass.  a palisade module runs 10’ long and stands 5’ 
  high. 
   
   Tower, Round:  Rounded towers provide better a better defense 
  against things like screws and sappers.  As a rule, they tend to be 
  somewhat smaller internally than their square counterparts, and 
  
  Dungeon Master’s Guide    117 
   
  use less stone.  Thus, they cost somewhat less to build.  The 
  technology required to build such structures, however, may not 
  always be available to the castle designer. 
  Small towers of this type have a 30’ diameter interior space 
  available for use and are 40’ in diameter on the outside.  A single 
  tower module is assumed to be 2 stories tall (30’) and have walls 
  which average 10’ thick.  Of course, this assumes that the walls 
  will be thinner at the top and wider at the base.  Embrasures in 
  the wall allow fresh air into the tower and permit those within to 
  fire on troops outside. 
  Medium and large towers resemble their smaller cousins in most 
  ways.  Again, they are assumed to be 30’ tall and be divided into 
  two levels.  Medium towers have a 40’ internal diameter while 
  large towers are 60’ across.  
  Larger towers can be built by combining two or more tower 
  modules together and combining the costs.  If the structure is to 
  stand alone, then the second module must be one size smaller 
  than the tower below it.  Thus, a large round tower could act as a 
  base with a medium round tower atop it and a small round tower 
  atop that.  If the structure is anchored to a wall, then two similar 
  towers may stand atop each other. Thus, a six level tall anchored 
  tower could be made up of two large towers for the base and 
  one medium tower atop. Exceptions are possible, but are very 
  rare, expensive, and hard to construct without magical 
  assistance. 
   
   Tower, Square:  Although less sturdy and somewhat more 
  expensive to make, square towers are easier to build than round 
  ones.  Thus, they are somewhat more common.  Square towers 
  are found in the same basic sizes as round ones, and a tower 
  module is again assumed to be 30’ tall with two internal levels.  
  The internal space available in a square tower is somewhat 
  greater than it is in a round tower of similar size because the 
  chamber is not rounded off. 
  A small tower is 30’ by 30’ inside, with outer dimensions of 50’ by 
  50’. 
  Medium and large towers are 40’ and 60’ square respectively. 
  Square towers can be stacked just as round towers can. Further, 
  it is possible to stack a round tower atop a square tower so long 
  as size restrictions are obeyed. 
   
   Tunnel:  A tunnel module represents an under ground chamber 
  of 1,000 cubic feet.  Usually, this is a 10’ long by 10’ wide by 10’ 
  high section, but the configuration may vary based on need and 
  purpose. For example, a chamber that is going to be 20’ by 40’ 
  with 10’ high ceilings has a volume of 8,000 cubic feet and would 
  require 8 tunnel modules to complete. 
   
   Wall, Stone:  A typical section of stone wall is assumed to be 10’ 
  long, 10’ thick, and 15’ high.  Walls can be stacked, like towers, 
  but must follow some restrictions.  For every level that is going to 
  be stacked above it, an extra module must be added to a wall 
  for every 50’ (or fraction thereof) in its length.  Thus, if we are 
  planning a 3 level high (45’ tall) wall that is 50’ long we need to 
  add 2 additional modules to the lower level and one additional 
  module to the second level for bracing.  Thus, our three level 
  high, 50’ long wall requires the 15 modules that make it up, plus 
  an additional 3 modules for bracing. 
  In addition to the wall itself, a number of options are available at 
  higher tech levels.  In some cases, walls are assumed to possess 
  certain features as described in the text that follows. 
  Hoardings are wooden structures that are added to the top of a 
  wall. Because they extend outward from the castle and have 
  numerous holes in their undersides, defenders can move about in 
  them and fire on attackers at the base of the wall.  Because they 
  are made of wood, however, hoardings are vulnerable to fire 
  and artillery. 
  A glacis is an additional section of stone added to the base of a 
  wall that angles outward and creates a sloped or slanted base. 
  In addition to making the wall more resistant to screws and 
  sappers, a glacis will cause things like boiling oil to splatter when 
  the defenders above pour it on the attackers around the glacis.  
  A wall with a glacis is assumed to include hoardings if desired.  
  Machicolations replace hoardings as a means of attacking 
  enemies at the castle walls.  Advances in technology allow the 
  wall itself to be built with a stone overhang that serves the same 
  purpose, but is far less vulnerable to attack.  As with hoardings, 
  machicolations are dotted with murder holes for attacks on those 
  below them.  A wall with machicolations is assumed to include a 
  glacis at its base. 
  Posterns are small gates that allow one or two men to slip out of 
  the castle without drawing attention to themselves.  They are not 
  secret doors, but are not nearly as obvious when opened as the 
  main gates.  The cost for a section of wall with a postern in it is in 
  addition to any cost for things like machicolations.  Thus, a wall 
  section with machicolations and a postern would require 55 
  weeks to build and cost 950 gold pieces. 
   
   Wall, Wooden:  A wooden wall section is assumed to be 10’ long, 
  3 inches thick, and 15’ tall.  They can be used to set up barriers or 
  in the assembly of larger structures as internal walls.  For example, 
  the floor area of a large keep can be bought as if it was a 
  wooden wall, as can the roof if it is made of timber.  When using 
  the wooden wall module in such a fashion just note that it has a 
  surface area of 150 square feet.   
   
  CASTLE LAYOUT 
  Now that you understand the various modules and their uses, go 
  ahead and lay out a rough floor plan of the castle you want to build. 
  It needn’t be very detailed or complex, but should identify all of the 
  modules that you want to use. 
   
  Castle on the Moors (part II):  In order to help you better 
  understand this phase of the design process, we will switch back 
  to our example of the Castle on the Moors.  As you know, we 
  have already determined the various environmental and social 
  features that will dominate the construction effort, now we must 
  lay out the castle itself. 
  Looking at the castle floor plan that follows this chapter, you will 
  see that the keep is intended to have four square towers, each 
  of which is four floors high.  Because a standard tower module is 
  only two floors high, eight modules must be used.  Since the 
  towers are to be anchored to walls, the same size module can 
  be used on the top and bottom of the tower.  The castle is not 
  intended as a great fortress, so the designer opts to use small 
  towers. 
  Next, we move to the walls that link the towers together.  A 
  distance of 110’ separates each of the towers, so 44 wall sections 
  will be required to complete the lower level of the wall.  
  However, the wall is meant to be four floors high, so additional 
  bracing must be included. Since three levels will be added to the 
  lowest level of wall, three extra wall modules must be added per 
  50’ or fraction thereof.  Thus, 26 additional modules must be 
  added to support the second level. Since the second level must 
  support two more above it, two modules must be added for 
  every 50’ of its length, for a total of 18 modules.  To support the 
  upper level, 9 modules must be added to the third level.  Note 
  that this does not include the additional wall that is set up around 
  the castle gate.  This area works out to require 55 wall sections.  
  Thus, for our whole castle, we will need 285 wall modules. 
  The lower level of the main wall (which requires 70 modules) 
  includes a glacis, but the other 214 sections are ordinary wall 
  sections. 
  As you can see, we have already accounted for the vast 
  majority of the castle’s construction.  The designer wants to have 
  the inside of the keep roofed over and split into 3 internal levels.  
  These floors will be roughly 120’ squares, so each one has a 
  surface area of 14,400 square feet.  There are four such surfaces 
  to be created (3 floors, including the bottom one, and the roof).  
  In the interest of simplicity, the DM agrees to assume the roof is a 
  flat surface, despite its angular nature. Thus, a total of 57,600 
  square feet of wooden flooring must be purchased.  Since each 
  section of wooden wall (floor in this case) is 150 square’, 384 such 
  modules must be built. 
  The smaller aspects of the castle’s design, like the spiral stairways, 
  internal furnishings, and main stairs are assumed to be included in 
  the castle’s overhead costs (described later).  Since the main 
  entrance is not a grand affair, the DM agrees that it can also be 
  included in the overhead costs.  If the gate were larger, it would 
  have to be bought as a barbican or gatekeep. 
  So, what do we have now? Our castle is going to require the 
  following:     8 - small, square towers,  70 - wall sections with glacis, 
  214 - standard wall sections, and 384 - wooden wall sections 
  (used as floors and roofing). 
  
  Dungeon Master’s Guide    118 
  Average Construction Time & Cost:  Now that you have laid out the 
  basic structure of the castle, it’s time to determine just how much all 
  this is actually going to cost and how long it’s going to take to build.  
  Because of the modular nature of this system, that’s very easy to do.  
  Simply add up the cost of all the modules you wish to purchase and 
  add up the time required to build them.  
  Once you have these totals, you know the basic values that we will 
  be working with.  The values you have just calculated are the average 
  time and cost factors for the project.  To determine the actual time 
  and cost involved, we must go through a few more steps. 
   
  Works of Art:  Of course, all of the above values have been generated 
  with the thought of a typical castle in mind. If you wish to build an 
  ornate complex that is both a fortress and a work of art, you may do 
  so by adding an additional 50% to the cost and time required for your 
  project.  Such structures as this are rare in the extreme, of course, and 
  are usually reserved for the seat of a great king or mighty emperor. 
  Lesser structures, like the wooden buildings or free-standing towers, 
  can be made ornate in a similar fashion.  Further, it is possible to have 
  part of a castle be ornate, the main keep is an obvious choice, while 
  the curtain walls and outer defenses are more structural.  To do this, 
  just apply the increased cost and time to the specific module being 
  selected.   
  If desired, a castle can be made very spartan.  In such cases it will not 
  be a comfortable place to live in, but will still fill its role as a military 
  fortress.  Spartan castles cost 25% less to build and require 25% less 
  time. 
   
  Final Calculations:  Once you have established the base cost you can 
  figure out exactly how long it will take to build your castle and how 
  much of your precious gold you are going to have to part with before 
  it’s done.  To do this, simply multiply the base cost by the production 
  modifier (PM) generated in the first part of the castle construction 
  procedure. 
   
  Castle on the Moors (Part III):  Going back to the Castle on the 
  Moors project, we can total up the costs and times required as 
  follows: 
  Eight small, square tower modules cost a total of 100,000 gold 
  pieces to build and require 6,800 man/weeks of work. 
  Our wall requires 70 sections with a glacis, which requires 3,150 
  man/weeks to build and costs 49,000 gold pieces to finance.  The 
  upper levels of our wall require 214 standard wall sections, for a 
  total of 6,420 man/weeks and 85,600 gold pieces. 
  The wooden floors and roofing will require 384 wooden wall 
  sections. The total time required for this phase of construction is 
  384 man/weeks and the total cost is 1,920 gold pieces. As you 
  can see, this is cheap when compared to the rest of the project. 
  The castle is not intended to be overly ornate - after all, it’s in the 
  middle of a swamp.  However, the knight who must live here is 
  not expected to be uncomfortable.  Hence, the castle will not 
  be spartan either.  Cost and production time values are 
  unmodified. 
  Thus, our total cost for the construction of this castle is 236,520 
  gold pieces.  As far as construction time is concerned, our base 
  value works out as 16,754 man/weeks of labor.  We’re almost 
  through, but now we have to remember that these values 
  assume that we are working in perfectly average conditions.  
  The Castle on the Moors is being built in a region of swamps, far 
  from its base of supplies . All of these things are part of our PM, 
  which we determined was 2.10 in the first phase of design.  Our 
  next step is to multiply our most recent values for cost and time 
  by our PM.   When we do this, we find that our castle will actually 
  require 35,183 man/weeks to build.  Further, it will cost us a 
  staggering 496,692 gold pieces. 
   
  WORK FORCE 
  Now that the castle plans have been committed to parchment, it’s 
  time to get on with the actual construction of your castle. The first 
  point to consider in this phase is your work force. 
  The prices that you paid above assume that you will be building the 
  castle in one year.  At this point, you should take the construction time 
  that you have and divide it by 52. The product of this calculation is the 
  number of men that must be hired to complete the job in one year.  It 
  is assumed that the cost of supporting a work force of this size is 
  included in the cost of your castle so far.  Thus, if you take no other 
  action at this time, you will be able to build your castle in 52 weeks. 
  Larger Work Forces:  In order to increase the speed with which a 
  castle is erected, designers may wish to hire additional laborers.  As an 
  average, the cost to hire a worker is assumed to average out at 10 
  gold pieces a week for the duration of the project.  While the typical 
  laborer is only going to receive a salary of 1 gold piece per month, 
  they are supported by skilled supervisors and artisans who receive far 
  greater pay.  In addition, this cost assumes that they must be fed, 
  housed, and trained. 
  If the designer can raise enough money (and find enough willing 
  laborers), to increase his work force to twice its standard value, 
  construction will be completed in 75% of the established time.  If the 
  work force is quadrupled, the construction time is cut to 50% of its 
  calculated value.  Larger work forces are not permitted. 
  Before you calculate the cost for all these new men, skip to the 
  sections on Heroic Characters, Magical Items, and Monsters.  Once 
  you have determined the effects of these sections, return here and 
  work out the new duration of the construction project (in weeks). 
  Multiply it by the number of extra men who will be hired and then 
  multiply the total from that operation by 10 to determine the total cost 
  for the increased work force.  Add this sum to the cost for the castle as 
  a whole and don’t worry about a weekly payroll. 
   
  Smaller Work Forces:  If money is a factor, but time is not, the designer 
  may wish to consider cutting his work force.  For each man removed 
  from the labor pool, the cost of the castle will be reduced by 10 gold 
  pieces per work for the duration of the project. 
  If enough workers are removed to reduce the work force to 75% of its 
  standard value, then construction time is doubled.  If the work force is 
  cut to half its standard value, then construction time is quadrupled. 
  No reduction below 50% in the work force is possible. 
  It is possible to reduce the work force to below its standard number 
  without increasing the time required so long as the contributions of 
  heroic characters, magical objects, and monsters (as detailed in the 
  following three sections) return the work level to its standard number.  
   
  For example, if a group of PCs is able to do the work of 100 men, 
  then 100 laborers may be cut from the work force and the 
  money normally spent to hire them saved. 
  Once you have determined the new duration of the project (in 
  weeks), multiply it by 10 to determine the savings that is made 
  per cut laborer. Subtract this savings from the cost of the castle 
  now and don’t worry about a weekly payroll.  
   
  Heroic Characters:  Both player characters and higher level NPCs can 
  augment the work force considerably.  This is due primarily to their 
  greater experience and worldliness, as well as their generally higher 
  determination. After all, these special people have proven themselves 
  to be far more than just the average citizen, otherwise they wouldn’t 
  be heroes! 
  As a rule, any non-magic using character will be able to do the work 
  of one man for every level that he or she has attained.  For example, 
  a 6th level thief can do the work of six normal laborers.  It is assumed 
  that the thief need not be an actual part of the work force, but is 
  acting in a supporting role by obtaining good prices for items and 
  making sure that the local bandits and crime syndicates do not 
  interfere with the project. 
  Characters who are able to use magic can be of tremendous help 
  when it comes to building a castle.   After all, consider the benefits of 
  a stone shape spell or a wish spell when construction is in progress.  In 
  order to simplify matters, any spell using character who is a part of the 
  construction force counts as one laborer for each level that they 
  have attained.  In addition, they count for one man for each spell 
  level that they can cast in a given day.  Be sure to include any bonus 
  spells that a caster might be entitled to. 
   
  For example, a 5th level wizard would be able to do the work of 
  16 men. He counts as five men because of his basic level.  In 
  addition, he can throw five 1st level spells in a day (which counts 
  as five more workers), three 2nd level spells (which counts as six 
  more workers), and two 3rd level spell (which counts as six 
  workers). 
   
  The importance of magic in castle construction should not be 
  underestimated, as a 20th level wizard can do the work of over 175 
  normal men!   While player characters are free to work on a project, 
  DMs should make the recruitment of high level NPCs an expensive 
  hireling who, more than likely, will require an adventure to recruit. 
   
  
  Dungeon Master’s Guide    119 
   
  Magical Items:  Some magical items, like the saw of mighty cutting or 
  the spade of colossal excavation have an obvious value in the 
  construction of a castle.  In cases where some question arises as to 
  the usefulness of a particular item, the DM must make a judgment call 
  on whether or not the item will be a significant factor.  For example, 
  an enchanted shield is not likely to be of much help in building a 
  castle, although gauntlets of ogre power might be. 
  As a rule, if the item is well suited to construction work, like the 
  mattock of the titans, then it will be worth 5 men for each 1,000 gold 
  pieces of value.  Thus, the spade of colossal excavation (which is 
  worth 25,000 gold pieces) counts for 125 men. 
  If the item seems to have some possible application, like wand of 
  lightning (which could be useful in clearing land or digging the 
  foundation of the castle), then it is worth 1 man for each 1,000 gold 
  pieces of value. 
  Items that the DM feels are of no particular use in the construction 
  effort, like a ring of regeneration or elven boots are not counted 
  toward the manpower total.  If the DM rules an item to be useless, the 
  owning player should be allowed to explain how he feels the item 
  might be useful.  If the DM is swayed by his or her case, then the 
  decision may be reversed. 
   
  Monsters:  It may be possible for the character’s to recruit monsters to 
  aid in the building of the castle.  Many of the monsters listed in the 
  MONSTER MANUAL can be pressed into service, though some will be 
  more suitable for such work than others.  If the players have a means 
  of obtaining monstrous laborers, the DM must determine how suitable 
  they are for such work.  If they might be prone to devouring other 
  members of the work force, they should be considered poorly suited. 
  Similarly, if they have little talent or ability in such things (like a unicorn) 
  they might be deemed useless or poor. 
  If a monster is well suited to construction work, like a stone giant, 
  centaur, or bugbear, it is worth 5 men per hit die (doubled for large 
  creatures).  As a rule, most humanoid creatures of lawful, neutral, or 
  good alignment  will fall into this category. 
  If a monster is somewhat suitable, but has drawbacks, it is worth 1 man 
  per hit die (doubled for large creatures).  Most chaotic or evil 
  humanoids fall into this category, as do those who have restrictions to 
  their movement or dexterity.  Dragons, because they have no 
  manipulatory limbs, fall into this category. 
  Monsters that are wholly useless to a construction project, like a green 
  slime or shrieker, will contribute nothing to the work being done. 
   
  WORK SEASONS 
  Once the construction time and cost have been altered to reflect the 
  efforts of the player characters, their spells and magic items, and 
  changes in the size of the work force, the DM needs to consider the 
  area’s climate again. 
  We now know how long it will take to build the castle if the crew works 
  straight through.  Of course, it is not possible to work every day 
  because of weather and similar factors.  For example, a region that 
  has harsh winters and is marked by severe storms during spring and 
  autumn might restrict the construction crew to working only 25% of the 
  year!  That means that a castle might take, on the average, four 
  calendar years to build.   
  In order to determine the actual number of weeks available for work 
  in any given region begin  by recording its PM values for climate type 
  and ground cover.  Multiply these two numbers together to determine 
  the Work Time Modifier (WTM).  This value should range between 0.75 
  and 12.00 when you are done. 
  Next, divide 52 (the number of weeks in a year) by the WTM to 
  determine how many weeks are available for work in a given year. 
  Note that in some cases you will have more weeks available than you 
  have in the year.  In this case, it is assumed that the climate is so 
  favorable that your work precedes at a very rapid pace and you are 
  able to accomplish much more than might normally be expected. 
   
  Castle on the Moors (Part IV):  We return now to our fine example 
  of the Castle on the Moors.  As you will recall, the current 
  calculations show that the castle will cost us 496,692 gold pieces 
  to build.  The entire project, as it now stands, will take 35,183 
  man/weeks of work to finish.  Lets continue with the process, 
  going through the steps that we have just outlined. 
  Our first step is to determine how large our standard work force 
  will be.  To do this, we divide the current time required for 
  construction (35,183 man/weeks) by 52.  The result, 676, is the 
  number of men that must be hired to complete the castle in 52 
  continuous weeks.  They are assumed to be included in the cost 
  we have already paid for the castle. 
  Since the king and his advisors see the danger in the swamps as 
  a growing problem, they decide quadruple the work force and 
  attempt to complete the castle in half the usual time.  Thus, they 
  will need to hire 2,028 additional men.  Before we determine the 
  cost of such an increase, we must look at the contributions that 
  will be made by the player characters who are in charge of the 
  castle’s construction. 
  The knight who will be lord of the castle is a 12th level paladin.  As 
  such, he counts as 22 laborers - 12 because of his experience 
  level plus 10 more because of his spellcasting ability. 
  The paladin has four companions.  Two of them are not spell 
  casters, a 10th level thief and an 10th level fighter, who will count 
  as 20 additional men between them.  The spellcasters are a 9th 
  level wizard (who will do the work of 49 men) and a 9th level 
  priest with a 17 wisdom (who can do the work of 49 men). 
  Thus, between all the player characters, the work of 140 men 
  can be done.  In addition to their own efforts, the party has a 
  number of magical objects that they want to use to help speed 
  construction. The paladin has a suit of Platemail of Etherealness 
  and a holy avenger sword, but the DM rules that these will not 
  help the project. Similarly, the DM rules that the other magical 
  weapons and armors of the party members will be of little value. 
  The priest, however, has obtained a pair of gauntlets of ogre 
  power, which the DM rules to be of some use.  Thus, the priest 
  can save the treasury the hiring of 25 additional men (1 per 1,000 
  gpv).  The fighter has obtained a lyre of building, which the DM 
  agrees will be of obvious value over the course of the project.  
  Thus, the lyre can do the work of 250 men (5 per 1,000 gpv)! 
  All told, we now see that the characters will be able to 
  contribute greatly to the construction of the Castle on the Moors.  
  Between themselves and their magical items, they can do the 
  work of 415 men.  Truly, these are the folk of whom songs will be 
  sung! 
  In their efforts to further speed construction, the characters call in 
  a debt owed to them by a stone giant. The DM agrees that a 
  stone giant is an excellent choice for such works, so he will be 
  worth 90 men (5 per hit die, doubled because of the giant’s size).  
  In addition, the DM rules that five of the stone giant’s sons will join 
  their father in working on the castle. Each of them counts as an 
  additional 90 men, as they are full grown.   
  When all is said and done, the player characters, their magic 
  items, and their monstrous allies can fill the slots of 955 men. 
  Returning now to the need for additional workers, we find that 
  the crown still needs to hire and support 1,073 more men. Since 
  the construction time of the castle will be cut in half by their 
  efforts, they need only be paid for 26 weeks of work. At 10 gold 
  pieces each this works out to be a total of 278,980 gold pieces.  
  This figure may seem high, but remember that the efforts of the 
  player characters have prevented the need for an additional 
  955 men and saved nearly 250,000 more gold pieces for the 
  crown.  The king is sure to remember their actions! 
  With all of that taken care of, we turn our attention to the 
  weather and working conditions.  Because the climate around 
  the castle is temperate (PM 1.25) and the ground cover is swamp 
  (PM 1.50), we have a WTM of 1.75.  Thus, only 27 weeks out of the 
  year will be suitable for work on the castle.  Since 26 weeks are 
  required, the project will be completed in about 6 calendar 
  months if all goes well. 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    120 
  DOMINIONS 
  A piece of land that is owned and ruled is called a dominion. It may 
  be of any size, and the ruler can be either a player character (PC) or 
  an NPC. A dominion could be a small tower on an acre of land, or a 
  mighty empire with thousands of people. All PC ruled strongholds are 
  dominions. 
  Most dominions are part of larger territories; the ruler of the dominion 
  typically swears an oath of service and fealty to a greater ruler.  In 
  European settings the smallest dominion is called a barony. A larger 
  area, that contains two or more baronies, is called a “greater 
  dominion,” and may have any of several names (county, duchy, 
  kingdom, etc.). 
   
  BASIC INFORMATION 
  When a dominion is established, the DM must determine details of its 
  size, location, population, and resources. When this is done, he can 
  determine the dominion income. Changes in population, income, 
  and so forth are checked once per month (of game time). 
   
  Size:  New dominions usually cover 30 miles (1 map hex). Larger 
  dominions are certainly possible, but a PC should start with a small 
  one at best.   
   
  Location:  Every map hex of land is one of three basic types: 
   
  civilized: 
  well-settled lands 
  wilderness: 
  unsettled lands 
  borderlands: 
  between the above 
   
  The DM should decide what type each hex of land is as needed. 
  When starting with a map of major terrain features, cities, and towns, 
  the following guidelines may be used to determine which type each 
  hex could be, based on terrain:  
   
  desert: 
  borderland or wilderness* 
  forest:  
  any type 
  hills:  
  any type 
  jungle: 
  borderland or wilderness 
  lake: 
  wilderness** 
  mountain: 
  wilderness or borderlands*** 
  ocean: 
  wilderness** 
  plains:  
  any type 
  river: 
  any type 
  settled:   
  civilized or borderland 
  swamp:  
  borderland or wilderness 
   
   
  *  an oasis allows for civilized lands 
  ** shoreline and/or submerged settlements can exist in these areas 
  ***  may be civilized if they contain a dwarven stronghold 
   
  Apply the following guidelines, based on the towns and cities placed 
  (unless limited by terrain):  
  1. Demihuman settlements are considered civilized, regardless of 
  population. 
   
  2. Any area within 12 miles of a city or large town is civilized. 
   
  3. An area 24+ miles away from a civilized area is a borderland.   
   
  4. All other areas are wilderness. 
   
  These notes are guidelines, and the DM is not limited to the ranges 
  given. An area may actually contain no cities or large towns at all, 
  and still be considered “civilized.” 
   
  Population:  Peasant families are needed in every dominion, to work 
  and settle the land. As an average, each peasant family has five 
  productive members. The normal “starting number” of peasant 
  families present varies by the type of map hex: 
   
  civilized: 
  1d100 x 50 families per hex 
  wilderness: 
  1d10 x10 families per hex 
  borderlands: 
  2d6 x 100 families per hex 
   
  Each month, the population will grow by itself, at a rate determined 
  by the number of families present: 
   
  population (families) 
  monthly increase 
  1-100 
  +25% 
  101-200 
  +20% 
  201-300 
  +15% 
  301-400 
  +10% 
  401-500 
  +5% 
  501+ 
  +1% to 5% 
  Note:  Any hex may gain or lose 1-10 families per month for any of 
  many reasons (accidents, weather, good or bad harvests, etc.).  Roll 
  1d20 to determine how many families or gained or lost each month: 
   
  d20 roll 
  result 
  d20 roll 
  result 
  1 
  -10 families 
  11 
  +1 family 
  2 
  -9 families 
  12 
  +2 families 
  3 
  -8 families 
  13 
  +3 families 
  4 
  -7 families 
  14 
  +4 families 
  5 
  -6 families 
  15 
  +5 families 
  6 
  -5 families 
  16 
  +6 families 
  7 
  -4 families 
  17 
  +7 families 
  8 
  -3 families 
  18 
  +8 families 
  9 
  -2 families 
  19 
  +9 families 
  10 
  -1 family 
  20 
  +10 families 
   
  Dominion Resources: Every dominion has natural resources - either 
  animal, mineral, or vegetable. The exact type can vary widely. 
  Peasants use and provide resources, and the ruler gains tax income 
  from them. 
  First, select or randomly determine (using 1d10) the number of 
  resources in the dominion.  For dominions larger than 1 (30-mile) map 
  hex, this may be applied to each hex.  Next, select or randomly 
  determine (using 1d10) the type of resource. When selecting, 
  consider the location of the dominion and its terrain; for example, a 
  desert has very few vegetable resources. 
   
  d10 roll 
  resources gained 
  d10 roll 
  type of resource 
  1 
  1 resource 
  1-3 
  animal* 
  2-7 
  2 resources 
  4-8 
  vegetable** 
  8-9 
  3 resources 
  9-10 
  mineral*** 
  10 
  4 resources 
   
   
   
   
   
   
  * animal resource include dairy, fat and oil, fish, fowl, furs, herds, 
  bees (honey and wax), horses, ivory. 
  ** vegetable resources include farm produce, foodstuffs, oil, 
  fodder, wood and timber, paper, wine. 
  ***  mineral resources include copper, silver, gold, platinum, iron, 
  lead, tin, gemstones, tar and oil, clay, stone quarry, coal. 
   
  DOMINION ADMINISTRATION 
  The ruler of a dominion sets all laws and tax rates, and controls as 
  much of the lives of the peasants as desired. The ruler's liege normally 
  leaves all matters in the hands of the local ruler, without interfering 
  except in the most extreme cases. The greater ruler expects stability 
  and very little else. 
  A dominion ruler is chief judge and lawmaker.  A ruler holds various 
  “courts” for formal occasions. In a court of law, criminal cases are 
  judged.  Courts of honor are held, in which awards of all types are 
  given out.  A court of welcome is held to honor visitors, especially 
  nobles.  Failure to properly honor a visiting noble is a direct insult; 
  failure to honor a liege is treason.  
  Peaceful administration of the dominion is often left to a seneschal, a 
  representative of the ruler. In time of war, the seneschal puts his 
  abilities at the service of the castellan or other military commander 
  designated by the ruler. A “ruling council” is made up of various 
  advisors, each with his own area of authority. 
   
  Dominion Income: Each dominion ruler receives income from three 
  sources: standard income, resource income, and tax income. 
   
  1. 
  Standard income is service equal to 10 gp per month per 
  peasant family. This is not money; it is the value of services 
  and materials from various sources (used for paying taxes to 
  one's liege, for holidays, and visiting nobles). Peasants work 
  the ruler's fields, raise and tend animals, act as servants, build 
  the roads, repair buildings, and so forth. This simplified game 
  mechanic is used to represent many aspects of medieval life.  
   
  2. 
  Tax income is normally 1 gold piece per month per peasant 
  family, paid in cash. The exact tax rate is set by the ruler, but 
  higher or lower taxes can cause various problems (see 
  “Confidence Level”). 
   
  3. 
  Resource income varies by the type of resources, as follows: 
   
  animal: 
  2 gp per peasant family 
  mineral 
  3 gp per family 
  vegetable 
  1 gp per family 
   
  
  Dungeon Master’s Guide    121 
   
  When an existing dominion is obtained, income starts immediately. 
  When a new dominion is created, all incomes begin after one 
  month. 
  One other type of income applies to any ruler of more than one 
  dominion - income from the lesser rulers who have sworn fealty to the 
  player character, sometimes called “salt tax.” Each ruler, including 
  player character (or PC), must pay 20% of all income to his or her 
  liege (a ruler of a greater dominion). 
   
   
   
  Dominion Income and XP: PC rulers gain experience points through 
  rulership, by collecting resource and tax income from their peasant 
  subjects. A PC or NPC ruler gains 1 experience point for each 1 gold 
  piece of resource and tax income, but none for standard income or 
  “salt tax” income.  
  Experience points are gained at the end of each month. As DM, you 
  may want to make the PC work for the experience points - by 
  fighting monster, battles, worrying about drought, etc. 
   
  Example: A PC swears fealty to an NPC count, and receives an 
  existing wilderness barony of one map hex. It has 200 peasant 
  families, with 1 mineral and 1 animal resource. The player 
  decides to use the standard tax rate. In the first month, the PC 
  baron receives 3,200 gp worth of income: 2,000 gp of Standard 
  income, 1,000 gp of Resource income, and 200 gp of Tax 
  income. For that month, the PC gains 1,200 XP from dominion 
  rule. However, if the PC does nothing in the game, he should 
  receive less experience points. 
  During the second month, the population increases by 40 
  families (20% of 200), and 5 others come of age (by random 
  roll), for a new population of 245 families. The total income for 
  the second month is 3,920 gp: 2,450 gp of standard income; 
  1,225 gp resource income; 245 gp tax income. The experience 
  point total for the second month is 1,470. 
   
  Modify this procedure as needed to maintain game balance. PCs 
  should not gain vast amounts of XP by avoiding adventures! a PC 
  should gain no more than 1 level of experience for 12-18 months of 
  rulership (not counting XP from adventures). 
  PC overlords gain no XP for the payments from their lesser rulers (the 
  salt tax). These payments are usually in the form of troops or 
  merchandise, but may be cash. This income has already been 
  credited to the local ruler (for XP purposes), and cannot be counted 
  as XP for other rulers. 
  Note that the experience points earned by NPCs are always half the 
  amount given to PCs, whether from adventures, rulership, or other 
  activities.  
  NPC rulers may thus rise in level (and power) as time passes, but not 
  as fast as a PC. Some Dungeon Masters may object to a PC 
  receiving experience for passively remaining in a dominion. There are 
  ways to discourage PC inactivity. 
  The DM could increase the chance of a coup by 10% for every year 
  the PC stays in his dominion (or 5% for every month).  Alternately, the 
  DM may apply double the normal chance for Unnatural Events per 
  game month. Make sure the players know of these penalties in 
  advance.  
   
  Notes:  The following are clarifications for use in determining 
  dominion income and XP gained for special situations: 
   
   
  Rich Resources: Any dominion hex that brings in more than 
  15,000 gp of resource income must have its own local ruler, 
  lord of that hex alone.  Otherwise, part of the resources 
  (1d10x10%) are stolen by bandits, greedy peasants, nearby 
  rulers, or other individuals who covet the wealth.  The wealthy 
  hex and its ruler may be part of a greater dominion ruled by a 
  PC; the PC gains 20% of the income generated thereby, 
  though not the experience for it. 
   
   
  Limit Family Skills: Each family may work only one resource. 
   
   
  Resource Maintenance: All the resources in an area must be 
  worked. Animal and vegetable resources cannot be ignored 
  in favor of total exploitation of a mineral resource; such a 
  method of rulership would bring rebellion. Each resource 
  should be supported by at least 20% of the total number of 
  families in the hex. Many peasant families prefer farming to 
  mining and would strongly resent being forced into the 
  mineral trade. If the peasant populace is forced to mine, 
  apply a penalty against the next dominion confidence check 
  of - 1 per 10 families greater than 50% of the total population 
  so forced. 
   
  Record Keeping: The player should now have notes on the location, 
  size, and population of the dominion, the number and type of 
  resources, the three incomes, a total income per month, and total 
  experience gained per month. The income is added to a dominion 
  treasury, kept by the character.  
  Note that the treasury is a combination of cash, merchandise, and so 
  forth. Merchandise is assumed to be sold when possible, using trade 
  routes. The value of the treasury is used to pay for troops, new 
  construction, and other things. 
  Only part of the treasury (20-50%) can be treated as cash during any 
  one month, the rest is paid to the liege as tax. The PC may add cash 
  to the treasury as desired. 
  The player should keep a record of each of the following dominion 
  details: 
   
  •  
  Dominion size and type of hex (each) 
  •  
  Current population 
  •  
  Number and type of resources 
  •  
  Current treasury (both cash and total) 
   
  Dominion Expenses:  The overall cost of maintaining strongholds is 
  assumed to have already been deducted for all incomes; no extra 
  money need be spent for this by a PC ruler. However, other costs 
  may occur that must be paid. All dominion costs are subtracted from 
  the dominion treasury at the end of each game month. 
  First, if the dominion is part of a greater dominion, 20% of all income 
  must be given to the higher ruler each month.  Such “payments” are 
  usually made in the form of military troops, and occasionally 
  merchandise. 
  Second, 10% of all dominion income should be paid to the 
  theocracy (the local clerical order which is most prevalent). Although 
  this is not absolutely required, it is highly recommended.  If this “tithe” 
  (tenth) is not paid, no cleric will be permitted to perform any service 
  
  Dungeon Master’s Guide    122 
  in that dominion (including all forms of curing). If less is paid, certain 
  services may be withheld; the theocracy has limited patience. 
  Other costs may include, but are not limited to, the following: 
  advisors and other officials; entertaining visitors; holidays and feasts; 
  troops; and tournaments. 
   
   Visitors:  Any ruler visiting a stronghold will expect to receive the 
  services and comforts of home.  This can become quite 
  expensive, especially during visits from nobles.  See page 211 for 
  more information on noble ranks and titles. 
  This basic cost is in gold pieces per day of visit; the cost includes 
  all costs for supporting the noble's retinue.  When more than one 
  noble visits at once, use the highest title applicable.  For each 
  titled visitor accompanying the higher ruler, add 50 gp to the 
  cost.  The cost includes one feast per day, but does not include 
  any gifts given to the visiting ruler (a common practice). 
   
  title (or equivalent) 
  cost (gp/day) 
  baron 
  100 
  viscount 
  150 
  count 
  300 
  marquis 
  400 
  duke 
  600 
  archduke 
  700 
  prince 
  * 
  king 
  1,000 
  emperor 
  1,500 
   
   
  * cost is determined by the noble (dominion) title plus 100 gp; 
  e.g., a visit from a count prince costs 400 gp per day. 
   
  Remind players to consider these costs when characters visit 
  their own lesser dominions.  A duke's week-long visit to a baron 
  could put the poor baron deeply in debt. 
  Although peasants and other subjects of a dominion are loyal 
  only to their immediate ruler, they will obey a visiting noble 
  unless the orders are contrary to the local ruler's general 
  instructions and laws. 
   
   Holidays:  Either a noble ruler or the theocracy may declare a 
  holiday.  The holiday affects all within the realm; for example, a 
  king's holiday is nationwide. 
  The cost of a holiday is deducted from the total income of the 
  person declaring it (the clerical order's tithe, the overlord's 20%, 
  etc.). If the holiday is declared by a count or lesser noble, the 
  cost is 1 gold piece per peasant (5 gold pieces per peasant 
  family).  If declared by a duke or higher ruler, the cost is 2 gold 
  pieces per peasant.  The theocracy usually declares 2 holidays 
  per year; the king (if any) usually declares one. 
   
   Troops: One law of medieval society, perhaps the most 
  important of all, is “support your liege.”  Failure to do so can 
  mean loss of honor, loyalty, support, dominion, and even life. 
  Each greater dominion can expect military support (troops) 
  from its lesser dominions, at their expense.  No set numbers or 
  types of troops are required, but 20% of the total income must 
  be given to, or spent for, the higher ruler; troops are an 
  acceptable way of spending this income. 
  If war comes, the overlord issues a general call to arms.  Each 
  lesser dominion must then contribute even more troops for the 
  armies of the greater dominion, possibly led by the lesser ruler.  
  In addition, a peasant army (troop class: “poor”) is raised in 
  times of war, to help defend the homeland.   
  Normally, one-tenth of the total peasant population can 
  “muster,” joining the army.  This number can be doubled if sorely 
  needed, but the troop class then drops to “untrained.”  the only 
  cost of a peasant army is a corresponding loss of income (of all 
  three types).  For example, if 20% of the peasants have 
  mustered, the total income will only be 80% of normal for that 
  month. 
   
  DOMINION CONFIDENCE LEVELS 
  A dominion's confidence level is a measure of the populace's 
  satisfaction with their ruler.  Ranging from 1 to 500, the confidence 
  level is checked each game year, and as often as needed 
  otherwise.  The current confidence level should be noted, along with 
  the notes on population, income, etc. 
  The base confidence level of a dominion equals the total of 151-250 
  (d% + 150), plus the total of all 6 of the ruler's ability scores.  This level is 
  the same at the beginning of each new year, regardless of changes 
  or temporary adjustments during the year.  Confidence levels are 
  checked when: 
   
  1. 
  A game year begins. 
   
  2. 
  A pleasure or celebration expected by the populace is 
  canceled or not conducted (see “Holidays,” etc.). 
   
  3. 
  A natural disaster occurs (see “Events” above). 
   
  4. 
  An enemy military force enters dominion territory. 
   
  5. 
  Some other situation arises that could affect most of the 
  dominion (DM's discretion). 
   
  Do not roll dice when checking confidence levels.  Simply apply the 
  results given below for the current confidence level (possibly 
  modified for the situation): 
   
  Ideal (450-500+) 
  Apply the following effects: 
   
  1. 
  All income is 10% greater than normal. 
   
  2. 
  Enemy spies have 75% chance of being secretly revealed to     
  the ruler. 
   
  3. 
  If a random check indicates a disaster (see the Events Table 
  above) during the coming year, there is a 25% chance that it 
  will not occur. 
   
  4. 
  No changes to the confidence level of the dominion will 
  reduce the level below 400 for the next check. 
   
  5. 
  Add 25 points to the confidence level for the next confidence 
  check. 
   
  Thriving (400-449) 
  Apply effects 1, 2, and 3 given for “Ideal”. 
   
  Prosperous (350-399) 
  Apply effects 1 and 3 given for “Ideal,” and apply 2 with a 25% 
  chance per agent. 
   
  Healthy (300-349) 
  Apply effect 1 given for “Ideal,” and apply 2 with a 25% chance per 
  agent. 
   
  Steady (270-299) 
  Apply effect 2 given for “Ideal,” but with a 25% chance per agent. 
   
  Average (230-269) 
  No special notes apply. 
   
  Unsteady (200-229) 
  There is 1 chance in 6 that the confidence level will suddenly drop by 
  10%. 
   
  Defiant (150-199) 
  Apply the following effects: 
   
  1.  
  Half of the peasants (2½  times the number of families) form a 
  peasant militia (Use the War Machine mass combat system, 
  from pages 238-241, as needed.) 
   
  Note: If a dominion force is in any population center (town, 
  village, etc.) equal to one-third of the number of peasants, 
  the peasants in that area will not form a militia until the troops 
  leave or attack. 
   
  2.  
  Tax income is zero. 
   
   
  3.  
  Standard income is half normal at best, or one-third normal in 
  any area where a peasant militia exists. 
   
   
  4.  
  Resource income is half normal at best, or one-third normal in 
  any area where a peasant militia exists. 
   
  5.  
  No neutral dominions within or adjacent to the dominion 
  become involved unless attacked or provoked. 
   
  Rebellious (100-149) 
  Apply effects 1 and 2 as given for “Defiant.”   Apply effect 3, but with 
  ¼ normal standard income.  Apply effect 4, but with ¼ normal 
  resource income. In addition, apply the following effect: 
   
  1.  
  A -5 penalty applies to the confidence level for each game 
  month in which it remains below 200. 
   
   
  
  Dungeon Master’s Guide    123 
   
  Belligerent (50-99) 
  Apply effect 2 as given for “Defiant;” apply effect 3, but with one-
  quarter or no normal standard income. Apply effect 4, but with one-
  quarter or no normal resource income.   
  Apply effect 1 as given for “Rebellious,”  but with a - 10 penalty. In 
  addition, apply the following effects: 
   
  1.  
  All officials, trade caravans and parties of travelers will be 
  attacked by bandits.  
   
  2.  
  Any of the dominion's forces moving within the dominion will 
  be attacked by peasant militia, bandits, enemy agents, 
  deserters, or hostile demihumans. 
   
  3.  
  All 
  neighboring 
  dominions 
  become 
  hostile, 
  forbidding 
  trespassing and commerce; all treaties and agreements are 
  revoked. There is a 50% chance that a neighboring, hostile 
  dominion will provide the peasants with military support. 
    
  Turbulent (1-49) 
  Apply all effects given for “Belligerent,” but with double normal 
  effects or 100% chance of all variables.  In addition, apply the 
  following effects: 
   
  1.  
  All peasants are in open revolution; 95% of them join the 
  peasant militia.  
   
  2.  
  Ao income is obtained unless collected by force. 
   
  3.  
  The confidence level of the dominion can never rise to 100 or 
  above until the ruler is removed. 
   
  Changing the Confidence Level 
  You may adjust the base number each month because of PC 
  actions, events, and other factors as desired.  A maximum bonus or 
  penalty of 50 per month, or 10 per item is recommended. 
  Many things could cause a change in confidence level, including 
  (but not limited to) the following:  tax rates, number and titles of 
  visitors, number of tournaments held, number of advisors, officials and 
  rulers, population growth or loss, weather, number of holidays, 
  changes in nearby dominions, existence of bandits, wars, number 
  and quality of magistrates and sheriffs, number and quality of military 
  forces, number of strongholds, events of all types, and relations with 
  demihumans nearby. 
   
   
   
  Changing Rulers:  Though a ruler can appoint others to positions of 
  authority, taking away titles is a bit more difficult.  A change in noble 
  rulers may cause a reaction based on the alignment of the deposed 
  ruler.  If the ruler was chaotic and/or evil, no reaction occurs among 
  the ruled people.  If the ruler was neutral, there is a 50% chance of a 
  reaction.  If the ruler was lawful and/or good, a removal reaction is 
  automatic. 
  To find the exact reaction, roll 1d20, and compare the result to the 
  dominion confidence level, using the following table: 
   
  confidence level 
  d20 roll 
  1-5 
  6-10 
  11-15 
  16-20 
  1-99 
  v 
  v 
  v 
  v 
  100-149 
  v 
  v 
  u 
  u 
  150-199 
  v 
  u 
  u 
  U 
  200-229 
  u 
  u 
  a 
  a 
  230-269 
  u 
  a 
  a 
  a 
  270-299 
  a 
  a 
  a 
  a 
  300-349 
  a 
  a 
  a 
  f 
  350-399 
  a 
  a 
  f 
  f 
  400-449 
  a 
  f 
  f 
  f 
  450-500+ 
  f 
  f 
  f 
  f 
   
  v:  Violent reaction from the peasants. Confidence level drops to 49 
  (“Turbulent”) if not already there.  Peasant militia forces attack all 
  strongholds; assassination attempts, sabotage, and other effects 
  are possible (DM's choice). 
   
  u:  Unfavorable reaction from the peasants.  Subtract 20 points from 
  the confidence level (minimum 0) for the next check only. 
   
  a:  Acceptable reaction from the peasants; no change. 
   
  f:  Favorable reaction from the peasants. Add 20 points to the 
  confidence level for the next check only. 
   
  Dominion Events:  At the beginning of each game year, when a 
  confidence check is made, the DM can also select or randomly 
  determine events (both natural and unnatural) to occur in the 
  coming year. A percentage chance is given for each event to 
  determine randomly.  The DM may modify chances as desired. 
  Each dominion should have 1d4 events per year.  Random results 
  should be modified for balance; four disasters in a single year could 
  wipe out a dominion, which is usually unfair. 
  Space does not permit detailed descriptions of events; those 
  included here will help to stimulate the DM's imagination. 
   
   Natural Events:  All of the following depend on the terrain, 
  location, and other details of the dominion: 
   
  event 
  % chance 
  comet 
  30 
  death (official, ruler, hero, high priest) 
  10 
  earthquake* 
  10 
  explosion 
  10 
  fire, minor 
  50 
  fire, major* 
  10 
  flood 
  10-50 
  hurricane* 
  15 
  market glut 
  20 
  market shortage 
  25 
  meteor strike* 
  1 
  meteor shower 
  20 
  plague* 
  25 
  population change (double gain or loss) 
  20 
  resource lost 
  10 
  resource, new 
  10 
  sinkhole 
  5 
  storm 
  80 
  tornado* 
  25 
  trade route, lost 
  15 
  trade route, new 
  15 
  volcano* 
  2 
  waterspout 
  25 
  whirlpool 
  25 
   
   
  * a natural disaster 
   
   Unnatural Events Table:  The following are not based on nature: 
   
  event 
  % chance 
  accidental death of official or noble 
  25 
  assassination 
  10 
  bandits 
  50 
  birth in ruling family 
  20 
  border skirmish 
  40 
  cultural discovery 
  10 
  fanatic cult 
  10 
  insurrection 
  10 
  lycanthropy 
  15 
  magical event 
  30 
  migration 
  10 
  pretender/usurper 
  10 
  raiders 
  25 
  rebellion (minor) 
  10 
  spy ring 
  50 
  traitor 
  25 
  VIP visitor 
  10 
  wandering monsters (20+ HD in total) 
  75 
   
   
   
   
  
  Dungeon Master’s Guide    124 
  TREASURE 
  Characters in a roleplaying game strive for many things - fame, glory, 
  experience, among them.  But for those who are not fully satisfied with 
  such intangible rewards, there is one other goal - fortune. 
  Strands of glittering golden chains, stacks of silver coin, heaps of 
  marten fur, bejeweled crowns, enameled scepters, silken cloths, and 
  powerful magical items all wait to be discovered - or wrested from the 
  grasp of powerful monsters.  With such treasures awaiting, how could 
  any bold adventurer be content to remain peacefully at home? 
  Treasure is more than just a goal or a measure of material wealth.  “It 
  takes money to get money,” so the old saying goes, and for 
  adventurers one could even say, “It takes money to stay alive.”  As 
  characters survive and succeed, their challenges become greater and 
  more deadly. 
  At first level a simple suit of studded armor, a stout pair of boots, and a 
  few simple spells were all a character needed; at higher levels such 
  simple accoutrement no longer suffices.  Faced with terrible foes, 
  characters quickly discover that they need strong armors, barded 
  horses, a variety of weapons, fortifications, men-at-arms, potions, 
  scrolls, and potent magical items. 
  These are the kinds of things the characters have to find, make, or buy.  
  And however they go about acquiring them, they're going to need 
  money.  In a sense, then, treasure is also a method of measuring a 
  character's power.  Even a low-level character with money and magic 
  to spare is more than a match for an impoverished fellow of higher 
  level.  Thus, getting rich and getting ahead are rewards in and of 
  themselves. 
   
  Forms of Treasure: There are many different kinds of treasure. Some of 
  these are obvious, their approximate value known to all.  Others are 
  less easy to spot, their value more difficult to determine. 
  The simplest treasures are items of set value - gold, silver, platinum, and 
  copper coins.  Virtually anyone can tell the worth of these.  Those with 
  a trained eye can assess the value of semi-precious and precious 
  stones, both cut and uncut.  A trained jeweler, goldsmith, or silversmith 
  can appraise man's work in precious metals - plateware, necklaces, 
  brooches, tiaras, bracelets, rings, and other pieces of jewelry.  
  Tradesmen can evaluate the handiwork of their craft, be it 
  enamelware, blown glass, statuary, or delicate embroidery. 
  Overeager adventurers can easily overlook vast treasures in the form of 
  common goods.  Few pay attention to bolts of fine linen, stacks of 
  sable marten fur, casks of wine, or tons of raw iron ore, yet these can 
  be worth great fortunes.  Not every fortune shines, glitters, or can even 
  be touched. 
  What if the characters find a sheaf of cracked papers in an ancient 
  horde and one of the papers turns out to be a long-lost land deed?  Is 
  it valuable?  Could the characters use it to enforce a claim?  
  Documents granting land, privileges, titles, offices, and rights of 
  taxation (or freedom from it) are all valuable.  The characters may not 
  wish to become landowners, but they can certainly find some 
  merchant willing to pay cash money for the right. 
  Finally, there are magical items, desired and coveted by virtually every 
  player character.  These items give the character power beyond his 
  level.  They excite the imagination, and fill the campaign with 
  mysterious wonder and romance.  Carefully chosen and carefully 
  awarded, magical items add an exotic element important to any 
  AD&D game. 
  The DM places, awards, and controls the treasures that appear in his 
  campaign.  The amount of treasure, both monetary and magical, the 
  characters receive will have great effects on the development of the 
  campaign.  For this reason, several questions should be answered 
  before play begins: 
  Is the world poor in magical items, such that the discovery of a simple 
  potion will be seen as a great reward?  Or is it rich in magical items, 
  such that the player characters will have many and will use them often 
  just to survive?  Will their supply of magical items be so great as to 
  render them all but unstoppable? 
  Will the player characters be forced to undertake dangerous 
  adventures just to have food from day to day, or will they have so 
  much wealth that their adventures will involve those of the highest 
  levels of society and power?  Will the characters have too much 
  money, making them difficult to coerce, bribe, threaten, or even 
  challenge?  Will they be poor and, possibly, depressed and frustrated? 
  Only the DM can answer these questions.  And answer them he should, 
  for they will shape the campaign as surely as any other single factor. 
  Placement of Treasure:  One given in the AD&D game is that there is a 
  significant amount of treasure (monetary and magical) that is not 
  circulated in the society.  These treasures are not used to purchase 
  goods or pay for services.  They do not collect interest in banks (a 
  foreign concept to the age, anyway).  They do not represent collateral 
  used to secure loans or maintain prestige.  They are not the 
  underpinnings of monetary systems.  They are just piles of unused 
  treasure, apparently forgotten, their potential unrealized.  By normal 
  standards, this is an illogical situation.  So, just why is there so much 
  treasure laying around? 
  Now, it is not important to create a detailed background that goes into 
  the economic theories of dragon-hoarding or the supply-and-demand 
  trade structures of dwarves.  But it doesn't hurt to look at some of the 
  basic premises behind all this loose treasure.  Take these three related 
  premises: 
   
   Long ago the world was a wealthier place, since  all this money 
  has been taken out of circulation. 
   
   Once the world was more culturally advanced, since only an 
  organized society can control things like minting on a large scale. 
   
   The world has fallen into a dark age, since now these same 
  hoards are eagerly sought after by adventurers and there are few 
  governments able to mint such amounts of coinage. 
   
  From these premises, the DM begins to create a background for his 
  campaign world.  Other deductions could be made and different 
  premises reached from the same beginning.  The ones given above 
  provide a broad range of excuses for adventures, both for the players 
  and the DM.  Recovering that which was lost leads to all manner of 
  possibilities: treasure maps, ruined empires overswept by desert, 
  legends of powerful wizards with spells now unheard of, magical 
  devices of unknown function, relics and artifacts from the previous 
  age, even greater powers no longer worshiped. 
   
  Who's Got the Treasure?:   The next question relating to treasure hoards 
  is just who assembles these treasures and to what end?  the answer 
  can be divided into two simple categories, the unintelligent and the 
  intelligent creature. Unintelligent creatures here refer not to those 
  totally mindless beings, rather to those of animal nature for whom 
  wealth has no meaning. 
   
   
   Unintelligent Creatures: Few unintelligent creatures set out with 
  the intention of amassing a fortune.  Such treasures grow by 
  chance and happenstance.  The remains of victims dragged 
  back to the creature's lair may include what fortune, arms, armor, 
  and magical items that victim was carrying.  These, unsavory and 
  indigestible, could be thrown aside or scattered among the 
  bones and refuse of previous meals. 
  Fortunately for adventurers, most animals have some sanitary 
  habits and regularly clean their dens of refuse, creating small 
  garbage dumps just outside their doors.  Thus, the unwanted litter 
  from the aerie of a giant eagle could be scattered around the 
  base of its tree, while the remains of a cave bear's kill could be 
  found somewhere near the opening to its den. 
  At the same time, animals (and bestial monsters) often have a 
  fascination with the strangest of objects.  Packrats and magpies 
  are known to carry off shiny objects, pet ferrets will carry off 
  pennies and shoes, and birds will weave all manner of things into 
  their nests.  Thus it is possible for virtually any item of interest to be 
  found in the lair of a creature. 
  There won't be many items in a lair, since few animals make an 
  industry of such gathering.  However, the nest of a giant otter 
  might include a set of leather armor and fine silks for bedding 
  material, while the nest of a roc could have a magical rope 
  woven into it. 
  In the rarest of instances, the creature could actually eat its 
  treasure, though hardly by design.  This is most often the case for 
  creatures lacking the limbs to separate the edible from the 
  inedible and especially for those with voracious appetites.  Sharks' 
  bellies have been known to hold such strange items as license 
  plates, suits of armor, hubcaps, and other indigestible bits of 
  metal.  In adventuring, such instances should be limited to beasts 
  with massive maws such purple worms, killer whales, and 
  gelatinous cubes. 
  Finally, there are a few creatures that actually feed on items 
  others consider treasure.  The beast may eat gems or precious 
  
  Dungeon Master’s Guide    125 
   
  metals.  Of course, such creatures are not likely to have a sizeable 
  hoard, and treasures found by them will not remain around 
  forever. 
   
   Intelligent Creatures:  Here, the DM can begin ascribing emotions 
  and motives.  Intelligent creatures may hoard because of greed 
  and avarice.  They may do so for social status or material 
  comforts.  Indeed, many normal reasons can be given.  However, 
  the reasons are not always clearly apparent. 
  While a hobgoblin may kill and steal to gain a treasure he can use 
  to become the chief of his tribe or to buy goods from 
  unscrupulous merchants, what are the reasons for a dragon to 
  build a treasure hoard?  Dragons don't go into town and buy 
  goods, and they don't pay builders to construct homes.  They just 
  don't seem to have any use for the vast sums of money they 
  collect (and collect they do!). 
  For dragons and other intelligent creatures, the DM must create 
  more bizarre and alien motives.  Dragons may hoard treasure 
  because they are obsessive about such things.  They may have 
  the notion that they are the guardians and recoverers of those 
  things of the earth.  They may simply feel it is their right to possess 
  all that they can.  Within their own relationships, the size of a 
  hoard may have some bearing on the perceived might of the 
  creature.  It could even be that the wondrous beauty of treasure 
  items brings an inner harmony and peace to the creature. 
  Even for those intelligent creatures with understandable motives, 
  things are apt to be a bit different from normal.  A hobgoblin 
  society is vastly different from that of humans or most other player 
  character races.  Hobgoblins don't go to cities and spend money 
  on palaces, fine drink, and elaborate gardens.  Their expenditures 
  are apt to be much more brutal or mundane.  At the same time 
  they do not have an economy as developed as that of human 
  society.  Perhaps they need vast sums of money because the 
  price relationships are so bizarre. 
  Weapons may be astronomical in price and armor outlandish.  
  Powerful chieftains may demand regular gifts and tribute from 
  their underlings.  Such payments may be made eagerly since 
  death is the alternative.  Indeed such a system of gifting may be 
  culturally ingrained, each warrior attempting to prove he is still fit 
  to be a member of the tribe. 
  Everything above notwithstanding, it isn't necessary to justify every 
  hoard in existence.  However, doing so provides clues about the 
  size of a treasure and how the owner might react to someone 
  trying to snatch it. 
  A dragon might take an extreme view of anyone taking even the 
  slightest amount of treasure from its vast pile.  A hobgoblin might 
  go berserk if the characters attempt to rob him.  The hobgoblin's 
  companions might take little interest in their friend's problem.  The 
  player characters represent a threat, but after all, each hobgoblin 
  must prove he can defend himself.  On the other hand, looting 
  the chieftain's treasure room would almost certainly lead to 
  upheavals within the tribe.  The chief is bound by the same 
  customs as his warriors, and if he can't protect his treasures, he 
  doesn't deserve to be chieftain - at least by this particular 
  philosophy. 
  Intelligent monsters will take precautions to guard their treasure 
  that would never dawn on unintelligent beasts.  The hobgoblin 
  chieftain isn't going to leave his treasury unguarded.  Furthermore, 
  he isn't going to trust his own guards, either, and so is likely to have 
  the treasury rigged with at least one (and probably several) 
  dangerous traps.  Should he be so lucky, the chieftain will even 
  have a trained guard-beast or two to discourage thieves. 
  Even a lowly hobgoblin warrior is going to make an effort to 
  protect what is his.  If his horde is small, he may carry his wealth 
  with him at all times.  He may bury it where only he can find it.  He 
  may place it in a trapped and locked chest, preferably one that 
  is chained to the wall or floor.  This is not a society with an 
  overabundance of love and trust, after all.  A dragon, at the other 
  extreme, may simply consider his reputation sufficient deterrent... 
  particularly while the dragon is present!   
   
  Planned and Random Encounter Treasure:  It is important for the DM to 
  distinguish between placed treasures and those found with random 
  encounters.  The scale of the two is vastly different. 
  Monster descriptions in the Monster Manual differentiate between 
  treasures found in a creature's lair, den, or base and those carried by 
  individuals.  Treasure gained through a random encounter will be 
  smaller than treasure gained through a planned encounter.  If a 
  random treasure is larger or more significant than a placed one, the 
  players are going to remember and value the random encounter 
  more than the plot. 
  Treasures should be used to build the adventure, develop a plot, and 
  reward intelligent and daring play.  If they just appear randomly, not 
  only is the DM throwing away a useful adventure-building device, he is 
  threatening his overall campaign.  In general, a large treasure should 
  be a planned part of an adventure, a way to motivate players, or a 
  goal to be achieved by the characters. 
  And remember, as important as treasure is, it need not be the sole 
  motivator for a story.  Indeed, there are times when it will be 
  unimportant to the adventure.  In these cases, the plot doesn't need 
  monetary motivation to interest the players.  Still, small rewards should 
  still be made available to the players as a treasure reward, no matter 
  how small, gives the players the feeling that their characters are 
  succeeding and moving ahead. 
   
  Maintaining Balance:  For all his good intentions, sooner or later the DM 
  is likely to err in the awarding of treasure. Either he will award too little or 
  hand out too much. The first is just tight-fistedness; the second leads to 
  high-powered, low-role-playing campaigns (sometimes called “Monty 
  Haul'' dungeons).  If both DM and players enjoy a particular type of 
  campaign and are having a good time, there is no problem to fix. 
  However, more often than not, these two extreme adventuring styles 
  lead to game problems. 
   
   Too Little Treasure:  In the case of a tight-fisted DM, the most 
  obvious signs that the players are not having fun are frustration, 
  cynicism, and low expectations.  If the characters are not finding 
  treasures commensurate to the risks they took, the players are 
  going to wonder if all the effort of playing is really worth it.  They 
  become frustrated when, upon solving a devious trap, they 
  discover a pittance, or nothing at all. 
  Their cynicism shows as they start to make snide remarks about 
  the level of rewards they have received or are likely to get for 
  future efforts.  Finally, they just begin to expect less and less from 
  the DM's campaign, until it reaches the point where they expect 
  nothing and they go home! In such a campaign, the DM may 
  have a fine time, creating detailed settings and elaborate 
  adventures.  But if he does not have the enthusiasm of his players, 
  there isn't much point in playing. 
  Such a campaign can succeed if there are other rewards that 
  involve the players in the game.  Perhaps there are ample 
  opportunities 
  for 
  character 
  advancement 
  or 
  personality 
  development.  The characters may have the opportunity to play 
  a decisive role in world affairs.  These things are possible, but only 
  a DM of extraordinary skill can overcome the drawbacks he has 
  created.   
  Fortunately, the problems of too little treasure are easily fixed - 
  simply introduce more treasure into the campaign.  No 
  adjustments need to be made to the characters.  The treasures 
  available in the game world can be increased without the players 
  even aware that the change has been effected. 
   
   Monty Haul Campaigns:  At the other extreme, the problems of 
  too much treasure are not so easily solved.  Here players may 
  enjoy the game - and why not?  Their characters are doing quite 
  well.  They have sufficient money and magic to best any situation 
  the DM can devise. 
  However, the DM seldom has the same enjoyment.  He is faced 
  with the task of topping the last lucrative adventure.  He must 
  make each adventure a greater challenge than the last.  While 
  this is true for all DMs, it is grossly exaggerated for the DM who has 
  given out too much: How do you top the adventure where the 
  fighter got the Hammer of Thor or some equally valuable item? 
  Invariably, the players reach a point where they, too, become 
  frustrated and bored.  Encounters are no longer challenging and 
  rewards become superfluous.   
  Fixing such a situation is far from easy.  The first thing to do is to 
  refrain from giving out so much treasure in future adventures.  
  Painful as it may be to players used to a glut of treasure, cutting 
  back on future treasure hauls is a must. 
  The second part of the fix is far more difficult - removing from the 
  campaign some of what has already been given.  Most players 
  
  Dungeon Master’s Guide    126 
  won't voluntarily surrender their goods and equipment just 
  because the DM made a mistake.  The inventive DM must be 
  inventive, resorting to new and bizarre taxes, accidents, theft and 
  anything else he can think of.  Use a given method only once and 
  be sure to allow the characters a fair chance.  Nothing will upset 
  and anger players more than having their characters jerked 
  about like a dog on a chain. 
  Sometimes the situation has just gotten so far out of hand that 
  there is no way to bring it back under control.  For example, 
  because the DM has given out excessive magic, the players have 
  near-godlike powers.  They have used wishes to exceed ability 
  score limits and enhance their classes with permanent abilities.  
  They have fashioned other-planar stronghold impervious to 
  anything.  They have reached the point where they are dictating 
  the structure of the game to the DM.  There is only one cure - 
  starting over. 
  Require all the characters to retire, and begin anew with 1st level 
  characters, being careful not to make the same mistakes again.  
  The players may grumble and complain, but if the DM is fair, the 
  complaints should eventually be overcome.  To this end, the DM 
  may even want to set the new characters in a different part of his 
  campaign world, one that has not been explored before. 
   
   
   
  TREASURE TABLES 
  To simplify the assignment of treasures to lairs and monsters, the 
  AD&D game uses a set of alphabetic codes to categorize different 
  sizes and types of treasure. Each monster listing in the Monster 
  Manual has a “Treasure Type” listing followed by a series of letters. 
  These letters refer to the following Treasure Tables.   
  To use these Treasure Tables, first find the letter given under the 
  monster listing.  On that row each column then lists the percentage 
  chance of a particular type of treasure appearing and the size 
  range for that particular type.  Treasures with no percentage listed 
  are automatically present.  Either choose to have that particular 
  treasure present (and the amount) or roll randomly to determine the 
  result. 
  The first part of the table (letters A-I) lists treasures that are found in 
  lairs only.  These are sizeable treasures accumulated by social 
  creatures (humans, orcs, hobgoblins, etc.) or by those creatures 
  notorious for the size of their treasure hoards (especially dragons).  
  The second part of the table lists treasures likely to be owned by 
  intelligent individuals or to be found in the lairs of animal intelligence 
  or less monsters.  These treasures are small.  Intelligent creatures 
  seldom carry large amounts of cash, while unintelligent ones seldom 
  make the effort to collect it.  When an individual or lair treasure 
  warrants being larger than normal, several smaller entries can be 
  listed to create an overall larger hoard. 
  LAIR TREASURE 
   
  treasure type 
  copper 
  silver 
  gold 
  platinum or electrum* 
  gems 
  jewelry** 
  magic items or maps 
   
   
   
   
   
   
   
   
  A 
  1d3x1,000, 25% 
  2d10x100, 30% 
  1d6x1,000, 40% 
  3d6x100, 35% 
  1d4x10, 60% 
  2d6, 50% 
  any 3, 30% 
  B 
  1d6x1,000, 50% 
  1d3x1,000, 25% 
  2d10x100, 25% 
  1d10x100, 25% 
  1d8, 30% 
  1d4, 20% 
  armor or weapon, 10% 
  C 
  1d10x1,000, 20% 
  1d6x1,000, 30% 
  none 
  1d6x100, 10% 
  1d6, 25% 
  1d3, 20% 
  any 2, 10% 
  D 
  1d6x1,000, 10% 
  1d10x1,000, 15% 
  1d3x1,000, 50% 
  1d6x100, 15% 
  1d10, 30% 
  1d6, 25% 
  any 2 + 1 potion, 15% 
  E 
  1d6x1,000, 5% 
  1d10x1,000, 25% 
  1d4x1,000, 25% 
  3d6x100, 25% 
  1d12, 15% 
  1d6, 10% 
  any 3 +1 scroll, 25% 
  F 
  none 
  3d6x1,000, 10% 
  1d6x1,000, 40% 
  1d4x1,000, 15% 
  2d10, 20% 
  1d8, 10% 
  any 5 non-weapons, 30% 
  G 
  none 
  none 
  2d10x1,000, 50% 
  1d10x1,000, 50% 
  3d6, 30% 
  1d6, 25% 
  any 5, 35% 
  H 
  3d6x1,000, 25% 
  2d10x1,000, 40% 
  2d10x1,000, 55% 
  1d8x1,000, 40% 
  3d10, 50% 
  2d10, 50% 
  any 6, 15% 
  I 
  none 
  none 
  none 
  1d6x100, 30% 
  2d6, 55% 
  2d4, 50% 
  any 1, 15% 
   
   
   
   
   
   
   
   
  INDIVIDUAL and SMALL LAIR TREASURE 
   
  treasure type 
  copper 
  silver 
  gold 
  platinum or electrum* 
  gems 
  jewelry** 
  magic items or maps 
   
   
   
   
   
   
   
   
  J 
  3d8 
  none 
  none 
  none 
  none 
  none 
  none 
  K 
  none 
  3d6 
  none 
  none 
  none 
  none 
  none 
  L 
  none 
  none 
  none 
  2d6 
  none 
  none 
  none 
  M 
  none 
  none 
  2d4 
  none 
  none 
  none 
  none 
  N 
  none 
  none 
  none 
  1d6 
  none 
  none 
  none 
  O 
  1d4x10 
  1d3x10 
  none 
  none 
  none 
  none 
  none 
  P 
  none 
  1d6x10 
  none 
  1d20 
  none 
  none 
  none 
  Q 
  none 
  none 
  none 
  none 
  1d4 
  none 
  none 
  R 
  none 
  none 
  2d10 
  1d6x10 
  2d4 
  1d3 
  none 
  S 
  none 
  none 
  none 
  none 
  none 
  none 
  1d8 potions 
  T 
  none 
  none 
  none 
  none 
  none 
  none 
  1d4 scrolls 
  U 
  none 
  none 
  none 
  none 
  2d8, 90% 
  1d6, 80% 
  any1, 70% 
  V 
  none 
  none 
  none 
  none 
  none 
  none 
  any 2 
  W 
  none 
  none 
  5d6 
  1d8 
  2d8, 60% 
  1d8, 50% 
  any 2, 60% 
  X 
  none 
  none 
  none 
  none 
  none 
  none 
  any 2 potions 
  Y 
  none 
  none 
  2d6x100 
  none 
  none 
  none 
  none 
  Z 
  1d3x100 
  1d4x100 
  1d6x100 
  1d4x100 
  1d6, 55% 
  2d6, 50% 
  any 3, 50% 
  *  DM’s choice 
  ** objects of art (see page 128) may be substituted for jewelry 
  
  Dungeon Master’s Guide    127 
   
  COINS 
  When treasure is found in the form of coins, it will normally be bagged 
  or kept in chests unless it has been gathered by unintelligent monsters. 
  Coins (regardless of metal) normally weigh in at 75 to the pound. 
   
  GEMS 
  When gems are found, determine the value of each gem on the Base 
  Value of Gems table below.  Uncut stones, if found, have their base 
  value reduced to 10% of the amount listed. 
   
  Base Value of Gems:  The base value of gems can be determined by 
  rolling on the following table, adjusting the base value based upon 
  the quality and size of the particular stone.  For example, a huge semi-
  precious stone (carnelian, for example)  is worth as much as an 
  average gem stone, quality being equal. Size may vary from stone to 
  stone, a 50 gp ornamental stone being of above average size, while a 
  50 gp gem stone would most likely be very small. 
   
  d% roll 
  base value  
  stone description 
  size 
  01 -25 
  10 gp  
  ornamental  
  very small 
  26-50 
  50 gp 
  semi-precious 
  small 
  51-70 
  100 gp  
  fancy 
  average 
  71-90 
  500 gp 
  precious 
  large 
  91 -99 
  1,000 gp  
  gem 
  very large 
  00 
  5,000 gp  
  jewel 
  huge 
   
  Gem Quality:  If you do not place specific value on each gem in a 
  treasure, showing rather the base value of each gem instead, then 
  variation in the worth of each stone should be allowed. This variation 
  will generally result in some increase, although there is a chance for 
  decreasing value as well (see below). To find if a gem increases in 
  value, roll a d10 for each stone, and consult the table below: 
   
  d10 roll 
  result 
  1 
  stone increases to next higher base value. Roll again on 
  this table, ignoring any result above “8”.  Stones above 
  5,000 gold piece double in value. 
  2 
  stone is double base value. Do not roll again. 
  3 
  stone is 1d6x10% above base value. Do not roll again 
  on this table. 
  4-8 
  base value shown is unchanged. 
  9 
  stone is 1d4x10% below base value. Do not roll again 
  on this table. 
  0 
  stone decreases to next lower base value.  Roll again 
  on this table, ignoring any result below “4”. Stones 
  below 10 gold piece value have their value halved. 
   
  When only the base value is known, use the table above, and roll for 
  each stone. Stones for which a “1” or a “0” is rolled must be diced for 
  again on the table, but all others are excluded from such rolls. If large 
  numbers of stones are in question, it is suggested that they be diced 
  for in groups in order to make the process less time-consuming. 
   
  Properties of Gems:  The following table provides characteristics of 
  various stones, gems and jewels, according to their base value. 
   
  ornamental stones (base value 10 gp) 
  azurite* 
  mottled deep blue 
  banded agate 
  striped brown and blue and white and reddish 
  blue quartz 
  pale blue 
  eye agate 
  circles of gray, white, brown, blue and/or green 
  hematite* 
  gray-black 
  lapis lazuli* 
  light and dark blue with yellow flecks 
  malachite*: 
  striated light and dark green 
  moss agate 
  pink or yellow-white with grayish or greenish 
  “moss markings” 
  obsidian* 
  black 
  rhodochrosite* 
  light pink 
  tiger eye 
  rich brown with golden center under-hue 
  turquoise*:  
  light blue-green 
   
  semi-precious stones (base value 50 gp) 
  bloodstone* 
  dark gray with red flecks 
  carnelian* 
  orange to reddish brown (also called sard) 
  chalcedony* 
  white 
  chrysoprase 
  apple green to emerald green 
  citrine 
  pale yellow brown 
  jasper* 
  blue, black to brown 
  moonstone 
  white with pale blue glow 
  onyx* 
  bands of black & white, or pure black or white 
  rock crystal 
  clear 
  sardonyx* 
  bands of sard (red) and onyx (white) or sard* 
  smoky quartz 
  gray, yellow, or blue (cairngorm), all light 
  star rose quartz 
  translucent rosy stone with white “star” center 
  zircon 
  clear pale blue-green 
   
  fancy to precious stones (base value 100 - 500 gp) 
  amber 
  watery gold to rich gold (100) 
  alexandrite 
  dark green (100) 
  amethyst 
  deep purple (100) 
  aquamarine 
  pale blue green (500) 
  chrysoberyl 
  yellow green to green (100) 
  coral* 
  crimson (100) 
  garnet 
  red, brown-green (100), or violet (500) 
  jade 
   light-to-deep green, green & white, white (100) 
  jet* 
  deep black (100) 
  pearl* 
  lustrous white, cream, pink, etc (100) to pure 
  black (500) 
  peridot 
   rich olive green (chrysolite) (500) 
  spinel 
  red, red-brown, deep green (100), or very deep 
  blue (500) 
  topaz 
  golden yellow (500) 
  tourmaline 
  pale green, blue, brown, or red (100) 
   
  gem stones or jewels (base value 1,000+  gp) 
  black opal 
  dark green with black mottling and golden 
  flecks 
  black sapphire 
  lustrous black with glowing highlights (5,000) 
  diamond 
  clear blue-white with lesser stones clear white or 
  pale tints 
  emerald 
  deep bright green 
  fire opal 
  fiery red 
  jacinth 
  fiery orange (corundum) (5,000) 
  opal 
  pale blue with green and golden mottling 
  oriental 
  amethyst 
  rich purple (corundum) 
  oriental 
  emerald 
  clear bright green (corundum) (5,000) 
  oriental topaz 
  fiery yellow (Corundum) 
  ruby 
  clear red to deep crimson (corundum) (5,000) 
  sapphire 
  clear to medium blue (corundum) 
  star ruby 
  translucent ruby with white “star” center 
  star sapphire 
  translucent sapphire with white “star” center 
  * indicates opaque stones, italics indicate translucent stones 
   
  Reputed Magical Properties of Gems:  Regardless of what qualities 
  gems (and other substances) are purported to possess, the mere 
  possession of a score of a type of gem will convey absolutely no 
  benefit of magical nature to the character concerned.  These special 
  qualities are given herein merely as information for Dungeon Master 
  use in devising special formulae for potions, inks, etc. The information 
  might also prove useful in other ways, particularly with regard to 
  description of magic items, laboratories, and so on. 
   
  gem type 
  reputed effects or uses 
  agate 
  restful and safe sleep 
  alexandrite 
  good omens 
  amber 
  wards off diseases 
  amethyst 
  prevents drunkenness or drugging 
  beryl 
  wards off foes 
  bloodstone 
  weather control 
  carbuncle 
  powers of dragon’s sight 
  carnelian 
  protection from evil 
  cats’ eye 
  agate 
  protection from spirits 
  chalcedony 
  wards off undead 
  chrysoberyl 
  protection from possession 
  chrysolite 
  wards off spells 
  chrysoprase 
  invisibility 
  coral 
  calms weather, safety in river crossing, cures 
  madness, stanches bleeding 
  diamond 
  invulnerability vs. undead 
  hematite 
  aids fighters, heals wounds 
  jacinth 
  luck travelling, wards off plague, 
  protection from fire 
  jade 
  skill at music and musical instruments 
  jasper 
  protection from venom 
  jet 
  soul object material 
  
  Dungeon Master’s Guide    128 
  lapis lazuli 
  raises morale, courage 
  malachite 
  protection from falling 
  malachite & 
  sunstone 
  wards off spells, evil spirits, and poisons 
  moonstone 
  causes lycanthropy 
  olivine 
  protection from spells 
  onyx 
  causes discord amongst enemies 
  peridot 
  wards off enchantments 
  ruby 
  gives good luck 
  sapphire 
  aids understanding of problems, kills spiders, 
  boosts magical abilities 
  sapphire, star 
  protection from magic 
  sard 
  benefits wisdom 
  serpentine 
  adds to wile and cunning 
  topaz 
  wards off evil spells 
  turquoise 
  aids horses in all ways  
   
   
  gem color 
  effects or uses 
  black 
  the earth -darkness - negation 
  blue 
  the heavens - truth -spirituality 
  clear 
  the sun - luck 
  green 
  reproduction, sight and resurrection 
  red 
  hemorrhaging control, heat 
  white 
  the moon - enigmatic 
  yellow 
  secrecy, homeopathy and jaundice 
   
   
   
  JEWELRY 
  When jewelry is found, determine its value on the Base Value of 
  Jewelry table below.   
   
  Base Value of Jewelry: The base value of jewelry is determined by 
  percentile dice roll, just as with gems: 
   
  d% roll 
  base value  
  description* 
  01-10 
  100-1,000 gp 
  ivory or wrought silver 
  11-20 
  200-1,200 gp 
  wrought silver and gold 
  21-40 
  300-1,800 gp 
  wrought gold 
  41-50 
  500-3,000 gp 
  jade, coral or wrought platinum 
  51-70 
  1,000-6,000 gp 
  silver with gems 
  71-90 
  2,000-8,000 gp 
  gold with gems 
  91-00 
  2,000-12,000 gp 
  platinum with gems 
  * specific types of jewelry can be determined on the Jewelry and 
  Items Bejeweled Table (part of APPENDIX E, Dungeon Dressings) 
   
  Jewelry Quality:  Once jewelry’s base value is determined, each 
  piece should be checked for workmanship and design by rolling a 10-
  sided die.  The Dungeon Master can, of course, name what each 
  piece of jewelry is (bracelet, brooch, crown, earrings, necklace, 
  pendant, ring, tiara, etc.), giving its substance and the number and 
  value of its stones. 
   
  d10 roll 
  result 
  1 
  the piece is of exceptional quality, doubling in value.   
  Roll again, ignoring rolls above “8”.  
  2 
  the pieces value is double based. Do not roll again. 
  3 
  the piece is 1d6x10% above base value. Do not roll 
  again on this table. 
  4-8 
  base value shown is unchanged. 
  9 
  the piece is 1d4x10% below base value. Do not roll 
  again on this table. 
  10 
  the piece of jewelry is of poor quality, and is half of its 
  normal value.  Roll again on this table, ignoring any 
  result below “4”.  
   
   
  OBJECTS of ART (Optional) 
   
   
   
  Base Value of Objects of Art: This category may be used in place of 
  jewelry.  Objects of art include ornamental drinking vessels, elaborate 
  snuff boxes, fine crystal and glass, statuary, carvings, and all the other 
  small embellishments that make life more pleasant and easy to bear. 
  The value of each should be determined on the following table: 
   
  d% roll 
  value 
  d% roll 
  value 
  01-10 
  10d10 gp 
  71-80 
  4d6x100 gp 
  11-25 
  3d6x10 gp 
  81-85 
  5d6x100 gp 
  26-40 
  1d6x100 gp 
  86-90 
  1d4x1,000 gp 
  41-50 
  10d10x10 gp 
  91-95 
  1d6x1,000 gp 
  51-60 
  2d6 x 100 gp 
  96-99 
  2d4x1,000 gp 
  61-70 
  3d6x100 gp 
  00 
  2d6x1,000 gp 
   
  The DM should name each item found by the player characters, since 
  this helps them picture in their minds just what they have found.   
  Sample items, such as tapestries, spices and perfumes, are listed 
  below in order to give you some examples of objects of art and other 
  rare commodities.   
   
  item 
  value 
  brocade, tapestry, rug or carpet 
  1d20 gp/square yd 
  furs 
  see below 
  incense, rare  
  5d6 gp/stick 
  ivory 
  1d4+2 gp/lb 
  pepper 
  1 gp/oz 
  perfume, rare 
  1d6 gp/dram 
  silk 
  1d3 gp/square yd 
  spice, rare 
  1d4 sp/scruple 
  unguent, rare 
  10d6 gp/gill 
   
  Base Values of Furs:   
   
  type 
  pelt 
  trimming* 
  cape or jacket 
  coat 
  beaver 
  2 gp 
  20 gp 
  200 gp 
  400 gp 
  ermine 
  4 gp 
  120 gp 
  3,600 gp 
  7,200 gp 
  fox 
  3 gp 
  30 gp 
  300 gp 
  600 gp 
  marten 
  4 gp 
  40 gp 
  400 gp 
  800 gp 
  mink 
  3 gp 
  90 gp 
  2,700 gp 
  5,400 gp 
  muskrat 
  1 gp 
  10 gp 
  100 gp 
  200 gp 
  sable 
  5 gp 
  150 gp 
  4,500 gp 
  9,000 gp 
  seal 
  5 gp 
  25 gp 
  125 gp 
  250 gp 
  *on collar, cuffs, and edges of typical garment 
   
  Object of Art Quality: All objects of art are of varying quality.  To 
  determine the quality of a given object of art roll a d10 and consult 
  the following table: 
   
  d10 roll 
  adjustment 
  d10 roll 
  adjustment 
  1 
  -40% 
  5-8 
  none 
  2 
  -30% 
  9 
  +10% 
  3 
  -20% 
  10 
  +20% 
  4 
  -10% 
   
   
   
  MAGIC ITEMS OR MAPS 
  If the treasure in a monster’s lair indicates that “magic items or maps” 
  are there, you will often have to determine which are present by 
  random number generation with percentile dice. This is simple and the 
  table shows which tables to use to determine the result. This system 
  can be used for monsters you place on the outdoor map as well as for 
  monsters randomly encountered by a party exploring in the 
  wilderness. In any event, you will have to make a number of 
  additional dice rolls to find exactly what is within the treasure trove. 
   
  d% roll 
  result 
  01-90 
  magic item (see page 129) 
  91-00 
  treasure map (see page 202) 
   
   
  
  Dungeon Master’s Guide    129 
   
  MAGIC ITEMS 
  The magic item table below is weighted towards results which 
  balance the game. Potions, scrolls, armor and arms are plentiful. 
  Rings, rods and miscellaneous items of magic represent only a 25% 
  occurrence on the table. This is so done in order to keep magic-users 
  from totally dominating play. They are sufficiently powerful characters 
  without adding piles of supplementary goodies. What they gain from 
  the table will typically be used up and discarded. 
   
  d% roll 
  type of magic item 
  01-18 
  potions (page 129) 
  19-32 
  scrolls (page 134) 
  33-36 
  rings (page 137) 
  37-41 
  rods & staves (page 141) 
  42-45 
  wands (page 145) 
  46-48 
  miscellaneous magic subtable a (page 148) 
  49-51 
  miscellaneous magic subtable b (page 148-149) 
  52-54 
  miscellaneous magic subtable c (page 149) 
  55-57 
  miscellaneous magic subtable d (page 149) 
  58-60 
  miscellaneous magic subtable e (page 149-150) 
  61-75 
  armor & shields (page 176) 
  76-00 
  weapons (page 178-179) 
   
  When determination of a magic item is needed simply roll percentile 
  dice and consult the table above. Complete explanations of each 
  category follow, but as many items duplicate or closely resemble the 
  effects of various magic spells, you will need a copy of PLAYERS 
  HANDBOOK for reference.  
   
  Note: Many magical items are of an expendable nature, where their 
  power is depleted with each use and eventually used up. The 
  Dungeon Master can use his discretion in setting such limitations on 
  other particular items, if he wishes. 
   
  Magic Items on the Body:  Many magic items need to be donned by 
  a character who wants to employ them or benefit from their abilities. 
  It’s possible for a creature with a humanoid-shaped body to wear as 
  many as twelve magic items at the same time. However, each of 
  those items must be worn on (or over) a particular part of the body.  
  A humanoid-shaped body can be decked out in magic gear 
  consisting of one item from each of the following groups, keyed to 
  which place on the body the item is worn: 
   
  Head: 
   1 headband, hat, helmet, or phylactery 
  Eyes: 
   1 pair of eye lenses or goggles 
  Neck: 
   1 amulet, brooch, medallion, necklace, periapt, or scarab 
  Shoulders:  1 cloak, cape, or mantle around the shoulders 
   
  Torso: 
   1 vest, vestment, or shirt plus 1 robe or suit of armor 
  Waist: 
   1 belt or girdle 
  Wrists: 
   1 pair of bracers or bracelets 
  Hands: 
   1 pair of gloves or gauntlets plus 1 ring on each hand 
  Feet: 
   1 pair of boots or shoes on the feet 
  Of course, a character may carry or possess as many items of the 
  same type as he wishes. However, additional items beyond those 
  listed above have no effect.  Some items can be worn or carried 
  without taking up space on a character’s body. The description of an 
  item indicates when an item has this property.  
   
  POTIONS 
  Potions are usually single-use magical items that are imbibed by their 
  user.  All “control” potions, such as potions of animal control or potions 
  of dragon control, are described in the charm monster entry of the 
  STANDARD POTION DESCRIPTIONS section.  Potions not described in 
  that section operate as the spell of the same name or as the spell 
  specified beside the commonly used potion name.   
  For example, a potion of healing operates as a cure light wounds 
  spell, as indicated below, and a potion of water breathing operates 
  as the water breathing spell.   
  The caster level for a standard potion is the minimum caster level 
  needed to cast the spell (unless otherwise specified). 
  All characters may use potions of any type, though it is unwise to 
  imbibe most potions while under the effects of another potion (see 
  potion miscibility below).  Potions with instantaneous effects, such as 
  potions of restoration, healing and cure disease, may be imbibed at 
  any time without any risk of mishap.  
  When randomly determining which potions are found, roll on the 
  following table:  
   
  d% roll 
  results 
  01 
  animal control (charm monster: animals) 
  02 
  clairaudience 
  03 
  clairvoyance 
  04-05 
  climbing (spider climb) 
  06 
  delusion** 
  07-08 
  diminution (reduce person) 
  09 
  dragon control (charm monster: dragons) 
  10 
  dust of appearance 
  11 
  dust of disappearance 
  11 
  dust of dryness 
  12 
  dust of illusion 
  13 
  dust of sneezing and choking 
  14 
  dust of timelessness 
  15-16 
  elixir of health 
  17 
  elixir of life 
  18 
  elixir of madness ** 
  19 
  elixir of youth 
  20-21 
  esp 
  22-24 
  extra healing (cure serious wounds) 
  25 
  fire breath 
  26-27 
  fire resistance (protection from fire) 
  28-29 
  flying (fly) 
  30-31 
  gaseous form 
  32 
  giant control (charm monster: giants) 
  33-34 
  giant strength  
  35-36 
  growth (enlarge person) 
  37-41 
  healing (cure light wounds) 
  42-43 
  heroism 
  44 
  human control (charm monster:  humans) 
  45-46 
  invisibility 
  47-48 
  invulnerability 
  49-50 
  Keoghtom’s ointment 
  51-53 
  levitation 
  54 
  longevity 
  55 
  Nolzur’s marvelous pigment  
  56 
  oil of acid resistance 
  57 
  oil of disenchantment 
  58 
  oil of elemental invulnerability 
  59-60 
  oil of etherealness 
  61 
  oil of fiery burning 
  62 
  oil of fumbling ** 
  63 
  oil of impact 
  64 
  oil of sharpness 
  65-66 
  oil of slipperiness 
  67 
  oil of timelessness 
  68 
  philter of beauty 
  69 
  philter of glibness 
  70 
  philter of love** 
  71-72 
  philter of persuasiveness 
  73 
  philter of stammering & stuttering** 
  74 
  plant control (control plants) 
  75-76 
  polymorph 
  77-78 
  poison ** 
  79 
  rainbow hues 
  80 
  silversheen 
  81 
  sovereign glue 
  82-84 
  speed (haste) 
  85-86 
  super-heroism 
  87-88 
  sweet water 
  89-91 
  treasure finding (locate object) 
  92 
  ultimate solution 
  93 
  undead control (turn undead ability) 
  94-95 
  ventriloquism 
  96-97 
  vitality 
  98-00 
  water breathing 
   
  ** appears to be a standard, beneficial potion 
   
   
   
  
  Dungeon Master’s Guide    130 
  Using Potions:  Potions, including oils, philters and elixirs, may be 
  consumed or applied in one round, and take effect immediately, 
  unless noted otherwise in a potion’s description.  Characters of every 
  character class are able to use all of the listed potions. 
   
  Potion Miscibility:  The magical mixtures and compounds which 
  comprise potions are not always compatible. You must test the 
  miscibility of potions whenever two potions are actually intermingled, 
  or a potion is consumed by a creature while another such liquid 
  already consumed is still in effect.  Note that potions with 
  instantaneous rather than ongoing effects, such as cure potions and 
  restoration potions never cause mishaps when consumed along with 
  another potion (though they could react if intermixed with another 
  potion).   
   
  d% roll 
  results 
  01 
  explosion!  If mixed internally it deals 10d6 damage (no 
  save).  If mixed externally it deals 5d6 damage to those 
  within 10’ (dexterity save at -5 for ½ damage). 
  02-05 
  lethal poison results.  This poison acts as the poison spell 
  (the reverse of neutralize poison) if mixed internally.  If 
  mixed externally it functions as a stinking cloud spell.  
  Either noxious result imposes a -8 save penalty.  
  06-10 
  mild poison results.  As above but the save penalty is -2.   
  11-15 
  immiscible. Both potions are totally destroyed, as one 
  cancels the other. 
  16-20 
  immiscible. One potion is negated, but the other 
  functions  normally (determine randomly). 
  21-90 
  miscible. Potions work normally unless their effects are 
  contradictory, e.g. diminution and growth, which will 
  simply cancel each other. 
  91-99 
  compatible result which causes one potion (determine 
  randomly) to have 150% normal duration.  
  00 
  discovery! the admixture of the two potions has caused a 
  special formula.  Only one of the two potions functions, 
  but its effects will be permanent. Note that some harmful 
  side effects could well result from this. 
   
  Roll for miscibility secretly whenever it occurs. Give no uncalled-for 
  clues until necessary. 
   
  Potion Creation:  Potions may be made by any spellcaster able to 
  cast 4th level spells if he enlists the aid of an alchemist NPC or has 
  taken craft: alchemy as a background skill. Once 5th level spell-use 
  has been gained, such assistance is no longer mandatory, although it 
  will reduce the amount of time the player character must spend 
  making the potion by 50%. 
  The costs for materials and ingredients are subsumed in the cost for 
  brewing the potion. All ingredients and materials used to brew a 
  potion must be fresh and unused. The character must pay the full cost 
  for brewing each potion.   
   
  spell level 
  potion creation cost 
  minimum 
  caster level 
  0 
  (12 gp, 10 sp + 5 FP) x caster level 
  1 
  1st  
  (25 gp + 10 FP) x caster level 
  1 
  2nd  
  (50 gp + 20 FP) x caster level 
  3 
  3rd  
  (75 gp + 30 FP) x caster level 
  5 
  4th  
  (100 gp + 40 FP) x caster level 
  7 
  5th  
  (125 gp + 50 FP) x caster level 
  9 
  6th  
  (150 gp + 60 FP) x caster level 
  11 
  7th  
  (175 gp + 70 FP) x caster level 
  13 
  8th  
  (200 gp + 80 FP) x caster level 
  15 
  9th  
  (225 gp + 90 FP) x caster level 
  17 
   
  spell level 
  potion purchase cost 
  minimum 
  caster level 
  0 
  25 gp x caster level 
  1 
  1st  
  50 gp x caster level 
  1 
  2nd  
  100 gp x caster level 
  3 
  3rd  
  150 gp x caster level 
  5 
  4th  
  200 gp x caster level 
  7 
  5th  
  250 gp x caster level 
  9 
  6th  
  300 gp x caster level 
  11 
  7th  
  350 gp x caster level 
  13 
  8th  
  400 gp x caster level 
  15 
  9th  
  450 gp x caster level 
  17 
   
  The creator must have prepared the spell to be placed in the potion and 
  must provide any material component the spell requires.  All potions must 
  be imbued with personal spells and touch spells that effect 1 creature.  
  The DM may allow exceptions to this rule, and some exceptions can be 
  found in the STANDARD POTION DESCRIPTIONS section below. 
  If casting the spell would reduce the caster’s XP total, he pays the XP cost 
  upon beginning the brew in addition to the FP cost for making the potion.  
  Material components normally consumed through spellcasting are 
  consumed when he begins working.  The act of brewing triggers the 
  prepared spell, making it unavailable for casting until the character has 
  rested and regained spells. (That is, that spell slot is expended from his 
  currently prepared spells, just as if it had been cast.)  Spells need not be 
  cast at the spellcaster’s full caster level when creating potions, so long as 
  the effective caster level is sufficient for the casting of the spell.  As such, 
  an 18th level magic-user may create a potion of invisibility with an effective 
  caster level of 3.  Brewing a potion requires one day for each 1,000 gp of 
  the creation cost, with a minimum of at least one day. 
   
  Standard Potions 
  The following potions represent those typically found by adventurers or 
  created by spellcasters: 
   
  Charm Monster (Specific): While it is possible to create a potion of 
  charm monster capable of charming any creature susceptible to the 
  spell of that name, it is far more effective to create a potion that targets 
  a specific type of creature (i.e. red dragons, sharks, zombies, humans) or 
  group of creatures (i.e. animals, dragons, demihumans).  When a potion 
  is created to charm a specific type of creatures, that creature suffers a –
  4 penalty to its saving throw versus the potion’s effect.  When a potion is 
  created to charm a group of creatures, creatures that fall within that 
  group suffer a –2 penalty to their saving throws versus the potion’s 
  effect. 
  Creation Requirements: Creator must be able to cast charm monster 
  (caster level 12) 
  Purchase Cost: 2,400 gp 
  Creation Cost:  1,200 gp + 480 FP 
   
  Delusion: This potion affects the mind of the character so that he 
  believes the liquid is some other potion (cure light wounds, for example).  
  In reality the potion has no effect other than deluding the imbiber. 
  Creation Requirements: Creator must be able to cast suggestion (caster 
  level 5) 
  Purchase Cost: 750 gp  
  Creation Cost: 375 gp + 150 FP 
   
  Dust of Appearance: This fine powder appears to be a very fine, very 
  light metallic dust. Dust of appearance is typically stored in small silk 
  packets or hollow bone tubes.   
  A single handful of this substance flung into the air coats objects within a 
  10’ radius, making them visible even if they are invisible. It likewise 
  negates the effects of blur and displacement. The dust also reveals 
  illusions and mirror images for what they are. A creature coated with the 
  dust takes a –20 penalty on checks made to hide. The dust’s effect lasts 
  for 5 minutes. 
  Creation Requirements: Creator must be able to cast minor creation 
  and detect invisibility (caster level 7) 
  Purchase Cost: 1,400 gp  
  Creation Cost: 700 gp + 280 FP 
   
  Dust of Disappearance: This dust looks just like dust of appearance and is 
  typically stored in the same manner. A creature or object touched by it 
  becomes invisible (as improved invisibility). Normal vision can’t see 
  dusted creatures or objects, nor can they be detected by magical 
  means such as detect invisibility. Dust of appearance or true seeing, 
  however, does reveal people and objects made invisible by dust of 
  disappearance. Other factors, such as sound and smell, also allow 
  possible detection. 
  The improved invisibility bestowed by the dust lasts for 2d6 rounds. The 
  invisible creature doesn’t know when the duration will end. 
  Creation Requirements: Creator must be able to cast improved 
  invisibility and invisibility 10’ radius (caster level 7) 
  Purchase Cost: 2,000 gp  
  Creation Cost: 1,000 gp + 400 FP 
   
  Dust of Dryness: This special dust has many uses. If it is thrown into water, 
  a volume of as much as 100 gallons is instantly transformed to 
  nothingness, and the dust becomes a marble-sized pellet, floating or 
  resting where it was thrown. If this pellet is hurled down, it breaks and 
  
  Dungeon Master’s Guide    131 
   
  releases the same volume of water. The dust affects only water (fresh, 
  salt, alkaline), not other liquids. 
  If the dust is employed against a water elemental or native of the 
  elemental plane of water, the creature must make a constitution save 
  with a –11 penalty or suffer 11d6 damage. The dust deals ½ damage 
  (rounding fractions down) to the creature if its saving throw succeeds. 
  Creation Requirements: Creator must be able to cast control water 
  (caster level 11) 
  Purchase Cost: 2,000 gp  
  Creation Cost: 1,000 gp + 400 FP 
   
  Dust of Illusion: This unremarkable powder resembles chalk dust or 
  powdered graphite. Stare at it, however, and the dust changes color 
  and form. Put dust of illusion on a creature, and that creature is affected 
  as if by the change self spell, with the individual who sprinkles the dust 
  envisioning the illusion desired. An unwilling target is allowed a dexterity 
  save with a –6 penalty to avoid the dust. The glamer lasts for 2 hours. 
  Creation Requirements: Creator must be able to cast change self 
  (caster level 6) 
  Purchase Cost: 1,200 gp  
  Creation Cost: 600 gp + 240 FP 
   
  Dust of Sneezing and Choking: This fine dust appears to be dust of 
  appearance. If cast into the air, it causes those within a 20’ radius circle 
  to fall into fits of sneezing and coughing. Those failing a constitution save 
  with a -7 penalty take 1d6 points of constitution damage immediately. 
  In addition, those failing a second constitution save (at -7) 1 minute later 
  are dealt an additional 1d6 points of constitution damage. Those who 
  succeed on either saving throw are nonetheless disabled by choking 
  (treat as stunned) for 5d4 rounds. 
  Creation Requirements: Creator must be able to cast poison (caster 
  level 7) 
  Purchase Cost: 2,400 gp  
  Creation Cost: 1,200 gp + 480 FP 
   
  Dust of Tracelessness: This normal-seeming dust is actually a magic 
  powder that can conceal the passage of its possessor and his 
  companions. Tossing a handful of this dust into the air causes a 
  chamber of up to 100 square feet of floor space to become as dusty, 
  dirty, and cobweb-laden as if it had been abandoned and disused for 
  a decade. 
  A handful of dust sprinkled along a trail causes evidence of the passage 
  of as many as a dozen men and horses to be obliterated for 250’ back 
  into the distance. The results of the dust are instantaneous, and no 
  magical aura lingers afterward from this use of the dust. Survival or 
  profession: hunter checks made to track a quarry across an area 
  affected by this dust suffer a –20 penalty. 
  Creation Requirements: Creator must be able to cast pass without trace 
  (caster level 6) 
  Purchase Cost: 600 gp  
  Creation Cost: 300 gp + 120 FP 
   
  Elixir of Health: This special potion cures blindness, deafness, disease, 
  feeblemindedness, insanity, infection, infestation, poisoning, and rot. It 
  will not heal wounds or restore hit points lost through any of the above 
  causes. Half a flask will cure any one or two of the listed problems. 
  Imbibing the whole potion will cure any and all of the above afflictions 
  that the drinker may be suffering. 
  Creation Requirements: Creator must be able to cast heal (caster level 
  12) 
  Purchase Cost: 3,600 gp 
  Creation Cost: 1,800 gp + 720 FP 
   
  Elixir of Life: This potent draught will restore life to any creature, so long 
  as its body in mostly intact.  The power of the elixir will function only if 
  administered internally within 1 turn of the occurrence of death. One 
  turn later, the recipient will be unconscious but at 1 hit point strength.  
  Creation Requirements: Creator must be able to cast raise dead (caster 
  level 9) 
  Purchase Cost: 7,250 gp  
  Creation Cost: 6,125 gp + 2,450 FP 
   
  Elixir of Madness: A single sip of this stuff will cause the imbiber to go 
  mad, as if he were affected by a symbol of insanity.  Once any creature 
  is affected by the elixir, the dweomer from the entire flask instantly 
  disappears, and the remaining draught is merely foul-tasting liquid. 
  Creation Requirements: Creator must be able to cast symbol of insanity 
  (caster level 15) 
  Purchase Cost: 6,000 gp  
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Elixir of Truth: This elixir forces the individual drinking it to say nothing but 
  the truth for 6 minutes (a wisdom save with a –6 penalty negates this). 
  He is compelled to answer any questions put to him in that time, but 
  with each question he is free to make a wisdom save. If one of these 
  secondary saves is successful, he doesn’t break free of the truth-
  compelling enchantment but also doesn’t have to answer that 
  particular question.  Only one question can be asked per round.  
  Creation Requirements: Creator must be able to cast zone of truth 
  (caster level 6) 
  Purchase Cost: 600 gp  
  Creation Cost: 300 gp + 120 FP 
   
  Elixir of Youth:  Quaffing this rare and highly dweomered elixir will reverse 
  aging. This elixir reduces the imbiber’s age by 1d4 years.  
  Creation Requirements: Creator must be able to cast reincarnation 
  (caster level 7) 
  Purchase Cost: 2,400 gp  
  Creation Cost: 1,700 gp + 680 FP 
   
  Fire Breath: This magical draught allows the imbiber to retain the 
  dweomer of the fluid for up to 1 hour before belching forth a tongue of 
  flame. Each potion container holds enough liquid for four small 
  draughts. Each draught allows the imbiber to breathe forth a 10’ wide 
  cone of fire up to 20’ long which inflicts 2d4 points of damage. If a 
  double draught is taken the damage is doubled, if a triple draught is 
  quaffed the damage is trebled and, if the entire contents are taken at 
  once, the damage is quadrupled (to 8d4).  Dexterity saving throws 
  apply for half damage in all cases. 
  Creation Requirements: Creator must be able to cast burning hands or 
  produce flame (caster level 8) 
  Purchase Cost: 800gp  
  Creation Cost: 400 gp + 160 FP 
   
  Heroism: This potion gives the imbiber a temporary increase in life 
  energy levels if he has fewer than 10 levels of experience.  By drinking 
  this potion, the character gains a +2 to their BTH, a +2 bonus to all saves, 
  and 2d10 (plus constitution modifier) temporary hit points for 1 turn.  
  While under the effects of the potion the character is proficient with all 
  weapons, armor types and shields. 
  Creation Requirements: Creator must be able to cast Tenser’s 
  Transformation (caster level 12) 
  Purchase Cost: 3,600 gp 
  Creation Cost: 1,800 gp + 720 FP 
   
  Giant Strength:  When a giant strength potion is consumed the individual 
  gains great strength.  There are 6 types of giant strength potions 
  available, with each potion granting the strength score and the ability 
  to hurl boulders as a giant type indicated.  The duration of the potion is 1 
  turn. 
   
  type  
  giant type 
  strength score 
  1 
  hill giant 
  19 
  2 
  stone giant 
  20 
  3 
  frost giant 
  21 
  4 
  fire giant 
  22 
  5 
  cloud giant 
  23 
  6 
  storm giant 
  24 
   
  Creation Requirements: Creator must be able to cast polymorph (caster 
  level 9 + type) 
  Purchase Cost: 1,800 gp + (200 gp x type) 
  Creation Cost: (900 gp + 360 FP) + (100 gp x type) + (40 FP x type) 
   
  Invulnerability: This potion confers immunity to non-magical weapons 
  and attacks from creatures with no magical special attacks for 1 turn.   
  Creation Requirements:  Creator must be able to cast protection from 
  normal missiles and shield (caster level 10) 
  Purchase Cost:  1,500 gp 
  Creation Cost: 750 gp + 300 FP 
   
  Keoghtom’s Ointment: A jar of this unguent is 3” in diameter and 1” 
  deep and contains five applications. Placed upon a poisoned wound 
  or swallowed, the ointment detoxifies any poison (as neutralize poison). 
  Applied to a diseased area, it cures disease (as cure disease). Rubbed 
  
  Dungeon Master’s Guide    132 
  on a wound, the ointment cures 2d8+4 points of damage (as cure 
  moderate wounds). 
  Creation Requirements:  Creator must be able to cast heal (caster level 
  11) 
  Purchase Cost:  6,600 gp 
  Creation Cost: 3,300 gp + 1,320 FP 
   
  Longevity:  The longevity potion reduces the character’s game age by 
  from 1d12 years when it is imbibed. The potion restores youth and vigor 
  and is useful to counter magical aging attacks. The entire potion must 
  be consumed to achieve the results. 
  Should the character ever imbibe more than 1 longevity potion there is 
  a 1 in 20 chance that the potion reverses the effects of all previous 
  longevity potions.  
  Creation Requirements:  Creator must be able to cast reincarnation 
  (caster level 13) 
  Purchase Cost:  3,600 gp 
  Creation Cost: 2,300 gp + 920 FP 
   
  Nolzur’s Marvelous Pigments: These magic emulsions enable their 
  possessor to create actual, permanent objects simply by depicting their 
  form in two dimensions. The pigments are applied by a stick tipped with 
  bristles, hair, or fur. The emulsion flows from the application to form the 
  desired object as the artist concentrates on the desired image. One pot 
  of marvelous pigments is sufficient to create a 1,000 cubic foot object 
  by depicting it two-dimensionally over a 100 square foot surface.  
  Only normal, inanimate objects can be created. Creatures can’t be 
  created. The pigments must be applied to a surface. It takes 1 turn and 
  a profession: painter check or dexterity check (with no level bonus) to 
  depict an object with the pigments. These pigments cannot create 
  magic items. Objects of value depicted by the pigments - precious 
  metals, gems, jewelry, ivory, and so on - appear to be valuable but are 
  really made of tin, lead, paste, brass, bone, and other such inexpensive 
  materials. The user can create normal weapons, armor, and any other 
  mundane item (including foodstuffs) whose value does not exceed 
  2,000 gp. Items created are not magical; the effect is instantaneous. 
  Creation Requirements:  Creator must be able to cast major creation 
  (caster level 15) 
  Purchase Cost:  3,750 gp 
  Creation Cost: 1,875 gp + 750 FP 
   
  Oil of Acid Resistance:  When this oil is applied to skin, cloth, or any other 
  material, it confers virtual invulnerability to acid. The oil will not wear off 
  quickly; an application lasts for 24 hours, or until the user has taken 60 hit 
  points of acid damage.  Each flask contains sufficient oil for one man-
  sized creature (and accoutrements).  
  Creation Requirements: Creator must be able to cast protection from 
  energy (caster level 6) 
  Purchase Cost: 5,400 gp  
  Creation Cost: 2,700 gp + 1,080 FP 
   
  Oil of Disenchantment: This special oil allows the removal of all 
  enchantment/charm dweomers placed upon living things. If the 
  contents of a flask of this substance are rubbed on a creature, all 
  enchantments and charms placed upon it are removed. If the oil is 
  rubbed onto objects which bear an enchantment/charm dweomer, 
  this magic will be lost for 9 turns.   
  After that time has elapsed, the oil will have lost its potency, and the 
  item will regain its former dweomer. The oil does not radiate any 
  magical qualities once it is applied, and masks the dweomer of 
  whatever it coats, so that an item so coated will not show any dweomer 
  if magic is detected for as long as the oil remains effective. 
  Creation Requirements: Creator must be able to cast break 
  enchantment (caster level 9) 
  Purchase Cost: 2,250 gp  
  Creation Cost: 1,125 gp + 450 FP 
   
  Oil of Elemental Invulnerability: This precious substance has equal 
  chances for being of any of the four basic sorts - air, earth, fire, or water. 
  (Roll d4 to determine which sort is discovered.) This oil gives total 
  invulnerability to normal elemental forces of the indicated type (wind 
  storms, non-magical fires, earth slides, floods, and so forth) for 24 hours.  
  The oil also allows the person(s) treated to operate freely on the 
  associated Elemental Plane.   
  Magical attacks, and attacks made by elementals or similar creatures, 
  linked to indicated Elemental Plane deal ½ damage (rounding fractions 
  down) to the oil’s user. 
  Creation Requirements: Creator must be able to cast protection from 
  energy (caster level 9) 
  Purchase Cost: 5,400 gp  
  Creation Cost: 2,700 gp + 1,080 FP 
   
  Oil of Etherealness: This potion is actually a light oil which is applied 
  externally to the dress and exposed flesh. It then confers etherealness as 
  per the ethereal jaunt spell.  
  The oil takes effect immediately after application and it lasts for 1 turn 
  unless removed with a weak acidic solution prior to the expiration of its 
  normal effective duration. It can be applied to objects as well as 
  creatures, one potion is sufficient to anoint a normal human and such 
  gear as he typically carries. 
  Creation Requirements: Creator must be able to cast ethereal jaunt 
  (caster level 13) 
  Purchase Cost: 9,100 gp 
  Creation Cost:  4,550 gp + 1,820 FP 
   
  Oil of Fiery Burning:  When this substance is exposed to air, it bursts into 
  flame.  If hurled, a flask containing this oil will always break, dealing 5d6 
  points of damage to the creature struck and all within 5’ of that 
  creature (though those adjacent to the target get a dexterity save for ½ 
  damage, rounding fractions down). 
  If the flask is opened, the creature holding it immediately suffers 1d4 
  points of damage. Unless that creature then proceeds to make a 
  dexterity saving throw the flask will not be re-stoppered in time to 
  prevent the oil from exploding, with effects described above. 
  Creation Requirements: Creator must be able to cast produce flame or 
  flaming sphere (caster level 6) 
  Purchase Cost: 600 gp  
  Creation Cost: 300 gp + 120 FP 
   
  Oil of Fumbling:  This viscous substance will initially seem to be of a useful 
  sort - acid resistance, elemental invulnerability, or slipperiness for 
  instance - until the wearer is under stress in a melee combat situation. At 
  that point, he will have to make a dexterity save each round or drop 
  whatever he holds - weapon, shield, spell components and so forth. 
  Only a thorough bath of solvent (alcohol, turpentine, etc.) will remove 
  the substance before its potency wears off (8 hours).  
  Creation Requirements: Creator must be able to cast curse (caster level 
  6) 
  Purchase Cost: 1,800 gp  
  Creation Cost: 900 gp + 360 FP 
   
  Oil of Impact: This magical substance is charged with a powerful 
  dweomer which has beneficial effects upon blunt weapons of all sorts. 
  When applied to a blunt weapon such as a club, sling bullet, hammer, 
  or mace, it causes the weapon to function as a +3 weapon. 
  A flask of this substance will coat up to 1 weapon or 50 projectiles.  
  Weapons so coated remain magical for 12 hours.   
  Creation Requirements: Creator must be able to cast improved 
  enchanted weapon (caster level 12) 
  Purchase Cost: 1,800 gp  
  Creation Cost: 900 gp + 360 FP 
   
  Oil of Slipperiness: This substance provides a +10 bonus on all checks 
  made to escape bonds or grapple holds, meaning that it is almost 
  impossible to grapple such a character or to tie or chain him up. In 
  addition, such obstructions as webs (magical or otherwise) do not affect 
  an anointed individual. Magic ropes and the like do not avail against 
  this salve. If it is smeared on a floor or on steps, the area should be 
  treated as a long-lasting grease spell. The salve requires 8 hours to wear 
  off normally, or it can be wiped off with an alcohol solution such as 
  wine. 
  Oil of slipperiness is needed to coat the inside of a container that is 
  meant to hold sovereign glue (see below). 
  Creation Requirements: Creator must be able to cast grease (caster 
  level 6) 
  Purchase Cost: 1,200 gp 
  Creation Cost:  600 gp + 240 FP 
   
  Oil of Sharpness:  This magical substance resembles the fine oil used to 
  clean and protect metal armor and weapons. If it is carefully rubbed on 
  the blade of any edged or pointed weapon, the oil will have the effect 
  of making it equivalent to a +3 magic weapon.  
  A flask of this substance will coat up to 1 weapon or 50 projectiles.  One 
  such application will last 12 hours. 
  
  Dungeon Master’s Guide    133 
   
  Creation Requirements: Creator must be able to cast improved 
  enchanted weapon (caster level 12) 
  Purchase Cost: 1,800 gp  
  Creation Cost: 900 gp + 360 FP 
   
  Oil of Timelessness:  This smooth liquid appears to be oil of any sort even 
  possibly of poisonous nature. When applied to any matter which was 
  formerly alive (leather, leaves, paper, wood, dead flesh, etc.), it enables 
  that substance to resist the passage of time, each year of actual time 
  affecting the object as if only a day had passed. The substance never 
  wears off, though it can be magically removed. 
  The object coated with the oil also gains a + 1 bonus on any saving 
  throws which must be made for it. There is sufficient oil within one flask to 
  coat one horse, eight humans, or an equivalent area volume of some 
  other eligible object or substance. 
  Creation Requirements:  Creator must be able to cast endure elements 
  (caster level 3) 
  Purchase Cost: 300 gp  
  Creation Cost: 150 gp + 60 FP 
   
  Philter of Beauty:  When this substance is consumed, the individual 
  becomes beautiful for the 8 hour duration of the liquid’s effect. All 
  reactions based upon the comeliness of the character are made as if 
  the imbiber had an 18 charisma for 8 hours.   
  Creation Requirements: Creator must be able to cast alter self (caster 
  level 6) 
  Purchase Cost: 1,200 gp  
  Creation Cost: 600 gp + 240 FP 
   
  Philter of Glibness: This magical draught allows the imbiber to speak 
  fluently - even tell lies - smoothly, believably, and undetectably. Magical 
  investigation (such as detect lie) will not give the usual results, but will 
  reveal that some minor “stretching of the truth” might be occurring.  
  Characters attempting to deceive others with the aid of this item add 
  +10 to their charisma check when doing so.  The potion lasts for 1 hour. 
  Creation Requirements: Creator must be able to cast undetectable lie 
  (caster level 6) 
  Purchase Cost: 2,700 gp  
  Creation Cost: 1,350 gp + 540 FP 
   
  Philter of Love:  This potion is such as to cause the individual drinking it to 
  become charmed by and enamored (as per the fascination ability of a 
  5th level bard) with the first creature seen after consuming the draught if 
  the creature is of similar race and of the opposite sex. Otherwise, the 
  potion causes its imbiber to be charmed by the first person seen after 
  drinking the potion.  The charm effect lasts for 5 hours.  The enamoring 
  effect is permanent unless dispelled. 
  Creation Requirements: Creator must be able to cast suggestion (caster 
  level 5) 
  Purchase Cost: 750 gp 
  Creation Cost:  375 gp + 150 FP 
   
  Philter of Persuasiveness:  When this potion is imbibed the individual 
  becomes more charismatic, gaining the benefits of the friends  spell 
  for 1 turn.  During this time the potion’s imbiber may use the suggestion 
  spell once.  The duration of the suggestion is 5 hours, or until the target 
  carries out the suggested course of action. 
  Creation Requirements: Creator must be able to cast suggestion (caster 
  level 5) 
  Purchase Cost: 750 gp 
  Creation Cost:  375 gp + 150 FP 
   
  Philter of Stammering and Stuttering:  When this liquid is consumed, it will 
  seem to be a beneficial draught - one of glibness or persuasiveness, for 
  instance. But whenever something meaningful must be spoken (the 
  verbal component of a spell, the text of a scroll, conversation with a 
  monster, etc.), the beverage’s true effect will be revealed - nothing can 
  be said properly, and reactions of all creatures hearing such nonsense 
  will be at a -3 penalty.  In order to properly cast a spell, the character 
  must make a concentration check with a -6 penalty.  The potion lasts for 
  8 hours. 
  Creation Requirements: Creator must be able to cast curse (caster level 
  6) 
  Purchase Cost: 900 gp  
  Creation Cost: 450 gp + 180 FP 
   
  Plant Control:  This potion functions allows the imbiber to control plants 
  (as per the 8th level druid spell). 
  Creation Requirements: Creator must be able to cast control plants 
  (caster level 15) 
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Poison:  This potion has lost its once beneficial magical abilities and has 
  become a potent poison. The imbiber must make a constitution save pr 
  suffer the effects of a poison spell (see the reverse of neutralize poison). 
  Creation Requirements: Creator must be able to cast poison (caster 
  level 12) 
  Purchase Cost: 2,400 gp 
  Creation Cost: 1,200 gp + 480 FP 
   
  Rainbow Hues: This rather syrupy draught must be stored in a metallic 
  container. A full flask holds sufficient liquid for 8 hours’ effect. The imbiber 
  only has to concentrate on some color or colors and he will turn that 
  very hue instantly. Any color or combination of colors is possible, if the 
  user of the magical drink simply concentrates on the hue(s) to be 
  effected. Once the character has changed color, no further 
  concentration is needed unless he wishes to change hue(s) again.  If 
  used to conceal one’s self, the potion give the imbiber a +6 bonus to all 
  dexterity checks made to hide. 
  Creation Requirements: Creator must be able to cast change self 
  (caster level 6) 
  Purchase Cost: 600 gp  
  Creation Cost: 300 gp + 120 FP 
   
  Silversheen:  This substance can be applied to a weapon in one round. 
  It will give the weapon the properties of a silver weapon for 8 hours. One 
  vial will coat a single melee weapon or 50 units of ammunition. 
  Creation Requirement:  None (caster level 6) 
  Purchase Cost: 1,200 gp 
  Creation Cost: 600 gp + 240 FP 
   
  Sovereign Glue: This pale amber substance is thick and viscous. 
  Because of its particular powers, it can be contained only in a flask 
  whose inside has been coated with 1 ounce of oil of slipperiness, and 
  each time any of the bonding agent is poured from the flask, a new 
  application of the oil of slipperiness must be put in the flask within 1 
  round to prevent the remaining glue from adhering to the side of the 
  container. A flask of sovereign glue, when found, holds anywhere from 1 
  to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the 
  flask’s capacity taken up by the oil of slipperiness. 
  One ounce of this adhesive covers 1 square foot of surface, bonding 
  virtually any two substances together in a permanent union. The glue 
  takes 1 round to set. If the objects are pulled apart before that time has 
  elapsed, that application of the glue loses its stickiness and is worthless. If 
  the glue is allowed to set the bond can only be dissolved through the 
  use of ultimate solution. 
  Creation Requirements: Creator must be able to cast mending (caster 
  level 20) 
  Purchase Cost: 2,400 gp per ounce 
  Creation Cost: (1,200 gp + 480 FP) per ounce 
   
  Speed:  This potion functions exactly as the haste spell, except that it 
  only effects the potion’s imbiber and lasts for 6 minutes (rather than 6 
  rounds).   
  Creation Requirement:  Creator must be able to cast haste (caster level 
  6) 
  Purchase Cost:  900gp 
  Creation Cost: 450 gp + 180 FP 
   
  Super-Heroism:  This potion gives the individual a temporary increase in 
  life energy levels (cf. heroism potion) if he has fewer than 13 levels of 
  experience.  It is otherwise the same as a heroism potion, but grants its 
  user a +4 bonus to their BTH, a +4 bonus to all saves, and 4d10 
  temporary hit points (plus modifiers for constitution) for its 1 turn. 
  Creation Requirements: Creator must be able to cast Tenser’s 
  Transformation (caster level 18) 
  Purchase Cost: 5,400 gp 
  Creation Cost: 2,700 gp + 1,080 FP 
   
  Sweet Water:  This liquid is not actually a potion to be drunk (though if it is 
  drunk it will taste good), but it is to be added to other liquids in order to 
  change them to pure, drinkable water. It will neutralize poison and ruin 
  magic potions (no saving throw allowed). The contents of the container 
  will change up to 100,000 cubic feet of polluted, salt or alkaline water to 
  fresh water. It will turn up to 1,000 cubic feet of acid into pure water. The 
  
  Dungeon Master’s Guide    134 
  effects of the potion are permanent, but subject to later contamination 
  or infusion after an initial period of 5d4 rounds. 
  Creation Requirements: Creator must be able to cast control water 
  (caster level 7) 
  Purchase Cost: 1,400 gp 
  Creation Cost: 700 gp + 280 FP 
   
  Ultimate Solution: This strange and magical liquid appears to be 
  nothing more remarkable than some sort of minor oil or potion.  
  However, if it is applied to any form of adhesive or sticky material, the 
  solution will immediately dissolve it. Thus, for instance, the effect of 
  sovereign glue will immediately be negated by this liquid, as will any 
  other form of cement, glue or adhesive. 
  The area of effect of this liquid is 1 cubic foot per ounce, and a typical 
  container holds 8 ounces.  
  Creation Requirements: none   
  Purchase Cost: 50 gp 
  Creation Cost: 25 gp + 10 FP 
   
  Ventriloquism: When it is imbibed, this potion enables the drinker to 
  duplicate the effects of a ventriloquism spell as if he were a magic-user. 
  The potion lasts for 1 turn. 
  Creation Requirements: Creator must be able to cast ventriloquism 
  (caster level 10). 
  Purchase Cost: 500 gp  
  Creation Cost: 250 gp + 100 FP 
   
  Vitality: This potion enables the consumer to be refreshed and full of 
  vitality despite exertion, lack of sleep, and going without food and drink. 
  If the potion is consumed after one or more days of such exertion or 
  deprivation, it will nullify the adverse effects and still bestow vitality to the 
  potion’s drinker. In addition, the potion is proof against poisons and 
  diseases for the indicated period. 
  Creation Requirements: Creator must be able to cast restoration (caster 
  level 7) 
  Purchase Cost: 1,400 gp  
  Creation Cost: 700 gp + 280 FP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  SCROLLS 
  Most scrolls found contain scribed spells of levels 1-8.  Scrolls of scribed 
  spells hold either arcane or divine spells.  70% of scrolls found have 
  arcane spells (particularly magic-user spells), while 30% have divine 
  spells (particularly cleric spells).  The rules for using such scrolls is found 
  in the Using Scrolls section that follows. When randomly determining 
  which scrolls are found, roll on the following table:  
   
  d% roll 
  results 
  spell level range 
  01-10 
  1 spell 
  1-4 
  11-16 
  1 spell 
  1-6 
  17-19 
  1 spell 
  2-8 
  20-24 
  2 spells 
  1-6 
  25-27 
  2 spells 
  1-8 
  28-32 
  3 spells 
  1-6 
  33-35 
  3 spells 
  1-8 
  36-39 
  4 spells 
  1-6 
  40-42 
  4 spells 
  1-8 
  43-46 
  5 spells 
  1-6 
  47-49 
  5 spells 
  1-8 
  50-52 
  6 spells 
  1-6 
  53-54 
  6 spells 
  1-8 
  55-57 
  7 spells 
  1-4 
  58-59 
  7 spells 
  1-6 
  60 
  7 spells 
  1-8 
  61-62 
  antilife shell 
  63-64 
  antimagic shell 
  65-66 
  antiplant shell 
  67-68 
  immunity to paralyzation 10’ radius 
  69-70 
  immunity to petrification 10’ radius 
  71-72 
  immunity to poison 10’ radius 
  73 
  protection from aberrations 
  74-75 
  protection from dragons 
  76-77 
  protections from extra-planar creatures (demons) 
  78-79 
  protections from extra-planar creatures (devils) 
  80-81 
  protections from extra-planar creatures (elementals) 
  82 
  protection from faeries 
  83 
  protection from golems 
  84 
  protection from lycanthropes 
  85-86 
  protection from undead 
  87 
  resist acid 10’ radius 
  88-89 
  resist cold 10’ radius 
  90-91 
  resist fire 10’ radius 
  92-93 
  resist lightning 10’ radius 
  94 
  resist sonic attacks 10’ radius 
  95 
  weapon turning: (missiles) 
  96 
  weapon turning (bludgeoning) 
  97 
  weapon turning (piercing) 
  98 
  weapon turning (slashing) 
  99-00 
  cursed* 
   
  * cursed scrolls take effect as soon as the spellcaster attempts to 
  decipher its contents. 
   
  Using Scrolls:  Protection scrolls, as well immunity, resist (energy) and 
  weapon turning scrolls, can be read by any class or race of character, 
  so long as the character is able to read the scroll aloud.   
  Scroll with spells inscribed upon them must first be read through the use 
  of a read magic spell or decipher script ability.  Once the scroll is read 
  the caster may use the scroll so long as he uses the type of magic 
  (arcane or divine) necessary to cast the inscribed spell(s), has the spell 
  on his spell list, and is of sufficient level to use the spell.  Characters of 
  insufficient level to cast an inscribed spell may attempt to do so, but run 
  the risk of a spell mishap (see below). 
  Arcane spellcasters may use an inscribed spell even if they do not 
  currently have that spell in their spellbook, so long as it appears on their 
  class spell list.  Alternately they may scribe the spell into their spellbook 
  (which is detailed in the PLAYER’S HANDBOOK on pages 61 and 151).   
  When an inscribed spell is cast or transcribed, the writing completely 
  and permanently disappears from the scroll. The magic content of the 
  spell is bound up in the writing, and use releases and erases it.  Thus 
  reading a spell from a scroll of 7 spells makes it a scroll of 6 spells. No 
  matter what a player may attempt, a scroll spell is usable but once and 
  once only. No exceptions should be made save in the case where you 
  have a special magic item in mind - perhaps a scroll which can be read 
  from once per week or whatever - and always only in rare finds. 
   
  
  Dungeon Master’s Guide    135 
   
  Caster Level of Inscribed Spells:  All scroll spells are assumed to be 
  written so as to make it as easy and quick as possible for the writer. 
  Thus, the level of the spell, its characteristics with respect to range, 
  duration, area of effect, etc., where level is a factor, is typically the 
  minimum required to actually use the spell. 
  As such sixth level magic-user spells are written at 11th level of ability, 
  while seventh level spells are written at caster level 13.  
   
  Spell Mishap:  If a spell-user acquires a scroll with a spell(s) of a level 
  not yet usable by the character, the spell-user may still attempt to use 
  the spell.  In order to do so, the character must succeed at a 
  concentration check (see the PLAYER’S HANDBOOK, page 62) with a 
  penalty equal to the caster level required to cast the spell(s). 
  If the check fails by 1-4 the spell fails but remains on the scroll.  Failure 
  by 5 or more indicates that the spell fails and disappears from the 
  scroll.  Rolling a natural “1” on this concentration check indicates that 
  the spell is cast, but that its effects are reversed or are detrimental to 
  the caster.  If this is not possible, the spell simply fails. 
   
  Scroll Creation:  Scrolls are exceptional in that they are simply storage 
  space for spells of one sort or another. Clerics, bards, druids, magic-
  users, hedge wizards, necromancers and illusionists inscribe scrolls with 
  spells applicable to their particular professions. Cursed scrolls can be 
  made by any sort of spell user noted above.  
  Scrolls may be inscribed only by characters of 7th or higher level, and the 
  spells placed upon the scroll must be of a level which the inscribing 
  character is able to employ, i.e. a 9th level magic-user could not place 
  a 7th level spell on a scroll. (Note that the write spell enables the magic-
  user to inscribe his own reference works so as to be able to read and 
  remember higher level spells than he is currently able to use; it does not 
  enable casting or scroll inscription.)  Spells need not be scribed at the 
  spellcaster’s full caster level when creating scrolls, so long as the 
  effective caster level is sufficient for the casting of the spell.  As such, an 
  18th level magic-user may create a scroll of invisibility with an effective 
  caster level of 3. 
  Ink is a very special requirement. Scroll spell ink, just as the ink for 
  detailing spells in spell books, is compounded only by the inscriber from 
  secret and strange ingredients. The basic medium should be sepia from 
  a giant squid or ink from a giant octopus. To this liquid must be added 
  blood, powdered gems, herbal and spice infusions, draughts 
  concocted from parts of monsters, and so on.   Formulas will be devised 
  according to the dictates of the DM. Ingredients should suit the overall 
  purpose of the ink. It is recommended that each different spell to be 
  transcribed require a different ink compound - clerical spells requiring 
  more venerated and holy materials, druid spells being basically rare 
  roots and herbs in infusions, and so on.  Garments, wrappings, dust, 
  sweat, tears, teeth, fangs, organs, blood, and so forth are all ideal 
  components.  
  The quill used for each spell must be fresh and unused. Lingering 
  energies of the spell just transcribed cling to the quill.  If the quill were 
  used again, these energies would flow and intermingle with later 
  attempts, causing them to fail.  Furthermore, the pen can't be just an 
  ordinary goose quill. It must be from a strange and magical creature, 
  perhaps one appropriate to the nature of the spell (the feather of a 
  cockatrice for a flesh to stone, etc.).  The task of gathering the right 
  quill can be an adventure in itself.   
  The paper or other material upon which the scroll is inscribed must 
  also be of fine quality. Paper is best for this purpose, followed by 
  parchment, and then papyrus.  Scrolls written on parchment have a 
  5% chance of failing, while those written on papyrus have a 10% 
  chance of failing. 
  Once material, quill, and ink are ready, the spell scriber must actually 
  write the magical runes, glyphs, symbols, characters, pictograms, and 
  words upon the surface of the scroll. Transcription must be from his 
  spellbooks or upon an altar (for clerics and druids). Special candles and 
  incense must be burning while the inscription is in progress. Clerics must 
  have prayed and specially sacrificed to their deity, while magic-users 
  must have drawn a magic circle and remain uninterrupted.  
  The creator must have prepared the spell to be scribed and must 
  provide any material component the spell requires. If casting the spell 
  would reduce the caster’s XP total, he pays the cost upon beginning 
  the scroll in addition to the FP cost for making the scroll. Material 
  components normally consumed through spellcasting are consumed 
  when he begins writing a scroll.  The act of writing triggers the prepared 
  spell, making it unavailable for casting until the character has rested 
  and regained spells. (That is, that spell slot is expended from his currently 
  prepared spells, just as if it had been cast.)  Scribing a scroll requires one 
  day per each 1,000 gp of the creation cost (one day minimum). 
   
  spell level 
  scroll creation cost 
  minimum 
  caster level 
  0 
  (6 gp, 5 sp + 2.5 FP) x caster level 
  1 
  1st  
  (12 gp, 10 sp + 5 FP) x caster level 
  1 
  2nd  
  (25 gp + 10 FP) x caster level 
  3 
  3rd  
  (37 gp, 10 sp + 15 FP) x caster level 
  5 
  4th  
  (50 gp + 20 FP) x caster level 
  7 
  5th  
  (62 gp, 10 sp + 25 FP) x caster level 
  9 
  6th  
  (75 gp + 30 FP) x caster level 
  11 
  7th  
  (87 gp, 10 sp + 35 FP) x caster level 
  13 
  8th  
  (100 gp + 40 FP) x caster level 
  15 
  9th  
  (112 gp, 10 sp + 45 FP) x caster level 
  17 
   
  spell level 
  purchase cost 
  minimum 
  caster level 
  0 
  (12 gp, 10 sp) x caster level 
  1 
  1st  
  25 gp x caster level 
  1 
  2nd  
  50 gp x caster level 
  3 
  3rd  
  75 gp x caster level 
  5 
  4th  
  100 gp x caster level 
  7 
  5th  
  125 gp x caster level 
  9 
  6th  
  150 gp x caster level 
  11 
  7th  
  175 gp x caster level 
  13 
  8th  
  200 gp x caster level 
  15 
  9th  
  225 gp x caster level 
  17 
   
  Standard Scrolls 
  The following scrolls represent those typically found by adventurers or 
  created by spellcasters: 
   
  Cursed:  A curse takes effect immediately upon reading.  Suggested 
  curses are: 
  d% roll 
  effect 
  01-25 
  reader polymorphed to monster of equal level which 
  attacks any creatures nearby. 
  26-30 
  reader polymorphed into liquid and drains away. 
  31-40 
  reader and all within a 20’ radius teleported 2d6x100 
  miles away in a random direction. 
  41-50 
  reader and all in 20’ radius plane shifted to another 
  planet, plane or continuum. 
  51-75 
  reader contracts a fatal disease, which must be cured 
  within 1 day. 
  76-90 
  explosive runes 
  91-99 
  random magic item on reader nearby is “de-magicked” 
  through Mordenkainen’s disjunction. 
  00 
  randomly rolled spell effects reader (caster level 12) 
   
  Creation Requirements: Creator must be able to cast curse and 
  whatever other spell is invoked with the curse (caster level varies). 
  Purchase Cost: spell level x caster level x 25 gp  
  Creation Cost: (spell level x casters level x 12.5 gp) + (spell level x caster 
  level x 5 FP) 
   
  Immunity to Paralyzation 10’ Radius:  This scroll protects the reader and 
  those within 10’ of him from any form of paralysis, including that induced 
  by poison, hold person spells, or ghoul’s attacks, for 1 turn. 
  Creation Requirements: Creator must be able to cast remove paralysis 
  and have a caster level of 12 or higher 
  Purchase Cost: caster level (minimum of 12th level) x 100 gp  
  Creation Cost: (caster level x 50 gp) + (caster level x 20 FP) 
   
  Immunity to Petrification 10’ Radius:  This scroll protects the reader and 
  those within 10’ of him from any form of petrification, including that 
  induced by gorgon’s breath, flesh to stone, the attack of a basilisk or the 
  gaze of a medusa, for 1 turn. 
  Creation Requirements: Creator must be able to cast stone to flesh 
  (caster level 11). 
  Purchase Cost: 1650 gp  
  Creation Cost: 825 gp + 330 FP 
   
  Immunity to Poison 10’ Radius:  This scroll protects the reader and those 
  within 10’ of him from any form of poison, magical or mundane, for 1 
  hour. 
  Creation Requirements: Creator must be able to cast neutralize poison 
  and have a caster level of 12 or higher. 
  Purchase Cost: caster level (minimum of 12th level) x 100 gp  
  Creation Cost: (caster level x 50 gp) + (caster level x 20 FP) 
  
  Dungeon Master’s Guide    136 
  Protection Scrolls 
  Protection scrolls  function much like the protection from evil 10’ radius 
  spell, but only with regard to the type of creature specified by the scroll.  
  All protection scrolls have the following in common: 
   
   They may be read in 1 round by any character, regardless of race, 
  class or level. 
   
   Once read the protective circle forms instantly and lasts for 1 turn. 
   
   The 10’ radius circle of protection is centered upon the scroll’s 
  reader.  Others may leave or enter this circle at will and may 
  attack from within the circle.  The reader may attack freely but 
  cannot get within 10’ of the warded off creature(s) without 
  disrupting the circle (see #7, below). 
   
   All creatures within the circle gain a +2 to armor class and to saving 
  throws against attacks made, or effects created by, the specified 
  creature(s).   
   
   The circle blocks any attempt to possess the warded creature or to 
  exercise mental control over the creature (see the protection from 
  evil spell for more details) for as long as it is in effect.  This benefit 
  applies to all attempts made against the warded creatures, 
  regardless of their source… it is not limited to attempts made by 
  the specified creature(s). 
   
   The circle prevents bodily contact by the specified creatures. This 
  causes the natural weapon attacks of such creatures to fail and 
  the creatures to recoil if such attacks require touching the warded 
  creatures.  
   
   The protection ends if the reader, upon whom the circle is 
  centered, tries to force the circle against the blocked creature.  
   
   The circle of protection protects against 36 hit dice of creatures.  If 
  more than 36 hit dice of creatures are encountered, those with the 
  least hit dice are warded off first and their hit dice are totaled until 
  all 36 hit dice are accounted for.  Any remaining creatures may 
  freely attack the warded characters.  
   
   Spell resistance can allow a creature to overcome this protection 
  and touch the warded creatures, though the other protections 
  afforded by the circle remain in effect. 
  Creation Requirements:  Creator must be able to cast protection from 
  evil 10’ radius and have a caster level 12 or higher 
  Purchase Cost:  caster level (minimum of 12th level) x 200 gp 
  Creation Cost:  (caster level x 100 gp) + (caster level x 40 FP) 
   
  Protection from Aberrations:  This scroll protects the reader and all within 
  10’ from attacks from aberrations:  aboleths, beholders, catoblepas, 
  carrion crawlers, cloakers, executioner’s hoods, gibbering mouthers, 
  hook horrors, intellect devourers, flumphs, lurkers above, mimics, mind 
  flayers, otyughs, rust monsters, spectators, trappers, umber hulks. As with 
  all protection scrolls, this scroll does not provide immunity to the ranged 
  attacks and spell-like abilities of such creatures, but does provide armor 
  class and saving throw bonuses against such attacks. 
   
  Protection from Dragons:  This scroll protects against all sorts of dragons, 
  including dragonnes, dragon turtles, ice lizards, drakes and pseudo-
  dragons.  It provides no protection from wyverns or other reptilian 
  monsters.  As with all protection scrolls, this scroll does not provide 
  immunity to the ranged attacks and spell-like abilities of such creatures, 
  but does provide armor class and saving throw bonuses against such 
  attacks. 
   
  Protection from Extra-Planar Creatures (Type):  Unlike other protection 
  scrolls, which protect a broad array of related creatures, a protection 
  from extra-planar creatures scroll is limited to a specific type of creature 
  that is not native to the Prime Material Plane.  This creature type must be 
  specified when the scroll is created (or discovered, if unspecified): 
   
   Angels:  Including devas, foo creatures, hollyphants, kirin, lammusu, 
  planatars, shedu, and solars. 
   
   Astral Creatures: Including githyanki, githzerai, astral stalkers, etc. 
   
   Daemons: Including all daemons, diakk, hordlings, larvae, 
  mezzodaemons, night hags, nightmares, and nycadaemons. 
   
   Demons:  Including all demons, alu-demons, archaierai, bodak, 
  cambions, demodands, larvae, mephits, nightmares, quasits, 
  shadow demons, vargouille and yochlol. 
   
   Devils: Including all true devils, barghests, hellcats, hell hounds, 
  imps, larvae, mephits, and nightmares. 
   
   Elementals: 
  Including 
  elementals, 
  grue 
  elementals, 
  para-
  elementals, and quasi-elementals. 
   
   Shadow creatures:  Including hounds of ill omen, shades, shadows, 
  shadow demons, shadow mastiffs and tenebrous worms. 
   
   Modrons:  Including all base and hierarch modron. 
   
   Slaad: Including red, blue, death, green, and grey slaad, and all 
  slaad lords. 
   
  Other types of protection scrolls can be created, with natives of a 
  particular Outer (the Abyss, the Seven Heavens, Nirvana, etc.) or Inner 
  Plane (the Ethereal, Astral, the Positive or Negative Material Plane, the 
  Plane of Shadow or one of the Elemental Planes) being warded against.  
  As with all protection scrolls, this scroll does not provide immunity to the 
  ranged attacks and spell-like abilities of such creatures, but does 
  provide armor class and saving throw bonuses against such attacks. 
   
  Protection from Faeries:  This scroll protects against fey creatures such as 
  atomies, booka, brownies, buckawn, dryads, grig, forlarren, jermlaine, 
  killmoulis, korred, leprechauns, mites, naiads, nixies, nymphs, pixies, 
  quicklings, satyrs, snyads and sprites.  As with all protection scrolls, this 
  scroll does not provide immunity to the ranged attacks and spell-like 
  abilities of such creatures, but does provide armor class and saving 
  throw bonuses against such attacks. 
   
  Protection from Golems:  This scroll protects the reader, and those within 
  10’ of him, from all manner of golems, including:  clay, flesh, iron and 
  stone golems, caryatid columns, iron cobras, necrophidius, scarecrows, 
  and stone guardians.  Breathe weapons and other ranged attacks 
  made by golems are not blocked by this scroll, though save and armor 
  class bonuses still apply against them. 
   
  Protection from Lycanthropes:  This scroll protects against attacks made 
  by all were-creatures, including werebears, wereboars, wererats, 
  weretigers, werewolves and jackalweres, as well as from foxwomen, 
  seawolves, and wolfweres. As with all protection scrolls, this scroll does 
  not provide immunity to the ranged attacks and spell-like abilities of 
  such creatures, but does provide armor class and saving throw bonuses 
  against such attacks. 
   
  Protection from Undead:  This scroll protects the reader and those within 
  10’ of him from attacks made by  undead creatures such as apparitions, 
  coffer corpses, crypt things, death knights, demiliches, ghasts, ghosts, 
  ghouls, haunts, huecuva, liches, penanggalan, phantom, poltergeists, 
  revenants, shadows, skeletons, skeleton warriors, sons of Kyuss, spectres, 
  wights, wraiths, vampires, and zombies. 
   
  Resist Energy (Type):  Resist energy scrolls function exactly as the spell of 
  the same name except that the scroll protects the reader and all within 
  10’ of him from the type of energy specified by the scroll for 1 turn. 
  Creation Requirements: Creator must be able to cast resist energy and 
  have a caster level of 12 or higher 
  Purchase Cost: caster level (minimum of 12th level) x 50 gp  
  Creation Cost: (caster level x 25 gp) + (caster level x 10 FP) 
   
  Weapon Turning (Type):  The warded creature gains total invulnerability 
  to the type of weapon specified for 1 turn.  The following types of 
  weapons may be warded against: 
   
   Missile weapons, including thrown & projectile weapons.   
   
   Bludgeoning weapons, including clubs, quarterstaffs, maces, 
  morningstars, saps, bolas, hammers, etc.   
   
   Piercing weapons , includes daggers, short swords, picks, spears, 
  lances, etc. 
   
   Slashing weapons, including longswords, broadswords, scimitars, 
  scythes, sickles, axes, etc. 
   
  This scroll does not convey any protection from magical weapons and 
  offers limited protection from weapons wielded by giant-sized creatures 
  and the natural weapons of creatures with 4 or more hit dice.  Against 
  such weapons a scroll of weapon turning reduces the damage by 1 
  point for each die of damage rolled. 
  Creation Requirements: Creator must be able to cast protection from 
  normal missiles and have a caster level of 12 or higher 
  Purchase Cost: caster level (minimum of 12th level) x 50 gp  
  Creation Cost: (caster level x 25 gp) + (caster level x 10 FP) 
   
   
  
  Dungeon Master’s Guide    137 
   
  RINGS 
  All magic rings will normally radiate magic, but most are impossible to 
  detect as magic rings without some mystic means. Furthermore, most 
  magic rings look alike, so that determination of a given ring’s magical 
  powers is very difficult.   
  When randomly determining which rings are found, roll on the 
  following table: 
   
  d% roll 
  results 
  01-05 
  animal friendship 
  06-10 
  blinking 
  11 
  Boccob 
  12-13 
  chameleon power 
  14-15 
  clumsiness** 
  16-19 
  contrariness** 
  20-21 
  counterspells 
  22-24 
  delusion** 
  25 
  djinni summoning 
  26 
  elemental command 
  27 
  energy resistance (acid) 
  28-29 
  energy resistance (cold) 
  30-31 
  energy resistance (electricity) 
  32-35 
  energy resistance (fire) 
  36 
  energy resistance (sonic) 
  37 
  faerie 
  38-42 
  feather falling 
  43-45 
  force shield 
  46-48 
  free action 
  49-50 
  human influence 
  51-54 
  invisibility 
  55-56 
  jumping 
  57 
  mammal control 
  58-59 
  mind shielding 
  60 
  multiple wishes 
  61-68 
  protection 
  69-70 
  ram (of the) 
  71 
  regeneration 
  72-74 
  shocking grasp 
  75-76 
  shooting stars 
  77-78 
  spell storing 
  79-80 
  spell turning 
  81-83 
  sustenance 
  84-86 
  swimming 
  87-88 
  telekinesis 
  89-90 
  three wishes 
  91 
  truth 
  92 
  vampiric regeneration 
  93-96 
  warmth 
  97 
  water walking 
  98 
  weakness 
  99 
  wizardry 
  00 
  x-ray vision 
  ** appears to be a standard, beneficial magical ring 
   
  Using Rings:  All magic rings will normally radiate magic, but most are 
  impossible to detect as magic rings without some mystic means. 
  Furthermore, most magic rings look alike, so that determination of a 
  given ring’s magical powers is very difficult. Usually, a ring’s ability is 
  activated by a command word (which counts as your action during a 
  combat round) or it works continually. Some rings have exceptional 
  activation methods, according to their descriptions. 
  No more than 2 magic rings can be worn by a character at the same 
  time. If more are worn, then none will function. No more than 1 magic 
  ring can be worn on the same hand; a 2nd will cause both to be useless. 
  Rings must be worn on the fingers. Rings on toes, in ear lobes, etc. do 
  not function as magic rings. 
  Rings can be used by any race of character, and will resize themselves 
  to fit the wearer.  Rings worn by dwarves and halflings, however, have a 
  chance of malfunctioning on their first use. Whenever a magical ring is 
  first used by a dwarf or halfling, roll a d20.  On a roll of “1”, the ring does 
  not function.  This applies to cursed rings (contrariness, delusion, 
  weakness) as well; if they do not work they are recognized and can be 
  removed. 
   
  Ring Creation: To create a magic ring, a character needs a heat 
  source. He also needs a supply of materials, the most obvious being a 
  ring or the pieces of the ring to be assembled. The cost for the materials 
  is subsumed in the cost for creating the ring. Ring costs are difficult to 
  formularize. Refer to the Estimating Magic Item Gold Piece Values Table 
  and use the ring prices in the ring descriptions as a guideline. Creating a 
  ring generally costs half the ring’s Purchase Cost. 
  A spellcaster must be of 10th level or higher to craft a magical ring, and 
  the spells placed within the ring must be of a level which the character 
  is able to employ, i.e. a 10th level magic-user could not place a 7th level 
  spell in a ring.  Spells imbued within magical rings need not be cast at 
  the spellcaster’s full caster level, so long as the effective caster level is 
  sufficient for the casting of the spell.  As such, an 18th level magic-user 
  may create a ring of invisibility with an effective caster level of 3. 
  Rings that duplicate spells with costly material or XP components add in 
  the value of 500 x the spell’s component cost. Having a spell with a 
  costly component as a prerequisite does not automatically incur this 
  cost. The act of working on the ring triggers the prepared spells, making 
  them unavailable for casting during each day of the ring’s creation.   
  Creating some rings may entail other prerequisites beyond or other than 
  spellcasting. See the individual descriptions for details.  Creating a 
  magic ring costs half the Purchase Cost listed, +1 FP for every 2½ gp of 
  its creation cost. 
  Forging a ring requires one day for each 1,000 gp of the creation cost. 
   
  Standard Rings 
  The following rings represent those typically found by adventurers or 
  created by spellcasters: 
   
  Animal Friendship: On command, this ring affects an animal as if the 
  wearer had cast animal friendship (caster level 3).  A druid or ranger 
  who wears this ring adds 3 to his caster level when casting animal 
  friendship. 
  Creation Requirements:  Must be able to cast animal friendship 
  (caster level 3) 
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Blinking: On command, this ring makes the wearer blink, as with the 
  blink spell (caster level 10).  The blinking always lasts for 10 rounds and 
  then ceases for 6 turns (1 hour) while it replenishes itself. 
  Creation Requirements:  Must be able to cast blink (caster level 10) 
  Purchase Cost: 40,000 gp 
  Creation Cost: 20,000 gp +8,000 FP 
   
  Boccob: This ornate piece of jewelry initially appears to be a valuable 
  but non-magical ring. Even magical detection of the most powerful 
  sort will not reveal the dweomer of the item. The function of the ring 
  comes into play whenever the wearer is assailed by some magical 
  device which actually contacts his person. 
  Upon contact with the wearer the magical device will malfunction.  
  Any magical properties of the item fail to affect the ring’s wearer and 
  it is effected as targeted by an improved dispel magic spell (+16 to 
  the dispel check).  
  Creation Requirements:  Must be able to cast improved dispel magic 
  and antimagic shell (caster level 11) 
  Purchase Cost: 66,000 gp 
  Creation Cost: 33,000 gp +13,200 FP 
   
  Chameleon Power: The wearer of this ring can gain the ability to 
  magically blend in with the surroundings at will, gaining a +10 bonus 
  on all dexterity checks made to hide. By concentrating upon the ring 
  for 1 round he can also command the ring to utilize the spell change 
  self (caster level 3) as often as he wants. 
  Creation Requirements:  Must be able to cast change self and 
  invisibility (caster level 3) 
  Purchase Cost: 14,000 gp 
  Creation Cost: 7,000 gp + 3,000 FP 
   
  Clumsiness: This ring operates exactly like a ring of feather falling. 
  However, it also makes the wearer clumsy. He takes a –2 penalty to all 
  dexterity checks, and must make a concentration check at -2 when 
  trying to cast any spell that has a somatic component. 
  Creation Requirements:  Must be able to cast feather fall and curse 
  (caster level 15) 
  Purchase Cost: 2,000 gp 
  Creation Cost: 1,000 gp + 400 FP 
   
  
  Dungeon Master’s Guide    138 
  Contrariness: This magic ring is cursed so as to make its wearer unable 
  to agree with any idea or statement or action. Once put on, the ring 
  can be removed only after a remove curse spell is cast upon the 
  individual wearing it. Because of the curse, the wearer will resist any 
  attempts to cast such a spell. Furthermore, the contrariness ring will 
  have one of the following additional magical properties: 
   
  d20 roll 
  magical ability 
  1-5 
  flying 
  6-8 
  invisibility 
  9-12 
  levitation 
  13-14 
  shocking grasp (once per round) 
  15-16 
  spell turning 
  17-20 
  strength 
   
  Note that contrariness can never be removed from the ring. The 
  wearer will use his own powers, plus those of the ring, to retain it on his 
  finger. The wearer of the ring will never damage himself. If, for 
  example, other characters suggest that the wearer should make 
  certain that attacks upon him are well-defended against, or that he 
  should not strike his own head, the ring wearer will agree – possibly 
  attacking or striking at the speaker’s head - because obviously the 
  result must be contrary in this case. If a ring of contrariness turns spells, 
  the remove curse cast upon the individual might be turned (see ring 
  of spell turning for details). 
  Creation Requirements:  Must be able to create the ring mimicked by 
  the ring of contrariness.  Must be able to cast dominate person (caster 
  level 9) 
  Purchase Cost: As per the ring mimicked 
  Creation Cost:  As per the ring mimicked 
   
  Counterspells: This ring might seem to be a ring of spell storing upon 
  first examination. However, while it allows a single spell of 1st through 
  6th level to be cast into it, that spell cannot be cast out of the ring 
  again. Instead, should that spell ever be cast upon the wearer, the 
  spell is immediately countered requiring no action (or even 
  knowledge) on the wearer’s part. Once so used, the spell cast within 
  the ring is gone. A new spell (or the same one as before) may be 
  placed in it again. 
  Creation Requirements:  Must be able to cast imbue with spell ability 
  (caster level 11) 
  Purchase Cost: 4,800 gp 
  Creation Cost: 2,400 gp + 960 FP 
   
  Delusion: A delusion ring will convince the wearer that it is some other 
  sort of ring, a ring of whatever sort the wearer really desires. As the 
  wearer will be completely convinced that the ring is actually one with 
  other magical properties, he will unconsciously use his abilities of any 
  sort (including those of other magical items available) to actually 
  produce a result commensurate with the supposed properties of the 
  delusion ring. As referee, you will have to be most judicious in 
  determining how successful the self-delusion can be, as well as how 
  observers can be affected and what they will observe. The ring can 
  be removed at any time. 
  Creation Requirements:  Must be able to cast suggestion (caster level 
  7) 
  Purchase Cost: 4,000 gp 
  Creation Cost: 2,000 gp + 800 FP 
   
  Djinni Summoning: One of the many rings of fable, this “genie” ring is 
  most useful indeed. It serves as a special gate by means of which a 
  specific djinni can be called from the Elemental Plane of Air. When 
  the ring is rubbed, the call goes out, and the djinni appears on the 
  next round. The djinni faithfully obeys and serves the wearer of the 
  ring, but never for more than 1 hour per day. If the djinni of the ring is 
  ever killed, the ring becomes non-magical and worthless. 
  Creation Requirements:  Must be able to cast gate (caster level 17) 
  Purchase Cost: 128,000 gp 
  Creation Cost: 64,000 gp + 25,600 FP 
   
  Elemental Command: All four kinds of elemental command rings are 
  very powerful. Each appears to be nothing more than a lesser magic 
  ring until fully activated (by meeting a special condition, such as 
  single-handedly slaying an elemental of the appropriate type or 
  exposure to a sacred material of the appropriate element), but each 
  has certain other powers as well as the following common properties. 
  Elementals of the plane to which the ring is attuned can’t attack the 
  wearer, or even approach within 5 feet of him. If the wearer desires, 
  he may forego this protection and instead attempt to charm the 
  elemental (as charm monster, with a -15 check penalty). If the charm 
  attempt fails, however, absolute protection is lost and no further 
  attempt at charming can be made. 
  Creatures from the plane to which the ring is attuned who attack the 
  wearer take a –1 penalty on their attack rolls. The ring wearer makes 
  applicable saving throws from the extraplanar creature’s attacks with 
  a +2 bonus. He gains a +4 bonus on all attack rolls against such 
  creatures. Any weapon used by the ring wearer can hit elementals or 
  elemental creatures even if it is not magical.  
  The wearer of the ring is able to converse 
  with creatures from the plane to which his 
  ring is attuned. These creatures recognize 
  that he wears the ring. They show a healthy 
  respect for the wearer if alignments are 
  similar. If alignments are opposed, creatures 
  fear the wearer if he is strong. If he is weak, 
  they hate and desire to slay him. 
  The 
  possessor 
  of 
  a 
  ring 
  of 
  elemental 
  command takes a saving throw penalty as 
  follows: 
   
  element 
  saving throw penalty 
  air 
  –2 against earth-based effects 
  earth 
  –2 against air- or electricity-based effects 
  fire 
  –2 against water- or cold-based effects 
  water 
  –2 against fire-based effects 
   
  In addition to the powers described above, each specific ring gives its 
  wearer the following abilities according to its kind.  The caster level for 
  these abilities is 15. 
   
   Ring of Elemental Command (Air) 
  feather fall (unlimited use, wearer only) 
  resist energy (electricity) (unlimited use, wearer only) 
  gust of wind (twice per day) 
  wind wall (unlimited use) 
  fly (once per day, wearer only) 
  invisibility (twice per day) 
  control winds (once per week) 
  The ring appears to be a ring of feather falling until a certain 
  condition is met to activate its full potential. It must be 
  reactivated each time a new wearer acquires it. 
   
   Ring of Elemental Command (Earth) 
  meld into stone (unlimited use, wearer only) 
  soften earth and stone (unlimited use) 
  stone shape (twice per day) 
  stoneskin (once per week, wearer only) 
  passwall (twice per week) 
  wall of stone (once per day) 
  The ring appears to be a ring of meld into stone until the 
  established condition is met. 
   
   Ring of Elemental Command (Fire) 
  resist energy (fire) 
  burning hands (unlimited use) 
  pyrotechnics (twice per day) 
  wall of fire (once per day) 
  flame strike (twice per week) 
  The ring appears to be a major ring of energy resistance (fire) 
  until the established condition is met. 
   
   Ring of Elemental Command (Water) 
  water walk (unlimited use) 
  create water (unlimited use) 
  water breathing (unlimited use) 
  wall of ice (once per day) 
  airy water (once per day) 
  control water (twice per week) 
  The ring appears to be a ring of water walking until the 
  established condition is met. 
   
  Creation Requirements:  Must be able to cast monster summoning VI 
  and all appropriate spells (minimum caster level 15) 
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
   
  
  Dungeon Master’s Guide    139 
   
  Energy Resistance (Type):  This reddish iron ring continually protects 
  the wearer from damage from one type of energy - acid, cold, 
  electricity, fire, or sonic (chosen by the creator of the item; determine 
  randomly if found as part of a treasure hoard). The wearer of the ring 
  makes all saving throws against such attacks with a +2 bonus.  Each 
  time the wearer takes damage from such attacks, they suffer ½ of the 
  damage they normally would (rounding fractions down). 
  Rings of fire or cold resistance impart their wearer with immunity to 
  non-lethal damage from extreme temperatures (see page 59 of the 
  PLAYERS HANDBOOK for more details) 
  Creation Requirements:  Must be able to cast resist energy (caster 
  level 3). 
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Faerie:  This specially dweomered ring is given by the grey elves to 
  their closest associates and allies only. Each ring is aligned either  
  toward evil (5%), good (75%), or neutrality (20%). If worn by a 
  character of suitable alignment, it grants the following elven abilities:  
  enhanced senses, stealth bonus, spot hidden doors and twilight vision.  
  It offers no benefit to characters of an unsuitable alignment.  Should a 
  character have one or more of the listed racial abilities, they gain no 
  added benefit to any duplicated racial ability.  
  Creation Requirements:  Must be a grey elf and be able to cast 
  polymorph (caster level 9) 
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Feather Falling: This ring is crafted with a feather pattern all around its 
  edge. It acts exactly like a feather fall spell (caster level 1), activated 
  immediately if the wearer falls more than 5 feet. 
  Creation Requirements:  Must be able to cast feather fall (caster level 
  1) 
  Purchase Cost: 2,000 gp 
  Creation Cost: 1,000 gp + 400 FP 
   
  Force Shield: An iron band, this simple ring generates a shield-sized 
  (and shield-shaped) wall of force that stays with the ring and can be 
  wielded by the wearer as if it were a large shield (+2 AC). This special 
  creation is weightless and encumbrance-free. It can be activated 
  and deactivated at will and may be used, without penalty, by 
  characters who may not usually employ shield. 
  Creation Requirements:  Must be able to cast wall of force (caster 
  level 9) 
  Purchase Cost: 9,000 gp 
  Creation Cost: 4,500 gp + 1,800 FP 
   
  Free Action: This gold ring allows the wearer to act as if continually 
  under the effect of a freedom of movement spell. 
  Creation Requirements:  Must be able to cast freedom of movement 
  (caster level 7) 
  Purchase Cost: 56,000 gp 
  Creation Cost: 28,000 gp + 11,200 FP 
   
  Human Influence: This ring has the effect 
  of augmenting wearer’s charisma (as per 
  the friends spell).  The wearer can also 
  make 
  a 
  suggestion 
  to 
  any 
  human, 
  demihuman or humanoid conversed with 
  (a saving throw at –5 applies) once per 
  day. 
  The wearer can also charm person once 
  per day.  All of these effects have a caster 
  level of 5 
  Creation Requirements:  Must be able to 
  cast friends, charm person and suggestion 
  (caster level 5) 
  Purchase Cost: 40,000 gp 
  Creation Cost: 20,000 gp + 8,000 FP 
   
  Invisibility: By activating this simple silver ring, the wearer can benefit 
  from invisibility, as the spell (caster level 5). 
  Creation Requirements:  Must be able to cast invisibility (caster level 5) 
  Purchase Cost: 25,000 gp 
  Creation Cost:  12,500 gp + 5,000 FP 
   
  Jumping: This ring continually allows the wearer to leap about, 
  providing a +15 bonus on all strength checks made in order to jump.  
  Creation Requirements:  Must be able to cast jump (caster level 6) 
  Purchase Cost: 3,000 gp 
  Creation Cost:  1,500 gp + 600 FP 
   
  Mammal Control: This ring has the effect of augmenting wearer’s 
  charisma (as per the friends spell), but only with respect to 
  mammalian animals.  In addition, the character gets the animal 
  empathy ability of druids and ranger.  The wearer can also cast calm 
  animals and dominate animal once per day.  All of these effects have 
  a caster level of 5.  
  Creation Requirements:  Must be able to cast animal friendship, calm 
  animals and dominate animal (caster level 5) 
  Purchase Cost: 40,000 gp 
  Creation Cost: 20,000 gp + 8,000 FP 
   
  Mind Shielding: This ring is usually of fine workmanship and wrought 
  from heavy gold. The wearer is continually immune to ESP, detect lies, 
  and any attempt to magically discern his alignment. 
  Creation Requirements:  Must be able to cast nondetection (caster 
  level 5) 
  Purchase Cost: 30,000 gp 
  Creation Cost:  15,000 gp + 6,000 FP 
   
  Multiple Wishes: This ring is set with six flawless rubies. Each ruby stores 
  a wish spell, activated by the ring. When a wish is used, that ruby 
  disappears. For a randomly generated ring, roll 1d4+2 to determine 
  the remaining number of rubies. When all the wishes are used, the ring 
  becomes a non-magical item. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 19) 
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
   
  Protection: A ring of protection increases the wearer’s armor class 
  value and saving throws versus all forms of attack. A +1 ring raises AC 
  by 1 and gives a bonus of + 1 on all saving throw die rolls.  
  The magical properties of a ring of protection are cumulative with 
  most other protective magical items except the ring does not add to 
  armor value if magical armor is worn.  If more than 1 item or spell of 
  protection is operating on the same person, only the strongest item 
  (whether it be a ring, cloak or protection from evil) will function. 
  Creation Requirements:  Caster must be of a level at 9 + the bonus of 
  the ring 
  Purchase Cost: 3,000 gp (+1); 12,000 gp (+2); 27,000 gp (+3); 48,000 gp 
  (+4); 75,000 gp (+5) 
  Creation Cost: 1,500 gp + 600 FP (+1); 6,000 gp + 2,400 FP (+2); 13,500 
  gp + 5,400 FP (+3); 24,000 gp + 9,600 FP (+4); 37,500 gp + 15,000 FP (+5) 
   
  Ram: The ring of the ram is an ornate ring forged of hard metal, usually 
  iron or an iron alloy. It has the head of a ram as its device. 
  The wearer can command the ring to give forth a ram-like force, 
  manifested by a vaguely discernible shape that resembles the head 
  of a ram or a goat. This force strikes a single target, dealing 1d6 points 
  of damage if 1 charge is expended, 2d6 points if 2 charges are used, 
  or 3d6 points if 3 charges (the maximum) are used. Treat this as a 
  ranged attack with a 50’ maximum range and no penalties for 
  distance. 
  The force of the blow is considerable and those struck by the ring must 
  make a strength save, or be knocked off of their feet, if within 30 feet 
  of the ring-wearer. The check penalty is at –5 if 1 charge is expended, 
  -10 if 2 charges are expended or –15 if 3 charges are expended. 
  In addition to its attack mode, the ring of the ram also has the power 
  to open doors as if it were a character with a strength of 21. If 2 
  charges are expended, the effect is equivalent to a character with a 
  strength of 23. If 3 charges are expended, the effect is that of a 
  character with a strength of 25. 
  A newly created ring has 50 charges. When all the charges are 
  expended, the ring becomes a non-magical item. 
  Creation Requirements:  Must be able to cast telekinesis (caster level 9) 
  Purchase Cost: 9,000 gp 
  Creation Cost: 4,500 gp + 1,800 FP 
   
  Regeneration: This white gold ring continually allows a living wearer to 
  heal 1 point of damage per turn. Non-lethal damage heals at a rate 
  of 1 point per round. If the wearer loses a limb, an organ, or any other 
  
  Dungeon Master’s Guide    140 
  body part while wearing this ring, the ring regenerates it as per the 
  spell. In either case, only damage taken while wearing the ring is 
  regenerated. 
  Characters 
  reduced 
  to 
  negative 
  hit 
  points 
  automatically stabilize (PHB, p. 59) if wearing a ring of regeneration. 
  It will bring its wearer back from death (but if poison is the cause, the 
  saving throw must be made or else the wearer dies again from the 
  poison still in his system). Only total destruction of all living tissue by fire 
  or acid or similar means will prevent regeneration.  Of course the ring 
  must be worn, and its removal stops regeneration processes. 
  Creation Requirements:  Must be able to cast regeneration (caster 
  level 15) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Shooting Stars: This ring has two modes of operation, one for being in 
  shadowy darkness or outdoors at night and a second one when the 
  wearer is under ground or indoors at night. 
  During the night under the open sky or in areas of shadow or darkness, 
  the ring of shooting stars can perform the following functions on 
  command. 
   Dancing lights (once per hour) 
   Light (twice per night) 
   Ball lightning (special, once per night) 
   Shooting stars (special, three per week) 
  The first special function, ball lightning, releases one to four balls of 
  lightning (ring wearer’s choice). These glowing globes resemble 
  dancing lights, and the ring wearer controls them in the same fashion 
  (see the dancing lights spell description). The spheres have a 120-foot 
  range and duration of 4 rounds. They can be moved at 120 feet per 
  round. Each sphere is about 3 feet in diameter, and any creature who 
  comes within 5 feet of one causes its charge to dissipate, taking 
  electricity damage in the process according to the number of balls 
  created (5d6 – 1d6 per ball created, to a minimum of 1d6 for 4 balls). 
  Once the ball lightning function is activated, the balls can be 
  released at any time before the sun rises. (Multiple balls can be 
  released in the same round.) 
  The second special function produces three shooting stars that can 
  be released from the ring each week, simultaneously or one at a time. 
  They impact for 12 points of damage and spread, as a fireball, in a 5’ 
  radius sphere for 24 points of fire damage. 
  Any creature struck by a shooting star takes full damage (both impact 
  and fire damage) unless it makes a dexterity save with a –12 penalty.  
  Creatures not directly struck but within the 5’ spread ignore the 
  impact damage and take only half of the fire damage on a 
  successful dexterity save (-12 penalty).  Range is 70’, at the end of 
  which the shooting star explodes, unless it strikes a creature or object 
  before that. A shooting star always follows a straight line, and any 
  creature in its path must make a save or be hit by the projectile. 
  Indoors at night, or under ground, the ring of shooting stars has the 
  following properties:   
   Faerie fire (twice per day) 
   Spark shower (special, once per day) 
  The spark shower is a flying cloud of sizzling purple sparks that fan out 
  from the ring for a distance of 20’ in an arc 10’ wide. Creatures within 
  this area take 2d8 points of damage each if not wearing metal armor 
  or carrying a metal weapon. Those wearing metal armor and/or 
  carrying a metal weapon take 4d8 points of damage. 
  Creation Requirements:  Must be able to cast light, faerie fire, fireball, 
  and lightning bolt (caster level 12) 
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Spell Storing: A ring of spell storing contains up to six levels of spells 
  that the wearer can cast. Each spell has a caster level equal to the 
  minimum level needed to cast that spell. The user need not provide 
  any material components, or pay an XP cost to cast the spell, and 
  there is no penalty to spellcasting for wearing armor (because the ring 
  wearer needs not gesture). The casting times for the spells within the 
  ring are unchanged. 
  For a randomly generated ring, treat it as a scroll to determine what 
  spells are stored in it. If you roll a spell that would put the ring over the 
  six-level limit, ignore that roll; the ring has no more spells in it. (Not 
  every newly discovered ring need be fully charged.) 
  A spellcaster can cast any spells into the ring, so long as the total spell 
  levels do not add up to more than six. A spellcaster can use a scroll to 
  put a spell into the ring of spell storing. 
  The ring magically imparts to the wearer the names of all spells 
  currently stored within it. 
  Creation Requirements:  Must be able to cast imbue with spell ability 
  (caster level 13) 
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Spell Turning: Up to three times per day on command, this simple 
  platinum band automatically reflects the next nine levels of spells cast 
  at the wearer, exactly as if spell turning had been cast upon the 
  wearer. 
  Creation Requirements:  Must be able to cast spell turning (caster 
  level 13) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Sustenance: This ring continually provides its wearer with life-sustaining 
  nourishment. The ring also refreshes the body and mind, so that its 
  wearer needs only sleep 2 hours per day to gain the benefit of 8 hours 
  of sleep. The ring must be worn for a full week before it begins to work. 
  If it is removed, the owner must wear it for another week to re-attune it 
  to himself. 
  Creation Requirements:  Must be able to cast create food & water 
  (caster level 5) 
  Purchase Cost: 2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Swimming: This silver ring has a wave pattern etched into the band. It 
  bestows upon its wearer the ability to swim at their full base speed 
  assuming, of course, he is clad only in garments appropriate for such 
  activity. It further enables the wearer to dive up to 50’ into water 
  without injury, providing the depth of the water is at least 1’ per 10’ of 
  diving elevation; and the wearer can hold his breath for twice the 
  usual duration (2 rounds per point of constitution).  
  Should the character have to make a strength check in order to swim 
  in difficult conditions, this check is made with a +10 bonus.  This bonus 
  also applies to constitution checks made to continue swimming for 
  extended periods. 
  Creation Requirements:  Must be able to cast freedom of movement 
  and lesser restoration (caster level 5) 
  Purchase Cost: 12,500 gp 
  Creation Cost: 6,250 gp + 2,500 FP 
   
  Telekinesis: This ring allows the caster to use the spell telekinesis on 
  command. 
  Creation Requirements:  Must be able to cast telekinesis (caster level 12) 
  Purchase Cost: 75,000 gp 
  Creation Cost: 37,500 gp + 15,000 FP 
   
   
   
  Three Wishes: This ring is set with three rubies. Each ruby stores a wish 
  spell, activated by the ring. When a wish is used, that ruby disappears. 
  For a randomly generated ring, roll 1d3 to determine the remaining 
  number of rubies. When all the wishes are used, the ring becomes a 
  non-magical item. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Truth: The wearer of this ring is able to detect lies at will by 
  concentrating upon another’s words.  Only one person’s words may 
  be concentrated upon in a given round and, while concentrating, 
  the ring’s bearer can’t cast spells or attack.  They may still move at 
  their normal movement rate and take simple actions, such as talking, 
  eating, and dressing, while concentrating. 
  
  Dungeon Master’s Guide    141 
   
  The ring does not reveal lies spoken by an individual employing an 
  undetectable lie spell or under the effect of a potion of glibness.  
  Creation Requirements:  Must be able to cast detect lie (caster level 7) 
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Vampiric Regeneration: This rare form of ring of regeneration bestows 
  1 hit point upon the wearer each time he inflicts damage upon an 
  opponent in melee combat.  Hit points gained in this manner heal the 
  wearer of his wounds.  It does not otherwise cause regeneration or 
  restore life, limb or organ.  
  Creation Requirements:  Must be able to cast regeneration (caster 
  level 15) 
  Purchase Cost: 90,000 gp 
  Creation Cost: 45,000 gp + 18,000 FP 
   
  Water Walking: This ring, set with an opal, allows the wearer to 
  continually utilize the effects of the spell water walk.  This ring enables 
  the wearer to walk upon any liquid without sinking into it; this includes 
  mud, quicksand, oil, running water, and even snow. 
  Creation Requirements:  Must be able to cast water walk (caster level 
  9) 
  Purchase Cost: 15,000 gp 
  Creation Cost: 7,500 gp + 3,000 FP 
   
  Weakness: This cursed ring appears to be a ring of invisibility and 
  functions just as a standard ring of invisibility with one major exception.  
  When the ring is first activated   it causes the wearer to lose 1 point of 
  strength and 1 point of constitution per turn until the individual 
  reaches 3 in each ability score. 
  This loss is not noticeable until the individual actually observes his 
  weakened state due to some exertion (such as in combat or when 
  making a strength or constitution ability check).   
  The weakness ring can be removed only if a remove curse spell, 
  followed by a dispel magic spell, is cast upon the ring. 
  Creation Requirements:  Must be able to cast invisibility and curse 
  (caster level 5) 
  Purchase Cost: 30,000 gp 
  Creation Cost:  15,000 gp + 6,000 FP 
   
  Wizardry: This special ring comes in four kinds (type 
  I, type II, type III, and type IV), all of them useful only 
  to arcane spellcasters (magic-users, hedge wizards, 
  illusionists and necromancers). The wearer’s arcane 
  spells per day are doubled for one specific spell 
  level. Type I doubles 1st level spells, type II doubles 
  2nd level spells, type III doubles 3rd level spells, and a 
  type IV doubles 4th-level spells. Bonus spells from 
  high ability scores are not doubled. 
  Creation Requirements:  Must be able to cast limited wish (caster level 
  11- type I, 14 – type II, 17 – type III, or 20 – type IV) 
  Purchase Cost: 20,000 gp (type I), 40,000 (type II), 70,000 (type III), or 
  100,000 (type IV)  
  Creation Cost: 10,000 gp + 4,000 FP (type II), 20,000 gp + 8,000 FP, 
  35,000 gp + 14,000 FP (type III) or 50,000 gp + 20,000 FP (type IV) 
   
  X-Ray Vision: On command, this ring gives its possessor the ability to 
  see into and through solid matter. Vision range is 20’, with the viewer 
  seeing as if he were looking at something in normal light even if there 
  is no illumination. X-ray vision can penetrate 1’ of stone, 1” of common 
  metal, or up to 3’ of wood or dirt. Thicker substances or a thin sheet of 
  lead blocks the vision. 
  Using the ring is physically exhausting, causing the wearer 1 point of 
  Constitution damage per minute after the first turn of use in a single 
  day. 
  Creation Requirements:  Must be able to cast true seeing (caster level 
  6) 
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
   
   
   
   
   
   
  RODS & STAVES 
  Rods are scepter-like devices that have unique magical powers and 
  either hold magical charges or have a set number of uses each day.  
  Rods are about 3’ long and as thick as your thumb.  They are fashioned 
  from metal, strange wood, ivory or bone and can be plain or 
  decorated and carved, tipped or not.  Rods will usually be found in 
  cases or similar storage places.   
  Staffs are about 5’ or 6’ long and as thick as a young sapling, i.e. about 
  an inch and a half at the base, tapering to an inch at the tip, although 
  they can be of nearly equal diameter throughout, knurled, etc.  Most 
  staves are wood, but a rare few are bone, metal, or even glass. Staves 
  often have a gem or some device at their tip or are shod in metal at 
  one or both ends. Staves are often decorated with carvings or runes. A 
  typical staff is like a walking stick, quarterstaff, or cudgel.  Rods that 
  make use of non-renewable charges and all staves can hold up to 50 
  charges.  When randomly determining which rods and staves are found, 
  roll on the following table: 
   
  d% roll 
  results 
  class restrictions 
  01-06 
  rod of absorption 
   
  07-10 
  rod or alertness 
   
  11 
  rod of beguiling 
   
  12-21 
  rod of cancellation 
   
  22-26 
  rod of flailing 
   
  27 
  rod of lordly might 
   
  28-30 
  rod of passage 
  magic-users 
  31 
  rod of resurrection  
  clerics 
  32 
  rod of rulership  
   
  33-36 
  rod of security 
   
  37 
  rod of smiting 
   
  38-40 
  rod of splendor 
   
  41-42 
  staff of abjuration 
   
  43 
  staff of command 
   
  44-48 
  staff of curing 
  divine casters 
  49-51 
  staff of defense 
   
  52-54 
  staff of divination 
   
  56-58 
  staff of enchantment 
  magic-users, illusionists 
  59-61 
  staff of evocation 
  magic-users 
  62-63 
  staff of necromancy 
  clerics, necromancers 
  64 
  staff of power 
  magic-users 
  65-70 
  staff of the serpent 
   
  71-79 
  staff of striking 
   
  80-82 
  staff of swarming insects 
   
  83 
  staff of thunder & lightning 
   
  84-86 
  staff of transmutation 
  magic-users 
  87-90 
  staff of withering 
   
  91-00 
  staff of the woodlands 
  bard, druids, rangers 
   
  Using Rods & Staves:  Unless noted otherwise on the RODS & STAVES 
  table, rods are usable by characters of all classes.  Staves may be used 
  by all spellcasting characters (bards, clerics, cloistered clerics, druids, 
  hedge wizards, illusionists, magic-users, necromancers, paladins and 
  rangers) unless otherwise specified.  Staves of the serpent may be used 
  by all characters of suitable alignment, as detailed in their item 
  description.  Staves of striking may be used be all characters, regardless 
  of class. 
  Weapon proficiencies should be kept in mind when wielding rods and 
  staves in combat, with non-proficiency penalties applying as usual.  
  Activating a rod or staff takes one round and requires the user to speak 
  its command word aloud.  Rod and staves cannot be activated in an 
  area of silence or by a user who has been rendered speechless. 
   
  Rod & Staff Creation:  Rods and staves have a set caster level, which is 
  the minimum caster level required to create the rod or staff.  The caster 
  level of all spells in a rod or staff must be the same, and no rod or staff 
  can have a caster level of less than 10th, even if all the spells in the staff 
  are low-level spells. 
  To create a magic rod or staff, a character needs a supply of materials, 
  the most obvious being a rod or quarterstaff. The cost for the materials is 
  subsumed in the cost for creating the rod or staff.  The creator must 
  have prepared the spells to be stored and must provide the material 
  and XP component costs sufficient to activate the spell a maximum 
  number of times (50 divided by the number of charges one use of the 
  spell expends). This is in addition to the FP cost for making the staff. 
  Material components normally consumed through spellcasting are 
  consumed when he begins working.  The act of working on the rod or 
  staff triggers the prepared spells, making them unavailable for casting 
  
  Dungeon Master’s Guide    142 
  during each day of the rod or staff’s creation.   Those spell slots are 
  expended from his currently prepared spells, just as if they had been 
  cast. 
  Charged rods and all staves are always fully charged (50 charges) 
  when created.  Crafting a rod or staff requires one day for each 1,000 
  gp of the creation cost.  Standard rods and staves are described below. 
   
  type 
  rod & staff creation cost 
  caster 
  level 
  rod of absorption 
  25,000 gp + 10,000 FP 
  15 
  rod or alertness 
  42,500 gp + 17,000 FP 
  15 
  rod of beguiling 
  20,000 gp + 8,000 FP 
  15 
  rod of cancellation 
  5,000 gp + 2,000 FP 
  17 
  rod of flailing 
  20,000 gp + 8,000 FP 
  11 
  rod of lordly might 
  35,000 gp + 14,000 FP 
  19 
  rod of passage 
  75,000 gp + 30,000 FP 
  17 
  rod of resurrection  
  75,000 gp + 30,000 FP 
  13 
  rod of rulership  
  25,000 gp + 10,000 FP 
  20 
  rod of security 
  30,000 gp + 12,000 FP 
  20 
  rod of smiting 
  36,000 gp + 14,400 FP 
  15 
  rod of splendor 
  12,500 gp + 5,000 FP 
  12 
  staff of abjuration 
  32,500 gp + 13,000 FP  
  13 
  staff of command 
  8,250 gp + 3,300 FP 
  10 
  staff of curing 
  13,750 gp + 5,500 FP 
  10 
  staff of defense 
  29,125 gp + 11,650 FP  
  15 
  staff of divination 
  36,750 gp + 14,700 FP 
  13 
  staff of enchantment 
  32,500 gp + 13,000 FP 
  13 
  staff of evocation 
  32,500 gp + 13,000 FP 
  13 
  staff of necromancy 
  32,500 gp + 13,000 FP 
  13 
  staff of power 
  100,000 gp + 40,000 FP  
  17 
  staff of the serpent 
  7,500 gp + 3,000 FP  
  10 
  staff of striking 
  13,500 gp + 5,400 FP 
  12 
  staff of swarming insects 
  12,500 gp + 5,000 FP 
  10 
  staff of thunder & lightning 
  15,000 gp + 6,000 FP 
  13 
  staff of transmutation 
  32,500 gp + 13,000 FP 
  13 
  staff of withering 
  12,500 gp + 5000 FP  
  13 
  staff of the woodlands 
  50,000 gp + 20,000 FP 
  13 
   
   
   
  type 
  rod & staff purchase cost 
  caster 
  level 
  rod of absorption 
  50,000 gp  
  15 
  rod or alertness 
  85,000 gp 
  15 
  rod of beguiling 
  40,000 gp 
  15 
  rod of cancellation 
  10,000 gp 
  17 
  rod of flailing 
  40,000 gp 
  11 
  rod of lordly might 
  70,000 gp 
  19 
  rod of passage 
  150,000 gp 
  17 
  rod of resurrection  
  150,000 gp 
  13 
  rod of rulership  
  50,000 gp 
  20 
  rod of security 
  60,000 gp 
  20 
  rod of smiting 
  72,000 gp 
  15 
  rod of splendor 
  25,000 gp 
  13 
  staff of abjuration 
  65,000 gp 
  13 
  staff of command 
  16,500 gp 
  10 
  staff of curing 
  27,500 gp 
  10 
  staff of defense 
  58,250 gp 
  15 
  staff of divination 
  73,500 gp 
  13 
  staff of enchantment 
  65,000 gp 
  13 
  staff of evocation 
  65,000 gp 
  13 
  staff of necromancy 
  65,000 gp 
  13 
  staff of power 
  200,000 gp 
  17 
  staff of the serpent 
  15,000 gp 
  10 
  staff of striking 
  27,000 gp 
  12 
  staff of swarming insects 
  25,000 gp 
  10 
  staff of thunder & lightning 
  30,000 gp 
  13 
  staff of transmutation 
  65,000 gp 
  13 
  staff of withering 
  25,000 gp  
  13 
  staff of the woodlands 
  100,000 gp 
  13 
   
  Non-Standard Rods & Staves:  
  Use the following formula to determine 
  the creation costs for non-standard rods and staves: 
   
  (375 gp) x [(highest spell level) + (.75 x next highest spell level) + (.5 x all 
  of the remaining spells’ levels)] x (the caster level of the item) 
  The creator of the rod or staff must spend 1 FP for every 2 ½ gp of its 
  creation cost.  The purchase cost of any non-standard rod or staff is 
  twice its creation cost.  Crafting a non-standard rod or staff requires one 
  day for each 1,000 gp of the creation cost. 
  Standard Rods & Staves 
  The following rods and staves represent those typically found by 
  adventurers or created by spellcasters: 
   
  Rod of Absorption: This rod acts as a magnet, drawing spells or spell-like 
  abilities into itself. The magic absorbed must be a single-target spell or a 
  ray directed at either the character possessing the rod or his gear. The 
  rod then nullifies the spell’s effect and stores its potential until the wielder 
  releases this energy in the form of his own spells. He can instantly detect 
  a spell’s level as the rod absorbs that spell’s energy. Absorption requires 
  no action on the part of the user if the rod is in hand at the time. 
  A running total of absorbed (and used) spell levels should be kept. The 
  wielder of the rod can use captured spell energy to cast any spell he 
  has prepared, without expending the preparation itself. The only 
  restrictions are that the levels of spell energy stored in the rod must be 
  equal to or greater than the level of the spell the wielder wants to cast, 
  that any material components required for the spell be present, and 
  that the rod be in hand when casting.  
  A rod of absorption absorbs a maximum of fifty spell levels and can 
  thereafter only discharge any remaining potential it might have. The rod 
  cannot be recharged. The wielder knows the rod’s remaining absorbing 
  potential and current amount of stored energy. 
  To determine the absorption potential remaining in a newly found rod, 
  roll d% and divide the result by 2. Then roll d% again: On a result of 71–
  100, half the levels already absorbed by the rod are still stored within. 
  Creation Requirements: Creator must be able to cast spell turning. 
   
  Rod of Alertness: This rod is indistinguishable from a +1 horseman’s 
  mace. It has eight flanges on its mace-like head. The rod bestows a +1 
  bonus on initiative checks and to wisdom checks versus surprise. If 
  grasped firmly, the rod enables the holder to use detect evil, detect 
  good, detect lies, detect magic, light, or detect invisibility. Each 
  different use takes 1 round to activate. 
  If the head of a rod of alertness is planted in the ground, and the 
  possessor wills it to alertness (taking 1 round), the rod senses any 
  creature within 120 feet who intends to harm the possessor. At the same 
  time, the rod creates the effect of a prayer spell upon all creatures 
  friendly to the possessor in a 50’ radius. Immediately thereafter, the rod 
  sends forth a mental alert to these friendly creatures, warning them of 
  possible danger from the unfriendly creature or creatures within the 120’ 
  radius. These effects last for 10 minutes, and the rod can perform this 
  function once per day. 
  Last, the rod can be used to simulate the casting of an animate objects 
  spell, utilizing any 15 or fewer Small objects located roughly around the 
  perimeter of a 5’ radius circle centered on the rod when planted in the 
  ground. Objects remain animated for 15 rounds. The rod can perform 
  this function once per day. 
  Creation Requirements: Creator must be able to cast alarm, detect evil, 
  detect good, detect invisibility or true seeing, detect lie or ESP, detect 
  magic, light, prayer, animate objects. 
   
  Rod of Beguiling: This rod enables its possessor to radiate an aura of 
  goodwill and felicity to all intelligent creatures within 30’  by expending 
  one of the rod’s charges.  When the bearer expends a charge up to 30 
  hit dice worth of creatures within 30’ of the device must succeed at a 
  charisma save (with a -15 penalty) or be charmed by the rod’s bearer, 
  regarding him as their comrade, friend, and/or mentor.  
  If there are more potential targets than you can affect, you choose 
  them one at a time until you choose a creature with too many HD. If 
  any creatures are currently being threatened or attacked by you or 
  your allies, however, they receive a +3 bonus on their saving throws.  
  The spell does not enable you to control the charmed creatures as if 
  they were automatons, but they perceives your words and actions in 
  the most favorable way. You can try to give the subjects orders, but you 
  must win an opposed charisma check in order to convince them to do 
  anything they wouldn’t ordinarily do (retries are not allowed). Affected 
  creatures never obey suicidal or obviously harmful orders, but he might 
  be convinced that something very dangerous is worth doing. Any act 
  by you or your apparent allies that threatens the charmed person 
  breaks the spell. You must speak the person’s language to 
  communicate your commands, or else be good at pantomiming. 
  The bearer of the rod may also expend a charge in order to cast friends 
  upon himself.  This causes the caster to gain a +3 bonus to all charisma 
  ability checks, excluding saving throws, for the spell’s duration. 
  In addition friends offers limited protection to the caster. Hostile living 
  creatures (of animal or greater intelligence) must succeed at a 
  charisma save (with a -15 penalty) in order in order to attack the caster. 
  
  Dungeon Master’s Guide    143 
   
  Any creature attacked by the caster is immune to this effect of the spell, 
  as are those with more than 15 hit dice. 
  Each charge of the rod beguiles for 1 turn. It can be recharged. 
  Creation Requirements: Creator must be able to cast friends and mass 
  charm. 
   
  Rod of Cancellation: This dreaded rod is a bane to magic items, for its 
  touch drains an item of all magical properties. The item touched must 
  make a successful intelligence save (with a -17 penalty) or be turned 
  into a normal item. An item in a creature’s possession uses its own 
  intelligence save bonus or its possessor’s, whichever is higher.   
  In the latter case, contact is made by making a melee attack roll to hit 
  the desired object. Upon draining an item, the rod itself becomes brittle 
  and cannot be used again. Drained items are only restorable by wish or 
  miracle. If a sphere of annihilation and a rod of cancellation negate 
  each other, nothing can restore either of them. 
  Creation Requirements:  Creator must be able to cast Mordenkainen’s 
  disjunction. 
   
  Rod of Flailing: Upon the command of its possessor, the rod activates, 
  changing from a normal-seeming rod to a +3 footman’s flail.  Once per 
  day the wielder can expend a charge to cause the rod to grant him a 
  +4 bonus to armor class and saving throws for 1 turn. The rod need not 
  be in weapon form to grant this benefit. The wielder of this item may 
  automatically transform it into a weapon or back into a rod each round. 
  Creation Requirements: Creator must be able to cast bless. 
   
  Rod of Lordly Might: This rod has functions that are spell-like, and it can 
  also be used as a magic weapon of various sorts. It also has several 
  more mundane uses. The rod of lordly might is metal, thicker than other 
  rods, with a flanged ball at one end and six stud-like buttons along its 
  length. (Pushing any of the rod’s buttons is equivalent to drawing a 
  weapon and takes 1 round.) It weighs 10 pounds. 
  The following spell-like functions of the rod can each be used once per 
  day and take 1 round to activate. 
   
   Hold person upon touch, if the wielder so commands (-19 to the 
  target’s strength save). The wielder must choose to use this power 
  and then succeed on a melee attack to activate the power. If the 
  attack fails, the effect is lost. 
   
   Fear upon all enemies in a 10’ radius, if the wielder so desires (-19 to 
  the target’s charisma save).  
   
   Deal 2d4 hit points of damage to an opponent on a successful 
  touch attack (constitution save at -19 for half damage) and cure 
  the wielder of a like amount of damage. The wielder must choose 
  to use this power before attacking, as with hold person. 
   
  The following weapon functions of the rod have no limit on the number 
  of times they can be employed.  In its normal form, the rod can be used 
  as a +2 horseman’s mace.  It has 6 buttons that, when pushed, activate 
  the rod’s alternate forms: 
   
  1. The rod becomes a +1 flaming longsword. A blade springs from the 
  ball, with the ball itself becoming the sword’s hilt. The weapon 
  lengthens to an overall length of 4 feet and functions as a +1 
  flaming longsword. 
   
  2. The rod becomes a +4 battleaxe. A wide blade springs forth at the 
  ball, and the whole lengthens to 4 feet. 
   
  3. The rod becomes a +3 longspear or lance (heavy or light).  
   
  4. The rod converts into a ladder.  A spike that can anchor in granite 
  is extruded from the ball, while the other end sprouts three sharp 
  hooks. The rod lengthens to anywhere between 5 and 50 feet in a 
  single round, stopping when button 4 is pushed again. Horizontal 
  bars three inches long fold out from the sides, 1 foot apart, in 
  staggered progression. The rod is firmly held by the spike and hooks 
  and can bear up to 4,000 pounds.  
   
  5. The ladder (button #4) retracts into the rod by pushing button 5.  
   
  6. When button 6 is pushed, the rod indicates magnetic north and 
  gives the wielder knowledge of his approximate depth beneath 
  the surface or height above it. 
   
  The ladder function (button #4) can be used to force open doors. The 
  wielder plants the rod’s base 30 feet or less from the portal to be forced 
  and in line with it, then pushes button 4. The force exerted has a 
  Strength modifier of +10. 
  Creation Requirements: Creator must be able to cast cause light 
  wounds, flame blade or improved enchanted weapon, hold person, 
  and fear. 
   
  Rod of Passage: This highly dweomered item allows use of the following 
  spells: 
   Dimension door (1 charge)  
   Passwall (1 charge)  
   Phase door (2 charges)  
   Teleport without error (2 charges)  
   Astral spell (2 charges) 
  Creation Requirements: Creator must be able to cast astral spell, 
  dimension door, passwall, phase door, and teleport without error. 
   
  Rod of Resurrection: Made of thick oak shod in gold, this rod allows use 
  of the following spells: 
   Heal (1 charge)  
   Resurrection (5 charges) 
  Creation Requirements: Creator must be able to cast heal and 
  resurrection. 
   
  Rod of Rulership: This rod looks like a royal scepter worth at least 5,000 gp 
  in materials and workmanship alone. The wielder can command the 
  obedience and fealty of creatures within 200 feet when he activates 
  the device (taking 1 round). Creatures totaling 200 Hit Dice can be 
  ruled, but creatures with Intelligence scores of 15 or higher, or of 10 hit 
  dice/levels or higher, are entitled to a charisma save at -20 to negate 
  the effect.  
  Ruled creatures obey the wielder as if he were their absolute sovereign. 
  Still, if the wielder gives a command that is contrary to the nature of the 
  creatures commanded, the magic is broken. The rod can be used for 20 
  days before crumbling to dust.  
  Creation Requirements: Creator must be able to cast mass charm. 
   
  Rod of Security: This item creates a non-dimensional space, a pocket 
  paradise. There the rod’s possessor and as many as 199 other creatures 
  can stay in complete safety for a period of time, up to 200 days divided 
  by the number of creatures affected. All fractions are rounded down. 
  In this pocket paradise, creatures don’t age, and natural healing take 
  place at twice the normal rate. Fresh water and food (fruits and 
  vegetables only) are in abundance. The climate is comfortable for all 
  creatures involved. 
  Activating the rod takes 1 round and causes the wielder and all 
  creatures touching the rod to be transported instantaneously to the 
  paradise. Members of large groups can hold hands or otherwise 
  maintain physical contact, allowing all connected creatures in a circle 
  or a chain to be affected by the rod. Unwilling creatures get a wisdom 
  (for cleric-made rods) or intelligence save (for rods crafted by magic-
  users) at -20 to negate the effect. If such a creature succeeds on its 
  save, other creatures beyond that point in a chain can still be affected 
  by the rod. 
  When the rod’s effect expires or is dispelled, all the affected creatures 
  instantly reappear in the location they occupied when the rod was 
  activated. If something else occupies the space that a traveler would 
  be returning to, then his body is displaced a sufficient distance to 
  provide the space required for reentry. The rod’s possessor can dismiss 
  the effect whenever he wishes before the maximum time period 
  expires, but the rod can only be activated once per week. 
  Creation Requirements: Creator must be able to cast gate. 
   
  Rod of Smiting: This rod strike as a +3 footman’s mace and deals double 
  damage (2d8+6) to any animated creatures it strikes.  The rod 
  automatically destroys animated creatures whenever a natural “20” is 
  rolled to hit them. Any extraplanar creature hit with a natural “20” takes 
  double the usual, maximum damage from the rod. 
  Creation Requirements:  Must be able to cast disintegrate. 
   
  Rod of Splendor: The possessor of this rod gains a +2 bonus to his 
  Charisma score for as long as he holds or carries the item. Once per 
  day, the rod creates and garbs him in clothing of the finest fabrics, plus 
  adornments of furs and jewels. 
  Apparel created by the magic of the rod remains in existence for 12 
  hours. However, if the possessor attempts to sell or give away any part of 
  it, to use it for a spell component, or the like, all the apparel immediately 
  disappears. The same applies if any of it is forcibly taken from her. 
  The value of noble garb created by the rod ranges from 7,000 to 10,000 
  gp (1d4+6 x 1,000 gp):  1,000 gp for the fabric alone, 5,000 gp for the 
  
  Dungeon Master’s Guide    144 
  furs, and the rest for the jewel trim (maximum of twenty gems, maximum 
  value 200 gp each). 
  In addition, the rod has a second special power, usable once per week. 
  Upon command, it creates a palatial tent - a huge pavilion of silk 60 feet 
  across. Inside the tent are temporary furnishings and food suitable to the 
  splendor of the pavilion and sufficient to entertain as many as one 
  hundred persons. The tent and its trappings last for one day. At the end 
  of that time, the tent and all objects associated with it (including any 
  items that were taken out of the tent) disappear. 
  Creation Requirements: Creator must be able to cast friends and major 
  creation or Mordenkainen’s magnificent mansion. 
   
  Staff of Abjuration: Usually carved from the heartwood of an ancient 
  oak or other large tree, this staff allows use of the following spells: 
   Dispel magic (1 charge)  
   Resist energy (1 charge)  
   Shield (1 charge)  
   Dismissal (2 charges)  
   Minor globe of invulnerability (2 charges)  
   Repulsion (3 charges) 
  Creation Requirements: Creator must be able to cast dismissal, dispel 
  magic, minor globe of invulnerability, resist energy, repulsion, and shield. 
   
  Staff of Command: Made of twisting wood ornately shaped and 
  carved, this staff allows use of the following spells: 
   Charm person (1 charge)  
   Charm monster (2 charges) 
  Creation Requirements: Creator must be able to cast charm person, 
  and charm monster. 
   
  Staff of Curing: This white ash staff, with inlaid silver runes, allows use of 
  the following spells: 
   Cure serious wounds (1 charge)  
   Lesser restoration (1 charge)  
   Cure blindness/deafness (2 charges)  
   Cure disease (3 charges) 
  Creation Requirements: Creator must be able to cast cure serious 
  wounds, lesser restoration, cure blindness/deafness, and cure disease. 
   
  Staff of Defense: The staff of defense is a simple-looking staff that throbs 
  with power when held defensively. It allows use of the following spells: 
   Sanctuary (1 charge)  
   Shield (1 charge) 
   Shield of faith (1 charge)  
   Iron body (3 charges) 
  Creation Requirements: Creator must be able to cast sanctuary, shield, 
  shield of faith, and iron body. 
   
  Staff of Divination: Made from a supple length of willow, often with a 
  forked tip, this staff allows use of the following spells: 
   Detect secret doors (1 charge)  
   Locate object (1 charge)  
   Tongues (1 charge)  
   Locate creature (2 charges)  
   Prying eyes (2 charges)  
   True seeing (3 charges) 
  Creation Requirements: Creator must be able to cast detect secret 
  doors, locate creature, locate object, prying eyes, tongues, true seeing. 
   
  Staff of Enchantment: Often made from applewood and topped with a 
  clear crystal, this staff allows use of the following spells: 
   Sleep (1 charge)  
   Suggestion (1 charge)  
   Tasha’s’ hideous laughter (1 charge)  
   Charm monster (2 charges)  
   Mind fog (2 charges)  
   Mass suggestion (3 charges) 
  Creation Requirements: Creator must be able to cast charm monster, 
  mass suggestion, mind fog, sleep, suggestion, Tasha’s hideous laughter. 
   
  Staff of Evocation: Usually very smooth and carved from hickory, willow, 
  or yew, this staff allows use of the following spells: 
   Fireball (1 charge)  
   Magic missile (1 charge)  
   Shatter (1 charge)  
   Ice storm (2 charges)  
   Wall of force (2 charges)  
   Chain lightning (3 charges) 
  Creation Requirements: Creator must be able to cast chain lightning, 
  fireball, ice storm, magic missile, shatter and wall of force. 
   
  Staff of Necromancy: This staff is made from ebony or other dark wood 
  and carved with the images of bones and skulls. It allows use of the 
  following spells: 
   Animate dead (1 charge)  
   Cause fear (1 charge)  
   Scare (1 charge)  
   death spell (2 charges)  
   Ethereal jaunt (3 charges) 
  Creation Requirements: Creator must be able to cast animate dead, 
  cause fear, death spell, ethereal jaunt, and scare. 
   
  Staff of Power: The staff of power is a very potent magic item, with 
  offensive and defensive abilities. It is usually topped with a glistening 
  gem, its shaft straight and smooth. It has the following powers: 
   Magic missile (1 charge)  
   Ray of enfeeblement (1 charge)  
   Continual light (1 charge)  
   Levitate (1 charge)  
   Lightning bolt, 5d6 (1 charge)  
   Fireball, 5d6 (1 charge)  
   Cone of cold (2 charges)  
   Hold monster (2 charges)  
   Wall of force (2 charges):  creates a 5’ radius hemisphere around 
  user  
   Globe of invulnerability (2 charges) 
  The wielder of a staff of power gains a +2 bonus to AC and saving 
  throws. The staff is also a +2 quarterstaff, and its wielder may use it to 
  smite opponents. If 1 charge is expended, the staff causes double 
  damage for 1 round. 
  A staff of power can be used for a retributive strike, requiring it to be 
  broken by its wielder.  This takes 1 round but does not require the wielder 
  to make a strength check.  All charges currently in the staff are instantly 
  released in a 30’ radius. All within 10’ of the broken staff take points of 
  damage equal to 8 x the number of charges in the staff, those from 11’ 
  up to 20’ away take 6 x the number of charges in damage, and those 
  from 21’ up to 30’ away take 4 x the number of charges in damage. All 
  those affected can make a dexterity save to reduce the damage by 
  half.   
  The character breaking the staff has a 50% chance of traveling to 
  another plane of existence, but if he does not, the explosive release of 
  spell energy destroys him. Only certain items, including the staff of the 
  magi and the staff of power, are capable of being used for a retributive 
  strike. 
  After all charges are used up from the staff, it remains a +2 quarterstaff. 
  Once empty of charges, it cannot be used for a retributive strike. 
  Creation Requirements: Creator must be able to cast magic missile, ray 
  of enfeeblement, continual light, levitate, fireball, lightning bolt, cone of 
  cold, hold monster, wall of force and globe of invulnerability. 
   
  Staff of the Serpent: This staff comes in two varieties: python and adder. 
  Both strike as +1 quarterstaves.  If the user throws the staff to the ground 
  it grows to become either a giant constrictor or a giant adder (see the 
  MONSTER MANUAL for details on either serpent) by the end of the 
  round. The snake obeys all commands of the owner.  In animal form, it 
  retains the +1 bonus on attacks and damage possessed by the staff’s 
  form.  
  The serpent returns to staff form whenever the wielder desires (this 
  transformation takes 1 round), or whenever it moves farther than 100 
  feet from the owner. If the snake form is slain, it returns to staff form and 
  cannot be activated again for three days.  Only good creatures may 
  use the python variety of the staff while only evil creatures may use the 
  adder variety of the staff of the serpent. 
  Creation Requirements: Creator must be able to cast polymorph any 
  object or sticks to snakes.  The creator must be good to create a staff of 
  the python or evil to create a staff of the adder. 
   
  Staff of Striking: This oaken staff is the equivalent of a +3 magic weapon. 
  If a charge is expended upon striking a creature, the staff deals double 
  damage (2d6+6).  If 3 charges are expended the staff deals triple 
  damage (3d6+9).  No more than 3 charges can be expended per strike. 
  The staff can be recharged. 
  Creation Requirements:  Creator must be able to cast magic missile or 
  spiritual hammer. 
   
  
  Dungeon Master’s Guide    145 
   
  Staff of Swarming Insects: Made of twisted dark wood with dark spots 
  resembling crawling insects (which occasionally seem to move), this 
  staff allows use of the following spells: 
   Summon insects (1 charge)  
   Insect plague (3 charges) 
  Creation Requirements: Creator must be able to cast insect plague, 
  summon insects. 
   
  Staff of Thunder & Lightning: This stout quarterstaff, constructed of 
  bronzewood set with silver rivets, has the properties of a +2 quarterstaff. 
  Its other magical powers are as follows. 
   
   Thunder: If the wielder of the staff expends a charge the staff can 
  strike as a +3 quarterstaff, and the opponent struck is stunned from 
  the noise of the staff’s impact (a constitution check at -12 negates 
  this). This power can be activated automatically and it works if the 
  wielder strikes an opponent within 1 round. 
   
   Lightning: When the wielder expend 1 charge, a short spark of 
  electricity can leap forth when the staff strikes an opponent to 
  deal the normal damage for a +2 quarterstaff and an extra 6 
  points of electricity damage. If the wielder misses his target by 5 or 
  less, the lightning damage is still applied to the target. 
   This power can be activated automatically and it works if the 
  wielder strikes an opponent within 1 round. 
   
   Thunderclap: By expending 2 charges the wielder can cause the 
  staff to give out a deafening noise, just as a shout spell cast by a 
  12th level caster.  This use takes 1 round to activate. 
   
   Lightning stroke: The wielder can cause the staff to shoot out a 
  lightning bolt that functions as if cast by a 12th level caster.  This use 
  takes 1 round to activate and uses 2 charges. 
   
   Thunder and lightning: The wielder of the staff can combine the 
  thunderclap described above with a lightning bolt, as in the 
  lightning stroke. The thunderclap affects all within 10 feet of the 
  bolt. The lightning stroke deals 12d6 points of electricity damage 
  (count rolls of 1 or 2 as rolls of 3, for a range of 36 to 72 points), and 
  the thunderclap deals 2d6 points of sonic damage. A single 
  dexterity save at -12 negates both effects.  This use expends 4 
  charges from the staff. 
   
  Creation Requirements: Creator must be able to cast lightning bolt and 
  shout. 
   
  Staff of Transmutation: This staff is generally carved from or decorated 
  with petrified wood and allows use of the following spells: 
   Run (1 charge)  
   Alter self (1 charge)  
   Blink (1 charge)  
   Polymorph (2 charges)  
   Disintegrate (3 charges)  
   Polymorph any object (3 charges) 
  Creation Requirements: Creator must be able to cast alter self, 
  polymorph any object, blink, disintegrate, run, and polymorph. 
   
  Staff of Withering: A staff of withering acts as a +1 quarterstaff.  If 1 
  charge is expended, the creature struck loses 1d4 points of strength and 
  dexterity unless it makes a constitution save at -13.  If 2 charges are 
  expended, the creature is effected by the wither spell unless it makes a 
  constitution save at -13. 
  Creation Requirements: Creator must be able to cast wither. 
   
  Staff of the Woodlands: Appearing to have grown naturally into its 
  shape, this oak, ash, or yew staff allows use of the following spells: 
   Calm animals (1 charge)  
   Speak with animals (1 charge)  
   Barkskin (2 charges)  
   Wall of thorns (3 charges)  
   Animal summoning III (3 charges)  
   Animate plants (4 charges) 
  The staff may be used as a weapon, functioning as a +2 quarterstaff. 
  The staff of the woodlands also allows its wielder to pass without trace at 
  will, with no charge cost. These two attributes continue to function after 
  all the charges are expended. 
  Creation Requirements: Creator must be able to cast animate plants, 
  barkskin, calm animals, pass without trace, speak with animals, animal 
  summoning III, and wall of thorns. 
   
   
  WANDS 
  A typical wand is 6” to 12” long and about ¼” thick, and often weighs 
  no more than 1 ounce. Most wands are wood, but some are bone. A 
  rare few are metal, glass, or even ceramic, but these are quite exotic. 
  Occasionally, a wand has a gem or some device at its tip, and most are 
  decorated with carvings or runes.  Wands can hold up to 50 charges.   
  When randomly determining which wands are found, roll on the 
  following table: 
   
  d% roll 
  results 
  class restrictions 
  01-02 
  conjuration 
  magic-users 
  03-05 
  defoliation 
   
  06-07 
  earth & stone 
   
  08-11 
  enemy detection 
   
  12-15 
  fear 
  spellcasters 
  16-17 
  fire 
  magic-users 
  18-21 
  fireballs 
   
  22-25 
  flame extinguishing 
   
  26 
  force 
  magic-users 
  27-29 
  frost 
  magic-users 
  30-32 
  ice storms 
   
  33-36 
  illumination 
   
  37-40 
  illusion 
  magic-users, illusionists 
  41-43 
  lightning 
  magic-users 
  44-47 
  lightning bolts 
   
  48-52 
  magic detection 
   
  53-61 
  magic missiles 
   
  62-66 
  metal & mineral detection 
   
  67-68 
  metal command 
   
  69-74 
  negation 
   
  75-78 
  paralyzation 
  magic-users, hedge wizards,  
  necromancers 
  79-82 
  polymorphing 
  magic-users, hedge 
  wizards, illusionists 
  83-86 
  secret door & trap location 
   
  87-90 
  size alteration 
   
  91-92 
  steam & vapor 
  magic-users 
  93-00 
  wonder 
   
   
  Using Wands:  Wands are useable by characters of all classes unless 
  otherwise specified on the table above.  Activating a wand takes one 
  round and requires the user to speak its command word aloud.  Wands 
  cannot be activated in an area of silence or by a user who has been 
  rendered speechless. 
   
  Wand Creation:  Wands may only be created by spellcasters of 10th or 
  higher level.  The spells placed within a given wand are usually of 4th 
  level or lower. Spells placed within a wand need not be cast at the 
  spellcaster’s full caster level, so long as the effective caster level is 
  sufficient for the casting of the spell.  As such, an 18th level magic-user 
  may create a wand of invisibility with an effective caster level of 3. 
  Wands are always fully charged (50 charges) when created.   
  The creator must have prepared the spell to be stored and must 
  provide any material components the spell requires. Fifty of each 
  needed material component are required, one for each charge. If 
  casting the spell would reduce the caster’s XP total, he pays the cost 
  (multiplied by 50) upon beginning the wand in addition to the FP cost 
  for making the wand.  Likewise, material components normally 
  consumed through spellcasting are consumed when he begins working 
  on the wand. The act of working on the wand triggers the prepared 
  spell, making it unavailable for casting during each day devoted to 
  the wand’s creation.  Crafting a wand requires one day per each 
  1,000 gp of the creation cost. 
   
  Non-Standard Wands: Use the following formula to determine the 
  creation costs for non-standard wands: 
   
  (375 gp) x [(highest spell level) + (.75 x next highest spell level) + 
  (.5 x all of the remaining spells’ levels)] x (the caster level of the 
  item) 
   
  The creator of the wand must spend 1 FP for every 2½ gp of its 
  creation cost.  The purchase cost of any non-standard wand is twice 
  its creation cost.  Crafting a non-standard wand requires one day for 
  each 1,000 gp of the creation cost. 
   
   
   
   
  
  Dungeon Master’s Guide    146 
  type 
  wand creation cost 
  caster 
  level 
  conjuration 
  32,500 gp + 13,000 FP 
  13 
  defoliation 
  32,500 gp + 13,000 FP 
  13 
  earth & stone 
  40,250 gp + 16,100 FP 
  11 
  enemy detection 
  11,750 gp + 4,700 FP 
  11 
  fear 
  5,250 gp + 2,100 FP 
  7 
  fire 
  14,250 gp + 5,700 FP 
  10 
  fireballs 
  3,375 gp + 1,350 FP 
  6 
  flame extinguishing 
  5,000 gp + 2,000 FP 
  11 
  force 
  37,500 gp + 15,000 FP 
  13 
  frost 
  28,125 gp + 11,250 FP 
  10 
  ice storms 
  5,250 gp + 2,100 FP 
  7 
  illumination 
  24,125 gp + 9,650 FP 
  15 
  illusion 
  32,500 gp + 13,000 FP 
  13 
  lightning 
  17,500 gp + 7,000 FP 
  11 
  lightning bolt 
  3,375 gp + 1,350 FP 
  6 
  magic detection 
  6,250 gp + 2,500 FP 
  10 
  metal & mineral detection 
  3,750 gp + 1,500 FP 
  10 
  metal command 
  30,250 gp + 12,100 FP 
  17 
  negation 
  18,500 gp + 7,400 FP 
  15 
  paralyzation 
  9,375 gp + 3,750 FP 
  9 
  polymorphing 
  22,500 gp + 9,000 FP 
  15 
  secret door & trap location 
  5,000 gp + 2,000 FP 
  10 
  size alteration 
  7,500 gp + 3,000 FP 
  10 
  steam & vapor 
  15,000 gp +6,000 FP 
  7 
  wonder 
  6,000 gp + 2,400 FP 
  10 
   
  type 
  wand purchase cost 
  caster 
  level 
  conjuration 
  65,000 gp 
  13 
  defoliation 
  65,000 gp 
  13 
  earth & stone 
  80,500 gp 
  11 
  enemy detection 
  23,500 gp 
  11 
  fear 
  10,500 gp 
  7 
  fire 
  28,500 gp 
  10 
  fireballs 
  6,750 gp 
  6 
  flame extinguishing 
  10,000 gp 
  11 
  force 
  75,000 gp 
  13 
  frost 
  56,250 gp 
  10 
  ice storms 
  10,500 gp 
  7 
  illumination 
  48,250 gp 
  15 
  illusion 
  65,000 gp 
  13 
  lightning 
  35,000 gp 
  11 
  lightning bolt 
  6,750 gp 
  6 
  magic detection 
  12,500 gp 
  10 
  metal & mineral detection 
  7,500 gp 
  10 
  metal command 
  60,500 gp 
  17 
  negation 
  37,000 gp 
  15 
  paralyzation 
  18,750 gp 
  9 
  polymorphing 
  45,000 gp 
  15 
  secret door & trap location 
  10,000 gp 
  10 
  size alteration 
  15,000 gp 
  10 
  steam & vapor 
  30,000 gp 
  10 
  wonder 
  12,000 gp 
  10 
   
  Standard Wands 
  The following wands represent those typically found by adventurers or 
  created by spellcasters: 
   
  Conjuration: This wand is usually made of ash or walnut and bears 
  ornate carvings of many different kinds of creatures. It allows use of 
  the following spells: 
   Stinking cloud (1 charge)   
   Summon swarm (1 charge)  
   Unseen servant (1 charge)  
   Minor creation (2 charges)  
   Cloudkill (2 charges)  
   monster summoning V (3 charges) 
  Creation Requirements: Creator must be able to cast cloudkill, 
  monster summoning V, stinking cloud, summon swarm, and unseen 
  servant. 
   
  Defoliation: This wand is never constructed of any sort of wood; 
  instead, ivory or bone is typically the major component. It has the 
  following functions:  
  When 1 charge is expended, all plants in a 30’ cone are withered and 
  forced into a dormant state.  Leaves turn to autumnal colors and drop 
  off, grass becomes brown and dry, and so forth.  All plants creatures in 
  this area suffer 2d8 points of damage unless they make a dexterity 
  save for ½ damage (rounding fractions down).   
  When 2 charges are expended, all plants in a 30’ cone are slain. All 
  plant creatures in this area suffer 6d8 points of damage unless they 
  make a dexterity save for ½ damage  (rounding fractions down).  
  Either use of the wand negates the entangle spell. 
  Creation Requirements: Creator must be able to cast wither (the 
  reverse form of the reincarnate spell). 
   
  Earth & Stone: A wand of this sort is typically of short length and tipped 
  with some form of mineral. It is imbued with the following dweomers: 
   Passwall (1 charge) 
   Transmute mud to rock (1 charge) 
   Transmute rock to mud (1 charge)  
   Move earth (2 charges) 
  Creation Requirement:  Creator must be able to cast move earth, 
  passwall and transmute rock to mud. 
   
  Enemy Detection: Upon expending a charge this device pulses in the 
  wielder’s hand and points in the direction of any creature or creatures 
  hostile to the bearer of the device (nearest ones first). These creatures 
  can be invisible, ethereal, hidden, disguised, or in plain sight.  
  Detection range is 60 feet.  
  If the bearer of the wand concentrates for a round, the wand 
  pinpoints the location of the nearest enemy and indicates how many 
  enemies are within range. Each charge permits enemy detection for 
  up to 1 turn. 
  Creation Requirements: Creator must be able to cast true seeing. 
   
  Fear: When this amber wand is activated a cone of fear emanates 
  from the wand.  This operates exactly as spell of the same name.  The 
  wand can be recharged. 
  Creation Requirements: Creator must be able to cast fear. 
   
  Fire: Crafted from bronzewood, this wand allows use of the following 
  spells: 
   Burning hands (1 charge)  
   Fireball (1 charge)  
   Wall of fire (2 charges) 
  Creation Requirements: Creator must be able to cast burning hands, 
  fireball, and wall of fire. 
   
  Fireballs: This wand simply enables the wielder to cast a fireball spell as 
  if he was a 6th level magic-user.   
  Creation Requirements: Creator must be able to cast fireball. 
   
  Flame Extinguishing: This wand can extinguish non-magical fires (up to 
  the size of a bonfire or a fire in a regular fireplace) with a touch. For 
  the wand to be effective against other sorts of fires, the wielder must 
  expend 1 or more of the wand’s charges.  Extinguishing a larger non-
  magical fire, or a magic fire, such as that of a flaming weapon or a 
  burning hands spell, expends 1 charge.  
  When applied to large, magical fires, such as those caused by 
  fireballs, flame strikes, or wall of fires, extinguishing the flames expends 
  2 charges from the wand.  Continual magic flames, such as those of a 
  weapon or a fire creature, are suppressed for 6 rounds (1 minute) and 
  flare up again after that time.   
  To extinguish an instantaneous fire spell, such as a fireball or flame 
  strike, the wand must be within the area of the effect and the wielder 
  must be holding his initiative (PLAYERS HANDBOOK, 55). 
  If the device is used upon a fire creature (a melee attack), it deals 
  6d6 points of damage to the creature. This use requires 2 charges. 
  Creation Requirements: Creator must be able to cast pyrotechnics. 
   
  Force:  This silvery, metallic wand has three functions:   
   Wall of force (1 charge) 
   Bigby’s forceful hand (2 charges) 
   Mordenkainen’s sword (2 charges) 
  The sword function last for 1 turn per charge spent.  The other effects 
  last for 13 rounds.  The device can be recharged. 
  Creation Requirements:  Creator must be able to cast Mordenkainen’s 
  sword, Bigby’s forceful hand and wall of force. 
   
  Frost: Tipped on either end with a glistening diamond, this rune-
  covered wand allows use of the following spells: 
   Ice storm (1 charge)  
   Wall of ice (1 charge)  
   Cone of cold (2 charge) 
  
  Dungeon Master’s Guide    147 
   
  Creation Requirements: Creator must be able to cast cone of cold, 
  ice storm, and wall of ice. 
   
  Ice Storms: This device enables the wielder to cause an ice storm just 
  as if he were a 7th level spellcaster.   
  Creation Requirements: Creator must be able to cast ice storm. 
   
  Illumination: This wand is usually sheathed in silver and decorated with 
  sunbursts. It allows use of the following spells: 
   Dancing lights (1 charge)  
   Light (1 charge)  
   Continual light (2 charges)  
   Sunburst (3 charges) 
  Creation Requirements: Creator must be able to cast dancing lights, 
  continual light, light, and sunburst. 
   
  Illusion: This wand is made from ebony or other dark wood and 
  carved into an intricately twisted, fluted, or spiral shape. It allows use 
  of the following spells: 
   Change self (1 charge)  
   Mirror image (1 charge)  
   Improved phantasmal force (1 charge)  
   Rainbow pattern (2 charges)  
   Persistent image (2 charges)  
   Mislead (3 charges) 
  Creation Requirements: Creator must be able to cast change self, 
  improved phantasmal force, mirror image, persistent image, project 
  image, and rainbow pattern. 
   
   
   
  Lightning:  This copper and crystal wand has 3 functions: 
  Lightning bolt (1 charge) 
   Shocking grasp (1 charge) 
   Chain lightning (2 charges) 
  The wand may be recharged. It can perform but 1 function per round. 
  Creation Requirements: Creator must be able to cast shocking grasp, 
  lightning bolt, and chain lightning. 
   
  Lightning Bolts: A wand of this nature enables the possessor to cast a 
  lightning bolt as if he was a 6th level magic-user. 
  Creation Requirements: Creator must be able to cast lightning bolt. 
   
  Magic Detection: This wand is similar in operation to the enemy 
  detection wand. If any form of magic is in operation, or a magic item 
  exists, within a 30’ radius, the magic detection wand will pulse and 
  point to the strongest source if 1 charge is expended. If the wand’s 
  user concentrates during subsequent rounds the wand will point out 
  successively less powerful magic radiations, pointing out 1 aura per 
  round. 
  The category of magic (abjuration, alteration, etc.) can be 
  determined if and additional round is spent concentrating on the 
  subject emanation.  
  One charge is expended for each turn, or fraction thereof, that the 
  wand is used. The wand may be recharged. 
  Creation Requirements: Creator must be able to cast arcane sight. 
   
  Metal & Mineral Detection: This wand pulses in the wielder’s hand and 
  points to the largest mass of metal within 30 feet. However, the wielder 
  can concentrate on a specific metal or mineral. If the specific mineral 
  is within 30 feet, the wand points to any places it is located, and the 
  wand wielder knows the approximate quantity as well. If more than 
  one deposit of the specified metal or mineral is within range, the 
  wand points to the largest cache during the first round and to 
  successively smaller caches in the following rounds (1 cache per 
  round is indicated).  
  One charge is expended for each turn, or fraction thereof, that the 
  wand is used.   
  Creation Requirements: Creator must be able to cast locate object. 
   
  Metal Command: This wand appears to be nothing more useful than a 
  wand of metal and mineral detection, but in the hands of a dwarf or 
  gnome, its exceptional powers become operational.  Dwarven and 
  gnomish characters can use the following functions: 
   Heat metal (1 charge) 
   Glassee (2 charges) 
   Glassteel (3 charges)  
   Crystalbrittle (3 charges) 
  Creation Requirements: Creator must dwarven or gnomish and be 
  able to cast polymorph any object and crystalbrittle. 
   
  Negation: This device negates the spell or spell-like function or 
  functions of magic items. The wielder points the wand at the magic 
  item, and a pale gray beam shoots forth to touch the target device, 
  attacking as a ray (a ranged attack).  
  The ray functions as an improved dispel magic spell, except it only 
  affects magic items. To negate instantaneous effects from an item, 
  the wand wielder needs to have held their initiative in anticipation of 
  that item’s use. The dispel check uses the wand’s caster level (15th). 
  The target item gets no saving throw, although the wand can’t 
  negate artifacts (even minor artifacts).  
  Creation Requirements: Creator must be able to cast improved dispel 
  magic, limited wish or miracle. 
   
  Paralyzation: This wand shoots forth a thin ray of bluish color to a 
  maximum range of 100’.  If this beam touches any creature through a 
  successful attack roll it must make a strength save at -10 or suffer the 
  effects of a hold monster spell.  The wand may be recharged. 
  Creation Requirements:  Creator must be able to cast hold monster. 
   
  Polymorphing: The polymorphing wand emits a green beam, a thin 
  ray which darts forth to a maximum distance of 60’. If this beam 
  touches any creature or targeted item through a successful attack 
  roll, it must make its wisdom save or be polymorphed as per the 
  polymorph any object spell. 
  Each use draws 1 charge. The wand may be recharged. 
  Creation Requirements:  Creator must be able to cast polymorph any 
  object. 
   
  Secret Door & Trap Location: This wand may be used to detect secret 
  and traps within 30’ is the wand’s user.  When a charge is expended 
  the wand will pulse and point to either a secret door or trap that is 
  within its detection range, depending upon which is specified by the 
  wand’s user.  After this first round, the user may concentrate in order 
  to find additional secret doors or traps within range each round.  The 
  wand may only detect 1 secret door or trap each round. 
  Each use of the wand permits the user to locate secret doors and/or 
  traps for up to 1 turn.  The wand may be recharged. 
  Creation Requirements:  Creator must be able to cast find traps or 
  detect secret doors. 
   
  Size Alteration: Stout and sturdy, this wand of dark wood allows use of 
  the following spells: 
   Enlarge person (1 charge)  
   Reduce person (1 charge)  
   Shrink item (1 charge)  
  Creation Requirements: Creator must be able to cast enlarge person, 
  reduce person, and shrink item. 
   
  Steam & Vapor: A wand of this sort has three functions, each of which 
  requires the expenditure of charges:  
   Obscurement (1 charge) 
   Fog cloud (1 charge) 
   Cone of steam (2 charges)  
  The fog cloud use of this wand differs from the spell of this name in 
  that it’s warm steam causes 1 point of damage to all cold-based 
  creatures within the cloud. 
  The cone of steam use of this wand functions as the cone of cold spell 
  but substitutes scalding hot steam in place of a freezing blast of air, 
  and deals 10d6 points of damage. 
  Creation Requirements: Creator must be able to cast wall of fire. 
   
  Wonder: A wand of wonder is a strange and unpredictable device 
  that randomly generates any number of weird effects each time it is 
  
  Dungeon Master’s Guide    148 
  used.  Activating the wand takes 1 round.  All effects have a caster 
  level of 10.  Roll on the following table each time the wand is used: 
   
  d% roll 
  effect 
  01–05 
  slow creature pointed at for 10 rounds (intelligence 
  negates). 
  06–10 
  faerie fire surrounds the target. 
  11–15 
  deludes wielder for 1 round into believing the wand 
  functions as indicated by a second die roll (no save). 
  16–20 
  gust of wind emanates from the wand. Strength 
  negates. 
  21–25 
  wielder learns target’s surface thoughts (as with esp) for 
  1d4 rounds (no save). 
  26–30 
  stinking cloud appears 30’ away (constitution negates). 
  31–33 
  heavy rain falls for 1 round in 60’ radius centered on 
  wand wielder. 
  34–36 
  summon an animal (roll a d20):  a rhino (1–5), elephant 
  (6–10), or mouse (11–20) is summoned. 
  37–46 
  lightning bolt, caster level 10 (dexterity save for ½ 
  damage, rounding fractions down). 
  47–49 
  stream of 600 large butterflies pours forth and flutters 
  around for 2 rounds, blinding everyone (including 
  wielder) within 25’  (dexterity save negates). 
  50–53 
  enlarge person if within 60’ (intelligence negates). 
  54–58 
  darkness 15’ radius centered 30’ away from wand. 
  59–62 
  grass grows in a 160 square foot area before the wand, 
  or grass existing there grows to ten times its normal size. 
  63–65 
  turn ethereal any non-living object of up to 1,000 lb. 
  mass and up to 30 cubic feet in size. 
  66–69 
  reduce wielder to 1/12 height (no save). 
  70–79 
  fireball at target or 100’ straight ahead, 10d6 damage 
  (dexterity save for half damage). 
  80–84 
  invisibility covers wand wielder. 
  85–87 
  leaves grow from target if within 60’ of wand. These last 
  24 hours. 
  88–90 
  10d4 gems, value 1 gp each, shoot forth in a 30’ long 
  stream. Each gem deals 1 point of damage to any 
  creature in its path: Roll 5d4 for the number of hits and 
  divide them among the available targets (dexterity save 
  for ½ damage, rounding fractions down). 
  91–95 
  shimmering colors dance and play over a 40’ by 30’ 
  area in front of wand. Creatures therein are blinded for 
  1d6 rounds   (wisdom negates). 
  96–97 
  wielder (50% chance) or target (50% chance) turns 
  permanently blue, green, or purple (no save). 
  98–00 
  flesh to stone (or stone to flesh if target is stone already) 
  if target is within 60’ (wisdom negates). 
   
  Creation Requirements: Creator must be able to cast confusion and 
  be chaotic. 
   
  MISCELLANEOUS MAGIC ITEMS 
  As the name implies, this category is a catch-all for many sorts of 
  magical items. Some are powerful, others weak; some are highly 
  desirable, others are deadly to the finder. The number of such items is 
  great in order to make it improbable that there will be duplicates in a 
  campaign - or at least not more than 2 or 3. 
  Use care in revealing information regarding any item found by 
  players. Describe an item only in the most general of terms, viz. wood, 
  metal, cloth, leather, etc. Allow player questions to simulate visual and 
  tactile examination.  A cloak appears as a cloth object - only 
  examination will reveal its form and probable nature. Likewise, do not 
  simply blurt out the properties and powers of an item. It must be held, 
  or worn, or whatever; and experiment and experience are the best 
  determinators of magical qualities if some other means is not 
  available (a bard or sage, an identify, legend lore, commune, 
  contact higher plane, true seeing or vision spell, and so on). 
  Items are listed alphabetically. If you do not desire such an item to 
  occur, substitute a bag of beans, or the next item on the table.  Unless 
  noted in the item’s description, miscellaneous magic items are usable 
  by any class not otherwise prohibited.  
   
   
  Special Note: All magical books, librams, manuals, tomes, etc. appear 
  to be “normal” works of arcane lore. Each is completely 
  indistinguishable from the other by visual examination of the outer 
  parts.  Their magical auras, as seen through detect magic may 
  provide a glimpse into their nature. Bard characters will have normal 
  chances of finding out the nature of such writings, as will an identify, 
  legend lore or vision spell.  
  When randomly determining which miscellaneous magic items are 
  found, roll on the following table: 
   
  d% roll 
  results 
  01-20 
  roll on miscellaneous magic subtable A 
  21-40 
  roll on miscellaneous magic subtable B 
  41-60 
  roll on miscellaneous magic subtable C 
  61-80 
  roll on miscellaneous magic subtable D 
  81-00 
  roll on miscellaneous magic subtable E 
   
  miscellaneous magic subtable A 
  d% roll 
  results 
  01 
  alchemy jug 
  02 
  amulet of barkskin 
  03 
  amulet of inescapable location* 
  04 
  amulet of life protection 
  05 
  amulet of mighty fists 
  06 
  amulet of the planes 
  07-08 
  amulet of proof against detection & location 
  09-10 
  amulet versus undead 
  11 
  apparatus of Kwalish 
  12 
  arrow of direction 
  13 
  artifact or relic (see page 188) 
  14-15 
  bag of beans 
  16 
  bag of devouring* 
  17-21 
  bag of holding 
  22 
  bag of transmuting* 
  23 
  bag of tricks 
  24-25 
  bead of force 
  26 
  beaker of plentiful potions 
  27 
  boat, folding 
  28-30 
  Boccob’s blessed book 
  31 
  boots of dancing* 
  32-36 
  boots of elvenkind 
  37-40 
  boots of levitation 
  41 
  boots of the north 
  42-44 
  boots of speed 
  45-47 
  boots of striding & springing 
  48 
  boot of teleportation 
  49-50 
  boots of varied tracks 
  51 
  boots, winged 
  52-53 
  bowl of commanding water elementals 
  54 
  bowl of watery death* 
  55-57 
  bracers of archery 
  58 
  bracers of brachiation 
  59-79 
  bracers of defense 
  80-81 
  bracers of defenselessness* 
  82-84 
  brazier of commanding fire elementals 
  85 
  brazier of sleep smoke* 
  86-92 
  brooch of shielding 
  93 
  broom of animated attack* 
  94-98 
  broom of flying 
  99-00 
  Bucknard’s everful purse 
  * appears to be a standard, beneficial item 
   
  miscellaneous magic subtable B 
  d% roll 
  results 
  01-03 
  candle of invocation 
  04-05 
  candle of truth  
  06-07 
  cape of the mountebank 
  08-09 
  carpet of flying 
  10-11 
  censer of controlling air elementals 
  12 
  censer of summoning hostile air elementals* 
  13 
  chaos diamond 
  14 
  chime of hunger* 
  14 
  chime of interruption 
  16-17 
  chime of opening 
  18 
  circlet of persuasion 
  19 
  cloak of arachnidia 
  
  Dungeon Master’s Guide    149 
   
  miscellaneous magic subtable B (continued) 
  20-22 
  cloak of the bat 
  23-26 
  cloak of displacement 
  27-33 
  cloak of elvenkind 
  34 
  cloak of etherealness 
  35-37 
  cloak of the manta ray 
  38 
  cloak of poisonousness* 
  39-64 
  cloak of protection 
  65-69 
  crystal ball 
  70-72 
  cube of force 
  73-74 
  cube of frost resistance 
  75-76 
  cubic gate 
  77 
  cyclocone 
  78-79 
  Daern’s instant fortress 
  80-82 
  decanter of endless water 
  83 
  deck of illusions 
  84 
  dicerion of light & darkness 
  85 
  dimensional shackles 
  86 
  drums of deafening* 
  87-88 
  drums of panic 
  89 
  efreeti bottle 
  90 
  egg of desire 
  91 
  egg of reason 
  92 
  egg of shattering* 
  93 
  eversmoking bottle 
  94 
  eyes of charming 
  95 
  eyes of doom 
  96-97 
  eyes of the eagle 
  98-99 
  eyes of minute seeing 
  00 
  eyes of petrification* 
  * appears to be a standard, beneficial item 
   
  miscellaneous magic subtable C 
  d% roll 
  results 
  01-12 
  figurine of wondrous power 
  13 
  flask of curses* 
  14-15 
  gauntlets of dexterity 
  16 
  gauntlets of fumbling** 
  17-18 
  gauntlets of ogre power 
  19 
  gauntlets of rust 
  20-21 
  gauntlets of swimming & climbing 
  22 
  gem of brightness 
  23-24 
  gem of insight 
  25 
  gem of seeing 
  26-27 
  girdle of dwarvenkind 
  28 
  girdle of femininity/masculinity 
  29 
  girdle of giant strength 
  30-33 
  girdle of many pouches 
  34-35 
  gloves of missile snaring 
  36-38 
  gloves of thievery 
  39 
  hand of glory 
  40 
  harp of charming 
  41-43 
  hat of difference 
  44-48 
  hat of disguise 
  49-50 
  hat of stupidity* 
  51 
  helm of brilliance 
  52-56 
  helm of comprehend language & reading magic 
  57 
  helm of opposite alignment* 
  58 
  helm of telepathy 
  59 
  helm of teleportation 
  60-61 
  helm of underwater action 
  62-65 
  Heward’s handy haversack 
  68 
  horn of blasting 
  69-70 
  horn of bubbles* 
  71 
  horn of collapsing 
  72-76 
  horn of fog 
  77 
  horn of goodness/evil 
  78-81 
  horn of tritons 
  82-88 
  horn of Valhalla 
  89-91 
  horseshoes of speed 
  92-93 
  horseshoes of a zephyr 
  94-98 
  incense of meditation 
  99 
  incense of obsession* 
  00 
  ioun stones 
  * appears to be a standard, beneficial item 
   
  miscellaneous magic subtable D 
  d% roll 
  results 
  01-06 
  instruments of the bards 
  07 
  iron bands of Bilarro 
  08 
  jewel of attacks* 
  09 
  jewel of flawlessness* 
  10-11 
  lantern of revealing 
  12-13 
  lens of darkvision 
  14-15 
  lens of detection 
  16 
  libram of gainful conjuration 
  17 
  libram of ineffable damnation 
  18 
  libram of silver magic 
  19 
  lyre of building 
  20 
  mantle of Celestian 
  21-22 
  mantle of magic resistance 
  23 
  manual of bodily health 
  24 
  manual of gainful exercise 
  25 
  manual of golems 
  26 
  manual of puissant skill at arms 
  27 
  manual of quickness of action 
  30 
  manual of stealthy pilfering 
  31 
  mask of the skull 
  32 
  mattock of the titans 
  33 
  maul of the titans 
  34-36 
  medallion of ESP 
  37 
  medallion of thought projection* 
  38 
  mirror of life trapping 
  39 
  mirror of mental prowess 
  40 
  mirror of opposition* 
  41-42 
  Murlynd’s spoon 
  43-45 
  necklace of adaptation 
  46-50 
  necklace of missiles 
  51-55 
  necklace of prayer beads 
  56 
  necklace of strangulation* 
  57 
  orb of storms 
  58-60 
  pearl of power 
  61 
  pearl of sirines 
  62 
  pearl of wisdom 
  63 
  periapt of foul rotting* 
  64-65 
  periapt of health 
  66-70 
  periapt of proof against poison 
  71-75 
  periapt of wound closure 
  76-80 
  phylactery of faithfulness 
  81-84 
  phylactery of long years 
  85 
  phylactery of monstrous attention* 
  86 
  pipes of haunting 
  87 
  pipes of pain 
  88-94 
  pipes of the sewers 
  95 
  pipes of sounding 
  96 
  portable hole 
  97-00 
  pouch of accessibility 
  * appears to be a standard, beneficial item 
   
  miscellaneous magic subtable E 
  d% roll 
  results 
  01 
  prison of Zagyg 
  02-06 
  Quaal’s feather token 
  07-10 
  quiver of Ehlonna 
  11-12 
  ring gates 
  13 
  robe of the archmagi 
  14-19 
  robe of blending 
  20-21 
  robe of bones 
  22-23 
  robe of eyes 
  24 
  robe of powerlessness** 
  25-26 
  robe of scintillating colors 
  27 
  robe of stars 
  28-29 
  robe of vermin* 
  30-35 
  robe of useful items 
  36-38 
  rope of climbing 
  39 
  rope of constriction* 
  40-42 
  rope of entanglement 
  43 
  rug of smothering* 
  44 
  rug of welcome 
  45 
  saw of mighty cutting 
  46 
  scarab of death* 
  
  Dungeon Master’s Guide    150 
  miscellaneous magic subtable E (continued) 
  47-48 
  scarab of enraging enemies 
  49-50 
  scarab of insanity 
  51-56 
  scarab of protection 
  57 
  scarab versus golems 
  58-59 
  shadow lanthorn 
  60 
  sheet of smallness 
  61-62 
  shoes of Farlanghn 
  63 
  shrouds of disintegration 
  64 
  slippers of kicking 
  65-69 
  slippers of spider climbing 
  70 
  spade of colossal excavation 
  71-72 
  spoon of stirring 
  73-75 
  stone horse 
  76-77 
  stone of controlling earth elementals 
  78-79 
  stone of good luck (luckstone) 
  80 
  stone of weight (loadstone)* 
  81 
  tome of clear thought 
  82 
  tome of leadership & influence 
  83 
  tome of understanding 
  84 
  vacuous grimoire* 
  85 
  vest of escape 
  86-87 
  vestment, druid’s 
  88-89 
  well of many worlds 
  90-91 
  wind fan 
  92-95 
  wings of flying 
  95-97 
  Zagyg’s flowing flagon 
  98-00 
  Zagyg’s spell component case 
  * appears to be a standard, beneficial item 
   
  Using Miscellaneous Magic Items:  Most miscellaneous magic items 
  simply have to be used in order to be activated. As such, a character 
  merely has to look through a lens, wear an amulet, don a hat and so 
  on in order to properly utilize the item.  
  Unless stated otherwise, activating a miscellaneous magic item takes 
  no time, command word or arcane gestures. Many miscellaneous 
  items operate continuously and require neither thought nor action on 
  the part of their owner. Continually functioning items are practically 
  always items that one wears. Such items must simply be in the 
  character’s possession (on his person). However, some items made for 
  wearing must still be activated. Although this activation sometimes 
  requires a command word, usually it means mentally willing the 
  activation to happen. The description of an item states whether a 
  command word is needed in such a case.  
  All magical articles of clothing automatically resize themselves in order 
  to fit their wearer, whether he be a 2’10” halfling or 7’10” half-ogre. 
   
  Miscellaneous Magic Item Creation: To create a miscellaneous magic 
  item, a character usually needs some sort of equipment or tools to 
  work on the item. He also needs a supply of materials, the most 
  obvious being the item itself or the pieces of the item to be 
  assembled. The cost for the materials is subsumed in the cost for 
  creating the item. Miscellaneous magic item costs are difficult to 
  formularize. Refer to the Estimating Magic Item Gold Piece Values 
  Table on page 101 and use the item prices in the item descriptions as 
  a guideline. Creating an item costs half the item’s market value + 1 FP 
  per 2½ gp of the item’s creation cost. 
  If spells are involved in the prerequisites for making the item, the 
  creator must have prepared the spells to be cast but need not 
  provide any material components the spells require, nor are any XP 
  costs inherent in a prerequisite spell incurred in the creation of the 
  item. The act of working on the item triggers the prepared spells, 
  making them unavailable for casting during each day of the item’s 
  creation. 
  Spells need not be cast at the spellcaster’s full caster level when 
  creating miscellaneous magic items, so long as the effective caster 
  level is sufficient for the casting of the spell.  As such, an 18th level 
  magic-user may create a cloak of invisibility with an effective caster 
  level of 3.   
   Creating some items may entail other prerequisites beyond or other 
  than spellcasting. See the individual descriptions for details.  Crafting a 
  miscellaneous magic item requires one day for each 1,000 gp of the 
  creation cost.  Standard miscellaneous magic items are described 
  below. 
   
   
   
  Standard Miscellaneous Magic Items 
  The following miscellaneous magic items represent those typically found 
  by adventurers or created by spellcasters: 
   
  Alchemy Jug: This magical device can pour forth varying liquids upon 
  command. The quantity of each liquid is dependent upon the liquid 
  itself. 
  The jug can pour only 1 kind of liquid on any given day, 4 pourings 
  maximum.  The liquids pourable and quantity per pouring are: 
  liquid created 
  volume created 
  salt water  
  16 gallons 
  fresh water 
  8 gallons 
  beer 
  4 gallons 
  vinegar 
  2 gallons 
  wine 
  1 gallon 
  ammonia 
  1 quart 
  oil (flammable)  
  1 pint 
  alcohol 
  1 cup (8 ounces) 
  aqua regia (acid) 
  1 gill (4 ounces) 
   
  The jug will pour forth 2 gallons per round, so it will require 8 rounds to 
  complete 1 pouring of salt water. 
  Creation Requirements:  Must be able to cast major creation or 
  polymorph any object (caster level 15) 
  Purchase Cost: 30,000 gp 
  Creation Cost:  15,000 gp + 6,000 FP 
   
  Amulet of Barkskin: This amulet, usually woven from mistletoe sprigs, 
  toughens the wearer’s body and flesh, giving him a +2 bonus to his 
  armor class. 
  Creation Requirements:  Must be able to cast barkskin (caster level 3) 
  Purchase Cost: 12,000 gp 
  Creation Cost:  6,000 gp + 2,400 FP 
   
  Amulet of Inescapable Location: This device is typically worn on a 
  chain or as a brooch. It appears, to magical analysis, to prevent 
  location, scrying or detection or influence by detect thoughts or 
  telepathy. It seems to be an amulet of proof against detection and 
  location. Actually, the amulet gives the wearer a –10 penalty on all 
  saves against divination spells. 
  Creation Requirements:  Must be able to cast curse (caster level 10) 
  Purchase Cost: 1,000 gp 
  Creation Cost:  500 gp + 200 FP 
   
  Amulet of Life Protection: This pendant or brooch device serves as a 
  ward for the psyche (soul). The wearer cannot be possessed by magic 
  jar spell or any similar mental attack, including demonic or diabolic 
  possession.  
  If the wearer is slain, the psyche enters the amulet and is protected for 
  7 full days. Thereafter it goes to the plane of its alignment, however. If 
  the amulet is destroyed during the 7 days, the psyche is utterly and 
  irrevocably annihilated. Note: psionic attack modes psionic blast or 
  psychic crush will not harm the wearer. 
  Creation Requirements:  Must be able to cast soul bind (caster level 17) 
  Purchase Cost: 75,000 gp 
  Creation Cost:  37,500 gp + 15,000 FP 
   
  Amulet of Mighty Fists: This amulet grants a bonus of +1 to +5 on 
  attack and damage rolls with unarmed attacks.  If found as part of 
  randomly generated treasure, roll a d20 to determine the magical 
  bonus of the amulet:  1-15 (+1), 16-17 (+2), 18 (+3), 19 (+4) and 20 (+5).      
  Creation Requirements:  Must be able to cast improved magic fang. 
    
  bonus 
  amulet creation cost 
  minimum caster level 
  +1 
  2,000 gp + 800 FP 
  10 
  +2 
  8,000 gp + 3,200 FP 
  10 
  +3 
  18,000 gp + 7,200 FP 
  12 
  +4 
  32,000 gp + 12,800 FP 
  16 
  +5 
  50,000 gp + 20,000 FP 
  20 
   
  bonus 
  amulet purchase cost 
  minimum caster level 
  +1 
  4,000 gp 
  10 
  +2 
  16,000 gp 
  10 
  +3 
  36,000 gp 
  12 
  +4 
  64,000 gp 
  16 
  +5 
  100,000 gp 
  20 
   
  Amulet of the Planes: This device usually appears to be a black 
  circular amulet, although any character looking closely at it sees a 
  
  Dungeon Master’s Guide    151 
   
  dark, moving swirl of color. The amulet allows its wearer to utilize plane 
  shift. However, this is a difficult item to master. The user must make an 
  intelligence check with a -5 penalty in order to get the amulet to take 
  him to the plane (and the specific location on that plane) that he 
  wants. If he fails, the amulet transports him and all those traveling with 
  him to a random location on the Prime Material Plane or to a random 
  plane (roll on the following chart to determine the destination). 
   
  d20 
  roll 
  location 
  d20 
  roll 
  location 
  1 
  Seven Heavens 
  11 
  Hades 
  2 
  Twin Paradises 
  12 
  Gehenna 
  3 
  Elysium Fields 
  13 
  The Nine Hells 
  4 
  Happy Hunting Grounds 
  14 
  Acheron 
  5 
  Olympus 
  15 
  Nirvana 
  6 
  Gladsheim 
  16 
  Arcadia 
  7 
  Limbo 
  17 
  Ethereal Plane 
  8 
  Pandemonium 
  18 
  Astral Plane 
  9 
  The Abyss 
  19 
  Prime Material Plane* 
  10 
  Tarterus 
  20 
  Prime Material Plane ** 
  * teleports users to a random location on their native world 
  ** transports users to a random location on an alternate world 
   
  Creation Requirements:  Must be able to cast plane shift (caster level 15) 
  Purchase Cost: 120,000 gp 
  Creation Cost:  60,000 gp + 24,000 FP 
   
  Amulet of Proof against Detection and Location: This silver amulet 
  protects the wearer from scrying and magical location just as a 
  nondetection spell does. If a divination spell is attempted against the 
  wearer, the caster of the divination must succeed on a caster level 
  check with a -8 penalty. 
  Creation Requirements:  Must be able to cast nondetection (caster 
  level 8) 
  Purchase Cost: 35,000 gp 
  Creation Cost:  17,500 gp + 7,000 FP 
   
  Amulet Versus Undead: This item is a boon to any character able to 
  turn undead, allowing him to do so as if he were 3 levels higher than 
  his actual level. 
  Creation Requirements:  Must be able to cast dispel evil (caster level 9)   
  Purchase Cost: 10,000 gp 
  Creation Cost: 5,000 gp + 2,000 FP 
   
  Apparatus of Kwalish: This item appears to be a large, sealed iron 
  barrel, but it has a secret catch (intelligence check with a -10 penalty 
  to find) that opens a hatch in one end. Anyone who crawls inside 
  finds ten (unlabeled) levers:  
   
  lever 
  function 
  1 
  extend/retract legs and tail 
  2 
  uncover/cover forward porthole 
  3 
  uncover/cover side portholes 
  4 
  extend/retract pincers and feelers 
  5 
  snap pincers 
  6 
  move forward/backward 
  7 
  turn left/right 
  8 
  open “eyes” with continual light inside/close “eyes” 
  9 
  rise/sink in water 
  10 
  open/close hatch 
   
  The device has the following characteristics:  
  AC 20; 200 hit points; Move: 45’/45’ (sw); Attacks: 2 pincers (+12 
  to hit, 2d8 damage); Weight: 500 lbs. 
   
  Operating a lever is takes 1 round, and no lever may be operated 
  more than once per round. However, since two Medium-sized 
  characters can fit inside, the apparatus can move and attack in the 
  same round. The device can function in water up to 900’ deep. It 
  holds enough air for a crew of two to survive 1d4+1 hours (twice as 
  long for a single occupant). When activated, the apparatus looks 
  something like a giant lobster. 
  Creation Requirements:  Must have knowledge: engineering as a 
  background skill.  Must be able to cast animate object and continual 
  light (caster level 19) 
  Purchase Cost: 90,000 gp 
  Creation Cost:  45,000 gp + 18,000 FP 
   
  Arrow of Direction: An arrow of direction typically appears to be o 
  normal (or possibly magic) arrow. Its magical properties make it 
  function much as a find the path spell, however, empowering the 
  arrow to show the direction of the desired way.  
  Once per day the device can be tossed into the air; it will fall and 
  point towards the desired way, and this process can be repeated up 
  to ten times per day.  
  Note: The arrow will point only towards the requested location. The 
  request can be only for one of the following: stairway (up or down), 
  sloping passage (up or down), dungeon exit or entrance, cave, 
  cavern. Requests must be phrased by distance (nearest, farthest, 
  highest, lowest) or by direction (north, south, east, west, etc.). 
  Creation Requirements:  Must be able to cast path the path (caster 
  level 11) 
  Purchase Cost: 6,000 gp 
  Creation Cost:  3,000 gp + 1,200 FP 
   
  Bag of Beans: This bag is constructed of heavy cloth. It is about 2’ 
  wide and 4’ long (the size of any other bag or large sack). When it is 
  opened and examined it will reveal several, large pebble-like objects. 
  If these objects are dumped out of the bag they will each explode for 
  5d4 hit points of damage, all creatures within a 10’ radius must make 
  a dexterity save or take full damage. 
  To be removed safely, the beans in the bag must be taken out by 
  hand; telekinesis will not work, nor can they be removed using tools in 
  any way as this will cause them to explode.  
  Each pebble-like bean must be placed in dirt and watered. From 
  each, in succession, will spring some creature or object after 1d6 
  rounds. It is suggested that 1d4+4 beans are optimum, and only 1 or 2 
  will be beneficial, the others being monsters or useless things. 
    
  d10 roll 
  result 
  1 
  3 shriekers spring up and begin wailing 
  2 
  an ice storm (caster level 9) strikes the area 
  3 
  a poisonous raspberry bush with animated runners shoots 
  up, but 5d4 of its 5-20 berries are gems worth 100-500 
  gold piece 
  4 
  a hole opens in the ground; a purple worm or a djinni ring 
  waits within (50% of either) 
  5 
  a fog cloud (caster level 6) covers a 60’ radius for 1 hour. 
  6 
  a wyvern grows instantly and attacks 
  7 
  cloudkill gas seeps out slowly (spreading out 5’ per 
  round) until it forms a 20’ radius cloud that persists for 1 
  turn 
  8 
  dirt around the bean is transformed into magical dust 
  (determine randomly) 
  9 
  a shambling mound grows from the pit and attacks 
  10 
  DM’s choice 
   
  Purchase Cost: 6,000 gp 
  Creation Cost:  3,000 gp + 1,200 FP 
   
  Bag of Devouring: This bag appears as a typical sack - possibly 
  appearing to be empty, possibly as having beans in its bottom. The 
  sack is, however, the lure used by an extra-dimensional creature. It is 
  one of its feeding orifices. Any substance of animal or vegetable 
  nature is subject to “swallowing” if it is thrust within the bag.  
  The bag of devouring is likely to ignore any initial intrusions, reacting 
  only on a roll of “1” on a d20.  Afterwards, any living creature that 
  attempts to place an item into, or retrieve an item from, the bag runs 
  the risk of having the bag attack them.  Each time the sack is opened 
  a d20 is rolled and, on a roll of 1-13, the bag attempts to draw the 
  whole victim within.  The would-be victim must win an opposed 
  strength check (the bag gets a +9 bonus to its strength check).  
  Creatures drawn within are consumed in 1 round, eaten, and forever 
  gone.  Before that happens the character may make 1 attempt to 
  free himself from the bag with a successful strength check. 
  The bag radiates magic and, until it attacks, acts in all respects as a 
  Type I bag of holding (see below).  Once the bag attacks, all of its 
  contents are expelled into an extradimensional “non-space”, forever 
  lost.  There is a 50% chance that a wish or miracle spell can restore a 
  devoured victim to life. Check once for each destroyed creature. If 
  the check fails, the creature cannot be brought back to life by mortal 
  magic. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest 
  and plane shift (caster level 13) 
  
  Dungeon Master’s Guide    152 
  Purchase Cost:  3,750 gp 
  Creation Cost: 1,875 gp + 750 FP 
   
  Bag of Holding: This appears to be a common cloth sack about 2’ by 
  4’ in size. The bag of holding opens into a non-dimensional space: Its 
  inside is larger than its outside dimensions. Regardless of what is put 
  into the bag, it weighs a fixed amount. This weight, the bag’s carrying 
  capacity, and volume of the bag’s contents, depend on the bag’s 
  type, as shown on the table below. 
  If the bag is overloaded, or if sharp objects pierce it (from inside or 
  outside), the bag ruptures and is ruined. All contents are lost forever. If 
  a bag of holding is turned inside out, its contents spill out, unharmed, 
  but the bag must be put right before it can be used again. If living 
  creatures are placed within the bag, they can survive for up to 1 turn, 
  after which time they suffocate. Retrieving a specific item from a bag 
  of holding takes 1 round - unless the bag contains more than an 
  ordinary backpack would hold, in which case retrieving a specific 
  item requires 2 rounds (a dexterity check may be made to reduce the 
  retrieval time to 1 round). 
  If a bag of holding is placed within a portable hole a rift to the Astral 
  Plane is torn in the space: Bag and hole alike are sucked into the void 
  and forever lost. If a portable hole is placed within a bag of holding, it 
  opens a gate to the Astral Plane: The hole, the bag, and any 
  creatures within a 10’ radius are drawn there, destroying the portable 
  hole and bag of holding in the process. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest 
  (caster level 9) 
  Purchase Cost: 
   
  type 
  weight 
  capacity 
  volume limit 
  purchase cost 
  type I 
  15 lb. 
  250 lb. 
  30 cu. ft. 
  2,500 gp 
  type II 
  25 lb. 
  500 lb. 
  70 cu. ft. 
  5,000 gp 
  type III 
  35 lb. 
  1,000 lb. 
  150 cu. ft. 
  7,500 gp 
  type IV 
  60 lb. 
  1,500 lb. 
  250 cu. ft. 
  10,000 gp 
   
  Creation Cost:  1,250 gp + 500 FP (type I), 2,500 gp + 1,000 FP (type II), 
  3,750 gp + 1,500 FP (type III), 5,000 gp + 2,000 FP (type IV) 
   
  Bag of Transmuting: This magical sack appears to be a bag of holding. 
  It will perform properly for 1d4+1 uses. However, at some point the 
  magic field will waver, and precious metals and gems within the bag 
  will be turned into common metals and stones of no worth. When 
  emptied, the bag will burst to pour forth these transmuted metals and 
  minerals. Any magic items (other than artifacts and relics) placed in 
  the bag will become ordinary and dull lead, glass or wood as 
  appropriate (saving throw at -15) once the transmuting effects have 
  begun. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest, 
  polymorph any object and dispel magic (caster level 15) 
  Purchase Cost:  8,500 gp 
  Creation Cost: 4,250 gp + 1,700 FP 
   
  Bag of Tricks: This small sack appears normal and empty. However, 
  anyone reaching into the bag feels a small, fuzzy ball. If the ball is 
  removed and tossed up to 20’, it turns into an animal. The animal 
  serves the character who drew it from the bag for 1 turn (or until slain 
  or ordered back into the bag), at which point it disappears. It follows 
  the commands of the character as best it can. Each of the three kinds 
  of a bag of tricks produces a different set of animals. Use the following 
  tables to determine what animals can be drawn out of each.  The 
  heavy warhorse appears with harness and tack and accepts the 
  character who drew it from the bag as a rider. 
  Animals produced are always random, and only one may exist at a 
  time. Up to ten animals can be drawn from the bag each week. 
   
  d20 
  gray bag 
  d20 
  rust bag 
  d20 
  tan bag 
  1–6 
  bat 
  1–6 
  wolverine 
  1–6 
  brown bear 
  7–12 
  rat 
  7–12 
  wolf 
  7–12 
  lion 
  13–15 
  cat 
  13-17 
  boar 
  13–16 
  heavy 
  warhorse 
  16–18 
  weasel 
  18–20 
  black 
  bear 
  17–18 
  tiger 
  19–20 
  badger 
   
   
  19–20 
  rhinoceros 
   
  Creation Requirements:  Must be able to cast animal summoning.  The 
  caster level required for each bag is 7, 9 and 11 respectively. 
  Purchase Cost: 2,100 gp (gray); 4,500 gp (rust); 7,700 gp (tan). 
  Creation Cost:  1,050 gp + 420 FP (gray), 2,250 gp + 900 FP (rust), 3,850 
  gp + 1,540 FP (tan) 
  Bead of Force: This small black sphere appears to be a lusterless pearl. 
  You can throw it up to 60’ with no range penalties. Upon sharp 
  impact, the bead explodes, sending forth a burst that deals 5d6 points 
  of force damage to all creatures within a 10’ radius (dexterity save at -
  10 for ½ damage, rounding fractions down). 
  It functions like an Otiluke’s Resilient Sphere spell (a dexterity save with 
  a -10 check penalty negates this) with a radius of 10’ and a duration 
  of 1 turn. A globe of shimmering force encloses a creature, provided 
  the latter is small enough to fit within the diameter of the sphere. The 
  sphere contains its subject for the spell’s duration. Nothing can pass 
  through the sphere, inside or out, though the subject can breathe 
  normally. The subject may struggle, but the globe cannot be 
  physically moved either by people outside it or by the struggles of 
  those within. 
  The sphere is not subject to damage of any sort except from a rod of 
  cancellation, a rod of negation, disintegrate, or a targeted dispel 
  magic spell. These effects destroy the sphere without harm to the 
  subject.  The explosion completely consumes the bead, making this a 
  one-use item. 
  Creation Requirements:  Must be able to cast Otiluke’s resilient sphere 
  (caster level 10) 
  Purchase Cost: 3,000 gp 
  Creation Cost:  1,500 gp + 600 FP 
   
  Beaker of Plentiful Potions: This container resembles an earthen jug or 
  glassware flask. It is actually a magical beaker that can store up to 20 
  doses of varying potions.  Potions poured into the flask need not roll for 
  potion miscibility (see page 129) and can be called forth as the user 
  wishes, taking 1 round for each potion poured.   
  Creation Requirements:  Must be able to cast shrink item (caster level 5) 
  Purchase Cost: 2,750 gp 
  Creation Cost:  1,375 gp + 550 FP  
   
  Boat, Folding: A folding boat looks like a small wooden box - about 
  12” long, 6” wide, and 6” deep. It can be used to store items like any 
  other box. If a command word is given, however, the box unfolds itself 
  to form a boat 10’ long, 4’ wide and 2’ in depth. A second command 
  word causes it to unfold to a ship 24’ long, 8’ wide, and 6’ deep. Any 
  objects formerly stored in the box now rest inside the boat or ship. 
  In its smaller form, the boat has one pair of oars, an anchor, a mast, 
  and a lateen sail. In its larger form, the boat has a deck, single rowing 
  seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a 
  mast with a square sail. The boat can hold four people comfortably, 
  while the ship carries fifteen with ease. 
  A third word of command causes the boat or ship to fold itself into a 
  box once again. 
  Creation Requirements:  Must have the profession: shipwright 
  background skill 
  Purchase Cost: 7,500 gp 
  Creation Cost:  3,750 gp + 1,500 FP 
   
  Boccob’s Blessed Book: This well-made tome is always of small size, 
  typically no more than 12” tall, 8” wide, and 1” thick. All such books 
  are durable, waterproof, bound with iron overlaid with silver, and 
  locked. 
  A magic-user or illusionist can fill the 1,000 pages of a blessed book 
  with spells without paying the 100 gp per page material cost. This 
  book is never found as randomly generated treasure with spells 
  already inscribed in it. 
  Creation Requirements:  Must be able to cast secret page (caster 
  level 7) 
  Purchase Cost: 12,500 gp 
  Creation Cost:  6,250 gp + 2,500 FP 
   
  Boots of Dancing: These boots initially appear and function as one of 
  the other kinds of magic boots. But when the wearer is in (or fleeing 
  from) melee combat, boots of dancing impede movement, making 
  him behave as if Otto’s irresistible dance had been cast upon him. 
  Only a remove curse spell enables the wearer to be rid of the boots 
  once their true nature is revealed. 
  Creation Requirements:  Must be able to cast Otto’s irresistible dance 
  (caster level 16) 
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Boots of Elvenkind: These soft boots grant their wearer the boots grant 
  their wearer a +3 bonus to all stealth checks made to move silently.  
  
  Dungeon Master’s Guide    153 
   
  The wearer may attempt to move silently at ½ his normal movement 
  rate, rounded to the nearest 5’ increment, with no penalty. 
  Creation Requirements:  Must be an elf 
  Purchase Cost: 3,600 gp 
  Creation Cost: 1,800 gp + 720 FP 
   
  Boots of Levitation: On command, these leather boots allow the 
  wearer to levitate as if he had cast levitate on herself. 
  Creation Requirements:  Must be able to cast levitate (caster level 3) 
  Purchase Cost: 7,500 gp 
  Creation Cost: 3,750 gp + 1,500 FP 
   
  Boots of the North: This footgear bestows many powers upon the 
  wearer. First, he is able to travel across snow at his normal speed, 
  leaving no tracks. The boots also enable him to travel at normal speed 
  across the most slippery ice (horizontal surfaces only, not vertical or 
  sharply slanted ones) without falling or slipping. Finally, boots of the 
  winterlands warm the wearer, as if he were affected by an endure 
  elements spell. 
  Creation Requirements:  Must be able to cast endure elements (caster 
  level 5) 
  Purchase Cost: 2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Boots of Speed: These boots enable the wearer to move at twice their 
  usual movement rate. In addition, boots of speed give +1 bonus to all 
  dexterity saves. 
  Creation Requirements:  Must be able to cast haste (caster level 10) 
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Boots of Striding & Springing: These boots increase the wearer’s 
  Movement Rate by 15’ (3”). In addition to this striding ability, these 
  boots allow the wearer to make great leaps.  
  Wearers of boots of striding & springing can jump a base distance 
  equal to 2/5th of their Movement Rate (rather than of 1/5th).  
  For high jumps, characters may jump number of feet equal to 1/5th of 
  their Movement Rate (in feet) with a successful strength check (rather 
  than 1/10th).  See page 49 of the PLAYER’S HANDBOOK for more on 
  jumping checks. 
  Creation Requirements:  Must be able to cast run and jump (caster 
  level 3) 
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Boots of Teleportation: Any character wearing this footwear may 
  teleport three times per day, exactly as if he had cast the spell of the 
  same name. 
  Creation Requirements:  Must be able to cast teleport (caster level 12) 
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Boots of Varied Tracks: The wearer of these ordinary-looking boots is 
  able, on command, to alter the tracks he makes while wearing them. 
  Boots of varied tracks have the basic power of making the footprints 
  of the wearer as small as those of a halfling or as large as those of an 
  ogre, appearing to be bare or shod as desired.  
  Creation Requirements:  Must be able to cast pass without trace 
  (caster level 5) 
  Purchase Cost:  1,850 gp 
  Creation Cost:  925 gp + 370 FP 
   
  Boots, Winged: These boots appear to be ordinary footgear. On 
  command, the boots sprout wings at the heel and let the wearer fly, 
  as if affected by a fly spell. He can fly for up to 1 hour per day. 
  Creation Requirements:  Must be able to cast fly (caster level 6) 
  Purchase Cost: 21,000 gp 
  Creation Cost: 10,500 gp +4,200 FP 
   
  Bottle of Air: This item appears to be a normal glass bottle with a cork. 
  When taken to any airless environment it retains air within it at all 
  times, continually renewing its contents. This means that a character 
  can draw air out of the bottle to breathe. The bottle can even be 
  shared by multiple characters, who may pass it around. Breathing out 
  of the bottle takes 1 round, but a character so doing can then act for 
  as long as he can hold him breath. 
  Creation Requirements:  Must be able to cast water breathing (caster 
  level 7) 
  Purchase Cost: 7,500 gp 
  Creation Cost: 3,250 gp + 1,300 FP 
   
  Bowl of Commanding Water Elementals: This large container is usually 
  fashioned from blue or green semiprecious stone. It is about 1 foot in 
  diameter, half that deep, and relatively fragile. When the bowl is filled 
  with fresh water, and certain words are spoken, a 12 hit die water 
  elemental appears. The summoning words require 1 round to speak. In 
  all ways the bowl functions as the conjure elemental spell. Only one 
  elemental can be called at a time. A new elemental requires the 
  bowl to be filled with new water, which cannot happen until after the 
  first elemental disappears (is dispelled, dismissed, or slain). 
  Note that if salt water is used, the elemental will be stronger (+2 hit 
  points per hit die). 
  Creation Requirements:  Must be able to cast conjure elemental 
  (caster level 12) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Bowl of Watery Death: This device exactly resembles a bowl of 
  commanding water elementals, including color, design, magic 
  radiation, etc. However, when it is filled with water, the magic-user 
  must save versus arcane magic at -12 or be shrunk to the size of a 
  small ant and plunged into the center of the bowl. 
  Note: if salt water is poured into the bowl the saving throw is at -14. 
  The victim will drown in from 1d6+2 rounds, unless magic is used to 
  save the individual, for he cannot be physically removed from the 
  bowl of watery death except by magical means: enlarge person, 
  polymorph, or wish are the only spells which will free the victim, and 
  restore normal size; a growth potion (i.e. a potion of enlarge person) 
  poured into the water will have the same effect; a sweet water potion 
  will allow the victim another saving throw.  
  If the victim drowns, death is permanent, no resurrection is possible, 
  and even a wish will not work. 
  Creation Requirements:  Must be able to cast conjure elemental 
  (caster level 12) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Bracers of Archery: These wristbands look like normal protective wear. 
  The bracers empower the wearer to use any bow (not including 
  crossbows) as if he were proficient in its use. If he already has 
  proficiency with any type of bow, he gains a +1 on attack and 
  damage rolls whenever using a bow. Both bracers must be worn for 
  the magic to be effective. 
  Creation Requirements:  Must be able to use all bows (caster level 9) 
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Bracers of Brachiation: These wrist bands appear to be of the ordinary 
  sort, but they have the power to enable the wearer to move by 
  brachiation - swinging from one tree limb, vine, etc., to another.  The 
  power can only be employed in locales where these sorts of hand-
  holds can be found or improvised (ship’s riggings, whips, and 
  chandeliers are all suitable for brachiation). Movement is at a rate 
  equal to their usual movement rate.  The wearer is also gains a +5 
  bonus to all ability checks made to climb or perform acrobatics. 
  Creation Requirements:  Must be able to cast spider climb (caster 
  level 3) 
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Bracers of Defense: These items appear to be wrist or arm guards. 
  They surround the wearer with an invisible but tangible field of force, 
  granting him an armor bonus of +2 to +8, just as though he were 
  wearing armor. Both bracers must be worn for the magic to be 
  effective.  Of course, if armor is actually worn, the bracers will not be 
  effective, but they do work in conjunction with other magical items of 
  protection. 
  Creation Requirements:  Must be able to cast armor (caster level 9 + 1 
  per point of armor bonus) 
  Purchase Cost: 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp 
  (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8) 
  Creation Cost: 2,000 gp + 800 FP (+2), 4,500 gp + 1,800 FP (+3), 8,000 
  gp + 3,200 FP (+4), 12,500 gp + 5,000 FP (+5), 18,000 gp + 7,200 FP (+6), 
  24,500 gp + 9,800 FP (+7), 32,000 gp + 12,800 FP (+8) 
   
  
  Dungeon Master’s Guide    154 
  Bracers of Defenselessness: These appear to be bracers of armor +5 
  and actually serve as such until the wearer is attacked in anger by an 
  enemy with hit dice equal to or greater than his level. At that moment 
  and thereafter, the bracers cause a –5 penalty to AC. Once their 
  curse is activated, bracers of defenselessness can be removed only 
  by means of a remove curse spell. 
  Creation Requirements:  Must be able to cast mage armor (caster 
  level 15) 
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Brazier of Commanding Fire Elementals: This device appears to be a 
  normal container for holding burning coals. When a fire is lit in the 
  brazier and the proper summoning words are spoken, a 12 hit die fire 
  elemental appears. The summoning words require 1 full round to 
  speak. In all ways the brazier functions as the conjure elemental spell. 
  If brimstone is added, the elemental will be stronger (+2 hit points per 
  hit die). 
  Only one elemental can be summoned at a time. A new elemental 
  requires a new fire, which cannot be lit until after the first elemental 
  disappears (is dispelled, dismissed, or slain). 
  Creation Requirements:  Must be able to cast conjure elemental 
  (caster level 12) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Brazier of Sleep Smoke: This device is exactly similar to the brazier  of 
  commanding fire elementals. However, when a fire is started within it 
  the burning will cause great clouds of magical smoke to pour forth in 
  a cloud with a 10’ radius from the brazier. All creatures within the 
  cloud must make an intelligence save (at -12) or fall into a deep 
  sleep.  
  At the same moment a fire elemental of 12 hit dice will appear and 
  attack the nearest creature.  Sleeping creatures can only be 
  awakened by means of a break enchantment, dispel magic or 
  remove curse spell.  The brazier may only call forth a single fire 
  elemental each week. 
  Creation Requirements:  Must be able to cast conjure elemental and 
  curse (caster level 12) 
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Brooch of Shielding: This appears to be a piece of silver or gold jewelry 
  used to fasten a cloak or cape. In addition to this mundane task, it 
  can absorb magic missiles of the sort generated by spell or spell-like 
  ability. A brooch can absorb up to 101 points of damage from magic 
  missiles before it melts and becomes useless. 
  Creation Requirements:  Must be able to cast shield (caster level 1) 
  Purchase Cost: 1,500 gp 
  Creation Cost: 750 gp + 300 FP 
   
  Broom of Animated Attack: This item is indistinguishable in appearance 
  from a normal broom. It is identical to a broom of flying by all tests 
  short of attempted use. 
  If a command is spoken, the broom does a loop-the-loop with its 
  hopeful rider, dumping him on his head from 1d4+5 feet off the 
  ground (no falling damage, since the fall is less than 10 feet). The 
  broom then attacks the victim, swatting the face with the straw or 
  twig end and beating him with the handle end. 
  The broom gets two attacks per round with each end (two swats with 
  the straw and two with the handle, for a total of four attacks per 
  round). It attacks with a +5 bonus on each attack roll. The straw end 
  causes a victim to be blinded for 1 round when it hits. The handle 
  deals 1d6 points of damage when it hits. The broom has AC 13 and 30 
  hit points. 
  Creation Requirements:  Must be able to cast fly and animate objects 
  or telekinesis (caster level 11) 
  Purchase Cost: 5,500 gp 
  Creation Cost: 2,250 gp + 900 FP 
   
  Broom of Flying: This broom is able to fly through the air as if affected 
  by a fly spell (maneuverability class C) for up to 6 hours per day (split 
  up as its owner desires). The broom can carry 200 pounds and fly at a 
  movement rate of 90’ (18”), or up to 400 pounds at a speed at 60’ 
  (12”). In addition, the broom can travel alone to any destination 
  named by the owner as long as he has a good idea of the location 
  and layout of that destination. It comes to its owner from as far away 
  as 900’ when he speaks the command word. The broom of flying has 
  a movement rate of 90’ when it has no rider. 
  Creation Requirements:  Must be able to cast fly (caster level 12) 
  Purchase Cost: 17,500 gp 
  Creation Cost: 8,750 gp + 3,500 FP 
   
  Bucknard’s Everfull Purse: Appearing as nothing more than a leather 
  pouch or small bag, this magical poke is most useful to its owner, for 
  each morning it will duplicate certain coins. When found, the purse 
  will be full of coins. If totally emptied, and left so for more than a few 
  minutes, the magic of the purse is lost, but if 3 of each type of coin is 
  placed within the bag, the next morning 27 of each applicable type 
  will be found inside. Bucknard’s Everfull Purse can contain: 
   
   
  coins drawn 
  d% roll 
  cp 
  sp 
  ep 
  gp 
  pp 
  01-50 
   
  27 
  27 
  27 
   
  51-90 
  27 
   
  27 
   
  27 
  91-00 
  27 
   
  27 
   
   
   
  Once the type of bag is first determined by roll, its abilities will not 
  change.  This item was designed to maintain spice, providing a 
  constant source of funds without attracting undue attention to the 
  bearer or necessitating chests of treasure. 
  Creation Requirements:  Must be able to cast major creation (caster 
  level 9 
  Purchase Cost: 4,000 gp 
  Creation Cost: 2,000 gp + 800 FP 
   
  Candle of Invocation: Each of these special tapers is dedicated to 
  one of the nine alignments. Simply burning the candle generates a 
  favorable aura for the individual so doing if the candle’s alignment 
  matches that of the character. Characters of the same alignment as 
  the burning candle add a +2 bonus on attack rolls and ability checks 
  (including saving throws) while within 30’ of the flame. 
  A cleric whose alignment matches the candle’s operates as if two 
  levels higher for purposes of determining spells per day if he burns the 
  candle during or just prior to his spell preparation time. He can even 
  cast spells normally unavailable to him, as if he were of that higher 
  level, but only so long as the candle continues to burn. Except in 
  special cases (see below), a candle burns for 4 hours. 
  In addition, burning a candle also allows the owner to cast a gate 
  spell, the respondent being of the same alignment as the candle, but 
  the taper is immediately consumed in the process. It is possible to 
  extinguish the candle simply by blowing it out, so users often place it in 
  a lantern to protect it from drafts and the like. Doing this doesn’t 
  interfere with its magical properties. 
  Creation Requirements:  Must be able to cast gate and must be of 
  the same alignment as the candle created (caster level 17) 
  Purchase Cost:  8,500 gp 
  Creation Cost: 4,250 gp + 1,700 FP 
   
  Candle of Truth: This white tallow candle, when burned, calls into 
  place a zone of truth spell (a -3 check penalty applies to the wisdom 
  save) in a 5’ radius centered on the candle. The zone lasts for 1 hour, 
  as the candle burns. If the candle is snuffed before that time, the 
  effect is canceled and the candle ruined. 
  Creation Requirements:  Must be able to cast zone of truth (caster 
  level 3) 
  Purchase Cost:  2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Cape of the Mountebank: On command, this bright red and gold 
  cape allows the wearer to use the magic of the dimension door spell 
  once per day. When he disappears, he leaves behind a cloud of 
  smoke, appearing in a similar fashion at his destination. 
  Creation Requirements:  Must be able to cast dimension door (caster 
  level 9) 
  Purchase Cost:  10,500 gp 
  Creation Cost: 5,250 gp + 2,100 FP 
   
  Carpet of Flying: This rug is able to fly through the air as if affected by 
  a fly spell of unlimited duration. The size, carrying capacity, and speed 
  of the different carpets of flying are shown on the table below. 
  Beautifully and intricately made, each carpet has its own command 
  word to activate it - if the device is within voice range, the command 
  word activates it, whether the speaker is on the rug or not. The carpet 
  is then controlled by spoken directions. 
  
  Dungeon Master’s Guide    155 
   
  A carpet of flying can carry up to double its capacity, but doing so 
  reduces its speed to 30 feet. It has maneuverability class C, but a 
  carpet of flying can still hover. 
   
  size 
  capacity 
  movement rate 
  wgt 
  purchase 
  cost 
  5’ x 5’ 
  200 lb. 
  120’ (24”) 
  10 lb. 
  25,000 gp 
  5’ x 10’ 
  400 lb. 
  90’ (18”) 
  15 lb. 
  50,000 gp 
  10’ x 10’ 
  800 lb. 
  60’ (12”) 
  20 lb. 
  75,000 gp 
   
  Creation Requirements:  Must be able to cast fly (caster level 15) 
  Creation Cost: 12,500 gp + 5,000 FP (200 lb capacity), 25,000 gp + 
  10,000 FP (400 lb capacity), 37,500 gp + 15,000 FP (800 lb capacity) 
   
  Censer of Controlling Air Elementals: This 6” wide, 1” high perforated 
  golden vessel resembles a thurible found in a place of worship. If it is 
  filled with incense and lit, summoning words spoken over it summon 
  forth a 12 hit die air elemental. The summoning words require 1 full 
  round to speak. In all ways the censer functions as the conjure 
  elemental spell. If incense of meditation is burned within the censer, 
  the air elemental will be stronger (+2 hit points per hit die). 
  Only one elemental can be summoned at a time. A new elemental 
  requires a new piece of incense, which cannot be lit until after the first 
  elemental disappears (is dispelled, dismissed, or slain). 
  Creation Requirements:  Must be able to cast conjure elemental 
  (caster level 12) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Censer of Summoning Hostile Air Elementals: This thurible is 
  indistinguishable from other censers - magical or ordinary. It is cursed, 
  so that if incense is burned within it from 1 to 4 enraged air elementals 
  will appear, 1 per round, from the censer and attack any and all 
  creatures within sight.  The censer will burn and cannot be 
  extinguished until either the summoner or elementals have been killed.  
  The censer may only be used once per week. 
  Creation Requirements:  Must be able to cast conjure elemental 
  (caster level 12) 
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Chaos Diamond: This lustrous gemstone is uncut and about the size of 
  a human fist. The gem grants its possessor the following powers: chaos, 
  confusion, symbol of insanity.  Each power is usable 1d4 times per day 
  (the DM secretly rolls the number of uses for each power separately).  
  A non-chaotic character who possesses a chaos diamond loses 1 
  level of experience. Although this never results in permanent level loss, 
  it remains as long as the diamond is in the character’s possession and 
  cannot be overcome in any way (including restoration spells). 
  Creation Requirements:  Must be able to cast chaos, confusion, 
  symbol of insanity (caster level 19) 
  Purchase Cost: 150,000 gp 
  Creation Cost: 75,000 gp + 30,000 FP 
   
  Chime of Hunger: This device exactly resembles a chime of opening. 
  When it is struck all creatures within a 30’ radius are immediately struck 
  with ravenous hunger unless they succeed at a charisma save at -12. 
  Characters will tear into their rations, ignoring everything else, and 
  even dropping everything they are holding in order to eat.  Creatures 
  without food immediately available will rush to where the chime of 
  hunger sounded and attack any creatures there in order to kill and 
  eat them.  
  All creatures that fail their saves must eat (or attack their prospective 
  meal) for at least 1 round, but are entitled to another saving throw on 
  each successive round until they pass their saving throw or until 12 
  rounds have passed.    
  Creation Requirement:  Must be able to cast mass suggestion (caster 
  level 12) 
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Chime of Interruption: This instrument can be struck once every 10 
  minutes, and its resonant tone lasts for 3 full minutes (18 rounds). While 
  the chime is resonating, no spell requiring a verbal component can 
  be cast within a 30’ radius of it unless the caster can make a 
  concentration check (PHB, p. 62) with a -7 check penalty. 
  Creation Requirements:  Must be able to cast shout (caster level 7) 
  Purchase Cost: 17,500 gp 
  Creation Cost: 7,000 gp + 2,800 FP 
   
  Chime of Opening: A chime of opening is a hollow mithral tube about 
  1’ long. When struck, it sends forth magical vibrations that cause locks, 
  lids, doors, valves, and portals to open. The device functions against 
  normal bars, shackles, chains, bolts, and so on. A chime of opening 
  also automatically dispels a hold portal spell or even an arcane lock 
  cast by a magic-user of lower than 15th level. 
  The chime must be pointed at the item or gate to be loosed or 
  opened (which must be visible and known to the user). The chime is 
  then struck, a clear tone rings forth, and in 1 round the target lock is 
  unlocked, the shackle is loosed, the secret door is opened, or the lid 
  of the chest is lifted. Each sounding only opens one form of locking, so 
  if a chest is chained, padlocked, locked, and arcane locked, it takes 
  four uses of a chime of opening to get it open. A silence spell negates 
  the power of the device. A brand-new chime can be used a total of 
  ten times before it cracks and becomes useless. 
  Creation Requirements:  Must be able to cast knock (caster level 11) 
  Purchase Cost:  3,000 gp 
  Creation Cost: 1,500 gp + 600 FP 
   
  Circlet of Persuasion: This silver headband grants a +1 bonus to the 
  wearer’s charisma. 
  Creation Requirements:  Must be able to cast friends (caster level 5) 
  Purchase Cost:  4,000 gp 
  Creation Cost: 2,000 gp + 800 FP 
   
  Cloak of Arachnidia: This black garment, embroidered with a web-like 
  pattern in silk, gives the wearer the ability to climb as if a spider climb 
  spell had been placed upon him. In addition, the cloak grants him 
  immunity to entrapment by web spells or webs of any sort—he can 
  actually move in webs at half his normal speed. Once per day, the 
  wearer of this cloak can cast web. He also gains a +2 bonus on all 
  saves against spider poisons. 
  Creation Requirements:  Must be able to cast spider climb and web 
  (caster level 6) 
  Purchase Cost:  15,000 gp 
  Creation Cost: 7,500 gp + 3,000 FP 
   
  Cloak of the Bat: Fashioned of dark brown or black cloth, this cloak 
  bestows a +5 bonus on all dexterity checks made to hide. The wearer 
  is also able to hang upside down from the ceiling, like a bat. 
  By holding the edges of the garment, the wearer is able to fly as per 
  the spell. If he desires, the wearer can actually polymorph himself into 
  an ordinary bat and fly accordingly. All possessions worn or carried 
  are part of the transformation. 
  Flying, either with the cloak or in bat form, can be accomplished only 
  in darkness (either under the night sky or in a lightless or near-lightless 
  environment under ground). Either of the flying powers is usable for up 
  to 7 minutes at a time, but after a flight of any duration the cloak 
  cannot bestow any flying power for a like period of time. 
  Creation Requirements:  Must be able to cast fly and polymorph 
  (caster level 7) 
  Purchase Cost:  25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Cloak of Displacement: This item appears to be a normal cloak, but 
  when worn by a character its magical properties distort and warp 
  light waves. This displacement works similar to the blink spell except 
  that it only grants a 25% miss chance on attacks directed against the 
  wearer.  
  The wearer of the cloak of displacement appears 1’ to 2’ from his 
  actual position at all times, with the phantom image constantly 
  shifting but never disappearing completely.  As such, the other 
  benefits, and drawbacks, of the blink spell do not apply to the cloak’s 
  wearer.  It functions continually. 
  Creation Requirements:  Must be able to cast blink (caster level 5) 
  Purchase Cost:  25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Cloak of Elvenkind: This cloak of neutral gray cloth is indistinguishable 
  from an ordinary cloak of the same color. However, when worn with 
  the hood drawn up around the head, it grants the wearer a +3 bonus 
  to all stealth checks made to hide.  In addition the cloak allows the 
  wearer to hide while moving at up to ½ of his normal movement rate 
  (rounded to the nearest 5’ increment) with no penalty, so long as the 
  character has cover or concealment from viewers. 
  
  Dungeon Master’s Guide    156 
  Creation Requirements:  Must be an elf 
  Purchase Cost: 3,600 gp 
  Creation Cost: 1,800 gp + 720 FP 
   
  Cloak of Etherealness: This silvery-gray cloak seems to absorb light 
  rather than be illuminated by it. On command, the cloak makes its 
  wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. 
  The cloak works for a total of up to 1 turn per day. This duration need 
  not be continuous. 
  Creation Requirements:  Must be able to cast ethereal jaunt 
  Purchase Cost: 55,000 gp 
  Creation Cost: 27,500 gp + 11,000 FP 
   
  Cloak of the Manta Ray: This cloak appears to be made of leather 
  until the wearer enters salt water. At that time the cloak of the manta 
  ray adheres to the individual, and he appears nearly identical to a 
  manta ray (as the polymorph spell, except that it allows only manta 
  ray form). His armor class becomes 13 (not including dexterity 
  bonuses), he gains the ability to breathe underwater and has a 
  swimming movement rate 60’ per round, like a real manta ray. 
  Although the cloak does not enable the wearer to bite opponents as 
  a manta ray does, it does have a tail spine that can be used to strike 
  at opponents behind the wearer, dealing 1d6 points of damage. This 
  attack can be used in addition to any other attack the character has, 
  using his highest melee attack bonus. The wearer can release his arms 
  from the cloak without sacrificing underwater movement if so desired. 
  Creation Requirements:  Must be able to cast polymorph and water 
  breathing (caster level 9) 
  Purchase Cost: 7,500 gp 
  Creation Cost: 3,750 gp + 1,500 FP 
   
  Cloak of Poisonousness: This cloak is usually made of a woolen 
  material, although it can be made of leather. A detect poison spell 
  can reveal the presence of poison impregnated in the cloak’s fabric. 
  The garment can be handled without harm, but as soon as it is 
  actually donned the wearer is killed instantly unless he succeeds on a 
  constitution save with a -15 penalty. 
  Once donned, a cloak of poisonousness can be removed only with a 
  remove curse spell; doing this destroys the magical property of the 
  cloak. If a neutralize poison spell is then used, it is possible to revive the 
  victim with a raise dead or resurrection spell, but not before. 
  Creation Requirements:  Must be able to cast poison and limited wish 
  or miracle (caster level 15) 
  Purchase Cost: 60,000 gp 
  Creation Cost: 30,000 gp + 12,000 FP 
   
  Cloak of Protection: A cloak of protection increases the wearer’s 
  armor class value and saving throws versus all forms of attack. A +1 
  cloak raises AC by 1 and gives a bonus of + 1 on saving throw die rolls.  
  The magical properties of a cloak of protection are cumulative with 
  most other protective magical items except the cloak does not add 
  to armor value if magical armor is worn.  If more than 1 item or spell of 
  protection is operating on the same person, only the strongest item 
  (whether it be a ring, cloak or protection from evil) will function. 
  Creation Requirements:  Caster must be of a level at 9 + the bonus of 
  the cloak 
  Purchase Cost: 3,000 gp (+1); 12,000 gp (+2); 27,000 gp (+3); 48,000 gp 
  (+4); 75,000 gp (+5) 
  Creation Cost: 1,500 gp + 600 FP (+1); 6,000 gp + 2,400 FP (+2); 13,500 
  gp + 5,400 FP (+3); 24,000 gp + 9,600 FP (+4); 37,500 gp + 15,000 FP (+5) 
   
  Crystal Ball: This is the most common form of scrying device, a crystal 
  sphere about 6” in diameter. A character can use the device to see 
  over virtually any distance or into other planes of existence, as with 
  the spell scrying (an intelligence check at -10 negates scrying attempts). 
  Certain crystal balls have additional powers that can be used through 
  the crystal ball on the target viewed.  Crystal balls weigh 7 pounds. 
   
  type 
  purchase cost 
  creation cost 
  crystal ball 
  40,000 gp 
  20,000 gp + 8,000 FP 
  crystal ball with detect invisibility 
  50,000 gp 
  25,000 gp + 10,000 FP 
  crystal ball with esp 
  50,000 gp 
  25,000 gp + 10,000 FP 
  crystal ball with telepathy* 
  75,000 gp 
  37,500 gp + 15,000 FP 
  crystal ball with true seeing 
  80,000 gp 
  40,000 gp + 16,000 FP 
  * the viewer can send and receive silent mental messages with the 
  person appearing in the crystal ball. Once per day the character 
  may attempt to implant a suggestion as well. 
   
  Creation Requirements:  Must be able to cast scrying (plus any 
  additional spells put into the item)  
   
  Cube of Force: This device is about 3/4 inch across and can be made 
  of ivory, bone, or any hard mineral. It enables its possessor to put up a 
  special wall of force 10’ on a side around his person. This cubic screen 
  moves with the character and is impervious to the attack forms 
  mentioned on the table below. The cube has 36 charges, which are 
  renewed each day. The possessor presses one face of the cube to 
  activate a particular type of screen or to deactivate the device.  
   
  cube 
  face 
  charges 
  per minute 
  maximum 
  movement 
  rate 
  effect 
  1 
  1 
  3” (15’) 
  keeps out gases, wind, etc. 
  2 
  2 
  9” (45’) 
  keeps out non-living matter 
  3 
  3 
  6” (30’) 
  keeps out living matter 
  4 
  4 
  3” (15’) 
  keeps out magic 
  5 
  6 
  3” (15’) 
  keeps out all things 
  6 
  0 
  as normal 
  deactivates 
   
  Each effect costs a certain number of charges to maintain for every 
  minute (or portion of a minute) it is in operation. Also, when an effect 
  is active, the possessor’s movement rate is limited to the maximum 
  value given on the table. 
  When the cube of force is active, attacks dealing more than 30 points 
  of damage drain 1 charge for every 10 points of damage beyond 30 
  that they deal. Spells that affect the integrity of the screen also drain 
  extra charges. These spells (given in the list below) cannot be cast into 
  or out of the cube:  
   
  attack form 
  extra charges 
  prismatic spray 
  7 
  disintegrate 
  6 
  horn of blasting 
  6 
  phase door 
  5 
  passwall 
  3 
  wall of fire 
  2 
   
  Creation Requirements:  Must be able to cast wall of force (caster level 
  10) 
  Purchase Cost: 60,000 gp 
  Creation Cost: 30,000 gp + 12,000 FP 
   
  Cube of Frost Resistance: This cube is activated or deactivated by 
  pressing one side. When activated, it creates a cube-shaped area 10’ 
  on a side centered on the possessor (or on the cube itself, if the item is 
  later placed on a surface). The temperature within this area is always at 
  least 65°F. The field absorbs all cold-based attacks. However, if the field 
  is subjected to more than 50 points of cold damage in 1 round (from 
  one or multiple attacks), it collapses into its portable form and cannot 
  be reactivated for 1 hour. If the field absorbs more than 100 points of 
  cold damage in a 1 turn period, the cube is destroyed. 
  Creation Requirements:  Must be able to cast protection from energy 
  (caster level 5) 
  Purchase Cost: 27,500 gp 
  Creation Cost: 13,750 gp + 5,500 FP 
   
  Cubic Gate: This item is fashioned from carnelian. Each of the six sides of 
  the cube is keyed to a plane, one of which is the Material Plane. The 
  character creating the item should choose the planes to which the 
  other five sides are keyed. 
  If a side of the cubic gate is pressed once, it opens a gate to a random 
  point on the plane keyed to that side. There is a 10% chance per minute 
  that an extraplanar creature from that plane (determine randomly) 
  comes through it looking for food, fun, or trouble. Pressing the side a 
  second time closes the gate. It is impossible to open more than one 
  gate at a time. 
  If a side is pressed twice in quick succession, the character so doing is 
  transported to a random point on the other plane, along with all 
  creatures in adjacent squares. (The other creatures may avoid this fate 
  by succeeding on an intelligence save at -13). 
  Creation Requirements:  Must be able to cast plane shift (caster level 
  13) 
  Purchase Cost: 164,000 gp 
  Creation Cost: 82,000 gp + 32,800 FP 
   
  Cyclocone: Appearing as an ordinary pointed hat, this magical 
  device will radiate a powerful dweomer of the evocation sort. Its 
  possessor can cause its power to function by pointing the small end of 
  
  Dungeon Master’s Guide    157 
   
  the cone toward the ground and then tossing the cyclocone forward 
  with a spinning motion imparted by opposite movement of the palms 
  of the hands. When thus set in motion, the cone begins to rotate at 
  blurring speed and grows into a miniature but exceptionally powerful 
  whirlwind the following round.  The whirlwind functions as the spell of 
  the same name.  The cyclocone is not reusable; the item is destroyed 
  when the whirlwind is dissipated. 
  Creation Requirements:  Must be able to cast cyclocone (caster level 
  15) 
  Purchase Cost: 4,000 gp 
  Creation Cost: 2,000 gp + 800 FP 
   
  Darkskull:  This skull, carved from ebony, is wholly evil. Wherever the skull 
  goes, the area around it is treated as though a desecrate spell had 
  been cast with the skull as the touched point of origin. 
  Creation Requirements:  Must be able to cast desecrate (caster level 3) 
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Daern’s Instant Fortress:  This metal cube is small, but when activated by 
  speaking a command word it grows to form a tower 20’ square and 30’ 
  high, with arrow slits on all sides and a crenellated battlement atop it. 
  The metal walls extend 10’ into the ground, rooting it to the spot and 
  preventing it from being tipped over. The fortress has a small door that 
  opens only at the command of the owner of the fortress - even knock 
  spells can’t open the door. 
  The adamantite walls of instant fortress have 200 hit points and can only 
  be damaged by magical or siege weapons (both deal a single hit point 
  of damage per strike). The fortress cannot be repaired except by a wish 
  or a miracle, which restores 50 points of damage taken. 
  The fortress springs up in just 1 round, with the door facing the device’s 
  owner. The door opens and closes instantly at his command. People 
  and creatures nearby (except the owner) must be careful not to be 
  caught by the fortress’s sudden growth. Anyone so caught takes 10d10 
  points of damage (a dexterity save at -13 halves this). 
  The fortress is deactivated by speaking a command word (different 
  from the one used to activate it). It cannot be deactivated unless it is 
  empty. 
  Creation Requirements:  Must be able to cast Mordenkainen’s 
  Magnificent Mansion (caster level 13) 
  Purchase Cost: 60,000 gp 
  Creation Cost: 30,000 gp + 12,000 FP 
   
  Decanter of Endless Water: If the stopper is removed from this ordinary-
  looking flask and a command word spoken, an amount of fresh or salt 
  water pours out. Separate command words determine the type as well 
  as the volume and velocity: 
   
  command   
  result 
  “stream” 
  pours out 1 gallon per round 
  “fountain” 
  produces a 5’ long stream at 5 gallons per round 
  “geyser” 
  produces a 20’ long, 1’ wide stream at 30 gallons per 
  round 
   
  The geyser effect causes considerable back pressure, requiring the 
  holder to make a strength check to avoid being knocked down. The 
  force of the geyser deals 1d4 points of damage but can only affect one 
  target per round. The command word must be spoken to stop it.  The 
  decanter weighs 2 lbs. 
  Creation Requirements:  Must be able to cast control water (caster level 
  9) 
  Purchase Cost: 9,000 gp 
  Creation Cost: 4,500 gp + 1,800 FP 
   
  Deck of Illusions: This set of parchment cards is usually found in an ivory, 
  leather, or wooden box. A full deck consists of thirty-four cards. When a 
  card is drawn at random and thrown to the ground, a permanent 
  image of a creature is formed. The illusion lasts until dispelled. The illusory 
  creature cannot move more than 30’ away from where the card 
  landed, but otherwise moves and acts as if it were real. At all times it 
  obeys the desires of the character who drew the card. When the illusion 
  is dispelled, the card becomes blank and cannot be used again. If the 
  card is picked up, the illusion is automatically and instantly dispelled. The 
  cards in a deck and the illusions they bring forth are summarized on the 
  following table. (Use one of the first two columns to simulate the 
  contents of a full deck using either ordinary playing cards or tarot 
  cards.) 
   
   
  playing card 
  tarot card 
  creature 
  ace of hearts 
  IV. the emperor 
  red dragon 
  king of hearts 
  knight of swords 
  male human fighter and 
  4 guards 
  queen of hearts 
  queen of staves 
  female human magic-
  user 
  jack of hearts 
  king of staves 
  male human druid 
  ten of hearts 
  VII. the chariot 
  cloud giant 
  nine of hearts 
  page of staves 
  ettin 
  eight of hearts 
  ace of cups 
  bugbear 
  two of hearts 
  five of staves 
  goblin 
  ace of 
  diamonds 
  III. the empress 
  glabrezu (demon) 
  king of 
  diamonds 
  two of cups 
  male elf magic-user and 
  female apprentice 
  queen of 
  diamonds 
  queen of swords 
  half-elf ranger (female) 
  jack of 
  diamonds 
  XIV. temperance 
  harpy 
  ten of diamonds 
  seven of staves 
  male half-orc barbarian 
  nine of 
  diamonds 
  four of pentacles 
  ogre mage 
  eight of 
  diamonds 
  ace of pentacles 
  gnoll 
  two of diamonds 
  six of pentacles 
  kobold 
  ace of spades 
  II. the high priestess 
  lich 
  king of spades 
  three of staves 
  3 male human clerics 
  queen of spades 
  four of cups 
  medusa 
  jack of spades 
  knight of pentacles 
  male dwarf paladin 
  ten of spades 
  seven of swords 
  frost giant 
  nine of spades 
  three of swords 
  troll 
  eight of spades 
  ace of swords 
  hobgoblin 
  two of spades 
  five of cups 
  goblin 
  ace of clubs 
  VIII. strength 
  iron golem 
  king of clubs 
  page of pentacles 
  3 male halfling thieves 
  queen of clubs 
  ten of cups 
  pixies 
  jack of clubs 
  nine of pentacles 
  female half-elf bard 
  ten of clubs 
  nine of staves 
  hill giant 
  nine of clubs 
  king of swords 
  ogre 
  eight of clubs 
  ace of staves 
  orc 
  two of clubs 
  five of cups 
  kobold 
  joker 
  two of pentacles 
  illusion of deck’s owner 
  joker (with ™) 
  two of staves 
  illusion of deck’s owner  
  (sex reversed) 
   
  A randomly generated deck is usually complete (3–20 on a d20), but 
  may be discovered (1–2 on a d20) with 1d20 of its cards missing. If cards 
  are missing, reduce the price by a corresponding amount. 
  Creation Requirements:  Must be able to cast permanent image (caster 
  level 11) 
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Dicerion of Light and Darkness: This clerical candlestick is a specially 
  alloyed metal holder with two branches. One is of silver and mithral, 
  the other arm of iron and adamantite - as dark and lusterless as the 
  first branch is bright and glittering. The two branches intertwine to form 
  a twisting stem of intermittent bright and dull bands.  
  The base is likewise formed of alternating projections of the silvery and 
  ebon metals spreading to form eight legs. The whole object is about 1 
  foot tall and just over half as broad, with a weight of between 3 and 4 
  lbs.  
  Although the dicerion of light and darkness gives off a faint dweomer 
  of its own, it must have specially manufactured candles to function 
  magically. This  pair of candles must be made from the purest wax, 
  with finely powdered obsidian and crystal layered throughout (50 gpv 
  for the pair), and then be blessed.   
  When both special candles are alight, the candles illuminate the area 
  with a brightness equal to normal daylight.  All magical darkness 
  effects within 60’ are suppressed while the candles are lit.   
  The candles will burn for 6 turns (1 hour) and will not be extinguished 
  by breezes, though a gust of wind spell or strong wind gusts (50 mph or 
  greater) will blow out the candles. 
  If only the candle held in the black arm of the dicerion is lit the holder 
  of the dicerion will be englobed by darkness 15’ radius spell. This lack 
  
  Dungeon Master’s Guide    158 
  of illumination will not hamper the holder’s vision or movement, but will 
  affect any other creatures within the 15’ radius. 
  Conversely, when only the candle in the bright branch is lighted, a 
  sphere of brilliant light will surround the holder.  While his vision is not 
  impaired other’s within a 15’ radius will be blinded for as long as they 
  remain in this area of brilliant light, unless they pass a wisdom saving 
  throw at -10.  Undead creatures and those that are sensitive to light 
  are blinded for 2d4 after leaving the area of brilliant light. 
  Creation Requirements:  Must be able to cast bless, continual light and  
  darkness 15’ radius (caster level 10) 
  Purchase Cost: 9,000 gp 
  Creation Cost: 4,500 gp + 1,800 FP 
   
  Dimensional Shackles: These shackles have golden runes traced across 
  their cold iron surface. Any creature bound within them is affected as if 
  a dimensional anchor spell were cast upon his (no save). They fit any 
  Small to Large creature. The strength check to break or slip out of the 
  shackles suffers a -20 check penalty.  They weigh 5 lbs. 
  Creation Requirements:  Must be able to cast dimensional anchor 
  (caster level 11) 
  Purchase Cost: 28,000 gp 
  Creation Cost: 14,000 gp + 5,600 FP 
   
  Drums of Deafening: This item is a pair of kettle drums, radiating magic if 
  so detected, but otherwise unremarkable. If either is struck nothing 
  happens, but if both are sounded together all creatures within 120’ are 
  permanently deafened and will remain so until a heal spell or cure 
  blindness/deafness is used to restore the victims’ shattered eardrums. 
  Furthermore, those within 20’ of the drums will be stunned by the noise 
  for from 2d4 rounds, as well as deafened. Each drum is a hemisphere of 
  about 1-1/2’ in diameter, weighing 5 lbs. 
  Creation Requirements:  Must be able to cast cause blindness/deafness 
  and curse (caster level 7) 
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Drums of Panic: These drums are kettle drums (hemispheres about 1-1/2’ 
  in diameter on stands). They come in pairs and are unremarkable in 
  appearance. If both of the pair are sounded, all creatures within 120’ 
  (with the exception of those within a 20’ radius safe zone around the 
  drums) are affected as by a fear spell (save at -7). Drums of panic can 
  be used once per day.  They weigh 10 lbs. 
  Creation Requirements:  Must be able to cast fear (caster level 7) 
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Efreeti Bottle: This item is typically fashioned of brass or bronze, with a 
  lead stopper bearing special seals. A thin stream of smoke is often seen 
  issuing from it. The bottle can be opened once per day. When opened, 
  the efreeti imprisoned within issues from the bottle instantly. There is a 
  10% chance (1–2 on a d20) that the efreeti is insane and attacks 
  immediately upon being released. There is also a 10% chance (19–20 on 
  a d20) that the efreeti of the bottle grants three wishes. In either case, 
  the efreeti afterward disappears forever. The other 80% of the time (3–18 
  on a d20), the inhabitant of the bottle loyally serves the character for up 
  to 1 turn per day (or until the efreeti’s death), doing as he commands. 
  Roll each day the bottle is opened for that day’s effect.  The bottle 
  weighs 1 lb. 
  Creation Requirements:  Must be able to cast monster summoning VII 
  (caster level 17) 
  Purchase Cost: 175,000 gp 
  Creation Cost: 87,500 gp + 35,000 FP 
   
  Egg of Desire: There are at least five different sorts of these items, each 
  more strange and potent than the last. An egg of desire is a smallish 
  ovoid which when placed upon its large end and touched in a 
  certain way will commence to rock back and forth rhythmically, 
  issuing a soft, chiming sound in the process. Once it is so activated, 
  any creature within 30’ must make a wisdom save or be affected by 
  the egg’s dweomer. The effect of each sort of egg is: 
   
  egg 
  effect 
  black 
  holds viewers permanently, unless circumstances permit 
  a breaking of the spell or they die. 
  bone 
  causes viewers to place their most prized magic item 
  before the egg, and then leave and forget what 
  occurred. 
  crystal 
  causes viewers to place all the gems they possess 
  before the egg, and then leave and forget what 
  occurred. 
  golden 
  causes viewers to place all precious metals they 
  possess before the egg, and then leave and forget 
  what occurred. 
  scarlet 
  holds viewers for one minute, then causes them to 
  become enraged and attack the first living thing they 
  see after the one-minute time limit has expired. 
   
  The effects of one can be removed by a break enchantment or 
  remove curse spell. Even unintelligent creatures can be affected by 
  an egg, since each such item sends signals directly to the viewer’s 
  brain.   
  Creation Requirements:  Must be able to cast curse and geas/quest 
  (caster level 11) 
  Purchase Cost: 24,000 gp 
  Creation Cost: 12,000 gp + 4,800 FP 
   
  Egg of Reason: A specially enchanted egg of this sort is always 
  coated with oil of timelessness. Although very old and quite vile 
  smelling, each such egg has the possibility of increasing the eater’s 
  intelligence or wisdom. However, an individual who consumes an egg 
  of reason must first make a saving throw versus poison - with a -10 
  penalty - or be slain.  The effect of this poison cannot be neutralized or 
  slowed.  
  If eating the egg does not prove fatal, the eater of the egg gains 1 
  point of intelligence or wisdom (roll randomly). No score may be 
  raised above a “20”.  
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Egg of Shattering: This magical egg-shaped object is most undesirable, 
  for when it is handled normally or touched by a detection spell, it 
  shatters with a loud noise, sending sharp pieces of its case everywhere 
  within a 1 “ radius. Each creature in that area will take 7d4 points of 
  damage from fragments of the egg, with a dexterity save at -7 
  halving that damage. 
  The shattering of the egg also acts as a shatter spell (PHB, p. 135).  
  Creation Requirements:  Must be able to cast shatter (caster level 7)   
  Purchase Cost: 700 gp 
  Creation Cost: 350 gp + 140 FP 
   
  Elemental Gem: This gem contains a conjuration spell attuned to a 
  specific Elemental Plane (Air, Earth, Fire, or Water). 
  When the gem is crushed, smashed, or broken (taking 1 round), a 12 hit 
  die elemental appears as if summoned by a conjure elemental spell. 
  The elemental is under the control of the creature that broke the gem. 
  The coloration of the gem varies with the type of elemental it summons. 
  Air elemental gems are transparent, earth elemental gems are light 
  brown, fire elemental gems are reddish orange, and water elemental 
  gems are blue-green. 
  Creation Requirements:  Must be able to cast conjure elemental (caster 
  level 11) 
  Purchase Cost: 2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Eversmoking Bottle: This metal urn is identical in appearance to an 
  efreeti bottle, except that it does nothing but smoke. The amount of 
  smoke is great if the stopper is pulled out, pouring from the bottle and 
  totally obscuring vision (offering 100% concealment to all within the 
  smoke) across a 50’ spread in 1 round. If the bottle is left unstoppered, 
  the smoke billows out another 10’ per round until it has covered a 100’ 
  radius.  
  This area remains smoke-filled until the eversmoking bottle is stoppered. 
  The bottle must be resealed by a command word, after which the 
  smoke dissipates normally. A moderate wind (11+ mph) disperses the 
  smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 
  round.  The bottle weighs 1 lb. 
  Creation Requirements:  Must be able to cast pyrotechnics (caster level 
  3) 
  Purchase Cost: 5,400 gp 
  Creation Cost: 2,700 gp + 1,080 FP 
   
  Eyes of Charming: These two crystal lenses fit over the user’s eyes. The 
  wearer is able to use charm person (one target per round) merely by 
  meeting a target’s gaze. Those failing a charisma check at -7 are 
  
  Dungeon Master’s Guide    159 
   
  charmed as per the spell. If the wearer has only one lens, the target gets 
  a makes his save with a +10 bonus (the saving throw modifier would 
  total +3). 
  Creation Requirements:  Must be able to cast charm person (caster 
  level 7) 
  Purchase Cost: 60,000 gp for a pair 
  Creation Cost: 30,000 gp + 12,000 FP 
   
  Eyes of Doom:  These crystal lenses fit over the user’s eyes, enabling him 
  to cast bane (the reverse of bless) upon those around him (one target 
  per round) as a free gaze attack each round. Those failing their 
  charisma save (with a -11 penalty) are affected as by the bane spell. If 
  the wearer has only one lens, the target gets a makes his save with a 
  +10 bonus (the saving throw modifier would total -1). 
  If the wearer has both lenses, he gains the additional power of detect 
  undead that may be used at will and can use fear as a gaze attack 
  once per week.  This use of the eyes counts as the wearer’s action for 
  the round. 
  Creation Requirements:  Must be able to cast bane, detect undead, 
  and fear (caster level 11) 
  Purchase Cost: 25,000 gp for a pair 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Eyes of the Eagle: These items are made of special crystal and fit over 
  the eyes of the wearer. These lenses grant a +5 bonus on wisdom 
  checks made to view objects over long distances (over 100’ away).  
  Distant objects are seen with 100 times greater clarity (an object 1,000 
  feet away would be a clearly seen as an object only 10’ away).     All 
  range penalties to attack rolls are halved for the wearer of the eyes of 
  the eagle. 
  Wearing only one of the pair causes a character to become dizzy and, 
  in effect, stunned for 1 round. Thereafter, the wearer can use the single 
  lens without being stunned so long as he covers his other eye.  Of 
  course, he can remove the single lens and see normally at any time, or 
  wear both lenses to end or avoid the dizziness. 
  Range penalties are not reduced for a character wearing a single eye 
  of the eagle. 
  Creation Requirements:  Must be able to cast clairaudience/ 
  clairvoyance (caster level 5) 
  Purchase Cost: 5,000 gp for a pair 
  Creation Cost: 2,500 gp + 1,000 FP 
   
  Eyes of Minute Seeing: The lenses of this item are made of special 
  crystal. When placed over the eyes of the wearer, the lenses enable him 
  to see much better than normal at distances of 1 foot or less, granting 
  him a +5 bonus on intelligence checks made to find secret doors, traps, 
  and similar concealed objects. Both lenses must be worn for the magic 
  to be effective. 
  Creation Requirements:  Must be able to cast true seeing (caster level 9)   
  Purchase Cost: 3,000 gp 
  Creation Cost: 1,500 gp + 600 FP 
   
  Eyes of Petrification:  These items are made of special crystal and fit over 
  the eyes of the wearer. They allow him to use a petrification gaze attack 
  for 10 rounds per day. Both lenses must be worn for the magic to be 
  effective.  25% of these devices are cursed, instantaneously turning their 
  wearer to stone.  Both effects are negated with a successful wisdom 
  save at -12. 
  Creation Requirements:  Must be able to cast flesh to stone. Cursed 
  items require that the caster be able to cast curse (caster level 12)   
  Purchase Cost: 100,000 gp for a pair 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Figurines of Wondrous Power: Each of the several kinds of figurines of 
  wondrous power appears to be a miniature statuette of a creature an 
  inch or so high (with one exception). When the figurine is tossed down 
  and the correct command word spoken, it becomes a living creature of 
  normal size (except when noted otherwise below). The creature obeys 
  and serves its owner. Unless stated otherwise, the creature understands 
  Common but does not speak. 
  If a figurine of wondrous power is broken or destroyed in its statuette 
  form, it is forever ruined. All magic is lost, its power departed. If slain in 
  animal form, the figurine simply reverts to a statuette that can be used 
  again at a later time. 
   
   Bronze Griffon: When animated, a bronze griffon acts in all ways 
  like a normal griffon under the command of its possessor. The item 
  can be used twice per week for up to 6 hours per use. When 6 
  hours have passed or when the command word is spoken, the 
  bronze griffon once again becomes a tiny statuette. 
  Creation Requirements:  Must be able to cast animate object 
  (caster level 11)   
  Purchase Cost: 10,000 gp 
  Creation Cost: 5,000 gp + 2,000 FP 
   
   Ebony Fly: When animated, an ebony fly is the size of a pony and 
  has all the statistics of a hippogriff but can make no attacks. The 
  item can be used three times per week for up to 12 hours per use. 
  When 12 hours have passed or when the command word is 
  spoken, the ebony fly again becomes a tiny statuette. 
  Creation Requirements:  Must be able to cast animate object 
  (caster level 11)   
  Purchase Cost: 10,000 gp 
  Creation Cost: 5,000 gp + 2,000 FP 
   
   Golden Lions:  These figurines come in pairs. They become normal 
  adult male lions. If slain in combat, the lions cannot be brought 
  back from statuette form for one full week. Otherwise, they can be 
  used once per day for up to 1 hour. They enlarge and shrink upon 
  speaking the command word. 
  Creation Requirements:  Must be able to cast animate object 
  (caster level 11)   
  Purchase Cost: 16,500 gp 
  Creation Cost: 8,250 gp + 3,300 FP 
   
   Ivory Goats: These figurines come in threes. Each goat of this trio 
  looks slightly different from the others, and each has a different 
  function: 
   
  The Goat of Traveling: This statuette provides a speedy and 
  enduring mount equal to that of a heavy horse in every way 
  except appearance. The goat can travel for a maximum of one 
  day each week - continuously or in any combination of periods 
  totaling 24 hours. At this point, or when the command word is 
  uttered, it returns to its statuette form for not less than one day 
  before it can again be used. 
   
  The Goat of Travail:  This statuette becomes an enormous creature, 
  larger than a bull, with the statistics of a nightmare except for the 
  addition of a pair of wicked horns of exceptional size (damage 
  1d8+4 for each horn). If it is charging to attack, it may only use its 
  horns (but add 6 points of damage to each successful attack in 
  that round). It can be called to life just once per month for up to 12 
  hours at a time. 
   
  The Goat of Terror:  When called upon with the proper command 
  word, this statuette becomes a destrier-like mount, with the 
  statistics of a light warhorse. However, its rider can employ the 
  goat’s horns as weapons (one horn as a +3 heavy lance, the other 
  as a +5 longsword). When ridden in an attack against an 
  opponent, the goat of terror radiates fear as the spell in a 30’ 
  radius (a charisma save at -11 negates this effect). It can be used 
  once every two weeks for up to 3 hours per use. 
   
  Creation Requirements:  Must be able to cast animate object and 
  fear (caster level 11)   
  Purchase Cost: 21,000 gp 
  Creation Cost: 10,500 gp + 4,200 FP 
   
   Marble Elephant: This is the largest of the figurines, the statuette 
  being about the size of a human hand. Upon utterance of the 
  command word, a marble elephant grows to the size and 
  specifications of a true elephant. The animal created from the 
  statuette is fully obedient to the figurine’s owner, serving as a beast 
  of burden, a mount, or a combatant. The statuette can be used 
  four times per month for up to 24 hours at a time. 
  Creation Requirements:  Must be able to cast animate object 
  (caster level 11)   
  Purchase Cost: 17,000 gp 
  Creation Cost: 8,500 gp + 3,400 FP 
   
   Obsidian Steed:  This figurine appears to be a small, shapeless lump 
  of black stone. Only careful inspection reveals that it vaguely 
  resembles some form of quadruped. On command, the near-
  formless piece of obsidian becomes a fantastic mount. Treat it as a 
  heavy warhorse with the following additional powers usable once 
  per round at will: fly, plane shift, and ethereal jaunt. The steed 
  allows itself to be ridden, but if the rider is of good alignment, the 
  steed is 10% (1-2 on a d20) likely per use to carry him to the lower 
  
  Dungeon Master’s Guide    160 
  planes and then return to its statuette form. The statuette can be 
  used once per week for one continuous period of up to 24 hours. 
  Note that when an obsidian steed becomes ethereal or plane 
  shifts, its rider and his gear follow suit. Thus, the user can travel to 
  other planes via this means. 
  Creation Requirements:  Must be able to cast animate object, 
  etherealness, fly and plane shift (caster level 15)   
  Purchase Cost: 28,500 gp 
  Creation Cost: 14,250 gp + 5,700 FP 
   
   Onyx Dog: When commanded, this statuette changes into a 
  creature with the same properties as a riding dog except that it is 
  endowed with a low (8) intelligence, can communicate in 
  Common, and has exceptional olfactory and visual abilities. (It has 
  the track ability of rangers and adds +4 to all wisdom checks 
  related to sensory perception.) It has 60’ darkvision, and it can 
  detect invisibility. An onyx dog can be used once per week for up 
  to 6 hours. It obeys only its owner. 
  Creation Requirements:  Must be able to cast animate object 
  (caster level 11)   
  Purchase Cost: 15,500 gp 
  Creation Cost: 7,750 gp + 3,100 FP 
   
   Serpentine Owl: This figurine becomes either a normal-sized horned 
  owl or a giant owl according to the command word used. The 
  transformation can take place once per day, with a maximum 
  duration 
  of 
  8 
  continuous 
  hours. 
  However, 
  after 
  three 
  transformations into giant owl form, the statuette loses all its 
  magical properties. The owl communicates with its owner by 
  telepathic means, informing him of all it sees and hears. 
  (Remember the limitations of its intelligence.) 
  Creation Requirements:  Must be able to cast animate object 
  (caster level 11)   
  Purchase Cost: 9,000 gp 
  Creation Cost: 4,500 gp + 1,800 FP 
   
   Silver Raven:  This silver figurine turns into a raven on command (but 
  it retains its metallic consistency, which gives it an armor class of 
  20). Another command sends it off into the air, bearing a message 
  just like a creature affected by an animal messenger spell. If not 
  commanded to carry a message, the raven obeys the commands 
  of its owner, although it has no special powers or telepathic 
  abilities. It can maintain its non-figurine status for only 24 hours per 
  week, but the duration need not be continuous. 
  Creation Requirements:  Must be able to cast animate object 
  (caster level 11)   
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Flask of Curses:  This item looks like an ordinary beaker, bottle, container, 
  decanter, flask, or jug. It may contain a liquid, or it may emit smoke. 
  When the flask is first unstoppered, all within 30 feet must make a saving 
  throw (with a -7 penalty to their intelligence check) or be cursed, taking 
  a –2 penalty on attack rolls and ability checks until a remove curse spell 
  is cast upon them. 
  Creation Requirements:  Must be able to cast curse (caster level 7)   
  Purchase Cost: 2,100 gp 
  Creation Cost: 1,050 gp + 420 FP 
   
  Gauntlets of Dexterity: A pair of these gloves appears to be nothing 
  more than light leather handwear of the everyday sort. Naturally, they 
  radiate magic if so detected. They size themselves magically to fit any 
  hand, from that of a huge human to that of a small halfling, when 
  drawn on. A pair of gauntlets of dexterity grant the wearer an 18 
  dexterity.  Those with an 18 or greater dexterity gain no benefit from 
  this item.  Both gauntlets must be worn for the magic to be effective.   
  Creation Requirements:  Must be able to cast haste (caster level 9)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Gauntlets of Fumbling: These gauntlets may be of supple leather or 
  heavy protective material suitable for use with armor. The gauntlets 
  perform according to every test as if they were gauntlets of ogre power 
  until the wearer finds herself under attack or in a life-and-death situation.  
  At that time, the curse is activated. The wearer becomes fumble-
  fingered, with a 50% chance each round of dropping anything held in 
  either hand. The gauntlets also grant a -1 to all dexterity checks and 
  attack rolls (no save is allowed versus these effects). Once the curse is 
  activated, the gloves can be removed only by means of a remove 
  curse or break enchantment spell, a wish, or a miracle. 
  Creation Requirements:  Must be able to cast curse (caster level 7)   
  Purchase Cost: 1,500 gp 
  Creation Cost: 750 gp + 300 FP 
   
  Gauntlets of Ogre Power: These gauntlets are made of tough leather 
  with iron studs running across the back of the hands and fingers. They 
  grant the wearer an 18 strength.  Those with an 18 or greater strength 
  gain no benefit from this item.  Both gauntlets must be worn for the 
  magic to be effective.   
  Creation Requirements:  Must be able to cast strength (caster level 9)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Gauntlet of Rust:  This single metal gauntlet looks rusted and pitted but is 
  actually quite powerful. Once per day, it can affect a metallic object as 
  if it were struck by a rust monster. It also completely protects the wearer 
  and him gear from rust (magical or otherwise), including the attack of a 
  rust monster. 
  Creation Requirements:  Must have a rust monster antenna and be able 
  to cast curse (caster level 9)   
  Purchase Cost: 12,500 gp 
  Creation Cost: 6,250 gp + 2,500 FP 
   
  Gauntlet of Swimming and Climbing: A pair of these gloves appears as 
  normal lightweight handwear, but they are most useful magic items, 
  and radiate their dweomer if a detection is attempted.  These gloves 
  grant a +5 bonus to all strength checks made to swim and all dexterity 
  checks made in order to climb. Both gloves must be worn for the magic 
  to be effective. 
  Of course, these gauntlets do not empower the wearer to breathe 
  water.  When wearing these gloves, the character may swim and climb 
  at their full movement rate, so long as they are no more than lightly 
  encumbered. 
  Creation Requirements:  Must be able to cast freedom of movement 
  (caster level 7)   
  Purchase Cost: 10,000 gp 
  Creation Cost: 5,000 gp + 2,000 FP 
   
  Gem of Brightness: This crystal appears to be a long, rough prism. Upon 
  utterance of a command word, the crystal emits bright light of one of 
  three sorts. 
   
   One command word causes the gem to shed light as a hooded 
  lantern. This use of the gem does not expend any charges. 
   
   Another command word causes the gem of brightness to send out 
  a bright ray 1’ in diameter and 50’ long. This strikes as a ranged 
  attack, and any creature struck by this beam is blinded for 1d4 
  rounds unless it makes a dexterity save with a -6 penalty. This use of 
  the gem expends 1 charge. 
   
   The third command word causes the gem to flare in a blinding 
  flash of light that fills a 30’ cone. Although this glare lasts but a 
  moment, any creature within the cone must make a dexterity save 
  with a -6 penalty or be blinded for 1d4 rounds. This use expends 5 
  charges. 
   
  A newly created gem of brightness has 50 charges. When all its charges 
  are expended, the gem becomes non-magical. 
  Creation Requirements:  Must be able to cast continual light (caster 
  level 6)   
  Purchase Cost: 13,000 gp 
  Creation Cost: 6,500 gp + 2,600 FP 
   
  Gem of Insight: This appears to be nothing more than a well cut stone 
  of not less than 5,000 gp value upon a finely wrought mithral chain. If 
  any character possesses the item, he will begin to feel its power after 
  keeping the gem on his person for one week. At the end of two 
  weeks, the individual will discover that he is able to understand things 
  more easily, have better insight, memory, recall, etc. In fact, 
  possession of the gem on a continuing basis (3 or more months) grants 
  the wearer a +1 bonus on all intelligence and wisdom checks. This 
  item may not be used in conjunction with another gem of insight or 
  with incandescent blue ioun stones (which boost wisdom checks) or 
  scarlet & blue ioun stones (which boost intelligence checks). 
  Creation Requirements:  Must be able to cast foresight (caster level 17)   
  Purchase Cost: 48,000 gp 
  Creation Cost: 24,000 gp + 9,600 FP 
   
  
  Dungeon Master’s Guide    161 
   
  Gem of Seeing: This finely cut and polished stone is indistinguishable 
  from an ordinary jewel in appearance. When it is gazed through, a gem 
  of seeing enables the user to see as though he were affected by the 
  true seeing spell. A gem of seeing can be used for as much as 30 
  minutes a day, divided up into periods of turns (3 turns), minutes or 
  rounds (180 rounds) as the user sees fit. 
  Creation Requirements:  Must be able to cast true seeing (caster level 11)   
  Purchase Cost: 75,000 gp 
  Creation Cost: 37,500 gp + 1,500 FP 
   
  Girdle of Dwarvenkind: This belt gives the wearer a +2 bonus on 
  charisma checks made to influence dwarves, a +1 bonus when 
  attempting to influence gnomes and stout halflings, and a -1 penalty to 
  similar checks when dealing with all other races. 
  The wearer can understand, speak and read dwarven. If the wearer is 
  not a dwarf, he gains 60’ darkvision, the dwarven metalcraft and 
  stonecraft abilities, and a +1 bonus on saves versus poison, spells and 
  spell-like abilities. 
  Creation Requirements:  Must be able to cast tongues (caster level 12) 
  and be a dwarf 
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Girdle of Femininity/Masculinity: This broad leather band appears to be 
  a normal belt used commonly by all sorts of adventurers, but of course it 
  is magical. If buckled on, it will immediately change the sex of its wearer 
  to the opposite gender (no save is allowed). Its magical curse fulfilled, 
  the belt then loses power. 
  The original sex of the character cannot be restored by any normal 
  means, although a wish might do so (50% chance) and a powerful 
  being can alter the situation, i.e., it takes a god-like creature to set 
  matters aright with certainty.  
  Creation Requirements:  Must be able to cast curse (caster level 20)  
  Purchase Cost: 24,000 gp 
  Creation Cost: 12,000 gp + 4,800 FP 
   
  Girdle of Giant Strength: This wide belt is made of thick leather and 
  studded with iron. When donned the wearer gains great strength.  There 
  are 6 types of belts of giant strength available, with each type granting 
  the strength score and the ability to hurl boulders as a giant type 
  indicated.   
   
  type  
  giant type 
  strength score 
  1 
  hill giant 
  19 
  2 
  stone giant 
  20 
  3 
  frost giant 
  21 
  4 
  fire giant 
  22 
  5 
  cloud giant 
  23 
  6 
  storm giant 
  24 
  Creation Requirements: Creator must be able to cast polymorph (caster 
  level 9 + type) 
  Purchase Cost: 36,000 gp (type I), 45,000 gp (type II), 60,000 gp (type III), 
  90,000 (type IV), 120,000 gp (type V), 150,000 (type VI) 
  Creation Cost: 18,000 gp + 7,200 FP (type I), 22,500 gp + 9,000 FP (type 
  II), 30,000 gp + 12,000 FP (type III), 45,000 gp + 18,000 FP (type IV), 60,000 
  gp + 24,000 FP (type V), 75,000 gp + 30,000 FP (type VI)  
   
  Girdle of Many Pouches: This broad waist-belt seems to be nothing 
  more than a well-made article of dress. However, if magic is detected 
  for, the item will radiate a strong enchantment dweomer, along with 
  a fainter aura of alteration. Examination will reveal that the girdle has 
  eight small pouches on its inner front area. In fact, there are a total of 
  64 magical pouches in the girdle, seven others “behind” each of the 
  eight apparent ones.  
  Each of these pouches is similar to a miniature bag of holding, able to 
  contain up to one cubic foot of material weighing as much as 5 
  pounds. The girdle responds to the thoughts of its wearer by either 
  providing a full pouch (to extract something from) or an empty one 
  (to put something in) as desired. Naturally, this item is greatly prized by 
  spell casters, for it will hold components for many spells and make 
  them readily available.   
  Of course, this item is similar to a bag of holding and portable hole, 
  and the strictures about placement within such magical spaces apply 
  fully.  Weight: 2 lbs. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest 
  (caster level 9)   
  Purchase Cost: 3,600 gp 
  Creation Cost: 1,800 gp + 720 FP 
  Gloves of Missile Snaring: Once snugly worn, these gloves seem to meld 
  with the hands, becoming almost invisible. Twice per day, the wearer 
  can act as if he had the monk ability of deflect missiles, even if he is 
  wearing armor. Both gloves must be worn for the magic to be effective. 
  At least one hand must be free to take advantage of the magic. 
  Creation Requirements:  Must be able to cast shield (caster level 3)   
  Purchase Cost: 4,000 gp 
  Creation Cost: 2,000 gp + 800 FP 
   
  Glove of Storing: This device is a simple leather glove. On command, 
  one item held in the hand wearing the glove disappears. The item can 
  weigh no more than 20 pounds and must be able to be held in one 
  hand. While stored, the item has negligible weight. With a snap of the 
  fingers wearing the glove, the item reappears. A glove can only store 
  one item at a time. Storing or retrieving the item takes no time and may 
  be done once per round in addition to the character’s other actions. 
  The item is held in stasis and shrunk down so small within the palm of the 
  glove that it cannot be seen. Spell durations are not suppressed, but 
  continue to expire. If an effect is suppressed or dispelled, the stored item 
  appears instantly. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest 
  (caster level 9)   
  Purchase Cost: 15,000 gp (per glove) 
  Creation Cost: 7,500 gp + 3,000 FP 
   
  Gloves of Thievery: This normal-seeming handwear radiates a faint 
  aura of alteration if analyzed with detect magic or analyze dweomer. 
  When placed snugly upon the hands, these gloves cannot be seen, 
  except by means of magical sight or detection.  
  Wearing them allows the possessor to use disable device and sleight 
  of hands as if he were a thief (the character may add his class level to 
  such checks).  If actually worn by a thief or assassin, the gloves grant 
  the character a +1 bonus to such checks. 
  Creation Requirements:  Must have the disable device and sleight of 
  hands class abilities  
  Purchase Cost: 5,000 gp  
  Creation Cost: 2,500 gp + 1,000 FP 
   
  Hand of Glory: This mummified human hand hangs by a leather cord 
  around a character’s neck (taking up space as a magic necklace 
  would). If a magic ring is placed on one of the fingers of the hand, the 
  wearer benefits from the ring as if wearing it himself, and it does not 
  count against his two-ring limit. The hand can wear only one ring at a 
  time. 
  Even without a ring, the hand itself allows its wearer to use darkness 15’ 
  radius and detect invisibility each once per day. 
  Creation Requirements:  Must be able to cast animate dead, darkness 
  15’ radius, and detect invisibility (caster level 5)   
  Purchase Cost: 8,000 gp 
  Creation Cost: 4,000 gp + 1,600 FP 
   
  Harp of Charming: This instrument is a golden, intricately carved harp. 
  When played, it enables the performer to work one suggestion (as the 
  spell, with a -5 charisma save penalty) into the music for each turn of 
  playing if he can succeed on a performance: harp check with a -5 
  penalty. If the check fails, the audience cannot be affected by any 
  further performances from the harpist for 24 hours. Weight 5 lb. 
  Creation Requirements:  Must be able to cast suggestion (caster level 5)   
  Purchase Cost: 7,500 gp 
  Creation Cost: 3,750 gp + 1,500 FP 
   
  Hat of Difference: When this dweomered chapeau is donned, the 
  wearer is able to assume the role of a character of a profession 
  different from that he actually follows. Once worn for 1 week or more, 
  the wearer of the hat of difference may take up a new character 
  class, starting at 1st level and no experience points.  As long as the hat 
  is worn the possessor is able to act as a member of the named 
  profession.  Alignment and racial restrictions must be adhered to 
  when choosing this alternate career, and the character must possess 
  the required ability scores for his chosen profession.   
  Any experience gained while wearing the hat of difference is applied 
  towards advancement in this new profession, so that he will retain that 
  whatever level(s) he has achieved while wearing the hat.  Such 
  progress may continue indefinitely, but if the hat is not within a one-
  mile radius of its owner for any 24-hour period, then all experience in 
  the different profession is likewise lost.   
  
  Dungeon Master’s Guide    162 
  The character retains whatever hit points he has gained prior to 
  donning the hat but loses all other class abilities and level-related 
  bonuses (including saving throws and BTH bonuses) while wearing the 
  hat of difference.  He is, in all respects, save hit points, a starting 
  character.  If his class level, while wearing the hat, ever exceeds those 
  levels gained before donning it the character may gain hit points for 
  these levels.  These hit points are lost if the hat is removed.    
  Creation Requirements:  Must be able to cast Tenser’s transformation 
  self (caster level 11)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Hat of Disguise: This apparently normal hat allows its wearer to alter his 
  appearance as with a change self spell. As part of the disguise, the hat 
  can be changed to appear as a comb, ribbon, headband, cap, coif, 
  hood, helmet, and so on. 
  Creation Requirements:  Must be able to cast change self (caster level 1)   
  Purchase Cost: 2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Hat of Stupidity: This hat is totally indistinguishable from any of the 
  other magical headgear. When placed upon one’s head, the hat 
  feebleminds the wearer (unless he makes an intelligence saving throw 
  at -11).  Without the benefit of a remove curse spell the wearer will 
  never be free from the dweomer of the hat.   
  Creation Requirements:  Must be able to cast curse and feeblemind 
  (caster level 11)   
  Purchase Cost: 12,500 gp 
  Creation Cost: 6,250 gp + 2,500 FP 
   
  Helm of Brilliance: This normal-looking helm takes its true form and 
  manifests its powers when the user dons it and speaks the command 
  word. Made of brilliant silver and polished steel, a newly created helm is 
  set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, 
  and forty opals. When struck by bright light, the helm scintillates and 
  sends forth reflective rays in all directions from its crown-like, gem-tipped 
  spikes. The jewels’ functions are as follows: 
   
   Diamond:  Prismatic spray 
   Ruby:  
   
  Wall of fire 
   Fire opal:  
  Fireball (13d6) 
   Opal:  
   
  Continual light 
   
  The helm may be used once per round, but each gem can perform its 
  spell-like power just once. Until all its jewels are depleted, a helm of 
  brilliance also has the following magical properties when activated: 
   
   It emanates a bluish light when undead are within 30’. This light 
  causes 1d6 points of damage per round to all such creatures within 
  that range. 
   
   The wearer may command any weapon he wields to become a 
  flaming weapon. This is in addition to whatever abilities the 
  weapon may already have (unless the weapon already is a 
  flaming weapon). The command takes 1 round to take effect. 
   
   The helm protects the wearer as a double-strength resist energy 
  (fire) spell, adding +4 to all saves versus fire spells and effects, and 
  reducing all fire damage taken by ¾. This protection does not 
  stack with similar protection from other sources. 
   
   The wearer may produce flame, as a 5th level caster, once per 
  day. 
   
  Once all its jewels have lost their magic, the helm loses its powers and 
  the gems turn to worthless powder. Removing a jewel destroys it. 
  If a creature wearing the helm is damaged by magical fire (after the fire 
  protection is taken into account) and fails an additional save versus the 
  same effect, without the benefits of the helm’s protection, the 
  remaining gems on the helm overload and detonate. Remaining 
  diamonds become prismatic sprays that each randomly target a 
  creature within range (possibly the wearer), rubies become straight-line 
  walls of fire extending outward in a random direction from the helm 
  wearer, and fire opals become fireballs centered on the helm wearer. 
  The opals and the helm itself are destroyed. Weight 3 lb. 
  Creation Requirements:  Must be able to cast continual light, detect 
  undead, fireball, flame blade, prismatic spray, produce flame, resist 
  energy and wall of fire (caster level 13)   
  Purchase Cost: 125,000 gp 
  Creation Cost: 62,500 gp + 25,000 FP 
   
  Helm of Comprehending Languages and Reading Magic: Appearing as 
  a normal helmet, a helm of comprehending languages and reading 
  magic grants its wearer the ability to understand the spoken words of 
  any creature and to read text in any language and any magical 
  writing. The wearer gains a +5 bonus on decipher script checks to 
  understand messages written in incomplete, archaic, or exotic forms. 
  Note that understanding a magical text does not necessarily imply spell 
  use. Weight 3 lb. 
  Creation Requirements:  Must be able to cast comprehend languages 
  and read magic (caster level 4)   
  Purchase Cost: 5,200 gp 
  Creation Cost: 2,600 gp + 1,040 FP 
   
  Helm of Opposite Alignment: This metal hat looks like a typical helmet. 
  When placed upon the head, however, its curse immediately takes 
  effect (a charisma save made with a -12 penalty negates this). On a 
  failed save, the alignment of the wearer is radically altered to an 
  alignment as different as possible from the former alignment - good to 
  evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, 
  or CG). Alteration in alignment is mental as well as moral, and the 
  individual changed by the magic thoroughly enjoys his new outlook. A 
  character who succeeds on his save can continue to wear the helmet 
  without suffering the effect of the curse, but if he takes it off and later 
  puts it on again, another save is required. The curse only works once; 
  that is, a character whose alignment has been changed cannot 
  change it again by donning the helmet a second time. 
  Only a wish or miracle can restore former alignment, and the affected 
  individual does not make any attempt to return to the former alignment. 
  (In fact, he views the prospect with horror and avoids it in any way 
  possible.) If a character of a class with an alignment requirement is 
  affected, an atonement spell is needed as well if the curse is to be 
  obliterated. When a helm of opposite alignment has functioned once, it 
  loses its magical properties. Weight 3 lb. 
  Creation Requirements:  Must be able to cast curse (caster level 12)   
  Purchase Cost: 4,000 gp 
  Creation Cost: 2,000 gp + 800 FP 
   
  Helm of Telepathy: The wearer can use ESP at will. Furthermore, he can 
  send a telepathic message to anyone whose surface thoughts he is 
  reading (allowing two-way communication). Once per day, the wearer 
  of the helm can implant a suggestion (as the spell, charisma save at -5 
  negates) along with his telepathic message. Weight 3 lb. 
  Creation Requirements:  Must be able to cast ESP and suggestion 
  (caster level 5)   
  Purchase Cost: 27,000 gp 
  Creation Cost: 13,500 gp + 5,400 FP 
   
  Helm of Teleportation: A character wearing this device may teleport 
  three times per day, exactly as if he had cast the spell of the same 
  name.  Weight 3 lb. 
  Creation Requirements:  Must be able to cast teleport (caster level 12)   
  Purchase Cost: 75,000 gp 
  Creation Cost: 37,500 gp + 15,000 FP 
   
  Helm of Underwater Action: The wearer of this helmet can see 
  underwater. Drawing the small lenses in compartments on either side 
  into position before the wearer’s eyes activates the visual properties of 
  the helm, allowing him to see five times farther than water and light 
  conditions would allow for normal human vision. (Weeds, obstructions, 
  and the like block vision in the usual manner.) If the command word is 
  spoken, the helm of underwater action creates a globe of air around 
  the wearer’s head and maintains it until the command word is spoken 
  again, enabling him to breathe freely. 
  Creation Requirements:  Must be able to cast water breathing (caster 
  level 5)   
  Purchase Cost: 60,000 gp 
  Creation Cost: 30,000 gp + 12,000 FP 
   
  Heward’s Handy Haversack: A backpack of this sort appears to be well 
  made, well used, and quite ordinary. It is constructed of finely tanned 
  leather, and the straps have brass hardware and buckles. It has two side 
  pouches, each of which appears large enough to hold about a quart 
  of material. In fact, each is like a bag of holding and can actually hold 
  material of as much as 2 cubic feet in volume or 20 pounds in weight. 
  The large central portion of the pack can contain up to 8 cubic feet or 
  80 pounds of material. Even when so filled, the backpack always weighs 
  only 5 pounds. 
  
  Dungeon Master’s Guide    163 
   
  While such storage is useful enough, the pack has an even greater 
  power in addition. When the wearer reaches into it for a specific item, 
  that item is always on top. Thus, no digging around and fumbling is ever 
  necessary to find what a haversack contains. Retrieving any specific 
  item from a haversack takes practically no time, allowing the character 
  to take their normal action for the round after doing so.  
  Of course, this item is similar to a bag of holding and portable hole, 
  and the strictures about placement within such magical spaces apply 
  fully.  Weight 5 lb. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest 
  (caster level 9)   
  Purchase Cost: 2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Horn of Blasting: This horn appears to be a normal trumpet. It can be 
  sounded as a normal horn, but if the command word is spoken and the 
  instrument is then played, it deals 4d4 points of sonic damage to 
  creatures within a 30’ cone and causes them to be stunned for 1d4 
  rounds (a save constitution save at -7 reduces the damage by half and 
  negates the stun effect). Crystalline objects and creatures take double 
  damage from the horn. 
  If a horn of blasting is used magically more than once in a given day, 
  there is a 10% cumulative chance per use that it explodes and deals 
  12d4 points of damage to the person sounding it. Weight 1 lb. 
  Creation Requirements:  Must be able to cast shout (caster level 7)   
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Horn of Bubbles: This musical instrument will radiate magic if detected 
  for. It appears as a normal horn, or possibly any one of the many 
  magical ones. It will sound a note and call forth a 10’ radius mass of 
  bubbles which completely surround the individual who blew the horn for 
  5d4 rounds, but these bubbles will only appear in the presence of a 
  creature actively seeking to slay the character who winded the horn, so 
  their appearance might be delayed for a very short or extremely 
  lengthy period. 
  The character and other creatures trapped within the bubbles may 
  attempt to escape from the bubbles by attempting a strength check at 
  -5.  Each passed save allows the horn’s target to move 5’.  One check 
  may be made each round, provided the character takes no other 
  actions. Weight 1 lb. 
  Creation Requirements:  Must be able to cast curse (caster level 5)   
  Purchase Cost: 2,000 gp 
  Creation Cost: 1,000 gp + 400 FP 
   
  Horn of Collapsing: The horn appears to be a normal musical instrument, 
  perhaps a bugle or warning horn of some sort. If it is sounded without first 
  speaking the proper rune, or if used incorrectly (see below), the 
  following will result: 
   
   Outside: A rain of fist-sized rocks will strike the individual sounding 
  the horn, from 2d6 in number, each causing 1d6 hit points of 
  damage.  
   
   Indoors: The ceiling overhead will collapse when the device is 
  blown, so the character will take from 3d12 hit points of damage. 
   
   Under Ground: The area immediately above the character 
  sounding the horn will fall upon him. The damage is 5d4 hit points 
  base, multiplied by 1 factor for each 10’ of height from which the 
  material above drops (i.e., twice damage if a 20’ ceiling, three 
  times damage if a 30’ceiling, etc). 
   
  Proper use of a horn of collapsing requires the character to know the 
  proper command word and succeed at a performance: horn skill 
  check.  If successful the character may sound it while it is pointed at the 
  roof up to 60’ away from the user. The effect is to collapse the targeted 
  section of roof with a 10’ radius which inflicts damage as noted above if 
  indoors or under ground only. Weight 1 lb. 
  Creation Requirements:  Must be able to cast shout (caster level 5)   
  Purchase Cost: 10,000 gp 
  Creation Cost: 5,000 gp + 2,000 FP 
   
  Horn of Fog: This small bugle allows its possessor to blow forth a thick 
  cloud of heavy fog similar to that of a fog cloud spell. The fog covers a 
  10’ radius cloud in front of the horn blower each round that the user 
  continues to blow the horn.  The fog clouds travels 10’ away from the 
  horn’s user each round in a straight line from the emanation point unless 
  blocked by something substantial such as a wall. The device makes a 
  deep, foghorn-like noise, with the note dropping abruptly to a lower 
  register at the end of each blast. The fog dissipates after 3 minutes. A 
  moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind 
  (21+ mph) disperses the fog in 1 round. Weight 1 lb. 
  Creation Requirements:  Must be able to cast fog cloud (caster level 3)   
  Purchase Cost: 2,000 gp 
  Creation Cost: 1,000 gp + 400 FP 
   
  Horn of Goodness/Evil: This trumpet adapts itself to its owner, so it 
  produces either a good or an evil effect depending on the owner’s 
  alignment. If the owner is neither good nor evil, the horn has no power 
  whatsoever. If he is good, then blowing the horn has the effect of a 
  protection from evil 10’ radius spell. If he is evil, then blowing the horn 
  has the effect of a protection from good 10’ radius spell. In either case, 
  this ward lasts for 1 hour. The horn can be blown once per day.  Weight 
  1 lb. 
  Creation Requirements:  Must be able to cast protection from good (or 
  evil) 10’ radius (caster level 6)   
  Purchase Cost: 6,500 gp 
  Creation Cost: 3,250 gp + 1,300 FP 
   
  Horn of the Tritons: This device is a conch shell that can be blown once 
  per day except by a triton which can sound it three times per day. A 
  horn of the tritons can perform any one of the following functions when 
  blown. 
   
   Calm rough waters in a 1-mile radius. This effect automatically 
  dispels a conjured water elemental or water weird. 
   
   Attract 5d4 hippocampi (“1-2” on a d6), 5d6 giant sea horses (“3-
  4” on a d6), or 1d10 sea lions (“6” on a d6) if the character is in a 
  body of water in which such creatures dwell. The creatures are 
  friendly and obey, to the best of their ability, the one who sounded 
  the horn. 
   
   Cause aquatic creatures with animal or lower intelligence scores 
  within 500’ to flee as if they had been targeted by a fear spell. 
  Those who successfully make a charisma save at -8 take a   -4 
  penalty to all attack rolls for 5d6 minutes (30-180 rounds). 
   
  Any sounding of a horn of the tritons can be heard by all tritons within a 
  3-mile radius. Weight 2 lb. 
  Creation Requirements:  Creator must be a triton or be aided by a triton. 
  Must be able to cast fear, control water, and monster summoning III 
  (caster level 9)   
  Purchase Cost: 15,000 gp 
  Creation Cost: 7,500 gp + 3,000 FP 
   
  Horn of Valhalla: This magic instrument comes in four varieties. Each 
  appears to be normal until someone speaks its command word and 
  blows the horn. Then the horn summons a number of human barbarians 
  to fight for the character who summoned them. Each horn can be 
  blown just once every seven days. Roll a d20 and refer to the table 
  below to see what type of horn is found. The horn’s type determines 
  what barbarians are summoned and what classes may use the horn. 
  Any character who uses a horn of Valhalla but doesn’t have the 
  prerequisite is attacked by the barbarians he has summoned. 
   
  d20 
  roll 
  type 
  barbarians 
  summoned 
  usable by 
  1-8 
  silver 
  2d4+2, 2nd  level 
  all classes 
  9–15 
  brass 
  2d4+1, 3rd level 
  clerics, fighter & thieves* 
  16–18 
  bronze 
  2d4, 4th level 
  clerics & fighters* 
  19–20 
  iron 
  1d4+1, 5th level 
  fighters* 
   
  * including secondary classes of these classes 
   
  Summoned barbarians are extraplanar creatures called from their 
  home plane, not actual people (though they seem to be) and arrive 
  arrayed for battle (chain shirt and large shield for AC16 and armed with 
  either: (“1” on a d6) a longsword, (“2” on a d6) a short sword,  (“3” on a 
  d6) a spear, (“4” on a d6) a hand axe, (“5” on a d6) a battle axe, or 
  (“6” on a d6) a warhammer. They attack anyone the possessor of the 
  horn commands them to fight until they or their opponents are slain or 
  until 1 hour has elapsed, whichever comes first.  All gain a +2 strength 
  bonus to hit and damage rolls and have 8 hit points per hit die.  Weight 
  2 lb. 
  Creation Requirements:  Must be able to cast monster summoning V 
  (caster level 13)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  
  Dungeon Master’s Guide    164 
  Horseshoes of Speed: These iron shoes come in sets of four like ordinary 
  horseshoes. When affixed to an animal’s hooves, they double the 
  animal’s movement rate. As with other effects that increase movement 
  rate, jumping distances increase proportionally. All four shoes must be 
  worn by the same animal for the magic to be effective. Weight 12 lb. 
  Creation Requirements:  Must be able to cast haste (caster level 5)   
  Purchase Cost: 4,500 gp 
  Creation Cost: 2,250 gp + 900 FP 
   
  Horseshoes of a Zephyr: These four iron shoes are affixed like normal 
  horseshoes. They allow a horse to travel without actually touching the 
  ground. The horse must still run above (always around 4 inches above) a 
  roughly horizontal surface. This means that non-solid or unstable surfaces 
  can be crossed, and that movement is possible without leaving tracks 
  on any sort of ground. The horse moves at its normal movement rate but 
  may travel for up to 12 hours before tiring. All four shoes must be worn by 
  the same animal for the magic to be effective. Weight 4 lb. 
  Creation Requirements:  Must be able to cast levitate (caster level 3)   
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Incense of Meditation: This small rectangular block of sweet smelling 
  incense is visually indistinguishable from non-magical incense until lit. 
  When it is burning, the special fragrance and pearly-hued smoke of this 
  special incense are recognizable by anyone making a wisdom check. 
  When a divine spellcaster lights a block of incense of meditation and 
  then spends 8 hours praying and meditating nearby, the incense 
  enables him to cast all of his spells with maximum efficacy.  All variable 
  spell effects are automatically increased to maximum amount possible.  
  As such, all cure spells heal 8 hit points per die. 
  Each block of incense burns for 8 hours, and the effects persist for 24 
  hours. Weight 1 lb. 
  Creation Requirements:  Must be able to cast bless (caster level 7)   
  Purchase Cost: 5,000 gp 
  Creation Cost: 2,500 gp + 1,000 FP 
   
  Incense of Obsession: These blocks of incense appear to be incense of 
  meditation. If meditation and prayer are conducted while incense of 
  obsession is burning nearby, its odor and smoke cause the user to 
  become totally confident that his spell ability is superior, due to the 
  magic incense. The user is determined to use his spells at every 
  opportunity, even when not needed or when useless. The user remains 
  obsessed with his abilities and spells until all have been used or cast, or 
  until 24 hours have elapsed. Weight 1 lb. 
  Creation Requirements:  Must be able to cast curse (caster level 7)   
  Purchase Cost: 600 gp 
  Creation Cost: 300 gp + 120 FP 
   
  Ioun Stones: These crystalline stones always float in the air and must be 
  within 3’ of their owner to be of any use. When a character first acquires 
  a stone, he must hold it and then release it, whereupon it takes up a 
  circling orbit 1d3’ from his head. Thereafter, a stone must be grasped or 
  netted to separate it from its owner. The owner may voluntarily seize and 
  stow a stone (to keep it safe while he is sleeping, for example), but he 
  loses the benefits of the stone during that time.  
   
  color 
  shape 
  effect 
  purchase 
  cost (gp) 
  clear 
  spindle 
  sustains creature without 
  food or water 
  4,000 gp 
  deep red 
  sphere 
  +1 bonus to dexterity 
  checks 
  16,000 gp 
  dull gray  
  any 
  burned out, “dead” 
  stone* 
  1,000 gp 
  dusty rose 
  prism 
  +1 bonus to AC 
  5,000 gp 
  incandescent 
  blue 
  sphere 
  +1 bonus to wisdom 
  checks 
  16,000 gp 
  iridescent 
  spindle 
  sustains creature without 
  air 
  18,000 gp 
  lavender & 
  green 
  ellipsoid 
  absorbs spells of up  to 
  8th  level2 
  40,000 gp 
  orange 
  prism 
  +1 caster level 
  30,000 gp 
  pale blue 
  rhomboid 
  +1 bonus to strength 
  checks 
  16,000 gp 
  pale green 
  prism 
  +1 bonus on attack rolls 
  and ability checks 
  30,000 gp 
  pale lavender 
  ellipsoid 
  absorbs spells of up to 
  4th level1 
  20,000 gp 
  pearly white 
  spindle 
  regenerate 1 point of 
  damage per turn 
  20,000 gp 
  pink 
  rhomboid 
  +1 bonus to constitution 
  checks 
  16,000 gp 
  pink & green 
  sphere 
  +1 bonus to charisma 
  checks 
  16,000 gp 
  scarlet & blue 
  sphere 
  +1 bonus to intelligence 
  checks 
  16,000 gp 
  vibrant purple 
  prism 
  stores 3 levels of spells, as 
  a minor ring of spell 
  storing 
  36,000 gp 
  * grants a psionicist 1 additional power per day (with a maximum power level of 5).  Only 
  one stone can be used in such a manner.  
  1 after absorbing 20 spell levels, the stone burns out & turns dull gray, forever useless. 
  2 after absorbing 50 spell levels, the stone burns out & turns dull gray, forever useless. 
   
  Ioun stones have AC 24, 10 hit points, and save as hard metal items 
  with a +3 magical bonus. 
  Regeneration from the pearly white ioun stone works like a ring of 
  regeneration. The pale lavender and lavender and green stones work 
  like a rod of absorption. Stored spells in the vibrant purple stone must 
  be placed by a spellcaster but can be used by anyone (see minor 
  ring of spell storing). 
  Creation Requirements:  Must be able to cast limited wish (caster level 
  13)   
  Purchase Cost: see above gp 
  Creation Cost: ½ of the listed purchase cost + 1 FP for each 2.5 gp of 
  the creation cost.  
   
  Instrument of the Bards: There are 7 magical instruments. Each can be 
  fully utilized only by a bard, particularly a bard who meets the 
  instrument’s prerequisite level.  The type of instrument found is 
  determined by the table below: 
   
  d20 roll 
  instrument 
  d20 roll 
  instrument 
  1-5 
  Fochlucan bandore 
  16-17 
  Cli lyre 
  6-9 
  Mac-Fuirmidh cittern 
  18-19 
  Anstruth harp 
  10-12 
  Doss lute 
  20 
  Ollamh harp 
  13-15 
  Canaith mandolin 
   
   
   
  Bards of lower status, as well as other characters able to play such an 
  instrument, will be able to use the device as an exceptional instrument 
  (which grants a +2 bonus to performance checks) but not employ its 
  magical properties. The 7 instruments are described below: 
   
   Fochlucan Bandore: If this small, 3-stringed instrument is played 
  by any bard it increases the difficulty of saving throws versus his 
  fascinate ability by 1.  Furthermore, the bandore also has the 
  following song properties when properly played: 
  Faerie fire once per day 
  Entangle spell once per day 
  Shillelagh spell once per day 
  Speak with animals once per day 
  All spells function as if cast by a 3rd level caster. 
  Creation Requirements:  Must be able to cast faerie fire, 
  entangle, shillelagh, and speak with animals (caster level 3)   
  Purchase Cost: 7,500 gp 
  Creation Cost: 3,750 gp + 1,500 FP 
   
   Mac-Fuirmidh Cittern: This lute-like instrument is may be properly 
  played by any bard of 3rd level or higher.  A 3rd or higher level 
  bard who uses the cittern has the saving throw penalty versus his 
  fascinate increased by 2.  In addition, he can sing the following 
  songs once per day: 
  Barkskin spell 
  Cure moderate wounds 
  Obscurement spell 
  All of these spells function as if cast by a 5th level caster.  
  Creation Requirements:  Must be able to cast barkskin, cure 
  moderate wounds, and obscurement (caster level 5)   
  Purchase Cost: 12,500 gp 
  Creation Cost: 6,250 gp + 2,500 FP 
   
   Doss Lute: This instrument may only be properly played by a bard 
  of 5th level or higher.  A 5th or higher level bard who plays the lute 
  
  Dungeon Master’s Guide    165 
   
  adds 3 to their victim’s saving throw penalty versus their fascinate 
  ability and can sing each magical song once per day: 
  Hold animal 
  Neutralize poison 
  cast a protection from energy (fire) in a 10’ radius 
  All spells function as if cast by a 7th level caster. 
  Creation Requirements:  Must be able to cast hold animal, 
  neutralize poison, and protection from energy (caster level 7)   
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
   Canaith Mandolin: A 7th level or higher level bard is able to 
  employ this mandolin to add 4 to their victim’s saving throw 
  penalty vs. their fascinate ability.  They may also to cast the 
  following spells once per day: 
  Cure serious wounds 
  Dispel magic 
  cast a protection from energy (electricity) in a 10’ radius 
  All spells function as if cast by a 9th level caster. 
  Creation Requirements:  Must be able to cast cure serious 
  wounds, dispel magic, and protection from energy (caster level 
  9)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
   Cli Lyre: A Cli lyre, when used by a bard of 9th level or higher adds 
  5 to their victim’s saving throw penalty vs. their fascinate ability 
  and can cast the following spells by playing the Lyre, once each 
  per day: 
  Control winds 
  Transmute rock to mud 
  Wall of fire 
  All spells function as if cast by an 11th level caster. 
  Creation Requirements:  Must be able to cast control winds, 
  transmute rock to mud, and wall of fire (caster level 11)   
  Purchase Cost: 42,500 gp 
  Creation Cost: 21,250 gp + 8,500 FP 
   
   Anstruth Harp: This powerful instrument may only be used by a 
  bard of 11th level or higher. In the hands of such a bard the harp 
  adds 6 to the saving throw penalty of their fascinate ability and 
  can be played so as to cast the following spells, once each per 
  day: 
   
   
   
  Cure critical wounds 
   
   
   
  Wall of thorns 
   
   
   
  Control weather 
  All spells function as if cast by a 13th level caster. 
  Creation Requirements:  Must be able to cast cure critical 
  wounds, wall of thorns, and control weather (caster level 13)   
  Purchase Cost: 57,500 gp 
  Creation Cost: 9,000 gp + 11,500 FP 
   
   Ollamh Harp: If an Ollamh harp is played by a bard of 13th level 
  or higher it adds 5 to their victim’s saving throw penalty vs. their 
  fascinate ability.  It can cast one each of the following spells 
  daily: 
  Confusion 
  Sunburst 
  Fire storm 
  All spells function as if cast by a 15th level caster. 
  Creation Requirements:  Must be able to cast confusion, sunburst, 
  and fire storm (caster level 15)   
  Purchase Cost: 75,000 gp 
  Creation Cost: 37,500 gp + 15,000 FP 
   
  Iron Bands of Bilarro: When initially discovered, this very potent item 
  will appear to be little more than a somewhat rusty iron sphere. Close 
  examination will reveal that there are bandings on the 3” diameter 
  globe.  
  When the proper command word is spoken and the spherical iron 
  device is hurled at an opponent, the bands will expand and tightly 
  constrict the target creature if a successful grapple check is made.  
  The strength check for the bands’ grapple attempt is made at +20 
  and the bands are able to grapple a creature up to the size of a frost 
  or fire giant.  Once grappled the creature may attempt to break free 
  of the bonds each round (PHB, p. 58).  The bands will also release the 
  held target if its owner speak the release command word.   
  Creation Requirements:  Must be able to cast Evard’s black tentacles 
  (caster level 12)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Jewel of Attacks: This gleaming gem radiates magic and appears to 
  be a valuable item. It is cursed, however, and it doubles the likelihood 
  of encountering wandering monsters and imposes a -5 penalty to all 
  encounter reaction checks made by its bearer to avoid combat. 
  Once picked up, the jewel of attacks will always magically return to its 
  finder (secreting itself in pouch, bag, pack, pocket, etc.) until a 
  remove curse spell or an atonement is cast upon him. 
  Creation Requirements:  Must be able to cast curse (caster level 7)   
  Purchase Cost: 3,000 gp 
  Creation Cost: 1,500 gp + 600 FP 
   
  Jewel of Flawlessness: This magical gem appears to be a very fine 
  stone of some sort, but if magic is detected for, its dweomer will be 
  noted. When a jewel of flawlessness is placed with other gems, it 
  increases their value by 25%.  
  The jewel has from 10d10 facets, and whenever a gem increases in 
  value because of the magic of the jewel of flawlessness, 1 of these 
  facets disappears. When all are gone, the jewel is a spherical stone of 
  no value. 
  Creation Requirements:  Must be able to cast major creation (caster 
  level 11)   
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Lantern of Revealing: This lantern operates as a normal hooded 
  lantern. While it is lit, it also reveals all invisible creatures and objects 
  within 30’, just like the spell invisibility purge. Weight 2 lb. 
  Creation Requirements:  Must be able to cast invisibility purge (caster 
  level 6)   
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Lens of Darkvision: The lenses of this item are made of dark crystal. Even 
  though the lenses are opaque, when placed over the eyes of the 
  wearer they enable him to see normally and also grant him 60’ 
  darkvision. Both lenses must be worn for the magic to be effective. 
  Creation Requirements:  Must be able to cast true seeing (caster level 9)  
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Lens of Detection: This circular prism enables its user to detect minute 
  details, granting a +5 bonus on all checks made to search for secret 
  doors or detect traps.  
  It also aids in following tracks, adding a +5 bonus on survival checks 
  when tracking. The lens is about 6” in diameter and set in a frame with 
  a handle. 
  Creation Requirements:  Must be able to cast true seeing (caster level 
  9)   
  Purchase Cost: 3,500 gp 
  Creation Cost: 1,750 gp + 700 FP 
   
  Libram of Gainful Conjuration: This mystic compilation contains much 
  arcane knowledge for magic-users (including illusionists) of neutral 
  (neutral, chaotic neutral, lawful neutral) alignment. If a character of 
  this class and alignment spends a full week, cloistered and 
  undisturbed, pondering its contents, he will gain experience points 
  sufficient to place him exactly at the mid-point of the next higher 
  level. When this occurs, the libram will disappear - totally gone - and 
  that same character can never benefit again from reading such a 
  work.  
  Any non-neutral magic-user reading so much as a line of the libram 
  will take 5d4 points of damage, be unconscious for a like number of 
  turns, and must seek a cleric to atone in order to regain the ability to 
  progress in experience (until doing so, he will gain no further 
  experience). 
  Any divine caster perusing the work will be required to make a 
  charisma save at -20 in order to avoid insanity. Those characters going 
  insane must receive a remove curse and rest for 1 month or have a 
  cleric heal them. 
  Creation Requirements:  Creator must be neutral and must be able to 
  cast wish (caster level 17)   
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
  
  Dungeon Master’s Guide    166 
   
  Libram of Ineffable Damnation: This work is exactly like the Libram of 
  Gainful Conjuration except that it benefits evil magic-users, and non-
  evil characters of that class will lose 1 level of experience merely from 
  looking inside of its brass-bound covers, in addition to the other ill 
  effects of perusing but 1 line of its contents. 
  Creation Requirements:  Creator must be evil and must be able to 
  cast wish (caster level 20)   
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
   
  Libram of Silver Magic: This mystic text is the reverse of the Libram of 
  Ineffable Damnation, greatly beneficial to good magic-users, most 
  baneful to non-good ones. Like all magical works of this sort, it 
  vanishes after 1 week of study, and the character having benefited 
  from it can never be so aided again. 
  Creation Requirements:  Creator must be evil and must be able to 
  cast wish (caster level 17)   
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
   
  Lyre of Building: If the proper chords are struck, a single use of this lyre 
  negates any attacks made against all inanimate construction (walls, 
  roof, floor, and so on) within 300’. This includes the effects of a horn of 
  blasting, a disintegrate spell, or an attack from a ram or similar siege 
  weapon. The lyre can be used in this way once per day, with the 
  protection lasting for 3 turns. 
  The lyre is also useful with respect to building. Once a week its strings 
  can be strummed so as to produce chords that magically construct 
  buildings, mines, tunnels, ditches, or whatever. The effect produced in 
  but 30 minutes of playing is equal to the work of 100 humans laboring 
  for three days. 
  Each hour after the first, a character playing the lyre must make a 
  performance (lyre) check with a cumulative -2 penalty for subsequent 
  hour. If it fails, he must stop and cannot play the lyre again for this 
  purpose until a week has passed. 
  Creation Requirements:  Must be able to cast move earth (caster level 
  15)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Mantle of Celestian: This garment is of black cloth -the color of the 7th 
  Order of clerics of Celestian. It is otherwise unremarkable. The mantle 
  is extremely well-suited for travel, having the following qualities: 
   
   Belongings: The mantle has seven large and seven small pockets.  
  Each large pocket acts as a miniature bag of holding that holds 
  up to 14 lbs of items, while each smaller pocket holds up to 7 lbs 
  of items, without adding any weight or bulk to the wearer’s 
  burden.  One small and one large pocket must be left empty in 
  order for the drink and food functions of the mantle to operate. 
   
   Drink:  In one of the seven small pockets rests a small ewer which 
  will provide up to seven gallons of water, pouring cold or warm 
  as the pourer commands. Such a draught is obtainable once per 
  day and requires that one, small pocket be left empty. 
   
   Food: The wearer may simply reach inside one of the mantle’s 
  large pockets and find sufficient rations for one person for one 
  day.  This nourishment is available once per day and requires 
  that one, large pocket be left empty. 
   
   Shelter:  The wearer will not grow cold or hot or become wet or 
  damp while wearing the mantle.  As such the wearer is immune 
  to all environmental damage due to extremes of temperature, 
  and takes ½ damage from all fire and cold attacks (round 
  fractions down).  In addition, the wearer of the mantle is 
  surrounded by a pocket of breathable air at all times.  As such he 
  is immune to all poisonous gas attacks. This bubble of air also 
  protects the mantle’s wearer from the ill-effects of pressure 
  changes, even in the depths of the ocean and in outer space.   
   
  The mantle also has a special power which is conveyed to the wearer 
  only if he is a priest of Celestian, whether druidical or clerical. This 
  dweomer enables the wearer to “see” the aura of any stranger met 
  along the way, so as to give warning of evil, neutral, or good intent. 
  This know alignment power is not automatically bestowed, however, 
  for the wearer must concentrate in order to sense the aura. 
  Of course, this item is similar to a bag of holding and portable hole, 
  and the strictures about placement within such magical spaces apply 
  fully.  Weight 5 lb. 
  Creation Requirements:  Must worship Celestian and be able to cast 
  plane shift (caster level 13)   
  Purchase Cost: 91,000 gp 
  Creation Cost: 45,500 gp + 18,200 FP 
   
  Mantle of Magic Resistance: This garment, worn over normal clothing 
  or armor, grants the wearer magic resistance of +8. 
  Creation Requirements:  Must be able to cast Serten’s spell immunity 
  (caster level 15)   
  Purchase Cost: 75,000 gp 
  Creation Cost: 37,500 gp + 15,000 FP 
   
  Manual of Bodily Health: This thick tome contains tips on health and 
  fitness, but entwined within the words is a powerful magical effect. If 
  anyone reads this book, which takes a total of 48 hours over a 
  minimum of six days, he gains a permanent +1 bonus to his 
  Constitution score (to a maximum score of 20). Once the book is read, 
  the magic disappears from the pages and it becomes a normal book. 
  Weight 5 lb. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Manual of Gainful Exercise: This thick tome contains exercise 
  descriptions and diet suggestions, but entwined within the words is a 
  powerful magical effect. If anyone reads this book, which takes a 
  total of 48 hours over a minimum of six days, he gains a permanent +1 
  bonus to his Strength score (to a maximum score of 20). Once the 
  book is read, the magic disappears from the pages and it becomes a 
  normal book.  Weight 5 lb. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Manual 
  of 
  Golems: 
  A 
  golem 
  manual 
  contains 
  information, 
  incantations and magical power that help a character to craft a 
  golem. Any golem built using a golem manual does not cost the 
  creator any XP, since the requisite XP are “contained” in the book 
  and “expended” by the book during the creation process. 
  The cost of the book does not include the cost of constructing the 
  golem’s body. Once the golem is finished, the writing in the manual 
  fades and the book is consumed in flames. When the book’s ashes 
  are sprinkled upon the golem, it becomes fully animated.  Weight 5 lb. 
   
   Clay Golem Manual: The book contains animate objects, bless, 
  commune, and resurrection. The creator must still provide 
  materials worth 50,000 gold pieces in order to craft the golem.  
  Creation Requirements:  Must be able to cast animate objects, 
  bless, commune, and resurrection (caster level 17)  
  Purchase Cost: 12,000 gp   
  Creation Cost: 6,000 gp + 2,400 FP 
   
   Flesh Golem Manual: The book contains polymorph any object, 
  geas, protection from normal missiles, strength and limited wish. 
  The creator must still provide materials worth 40,000 gold pieces 
  in order to craft the golem. Weight 5 lb. 
  Creation Requirements:  Must be able to cast polymorph any 
  object, geas, protection from normal missiles, strength and 
  limited wish (caster level 13)  
  Purchase Cost: 8,000 gp   
  Creation Cost: 4,000 gp + 1,600 FP 
   
   Iron Golem Manual: The book contains cloudkill, geas/quest, 
  wish, and polymorph any object. The creator must still provide 
  materials worth 80,000 gold pieces in order to craft the golem.  
  Creation Requirements: Must be able to cast cloudkill, 
  geas/quest, wish or miracle, and polymorph any object (caster 
  level 17)  
  Purchase Cost: 36,000 gp 
  Creation Cost: 18,000 gp + 7,200 FP 
   
   Stone Golem Manual: The book contains geas/quest, wish, 
  polymorph any object, and slow. The creator must still provide 
  materials worth 60,000 gold pieces in order to craft the golem.  
  Creation Requirements:  Must be able to cast geas/quest, wish or 
  miracle, polymorph any object, and slow (caster level 15)  
  Purchase Cost: 24,000 gp 
  Creation Cost: 12,000 gp + 4,800 FP 
   
  
  Dungeon Master’s Guide    167 
   
  Manual of Puissant Skill At Arms: This scholarly study contains expert 
  advice and instruction regarding weapon use and various attack and 
  defense modes.  
  Any fighter-type character (including literate barbarians as well as 
  cavaliers, duelists, paladins and rangers) who spends a full week 
  reading the manual and practicing the skills described therein will 
  gain experience points sufficient to place him exactly at the mid-point 
  of the next higher level. When this occurs, the libram will disappear - 
  totally gone - and that same character can never benefit again from 
  reading such a work.  The fighter cannot articulate what he has read, 
  nor can it be recorded in any fashion. 
  Any cleric (including bards or druids), thief (including assassin), or 
  monk who handles and/or reads the manual will not understand it. If a 
  magic-user (including an illusionist) so much as scans a few of its 
  letters, he will be stunned for 1d6 turns and lose 1d6x10,000 
  experience points as the work is so opposed to the magic-using 
  profession.  
  Creation Requirements:  Creator must be proficient with all melee 
  weapons and must be able to cast miracle or wish (caster level 17)   
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
   
  Manual of Quickness of Action: This thick tome contains tips on 
  coordination exercises and balance, but entwined within the words is 
  a powerful magical effect. If anyone reads this book, which takes a 
  total of 48 hours over a minimum of six days, he gains a permanent +1 
  bonus to his dexterity score (to a maximum score of 20). Once the 
  book is read, the magic disappears from the pages and it becomes a 
  normal book. Weight 5 lb. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Manual of Stealthy Pilfering: This guide to expertise at thievery is so 
  learned and erudite that any thief or assassin who reads it and then 
  spends 1 week thereafter practicing the skills therein will gain 
  experience points sufficient to place him at the mid-point of the next 
  higher level. The text disappears after reading and that same 
  character can never benefit again from reading such a work.  
  All 
  fighter-type 
  (except 
  for 
  paladins), 
  magic-users 
  (including 
  illusionists), and monks will not comprehend the work.  Clerics 
  (including bards and druids) and paladins who read even a word of 
  the book take 5d4 hit points of damage, are stunned for a like number 
  of rounds, and, should they fail a wisdom save with a -17 penalty, lose 
  5d4x1,000 experience points as well. In addition, such characters must 
  atone within 1 day or lose 1 point of wisdom. 
  Creation Requirements:  Creator must have the stealth class ability 
  and must be able to cast miracle or wish (caster level 17)   
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
   
  Mask of the Skull: This ivory mask has been fashioned into the likeness 
  of a human skull. Once per day the mask’s wearer may cast finger of 
  death at a single target of their choosing.  The wearer of the mask 
  and his target must be able to see one another for the item to work.  
  Weight 3 lb. 
  Creation Requirements:  Creator must be able to cast finger of death 
  (caster level 15)   
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Mattock of the Titans: This digging tool is 10’ long and weighs 120 
  pounds. Any Large-sized creature with a strength of 20 or more can 
  use it to loosen or tumble earth or earthen ramparts (a 10’ cube every 
  turn). It also smashes rock (a 10’ cube per hour). If used as a weapon, 
  it strikes as a +3 warhammer that deals 5d6 damage. 
  Creation Requirements:  Creator must be able to cast move earth 
  (caster level 15)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Maul of the Titans: This mallet is 8 feet long and weighs 160 pounds. If 
  used as a weapon, it strikes as a +3 warhammer that deals 10d4 
  damage.  Against inanimate objects the maul deals triple damage. 
  However, the wielder must be of Large size and have a strength of at 
  least 20 to wield it properly.  
  Creation Requirements:  Creator must be able to cast Bigby’s 
  clenched fist (caster level 15)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Medallion of ESP: This appears to be a normal pendant disk hung from 
  a neck chain. Usually fashioned from bronze, copper, or nickel-silver, 
  the medallion allows the wearer to read the thoughts of others, as 
  with the spell ESP. 
  Creation Requirements:  Creator must be able to cast ESP (caster level 
  15)   
  Purchase Cost: 12,500 gp 
  Creation Cost: 6,250 gp + 2,500 FP 
   
  Medallion of Thought Projection: This device seems like a medallion of 
  ESP, even down to the range at which it functions, except that the 
  thoughts overheard are muffled and distorted, requiring an 
  intelligence check at -5 to sort out.  
  However, while the user thinks he is picking up the thoughts of others, 
  all he is really hearing are figments created by the medallion itself. 
  These illusory thoughts always seem plausible and thus can seriously 
  mislead any who rely upon them. What’s worse, unknown to her, the 
  cursed medallion actually broadcasts his thoughts to creatures in the 
  path of the beam, thus alerting them to his presence. 
  Creation Requirements:  Creator must be able to cast ESP and 
  audible glamer (caster level 15)   
  Purchase Cost: 12,500 gp 
  Creation Cost: 6,250 gp + 2,500 FP 
   
  Mirror of Life Trapping: This crystal device is usually about 4’ square 
  and framed in metal or wood. It can be hung or placed on a surface 
  and then activated by giving a command word. The same command 
  word deactivates the mirror. A mirror of life trapping has fifteen non-
  spatial extradimensional compartments within it. Any creature coming 
  within 30’ of the device and looking at its own reflection must make 
  an intelligence save at -17 or be trapped within the mirror in one of 
  the cells. A creature not aware of the nature of the device always 
  sees its own reflection. The probability of a creature seeing its 
  reflection, and thus needing to make the saving throw, drops to 50% if 
  the creature is aware that the mirror traps life and seeks to avoid 
  looking at it (treat as a gaze attack). 
  When a creature is trapped, it is taken bodily into the mirror. Size is not 
  a factor, but constructs and undead are not trapped, nor are 
  inanimate objects and other non-living matter. A victim’s equipment 
  (including clothing and anything being carried) remains behind. If the 
  mirror’s owner knows the right command word, he can call the 
  reflection of any creature trapped within to its surface and engage his 
  powerless prisoner in conversation. Another command word frees the 
  trapped creature. Each pair of command words is specific to each 
  prisoner. 
  If the mirror’s capacity is exceeded, one victim (determined 
  randomly) is set free in order to accommodate the latest one. If the 
  mirror is broken, all victims currently trapped in it are freed.  Weight 50 
  lb. 
  Creation Requirements:  Creator must be able to cast imprisonment 
  (caster level 17)   
  Purchase Cost: 250,000 gp 
  Creation Cost: 125,000 gp + 50,000 FP 
   
  Mirror of Mental Prowess: This mirror resembles an ordinary looking 
  glass 5’ tall by 2’ wide, and weighs 40 pounds. The possessor who 
  knows the proper commands can cause it to perform as follows: 
   
   Read the thoughts of any creature reflected therein, as long as 
  the owner is within 25’ of the mirror, even if those thoughts are in 
  an unknown language. 
   
   View other creatures as if with scrying or view other places as if 
  with clairvoyance, but vision extends even onto other planes if 
  the viewer is sufficiently familiar with them. 
   
   Use it as a portal to visit other places. The user first views the 
  place with the clairvoyance function, then steps through the 
  mirror to the place pictured. Others can follow his through the 
  mirror if they like. An invisible portal remains on the other side 
  where he arrives, and he can return through that portal. Once he 
  returns, the portal closes. The portal closes on its own after 24 
  hours (trapping the user if she’s still in the other place), and the 
  user can also close it with a command word. Creatures being 
  
  Dungeon Master’s Guide    168 
  scried upon can step through the portal if they detect the scrying 
  (by making their intelligence save at – 17 versus that effect. Any 
  creature who steps through the portal appears in front of the 
  mirror. 
   
   Once per week the mirror accurately answers one short question 
  regarding a creature whose image is shown on its surface (giving 
  answers similar to those from the legend lore spell). 
   
  Creation Requirements:  Creator must be able to cast ESP, 
  clairaudience/clairvoyance, gate, legend lore and scrying (caster 
  level 17)   
  Purchase Cost: 200,000 gp 
  Creation Cost: 100,000 gp + 40,000 FP 
   
  Mirror of Opposition: This item resembles a normal mirror about 4’ long 
  and 3’ wide. It can be hung or placed on a surface and then 
  activated by speaking a command word. The same command word 
  deactivates the mirror. If a creature sees its reflection in the mirror’s 
  surface, an exact duplicate of that creature comes into being. This 
  opposite immediately attacks the original. The duplicate has all the 
  possessions and powers of its original (including magic). Upon the 
  defeat or destruction of either the duplicate or the original, the 
  duplicate and his items disappear completely. The mirror functions up 
  to three times per day. Weight 45 lb. 
  Creation Requirements:  Creator must be able to cast clone (caster 
  level 15)   
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Murlynd’s Spoon: This unremarkable eating utensil is typically 
  fashioned from horn. If the spoon is placed in an empty container the 
  vessel fills with a thick, pasty gruel. Although this substance has a flavor 
  similar to that of warm, wet cardboard, it is highly nourishing and 
  contains everything necessary to sustain any herbivorous, omnivorous, 
  or carnivorous creature. The spoon can produce sufficient gruel each 
  day to feed up to four humans. 
  Creation Requirements:  Creator must be able to cast create food 
  and water (caster level 5)   
  Purchase Cost: 5,700 gp 
  Creation Cost: 2,700 gp + 1,080 FP 
   
  Necklace of Adaptation: This necklace is a heavy chain with a 
  platinum medallion. The magic of the necklace wraps the wearer in a 
  shell of fresh air, making him immune to all harmful vapors and gases 
  (such as cloudkill and stinking cloud effects, as well as inhaled 
  poisons) and allowing him to breathe, even underwater or in a 
  vacuum. 
  Creation Requirements:  Creator must be able to cast alter self (caster 
  level 7)   
  Purchase Cost: 10,000 gp 
  Creation Cost: 5,000 gp + 2,000 FP 
   
  Necklace of Missiles: This device appears to be nothing but beads on 
  a string, sometimes with the ends tied together to form a necklace. (It 
  does not count as an item worn around the neck for the purpose of 
  determining which of a character’s worn magic items is effective.)  
  If a character holds it, however, all can see the strand as it really is - a 
  golden chain from which hang a number of golden spheres. The 
  spheres are detachable by the wearer (and only by the wearer), who 
  can easily hurl one of them up to 70’. When a sphere arrives at the 
  end of its trajectory, it detonates as a fireball spell with a dexterity 
  save penalty of -10. 
  Spheres come in different strengths, ranging from those that deal 2d6 
  points of fire damage to those that deal 10d6. The Purchase Cost of a 
  sphere is 150 gp for each die of damage it deals. 
  Each necklace of fireballs contains a combination of spheres of 
  various strengths. Some traditional combinations, designated types I 
  through VII, are detailed below. 
  If the necklace is being worn or carried by a character who fails his 
  saving throw against a magical fire attack, the item must make a 
  saving throw as well (with a save bonus of +7). If the necklace fails to 
  save, all its remaining spheres detonate simultaneously, often with 
  regrettable consequences for the wearer. 
   
  type 
  10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 purchase cost 
  type I 
   
   
   
   
   
  1 
   
  2 
   
  1,650 gp 
  type II 
   
   
   
   
  1 
   
  2 
   
  2 
  2,700 gp 
  type III 
   
   
   
  1 
   
  2 
   
  4 
   
  4,350 gp 
  type 
  10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 purchase cost 
  type IV 
   
   
  1 
   
  2 
   
  2 
   
  4 
  5,400 gp 
  type V 
   
  1 
   
  2 
   
  2 
   
  2 
   
  5,850 gp 
  type VI 
  1 
   
  2 
   
  2 
   
  4 
   
   
  8,100 gp 
  type VII 
  1 
  2 
   
  2 
   
  2 
   
  2 
   
  8,700 gp 
   
  Creation Requirements:  Creator must be able to cast fireball (caster 
  level 10)   
  Purchase Cost: 1,650 gp (Type I), 2,700 gp (Type II), 4,350 gp (Type III), 
  5,400 gp (Type IV), 5,850 gp (Type V), 8,100 gp (Type VI), 8,700 (Type 
  VII) 
  Creation Cost: 825 gp + 330 FP (Type I), 1,350 gp + 540 FP (Type II), 
  2,175 gp + 870 FP (Type III), 2,700 gp + 1080 FP (Type IV), 2,925 gp + 
  1,170 FP (Type V), 4,050 gp + 1,620 FP (Type VI), 4,350 + 1,740 FP(Type 
  VII) 
   
  Necklace of Prayer Beads: This item appears to be a normal string of 
  prayer beads until the owner casts a divine spell. Once that occurs, 
  the owner instantly knows the powers of the prayer beads and how to 
  activate them. 
  Each strand includes two or more special beads, each with a different 
  magic power. 
  A lesser necklace of prayer beads has a bead of blessing and a bead 
  of curing. A necklace of prayer beads has a bead of atonement, a 
  bead of curing, and a bead of karma. a greater necklace of prayer 
  beads has a bead of curing, a bead of karma, a bead of summons, 
  and a bead of water walking. 
   
  type of bead 
  special bead ability 
  bead of atonement wearer can cast atonement 
  bead of blessing 
  wearer can cast bless. 
  bead of curing 
  wearer can cast his choice of cure serious 
  wounds, cure blindness/deafness, or cure 
  disease. 
  bead of karma 
  wearer casts his spells as if 4 levels higher.  This 
  effect lasts for 1 turn. 
  bead of summons 
  summons a powerful creature of appropriate 
  alignment from the Outer Planes (an angel, 
  devil, etc.) to aid the wearer for one day. (If the 
  wearer uses the bead of summons to summon a 
  deity’s emissary frivolously, the deity takes that 
  character’s items and places a geas upon him 
  as punishment in the very least.) 
  bead of water 
  walking 
  wearer can cast water walking. 
   
  Each special bead can be used once per day, except for the bead 
  of summons, which works only once and then becomes non-magical. 
  The beads of curing, atonement, and water walking may only be 
  used by clerics; the beads of karma and summons can be activated 
  by any character capable of casting divine spells. The necklace of 
  prayer beads does not count as an item worn around the neck for the 
  purpose of determining which of a character’s worn magic items is 
  effective. 
  The power of a special bead is lost if it is removed from the necklace. 
  Reduce the price of a strand of prayer beads that is missing one or 
  more beads by the following amounts: bead of blessing –1,000 gp, 
  bead of curing –9,000 gp, bead of karma –21,000 gp, bead of 
  atonement –20,000 gp, bead of summons –50,000 gp, bead of water 
  walking –10,000 gp. 
  Creation Requirements:  Lesser necklace of prayer beads:  Creator 
  must be able to cast bless, cure blindness/deafness, cure disease, and 
  cure serious wounds (caster level 9).  Necklace of prayer beads:  
  Creator must be able to cast atonement, cure blindness/deafness, 
  cure disease, and cure serious wounds (caster level 11).  Greater 
  necklace of prayer beads:  Creator must be able to cast cure 
  blindness/deafness, cure disease, cure serious wounds, gate and 
  water walking (caster level 17). 
  Purchase Cost: 10,000 gp (lesser necklace of prayer beads), 30,000 gp 
  (necklace of prayer beads), 90,000 gp (greater necklace of prayer 
  beads) 
  Creation Cost: 5,000 gp + 2,000 FP (lesser necklace of prayer beads), 
  15,000 + 6,000 FP (necklace of prayer beads), 50,000 + 20,000 FP 
  (greater necklace of prayer beads). 
   
  Necklace of Strangulation: A necklace of strangulation appears to be 
  a rare and wondrous piece of valuable jewelry and, short of the use 
  of something as powerful as a miracle or a wish, can only be identified 
  as a cursed item when placed around a character’s neck. The 
  
  Dungeon Master’s Guide    169 
   
  necklace immediately constricts, dealing 6 points of damage per 
  round. It cannot be removed by any means short of a limited wish, 
  wish, or miracle and remains clasped around the victim’s throat even 
  after his death. Only when he has decayed to a dry skeleton (after 
  approximately one month) does the necklace loosen, ready for 
  another victim. 
  Creation Requirements:  Creator must be able to cast slay living 
  (caster level 18)   
  Purchase Cost: 60,000 gp 
  Creation Cost: 30,000 gp + 12,000 FP 
   
  Orb of Storms: This glass sphere is 8 inches in diameter. The possessor 
  can call forth all manner of weather, even supernaturally destructive 
  storms. Once per day he can call upon the orb to use a control 
  weather spell. Once per month, he can conjure a storm of 
  vengeance. The possessor of the orb is continually protected by an 
  endure elements effect. Weight 6 lb. 
  Creation Requirements:  Creator must be able to cast control weather 
  and storm of vengeance (caster level 18)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Pearl of Power: This seemingly normal pearl of average size and luster 
  is a potent aid to all spellcasters. Once per day on command, a pearl 
  of power enables the possessor to recall any one spell that he had 
  cast. The spell is available again, just as if it had not been cast. The 
  spell must be of a particular level, depending on the pearl. Different 
  pearls exist for recalling one spell per day of each level from 1st 
  through 9th and for the recall of two spells per day (each of a different 
  level, 6th or lower). 
  1 in 20 of these pearls is of opposite effect, causing a spell of the 
  indicated level to be forgotten each day.  These pearls can be gotten 
  rid of only by means of exorcism, limited wish, miracle or wish! 
  Creation Requirements:  Creator must be able to cast spells of the 
  spell level to be recalled.    
  Purchase Cost: 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp 
  (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 
  81,000 gp (9th), or 70,000 gp (two spells). 
  Creation Cost:  500 gp + 200 FP (1st), 2,000 gp + 800 FP (2nd), 4,500 gp + 
  1,800 FP (3rd), 8,000 gp + 3,200 FP (4th), 12,500 gp + 5,000 FP (5th), 18,000 
  gp + 7,200 FP (6th), 24,500 gp + 9,800 FP (7th), 32,000 gp + 12,800 FP 
  (8th), 40,500 gp + 16,200 FP (9th), or 35,000 + 14,000 gp (two spells). 
   
  Pearl of Sirines: This normal-seeming pearl is beautiful and worth at 
  least 1,000 gp on that basis alone. If it is clasped firmly in hand or held 
  to the breast while the possessor attempts actions related to the 
  pearl’s powers, he understands and is able to employ the item. 
  The pearl enables its possessor to breathe in water as if he were in 
  clean, fresh air. His swimming movement is 12” (60’) if unencumbered 
  and he can cast spells and act underwater without hindrance. 
  Creation Requirements:  Creator must be able to cast freedom of 
  movement and water breathing (caster level 7) 
  Purchase Cost:  15,000 gp 
  Creation Cost: 7,500 gp + 3,000 FP 
   
  Pearl of Wisdom: Although it appears to be a normal pearl on a light 
  chain, a pearl of wisdom actually increases the possessor’s wisdom 
  score if he retains it for a 1 month period.  Thereafter the pearl must be 
  kept on his person or the 1 point gain will be lost.  Wisdom may not be 
  boosted above a score of 20. 
  Note that 1 in 20 of these pearls is cursed to work in reverse, but once 
  the 1 point of Wisdom is lost the pearl crumbles into powder.  This loss is 
  permanent barring some magical restoration, such as improved 
  restoration, limited wish or wish. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 6,250 FP 
   
  Periapt of Foul Rotting: This engraved gem appears to be of little 
  value. If any character keeps the periapt in his possession for more 
  than 24 hours, he contracts a terrible rotting affliction that 
  permanently drains 1 point of Dexterity, Constitution, and Charisma 
  every week. The periapt (and the affliction) can be removed only by 
  application of a remove curse spell followed by a cure disease and 
  then a heal, miracle, limited wish, or wish spell. The rotting can also be 
  countered by crushing a periapt of health and sprinkling its dust upon 
  the afflicted character, whereupon the periapt of foul rotting likewise 
  crumbles to dust. 
  Creation Requirements:  Creator must be able to cast wither (caster 
  level 13)   
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Periapt of Health: The wearer of this blue gem on a silver chain is 
  immune to disease, including supernatural diseases. 
  Creation Requirements:  Creator must be able to cast cure disease 
  (caster level 5) 
  Purchase Cost: 7,500 gp 
  Creation Cost: 3,750 gp + 1,500 FP 
   
  Periapt of Proof Against Poison: This item is a brilliant-cut black gem on 
  a delicate silver chain. The wearer is immune to poison, although 
  poisons still active when the periapt is first donned still run their course. 
  Creation Requirements:  Creator must be able to cast neutralize 
  poison (caster level 7) 
  Purchase Cost: 27,000 gp 
  Creation Cost: 13,500 gp + 5,400 FP 
   
  Periapt of Wound Closure: This stone is bright red and dangles on a 
  gold chain. The wearer of this periapt automatically becomes stable if 
  his hit points drop to between –1 and –9 inclusive. The periapt doubles 
  the wearer’s normal rate of healing or allows normal healing of 
  wounds that would not do so normally. Hit point damage that involves 
  bleeding is negated for the wearer of the periapt. 
  Creation Requirements:  Must be able to cast regeneration (caster 
  level 13)   
  Purchase Cost: 15,000 gp 
  Creation Cost: 7,500 gp + 3,000 FP 
   
  Phylactery of Faithfulness: This item is a small box containing religious 
  scripture affixed to a leather cord and tied around the forehead. 
  There is no mundane way to determine what function this religious 
  item performs until it is worn. The wearer of a phylactery of faithfulness 
  is aware of any action or item that could adversely affect his 
  alignment and his standing with his deity, including magical effects. 
  He acquires this information prior to performing such an action or 
  becoming associated with such an item if he takes a moment to 
  contemplate the act. 
  Creation Requirements:  Must be able to cast commune (caster level 
  9)   
  Purchase Cost: 2,800 gp 
  Creation Cost: 1,400 gp + 560 FP 
   
  Phylactery of Long Years: This device slows the aging process for its 
  wearer. While worn, the phylactery slows the aging process to half of 
  usual rate.  This reduction applies even to magical aging. Thus, if a 
  cleric dons the phylactery at age 20, he will age 6 months each year; 
  so that in 12 chronological years, he will have aged but 6 and will 
  physically be 26 rather than 32. 
  1 in 20 of these devices is cursed to operate in reverse, doubling the 
  rate of aging.  Cursed phylacteries can be gotten rid of only by 
  means of a remove curse, limited wish, miracle or wish. 
  Creation Requirements:  Must be able to cast reincarnation or limited 
  wish (caster level 13)   
  Purchase Cost: 25,000 gp 
  Creation Cost: 12,500 gp + 5,000 FP 
   
  Phylactery of Monstrous Attention: While this arm wrapping appears to 
  be some sort of beneficial device, it actually draws the attention of 
  supernatural creatures of exactly the opposite alignment of the cleric 
  wearing it. 
  This results in the character being plagued by powerful and hostile 
  creatures whenever he is in an area where such creatures are or can 
  appear.  
  If the cleric is of 10th or higher level, the attention of his deity’s most 
  powerful enemy will be drawn, so as to cause this being to interfere 
  directly.  
  For example, a lawful good cleric attracts various demons and 
  eventually the notice of Orcus or Demogorgon. Once donned, a 
  phylactery of monstrous attention cannot be removed without a 
  remove curse spell followed immediately by an exorcism spell. 
  Creation Requirements:  Must be able to cast dispel evil or good, 
  curse and gate (caster level 18)   
  Purchase Cost: 30,000 gp 
  
  Dungeon Master’s Guide    170 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Pipes of Haunting: This magic item appears to be a small set of pan 
  pipes. When played by a person who succeeds on a performance 
  (wind instruments) skill check, the pipes create an eerie, spellbinding 
  tune. Those within 30’ who hear the tune must succeed on a charisma 
  save at -4 or become frightened and flee from the piper for 4 rounds. 
  Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting 
  can be sounded twice a day. Weight 3 lb. 
  Creation Requirements:  Must have the performance (wind 
  instrument) skill and be able to cast scare (caster level 4)   
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Pipes of Pain: These appear to be like any other standard set of pipes 
  with nothing to reveal their true nature. When played by a person who 
  succeeds on a performance (wind instruments) skill check, the pipes 
  create a wondrous melody. All within 30’ must make a charisma save 
  at -6 or be fascinated by the sound (as per the bard ability of the 
  same name).  
  As soon as the piping stops, all those affected are stricken by intense 
  pain at even the slightest noise. Unless a character is in a totally silent 
  area, he takes 1d4 points of damage per round for 2d4 rounds. During 
  this time, damage from sonic attacks is doubled. Thereafter, the least 
  noise causes an affected character to become mildly sickened 
  (except when he is in a totally silent area), suffering a -1 to all strength 
  and dexterity checks, including saves, attack rolls, initiative checks 
  and damage rolls. This hypersensitivity may be countered with a 
  silence 15’ radius spell, which suppresses the after-effects so long as 
  the effected creatures remain within the silent area, or with a remove 
  curse spell, which frees the targeted creature from the pipe’s effect. 
  Weight 3 lb. 
  Creation Requirements:  Must have the performance (wind 
  instrument) skill, the fascinate class ability and be able to cast sound 
  burst (caster level 6)   
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Pipes of the Sewers: These wooden pipes appear ordinary, but if the 
  possessor learns the proper tune, he can attract 1d6x10 giant rats 
  (80% chance) or 3d6x10 normal rats (20% chance) if rats are within 
  400’. For each 50’ distance the rats have to travel, there is a 1-round 
  delay. The piper must continue playing until the rats appear, and 
  when they do so, the piper must make a performance (wind 
  instruments) skill check. Success means that they obey the piper’s 
  telepathic commands so long as he continues to play. Failure 
  indicates that they turn on the piper. If for any reason the piper ceases 
  playing, the rats leave immediately. If they are called again within a 
  day, the performance skill check suffers a -5 penalty. 
  If the rats are under the control of another creature, add the HD of 
  the controller to the performance skill check’s penalty. Once control is 
  assumed, another check is required each round to maintain it if the 
  other creature is actively seeking to reassert its control. Weight 3 lb. 
  Creation Requirements:  Must have the performance (wind 
  instrument) skill and be able to cast charm person or mammal (caster 
  level 3)   
  Purchase Cost: 2,400 gp 
  Creation Cost: 1,200 gp + 480 FP 
   
  Pipes of Sounding: When played by a character who has the 
  performance (wind instruments) skill, these pipes create a variety of 
  sounds. The figment sounds are the equivalent of audible glamer.  
  Weight 3 lb. 
  Creation Requirements:  Must have the performance (wind 
  instrument) skill and be able to cast audible glamer (caster level 3)   
  Purchase Cost: 2,400 gp 
  Creation Cost: 1,200 gp + 480 FP 
   
  Portable Hole: A portable hole is a circle of cloth spun from the webs 
  of a phase spider interwoven with strands of ether and beams of 
  starlight. When opened fully, a portable hole is 6’ in diameter, but it 
  can be folded up to be as small as a pocket handkerchief. When 
  spread upon any surface, it causes an extradimensional space 10’ 
  deep to come into being. This hole can be picked up from inside or 
  out by simply taking hold of the edges of the cloth and folding it up. 
  Either way, the entrance disappears, but anything inside the hole 
  remains. 
  The only air in the hole is that which enters when the hole is opened. It 
  contains enough air to supply one Medium-sized creature or two Small 
  creatures for 1 turn. The cloth does not accumulate weight even if its 
  hole is filled. Each portable hole opens on its own particular non-
  dimensional space. If a bag of holding is placed within a portable 
  hole, a rift to the Astral Plane is torn in that place. Both the bag and 
  the cloth are sucked into the void and forever lost. If a portable hole is 
  placed within a bag of holding, it opens a gate to the Astral Plane. 
  The hole, the bag, and any creatures within a 10’ radius are drawn 
  there, the portable hole and bag of holding being destroyed in the 
  process. 
  Creation Requirements:  Must be able to cast plane shift (caster level 
  13)   
  Purchase Cost: 20,000 gp 
  Creation Cost: 10,000 gp + 4,000 FP 
   
  Pouch of Accessibility: This normal-seeming pouch is actually a 
  strongly magicked item which can contain up to 300 lbs of weight in 
  30 specially constructed pockets within it. Each pocket, in turn, holds a 
  maximum of 10 lbs weight, or 1 cubic foot of volume, whichever is 
  reached first. Better still, this device enables the possessor to open the 
  pouch and call forth the item(s) desired. Merely speaking the name of 
  a desired object causes it to appear at the top of the pouch, ready 
  for instant grasp.  
  Of course, these items are similar to bags of holding and portable 
  holes, and the strictures about placement within such magical spaces 
  apply fully. The pouch weighs 1 lb when empty and 4 lbs when full. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest 
  (caster level 9)   
  Purchase Cost: 3,600 gp 
  Creation Cost: 1,800 gp + 720 FP 
   
  Prison of Zagyg: Only five of these brass devices are thought to exist. 
  Each is nearly identical, appearing to be nothing more than a small, 
  well-made birdcage. No amount of normal handling or examination 
  will reveal it to be magical, but if a detect magic spell is cast upon 
  one, it is 50% likely to show a vague dweomer of uncertain nature - 
  either no class of magic or an erroneous one will be detected. 
  Each prison-cage has a permanent anti-magic and non-detection 
  spell in and upon it. Each such item attunes itself to the magic-user 
  possessing it when he learns the wording which activates that 
  particular Prison of Zagyg. Speaking the activation word (which takes 
  1 round) has two effects: 
   
   The door to the cage is immediately held fast by a wizard lock 
  spell (caster level 15).  
   
   The cage enables its possessor to imprison a creature within the 
  cage.  This activation word must be followed by the true name of 
  the creature to be imprisoned, or else its history (in great detail) in 
  the case of creatures without a name.  The creature may make 
  an intelligence check at -15 to avoid imprisonment. An 
  imprisoned creature shrinks to about one foot in height and is 
  instantaneously transported into the cage. Since magic does not 
  function within the cage, the imprisoned creature cannot itself 
  escape. It can be freed by someone able to bypass or dispel the 
  wizard lock upon the cage door or by any being who employs a 
  wish or miracle spell to free the creature.  
   
  A Prison of Zagyg cannot be harmed or affected by the use of force 
  or magic. Any creature inside cannot be located by any means 
  except actual sight or hearing (clairvoyance, clairaudience, locate 
  creature and scrying spells automatically fail).  
  Naturally, the possessor can free a prisoner by use of a single freedom 
  word. Once freed, the former captive is restored to its former size and 
  abilities. Imprisoned creatures need neither food nor drink when in the 
  cage, for its magic negates the need for either. 
  Creation Requirements:  Must be able to cast force cage and gate 
  (caster level 17)   
  Purchase Cost: 75,000 gp 
  Creation Cost: 37,500 gp + 15,000 FP 
   
  Quaal’s Feather Token: Each of these items is a small feather that has 
  a power to suit a special need. The kinds of tokens are described 
  below. Each token is usable once. 
   
   Anchor: A token useful to moor a craft in water so as to render it 
  immobile for up to one day. 
   
  
  Dungeon Master’s Guide    171 
   
   Bird: A token that can be used to deliver a small written message 
  unerringly to a designated target as would a carrier pigeon. The 
  token lasts as long as it takes to carry the message. 
   
   Fan: A token that forms a huge flapping fan, causing a breeze of 
  sufficient strength to propel one ship (about 25 mph). This wind is 
  not cumulative with existing wind speed. The token can, 
  however, be used to lessen existing winds, creating an area of 
  relative calm or lighter winds (but wave size in a storm is not 
  affected). The fan can be used for up to 8 hours. It does not 
  function on land. 
   
   Swan Boat: A token that forms a swanlike boat capable of 
  moving on water at a 60’ movement rate. It can carry eight 
  horses and gear or thirty-two Medium-sized characters or any 
  equivalent combination. The boat lasts for one day. 
   
   Tree: A a token that causes a great oak to spring into being (5’ 
  diameter trunk, 60’ height, 40’ top diameter). This is an 
  instantaneous effect. 
   
   Whip: A token that forms into a huge leather whip and wields 
  itself against any opponent desired just like a dancing weapon. 
  The weapon has a +10 bonus “to hit”, does 1d6+1 points of 
  damage, strikes as a +1 weapon and makes a free grapple 
  attack (with a +15 bonus on the opposed strength check) if it hits. 
  The whip lasts no longer than 1 hour. 
   
  Creation Requirements:  Must be able to cast major creation (caster 
  level 12)   
  Purchase Cost: 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp 
  (swan boat), 400 gp (tree), 500 gp (whip) 
  Creation Cost: 25 gp + 10 FP (anchor), 150 gp + 60 FP (bird), 100 gp + 
  40 FP (fan), 225 gp + 90 FP (swan boat), 200 gp + 80 FP (tree), 250 gp + 
  100 FP (whip) 
   
  Quiver of Ehlonna: This appears to be a typical arrow container 
  capable of holding about twenty arrows. It has three distinct portions, 
  each with a non-dimensional space allowing it to store far more than 
  would normally be possible. The first and smallest one can contain up 
  to sixty objects of the same general size and shape as an arrow. The 
  second slightly longer compartment holds up to eighteen objects of 
  the same general size and shape as a javelin. The third and longest 
  portion of the case contains as many as six objects of the same 
  general size and shape as a bow (spears, staves, or the like). Once 
  the owner has filled it, the quiver can produce any item he wishes, as 
  if from a regular quiver or scabbard. The quiver weighs the same no 
  matter what’s placed inside it. Weight 2 lb. 
  Creation Requirements:  Must be able to cast Leomund’s secret chest 
  (caster level 9)   
  Purchase Cost: 2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Ring Gates: These always come in pairs - two iron rings, each about 
  18” in diameter. The rings must be on the same plane of existence 
  and within 100 miles of each other to function. Whatever is put 
  through one ring comes out the other, and up to 100 pounds of 
  material can be transferred each day. (Objects only partially pushed 
  through and then retracted do not count.)  
  This useful device allows for instantaneous transport of items or 
  messages, and even attacks. A character can reach through to grab 
  things near the other ring, or even stab a weapon through if so 
  desired. Alternatively, a character could stick his head through to look 
  around. A spellcaster could even cast a spell through a ring gate. A 
  Small-sized creature can make a dexterity check to slip through.  Each 
  ring has an “entry side” and an “exit side,” both marked with 
  appropriate symbols. Weight 1 lb. each. 
  Creation Requirements:  Must be able to cast gate (caster level 17)   
  Purchase Cost: 40,000 gp 
  Creation Cost: 20,000 gp + 8,000 FP 
    
  Robe of the Archmagi: This normal-appearing garment can be white 
  (45%, good alignment), gray (30%, neither good nor evil alignment), or 
  black (25%, evil alignment). Its wearer, if an arcane spellcaster, gains 
  the following benefits: 
   
   A +5 bonus to their armor class.  This may not be used in 
  conjunction with bracers of armor nor with armor of any sort.  
   
   The wearer of the robe gains magic resistance of +5. 
   
   The robe confers a +2 bonus to all saving throws upon its wearer. 
   
   A +2 bonus on caster level checks made to overcome others’ 
  magic resistance. 
   
  If a white robe is donned by an evil character, he immediately loses 
  three levels and suffers 12d4 damage. The reverse is true with respect 
  to a black robe donned by a good character. An evil or good 
  character who puts on a gray robe, or a neutral character who dons 
  either a white or black robe, loses two levels and suffers 6d4 damage.  
  While these lost levels are not permanent, they remain as long as the 
  garment is worn and cannot be overcome in any way (including 
  restoration spells). Weight 1 lb. 
  Creation Requirements:  Must be of an alignment compatible with use 
  of the robe and must be able to cast antimagic field and armor 
  (caster level 18)   
  Purchase Cost: 120,000 gp 
  Creation Cost:60,000 gp + 24,000 FP 
   
  Robe of Blending: When this robe is put on, the wearer intuitively 
  knows that the garment has very special properties. A robe of 
  blending enables its wearer to appear to be part of his surroundings. 
  This allows him a +10 bonus to dexterity checks made to hide or 
  otherwise conceal himself. The wearer can adopt the appearance of 
  another creature, as with the change self spell, at will. All creatures 
  acquainted with and friendly to the wearer see him normally. Weight 
  1 lb. 
  Creation Requirements:  Must have be able to cast disguise self 
  (caster level 10)   
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Robe of Bones: This handy item functions much like a robe of useful 
  items for the serious necromancer. It appears to be an unremarkable 
  robe, but a character who dons it notes that it is adorned with small 
  embroidered figures representing undead creatures. Only the wearer 
  of the robe can see the embroidery and recognize them for the 
  creatures they become, and detach them. One figure can be 
  detached each round. Detaching a figure causes it to become an 
  actual undead creature. The skeleton or zombie is not under the 
  control of the wearer of the robe, but may be subsequently 
  commanded, rebuked, turned, or destroyed. A newly created robe of 
  bones always has three embroidered figures of skeletons and three 
  embroidered zombies upon it. Weight 1 lb. 
  Creation Requirements:  Must able to cast animate dead (caster level 
  6)   
  Purchase Cost: 3,000 gp 
  Creation Cost: 1,500 gp + 600 FP 
   
  Robe of Eyes: This valuable garment appears to be a normal robe until 
  it is put on. Its wearer is able to see in all directions at the same 
  moment due to scores of visible, magical eyelike patterns that adorn 
  the robe. He also gains 120’ darkvision. The robe of eyes sees all forms 
  of invisible or ethereal things within 120’. 
  The wearer of a robe of eyes gains the track ability of rangers and the 
  combat sense ability of barbarians, thieves and assassins.  The 
  character cannot be surprised, unless blinded, and gains a +5 bonus 
  to all checks made to notice hidden or minute details, including track 
  checks, checks made to find secret or concealed doors and traps 
  checks.   
  At the same time, the wearer is not able to avert his eyes or close his 
  eyes when confronted by a creature with a gaze attack.  A light or 
  continual light spell cast directly on a robe of eyes causes it to be 
  blinded for 1d3 minutes. A sunray spell blinds it for 2d4 minutes. Weight 
  1 lb. 
  Creation Requirements:  Must able to cast true seeing (caster level 11)   
  Purchase Cost: 125,000 gp 
  Creation Cost: 62,500 gp + 25,000 FP 
   
  Robe of Powerlessness: A robe of powerlessness appears to be a 
  magic robe of another sort. As soon as a character dons this garment, 
  his strength and intelligence scores drop to 3, causing him to forget 
  spells and magic knowledge accordingly (no save is allowed to avoid 
  this curse). 
  The robe can be removed easily, but in order to restore mind and 
  body, the character must receive a remove curse spell followed by 
  heal. 
  Creation Requirements:  Must able to cast curse (caster level 13)   
  Purchase Cost: 6,000 gp 
  
  Dungeon Master’s Guide    172 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Robe of Scintillating Colors: The wearer of this robe can cause the 
  garment to display a shifting pattern of incredible hues, color after 
  color cascading from the upper part of the robe to the hem in 
  sparkling rainbows of dazzling light. The colors stun those near the 
  wearer, conceal the wearer, and illuminate the surroundings. It takes 1 
  round after the wearer speaks the command word for the colors to 
  start flowing on the robe. The colors create the equivalent of a gaze 
  attack with a 30’ range. Those who look at the wearer are stunned for 
  1d4+1 rounds (a wisdom save at -10 negates this effect).  
  Every round of continuous scintillation of the robe gives the wearer 
  better concealment. The concealment rating of robe’s wearer starts 
  at 25% and improves by 25% each round thereafter, with a maximum 
  concealment rating of 100% occurring on the 4th round of continuous 
  scintillation.  Characters with 100% concealment are effectively 
  invisible.  See page 56 of the PLAYER’S HANDBOOK for more details on 
  concealment and invisible or unseen opponents.  The scintillation 
  effect can be used no more than a total of 10 rounds per day. 
  The robe illuminates a 30’ radius at all times. Weight 1 lb. 
  Creation Requirements:  Must able to cast blur and rainbow pattern 
  (caster level 10)   
  Purchase Cost: 27,000 gp 
  Creation Cost: 13,500 gp + 5,400 FP 
   
  Robe of Stars: This garment is typically black or dark blue and 
  embroidered with small white or silver stars. The robe has three 
  magical powers:   
   
   It enables its wearer to travel physically to the Astral Plane, along 
  with all that he is wearing or carrying. 
   
   It gives its wearer a +1 bonus on all saving throws. 
   
   Its wearer can use up to six of the embroidered stars on the chest 
  portion of the robe as +5 shurikens. Each shuriken disappears 
  after it is used. 
   
  Weight:  1 lb. 
  Creation Requirements:  Must able to cast magic missile and astral 
  spell or plane shift (caster level 17)   
  Purchase Cost: 60,000 gp 
  Creation Cost: 30,000 gp + 12,000 FP 
   
  Robe of Useful Items: This appears to be an unremarkable robe, but a 
  character who dons it notes that it is adorned with small cloth patches 
  of various shapes. Only the wearer of the robe can see these patches, 
  recognize them for what items they become, and detach them. One 
  patch can be detached each round. Detaching a patch causes it to 
  become an actual item, as indicated below. A newly created robe of 
  useful items always has two each of the following patches: 
   Dagger 
   Bullseye lantern (filled and lit) 
   Mirror (a highly polished 2-foot-by-4-foot steel mirror) 
   Pole (10-foot length) 
   Hempen rope (50-foot coil) 
   Sack 
  In addition, the robe has several other patches. Roll 4d4 for the 
  number of other patches and then roll for each patch on the table 
  below to determine its nature. 
   
  d% roll 
  result 
  01–08 
  bag of 100 gold pieces 
  09–15 
  coffer, silver (6” by 6” by 1’), 500 gp value 
  16–22 
  door, iron (up to 10’ wide & 10’ high) - barred on one 
  side.  Once  placed upright it attaches & hinges itself 
  23–30 
  gems, 10 (100 gp value each) 
  31–44 
  ladder, wooden (24’ long) 
  45–51 
  mule (with saddle bags) 
  52–59 
  pit, open (10 cubic feet) 
  60–68 
  potion of cure serious wounds 
  69–75 
  rowboat (12’ long) 
  76–83 
  scroll of one randomly determined spell of 1st – 6th level 
  84–90 
  war dogs, pair 
  91–96 
  window (2’ by 4’, up to 2’ deep) 
  97–100 
  roll twice more (re-roll if rolled more than once) 
   
  Multiple items of the same kind are permissible. Once removed, a 
  patch cannot be replaced. Weight 1 lb. 
  Creation Requirements:  Must able to cast major creation or 
  polymorph any object (caster level 15)   
  Purchase Cost: 8,000 gp 
  Creation Cost: 4,000 gp + 1,600 FP 
   
  Robe of Vermin: The wearer notices nothing unusual when the robe is 
  donned, other than that it offers great magical defense (as a cloak of 
  protection +4). However, as soon as he is in a situation requiring 
  concentration and action against hostile opponents, the true nature 
  of the garment is revealed: The wearer immediately suffers a 
  multitude of bites from the insects that magically infest the garment. 
  He must cease all other activities in order to scratch, shift the robe, 
  and generally show signs of the extreme discomfort caused by the 
  bites and movement of these pests. 
  The wearer takes a –3 penalty on initiative checks and a –3 penalty on 
  all attack rolls and ability checks, including saves. If he tries to cast a 
  spell, he must make a concentration check (with a -3 penalty) or lose 
  the spell.  Weight 1 lb. 
  Creation Requirements:  Must able to cast curse (caster level 13)   
  Purchase Cost: 16,500 gp 
  Creation Cost: 8,250 gp + 3,300 FP 
   
  Rope of Climbing: A 60’ long rope of climbing is no thicker than a 
  wand, but it is strong enough to support 3,000 pounds. Upon 
  command, the rope snakes forward, upward, downward, or in any 
  other direction at 10’ per round, attaching itself securely wherever its 
  owner desires. It can unfasten itself and return in the same manner. 
  A rope of climbing can be commanded to knot or unknot itself. This 
  causes large knots to appear at 1’ intervals along the rope. Knotting 
  shortens the rope to a 50’ length until the knots are untied makes 
  climbing checks much easier (an easy check with a +5 bonus as 
  opposed to a tough check with a -5 penalty). A creature must hold 
  one end of the rope when its magic is invoked. Weight 3 lb. 
  Creation Requirements:  Must able to cast animate rope (caster level 3)   
  Purchase Cost: 3,000 gp 
  Creation Cost: 1,500 gp + 600 FP 
   
  Rope of Constriction: This rope exactly resembles a rope of climbing or 
  entanglement, but as soon as it is commanded to perform some 
  action, it lashes itself about the neck of the character holding it, and 
  from 1-4 others within 10’ of the victim. 
  If it successfully grapples a creature (the rope gets a +15 on its 
  strength check) it strangles and crushes the life from it every round 
  thereafter.  Each  round it delivers 2d6 hit points of strangulation 
  damage, preventing the creature from speaking, and continues to 
  constrict until a remove curse is cast upon it, the creature breaks free 
  or it is sawn through.  
  Once grappled a creature may attempt to pry the rope from their 
  throat by winning an opposed strength check (against the rope’s +15 
  bonus) or by cutting the rope (which destroys it).  The rope may only 
  be cut by magical weapons and takes 50 points of damage to sever. 
  Note that any creature entwined by the rope cannot cast spells with 
  verbal components and must still make a concentration check at -10 
  to cast spells without verbal components.  Weight 5 lb. 
  Creation Requirements:  Must able to cast animate rope and curse 
  (caster level 12)   
  Purchase Cost: 7,500 gp 
  Creation Cost: 3,750 gp + 1,500 FP 
   
  Rope of Entanglement: A rope of entanglement looks just like any 
  other hempen rope about 30’. Upon command, the rope lashes 
  forward 20’ or upward 10’ to entangle a victim.  
  Doing so requires a successful attack roll on the wielder’s part, 
  followed by a successful grapple check (the rope gets a +10 bonus to 
  its strength checks).  
  A rope of entanglement has 22 hit points, an armor class of 22 and 
  may only be damaged by slashing or piercing weapons.  A damaged 
  rope of entanglement repairs itself in 1 hour. 
  The only spells the character can cast while grappling or pinned are 
  those without somatic components and whose material components 
  the character has in hand at the time. Even so an entangled 
  character casting a spell must succeed at a concentration check in 
  order to cast while held.  
  A grappled creature can break the hold by making an opposed 
  strength check against the rope, which gets a +12 bonus to its 
  strength check.   Weight 5 lb. 
  Creation Requirements:  Must able to cast animate rope (caster level 12)   
  Purchase Cost: 21,000 gp 
  Creation Cost: 10,500 gp + 4,200 FP 
   
  
  Dungeon Master’s Guide    173 
   
  Rug of Smothering: This finely woven carpet resembles a carpet of 
  flying and will give off magical radiations if detected for. The 
  character seating himself upon it and giving a command will be 
  surprised, however, as the rug of smothering will tightly roll itself around 
  that individual and suffocate him (see the PLAYERS HANDBOOK, page 
  59 for rules on suffocation).   
  A character seated on the rug may make a dexterity save at -13 in 
  order to escape the rug before it engulfs him.  Failing that, the rug 
  cannot be physically prevented from so wrapping itself around its 
  victim (or victims, if more than one person sits upon the rug). 
  Trapped victims may not force their way out of the rug but may use 
  light weapons to cut themselves from the rug, using slashing or 
  piercing weapons.  The rug has an armor class of 5 and 50 hit points. 
  Those outside of the rug may use piercing or slashing weapons to free 
  those who are trapped, but all attacks originating from outside of the 
  rug deal ½ damage to the rug and ½ damage to those trapped 
  within (round fractions down).  Blunt weapon attacks deal full 
  damage to those trapped by a rug of smothering but do not harm 
  the rug at all.  A damaged rug of smothering repairs itself in 1 hour. 
  The rug is exceptionally tough and can be prevented from smothering 
  its victim by the casting one of the following spells: animate object, 
  hold plant, or wish.  Weight 15 lb. 
  Creation Requirements:  Must able to cast animate object (caster 
  level 13)   
  Purchase Cost: 24,000 gp 
  Creation Cost: 12,000 gp + 4,800 FP 
   
  Rug of Welcome: A rug of this type appears exactly the same as a 
  carpet of flying, and it performs the functions of one (5’ X 10’ size), but 
  a rug of welcome has other powers in addition. Upon command it will 
  function as a rug of smothering, entrapping any creature up to ogre-
  size which steps upon it. A rug of welcome will also elongate itself and 
  stiffen to become as hard and strong as steel, the maximum length 
  being 30’ long at 2’ width, to serve as a bridge, barricade, etc. In this 
  latter form it is AC 20 and will take 100 hit points to destroy. Best of all, 
  the possessor need only utter a word of command, and the rug will 
  shrink to 1/12th size for easy storage and transportation.  Weight 15 lb. 
  Creation Requirements:  Must be able to cast fly (caster level 15) 
  Creation Cost: 25,000 gp + 10,000 FP  
   
  Saw of Mighty Cutting: This notched adamantite blade is 12’ long and 
  over 1’ wide. It requires a 20 or greater strength to operate alone, or 2 
  persons of 18 or greater strength to work in tandem. The blade will 
  slice through a 1’ on hardwood per minute.  After 1 turn of cutting 
  with the saw, the character or characters must rest for 1 hour before 
  doing any further work. 
  Creation Requirements:  Must able to cast animate object (caster 
  level 10)   
  Purchase Cost: 5,000 gp 
  Creation Cost: 2,500 gp + 1,000 FP 
   
  Scarab of Death: This small pin appears to be any one of the various 
  beneficial amulets, brooches, or scarabs. However, if it is held for more 
  than 1 round or carried by a living creature for 1 minute, it changes 
  into a horrible burrowing beetle-like creature. The thing tears through 
  any leather or cloth, burrows into flesh, and reaches the victim’s heart 
  in 1 round, causing death. A dexterity save at -10 allows the wearer to 
  tear the scarab away before it burrows out of sight, but he still takes 
  3d6 points of damage. The beetle then returns to its scarab form. 
  Placing the scarab in a container of wood, ceramic, bone, ivory, or 
  metal prevents the monster from coming to life and allows for long-
  term storage of the item. 
  Creation Requirements:  Must able to cast slay living (caster level 19)   
  Purchase Cost: 80,000 gp 
  Creation Cost: 40,000 gp + 16,000 FP 
   
  Scarab of Enraging Enemies: When one of these devices is displayed 
  and a command uttered, all intelligent hostile creatures within a 20’ 
  radius must make a wisdom save at -10 or become enraged. Those 
  making the saving throw may perform normally; enraged enemies will 
  fly into a berserk fury and attack the nearest creature (even their own 
  comrades) with +2 bonus “to hit” and +2 on damage.  They suffer a -2 
  penalty to their armor class and may not do anything other than 
  attack with whatever melee weapon is at hand. 
  The rage lasts for 10 rounds, and during this period, the enraged 
  creatures will continually attack without reason or fear, moving on to 
  attack other creatures nearest them if initial opponents are slain. A 
  scarab of this type contains from 24 charges. 
  Creation Requirements:  Must able to cast confusion (caster level 10)   
  Purchase Cost: 15,000 gp 
  Creation Cost: 7,500 gp + 3,000 FP 
   
  Scarab of Insanity: This scarab is absolutely indistinguishable from any 
  other amulet, brooch, or scarab. When displayed and a command 
  word is spoken, all other creatures within a 10’ radius must make a 
  wisdom save at -10.  
  Those failing the save are completely insane for 10 rounds, unable to 
  cast spells or use reasoning of any sort (treat as a confusion spell (q.v.) 
  with no chance for acting in a non-confused manner). The scarab has 
  12 charges. 
  Creation Requirements:  Must able to cast symbol of insanity (caster 
  level 10)   
  Purchase Cost: 5,000 gp 
  Creation Cost: 2,500 gp + 1,000 FP 
   
  Scarab of Protection: This device appears to be a silver medallion in 
  the shape of a beetle. If it is held for 1 round, an inscription appears 
  on its surface letting the holder know that it is a protective device. 
  The scarab’s possessor gains magic resistance of +10. The scarab can 
  also absorb level-draining attacks, death effects, and ability draining 
  effects. Upon absorbing twelve such attacks, the scarab turns to 
  powder and is destroyed. 
  Creation Requirements:  Must able to cast Serten’s spell immunity and 
  negative place protection (caster level 18)   
  Purchase Cost: 40,000 gp 
  Creation Cost: 20,000 gp + 8,000 FP 
   
  Scarab Versus Golems: This beetle-shaped pin enables its wearer to 
  detect any golem within 60 feet, although he must concentrate in 
  order for the detection to take place. A scarab enables its possessor 
  to combat golems with weapons, unarmed attacks, or natural 
  weapons as if those golems had no special resistance against those 
  attacks. 
  Creation Requirements:  Must able to cast detect magic (caster level 
  10)   
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Shadow Lanthorn: This mundane-appearing light radiates a faint, evil 
  dweomer. If it is fueled by oil rendered from fat of human corpses, its 
  beam will generate 1d4+4 shadows who will serve the possessor of the 
  device for as long as it burns. When the oil is consumed the shadows 
  will disappear.  The typical burning time is one hour and the lanthorn 
  may only be used once per day.  
  Creation Requirements:  Must able to cast monster summoning V 
  (caster level 9)   
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Sheet of Smallness: A magic item of this sort appears to be nothing 
  more than a well-made piece of material - possibly some sort of 
  covering or sheet woven of very fine linen or possibly silk. One side will 
  have a larger pattern than the other, or perhaps one side will be 
  white, the other black. In any event, there will be an aura of alteration 
  detectable from this cloth if magic is checked for. The power of this 
  dweomer is such that any regular or magical item is wrapped within 
  the cloth will shrink as per the magic-user spell. 
  Creation Requirements:  Must able to cast shrink item (caster level 5)   
  Purchase Cost: 6,000 gp 
  Creation Cost: 3,000 gp + 1,200 FP 
   
  Shoes of Fharlanghn: These low, thick-soled shoes are so durable and 
  tough that they never wear out. Better still, the individual shod in this 
  footgear will never grow fatigued from walking, doubling the distance 
  they may walk in one day (PHB, p. 53).  
  If the wearer is of neutral or neutral good alignment, the following 
  additional benefits are gained: 
   
   The wearer benefits from the woodland stride class ability 
  whenever walking upon solid ground. 
   
   The dweomer of the shoes grants the wearer a +5 bonus to all 
  dexterity checks made to climb. 
   
  
  Dungeon Master’s Guide    174 
   The wearer gains a +5 bonus to all dexterity checks made to 
  keep his balance or avoid slipping. 
   
  Should the person shod actually be a worshiper of Fharlanghn, then 
  he will also get these additional benefits: 
   
   Becoming lost is impossible for the wearer. 
   
   Nothing walking on the earth can surprise the wearer. 
   
   The wearer’s running speed and base jumping distance is 
  doubled.  As such, his movement rate when running is four times 
  his normal movement rate.  His base jumping distance is equal to 
  his normal movement rate divided by 2.5. 
   
   The wearer gets a +10 bonus to all dexterity checks made to 
  climb (this supersedes the bonus given above). 
   
  At least a dozen pairs of these magical shoes are known to exist in 
  treasure troves. 
  Creation Requirements:  Must worship Fharlanghn and be able to cast 
  freedom of movement and foresight (caster level 17)   
  Purchase Cost: 68,000 gp 
  Creation Cost: 34,000 gp + 13,600 FP 
   
  Shrouds of Disintegration: These burial wrappings look to be made of 
  fine, embroidered materials. When a body is placed inside, a 
  command word will turn it to dust. The magic of the shrouds is usable 
  only once, after which the wrappings become ordinary, fine cloth. 
  Creation Requirements:  Must able to cast disintegrate (caster level 
  15)   
  Purchase Cost: 6,600 gp 
  Creation Cost: 3,300 gp + 13,200 FP 
   
  Slippers of Kicking: The wearer of these magical shoes is empowered 
  to utilize his feet as effective weapons. While wearing the boots the 
  wearer’s kicks deal 1d6 points of damage (the character may choose 
  whether their kicks inflict normal or subdual damage). 
  A monk who wears these boots gains a +1 bonus to their unarmed 
  attack and damage rolls. 
  Creation Requirements:  Must be a monk and be able to cast magic 
  fang or enchanted weapon (caster level 10)   
  Purchase Cost: 2,500 gp 
  Creation Cost: 1,250 gp + 500 FP 
   
  Slippers of Spider Climbing: When worn, a pair of these slippers 
  enables movement on vertical surfaces or even upside down along 
  ceilings, leaving the wearer’s hands free. The movement rate of a 
  spider climbing character is reduced to half of its usual value. Severely 
  slippery surfaces - icy, oiled, or greased surfaces - make these slippers 
  useless. Weight ½ lb. 
  Creation Requirements:  Must able to cast spider climb (caster level 5)   
  Purchase Cost: 12,000 gp 
  Creation Cost: 6,000 gp + 2,400 FP 
   
  Spade of Colossal Excavation: This digging tool is 8’ long with a spade-
  like blade 2’ wide and 3’ long. Any character with 18 strength can use 
  this magical shovel to dig great holes. 1 cubic yard of normal earth 
  can be excavated in 1 minute. Hard pan clay takes twice as long to 
  dig, as does gravel. Loose soil takes only half as long. 
  For every turn the user digs he must rest for 1 hour.   
  Creation Requirements:  Must able to cast animate object (caster 
  level 10)   
  Purchase Cost: 5,000 gp 
  Creation Cost: 2,500 gp + 1,000 FP 
   
  Spoon of Stirring: Appearing as a normal spoon of unremarkable sort, 
  this instrument will radiate alteration magic. Upon being inserted into a 
  container holding a magical potion, the spoon will give off a burst of 
  the alteration sort of magic.  
  The contents of the container will be magically altered into some 
  other sort of potion.  To find out the type of potion produced by the 
  spoon, simply use percentile dice to determine it from POTION table. If 
  the result is the same as the previous contents, then the appearance 
  of the liquid has changed and the strength of the stuff is either twice 
  normal (01-50 on percentile dice) or half normal (51-00 on percentile 
  dice). 
  The spoon may only be once per day and only once per potion. 
  Creation Requirements: Creator must be able to cast major creation 
  or airy water (caster level 10). 
  Purchase Cost: 5,000 gp 
  Creation Cost: 2,500 gp + 1,000 FP 
  Stone Horse: Each item of this nature appears to be a full-sized, 
  roughly hewn statue of a horse, carved from some type of hard stone. 
  A command word brings the steed to life, enabling it to carry a 
  burden and even to attack as if it were a real horse of the 
  appropriate kind. 
  A stone horse can carry 1,000 pounds tirelessly and never needs to 
  rest or feed. Damage dealt to it can be repaired by first using a stone 
  to flesh spell, thus causing the stone horse to become a normal horse 
  that can be healed normally. When fully healed, it automatically 
  reverts to its stone form. While in its stone form, it can be fed gems, 
  healing 1 point of damage for each 50 gp worth of mineral it is given. 
  There are two sorts of stone horses: 
   
   Courser: This item has the statistics of a heavy horse, though its 
  armor class is 20 and it has 50 hit points. 
   
   Destrier: This item has the statistics of a heavy warhorse, though its 
  armor class is 20 and it has 60 hit points. 
   
  Weight 6,000 lb. 
  Creation Requirements:  Must be able to cast flesh to stone and 
  animate objects (caster level 15) 
  Purchase Cost: 12,000 gp (courser) or 15,000 gp (destrier) 
  Creation Cost: 6,000 gp + 2,400 FP (courser) or 7,500 gp + 3,000 FP 
  (destrier) 
   
  Stone of Alarm: This stone cube, when given the command word, 
  affixes itself to any object. If that object is touched thereafter by 
  anyone who does not first speak that same command word, the 
  stone emits a piercing screech for 1 hour that can be heard up to a 
  quarter-mile away (assuming no intervening barriers). Weight 2 lb. 
  Creation Requirements:  Must able to cast alarm (caster level 3)   
  Purchase Cost: 2,700 gp 
  Creation Cost: 1,850 gp + 740 FP 
   
  Stone of Controlling Earth Elementals: A stone of this nature is typically 
  an oddly shaped bit of roughly polished rock. The possessor of such a 
  stone need but utter a few words of summoning, and a 12 hit die 
  elemental comes to the summoner. The summoning words require 1 
  full round to speak, and in all ways the stone functions as the conjure 
  elemental spell. If sand or rough, unhewn stone is the summoning 
  medium, the elemental will be stronger (+2 hit points per hit die). 
  The elemental appears in 1d4 rounds. Only one elemental can be 
  summoned at a time. A new elemental requires a new patch of earth 
  or stone, which cannot be accessed until after the first elemental 
  disappears (is dispelled, dismissed, or slain). Weight 5 lb. 
  Creation Requirements:  Must be able to cast conjure elemental 
  (caster level 12) 
  Purchase Cost: 100,000 gp 
  Creation Cost: 50,000 gp + 20,000 FP 
   
  Stone of Good Luck (Luckstone): This stone is typically a bit of rough 
  polished agate or some similar mineral. Its possessor gains a +1 bonus 
  on all saving throws.  This item may be used in conjunction with items 
  of protection, such as cloaks and rings. 
  Creation Requirements:  Must be able to cast limited wish (caster level 
  13) 
  Purchase Cost: 30,000 gp 
  Creation Cost: 15,000 gp + 6,000 FP 
   
  Stone of Weight (Loadstone): This stone appears to be a dark, 
  smoothly polished stone. It increases the encumbrance category of its 
  carrier by one category (i.e. from a light to a medium load).  Once 
  picked up, the stone cannot be disposed of by any non-magical 
  means - if it is thrown away or smashed, it reappears somewhere on 
  his person. If a remove curse spell is cast upon a loadstone, the item 
  may be discarded normally and no longer haunts the individual. 
  Creation Requirements:  Must be able to cast curse (caster level 5) 
  Purchase Cost: 1,500 gp 
  Creation Cost: 750 gp + 300 FP 
   
  Tome of Clear Thought: This heavy book contains instruction on 
  improving memory and logic, but entwined within the words is a 
  powerful magical effect. If anyone reads this book, which takes a total 
  of 48 hours over a minimum of six days, he gains a bonus of +1 to his 
  Intelligence score. Once the book is read, the magic disappears from 
  the pages and it becomes a normal book. Weight 5 lb. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 50,000 gp 
  
  Dungeon Master’s Guide    175 
   
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Tome of Leadership and Influence: This ponderous book details 
  suggestions for persuading and inspiring others, but entwined within the 
  words is a powerful magical effect. If anyone reads this book, which 
  takes a total of 48 hours over a minimum of six days, he gains a bonus of 
  +1 to his Charisma score. Once the book is read, the magic disappears 
  from the pages and it becomes a normal book. Weight 5 lb. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Tome of Understanding: This thick book contains tips for improving 
  instinct and perception, but entwined within the words is a powerful 
  magical effect. If anyone reads this book, which takes a total of 48 
  hours over a minimum of six days, he gains an inherent bonus of +1 to his 
  Wisdom score. Once the book is read, the magic disappears from the 
  pages and it becomes a normal book.  Weight 5 lb. 
  Creation Requirements:  Must be able to cast wish or miracle (caster 
  level 17)   
  Purchase Cost: 50,000 gp 
  Creation Cost: 25,000 gp + 10,000 FP 
   
  Vacuous Grimoire: A book of this sort looks like a normal one on some 
  mildly interesting topic. Any character who opens the work and reads 
  so much as a single word therein must make two intelligence saves at 
  -20. The first is to determine if the reader takes 1 point of permanent 
  Intelligence drain. The second is to find out if the reader takes 2 points 
  of permanent Wisdom drain. To destroy the book, a character must 
  burn it while casting remove curse. If the grimoire is placed with other 
  books, its appearance instantly alters to conform to the look of those 
  other works.  Weight 5 lb. 
  Creation Requirements:  Must be able to cast curse and feeblemind 
  (caster level 20)   
  Purchase Cost: 21,000 gp 
  Creation Cost: 11,500 gp + 4,600 FP 
   
  Vest of Escape: Hidden within secret pockets of this simple silk vest are 
  lockpicks and tools that provide a +2 bonus to all checks made to 
  disable devices. The vest also grants its wearer a +5 bonus on all 
  dexterity checks made to escape from bonds or constriction of any 
  sort.  
  Creation Requirements:  Caster must be a thief.  Must be able to cast 
  grease (caster level 5) 
  Purchase Cost: 5,000 gp 
  Creation Cost: 2,500 gp + 1,000 FP 
   
  Vestment, Druid’s: This light garment is worn over normal clothing or 
  armor. Most such vestments are green, embroidered with plant or 
  animal motifs. When this item is worn by a character with the totem 
  shape ability, the character can use that ability one additional time 
  each day. 
  Creation Requirements:  Caster must be a druid with the totem shape 
  ability. 
  Purchase Cost: 10,000 gp 
  Creation Cost: 5,000 gp + 2,000 FP 
   
  Well of Many Worlds: This strange, interdimensional device looks just 
  like a portable hole. Anything placed within it is immediately cast to 
  another world—a parallel world, another planet, or a different plane 
  (chosen randomly). If the well is moved, the random factor again 
  comes into play. It can be picked up, folded, or rolled, just as a 
  portable hole can be. Objects from the world the well touches can 
  come through the opening just as easily as from the initiating place. (It 
  is a two-way portal.) 
  Creation Requirements:  Caster must be able to cast gate (caster 
  level 17). 
  Purchase Cost: 80,000 gp 
  Creation Cost: 40,000 gp + 16,000 FP 
   
  Wind Fan: A wind fan appears to be nothing more than a wood and 
  papyrus or cloth instrument with which to create a cooling breeze. By 
  uttering the command word, its possessor causes the fan to generate 
  air movement duplicating a gust of wind spell. The fan can be used 
  once per day with no risk. If it is used more frequently, there is a 20% 
  cumulative chance per usage during that day that the device tears 
  into useless, non-magical tatters. 
  Creation Requirements:  Caster must be able to cast gust of wind 
  (caster level 5). 
  Purchase Cost: 5,500 gp 
  Creation Cost: 2,750 gp + 1,100 FP 
   
  Wings of Flying: A pair of these wings might appear to be nothing 
  more than a plain cloak of old, black cloth, or they could be as 
  elegant as a long cape of blue feathers. When the wearer speaks the 
  command word, the cloak turns into a pair of bat or bird wings that 
  empower him to fly with at a 12” movement rate (maneuverability 
  class B) for 1 hour.  The user must rest for 1 hour for each hour of flight. 
  Weight 2 lb. 
  Creation Requirements:  Caster must be able to cast fly (caster level 
  10). 
  Purchase Cost: 55,000 gp 
  Creation Cost: 27,500 gp + 11,000 FP 
   
  Zagyg’s Flowing Flagon: This magical drinking vessel appears to be 
  nothing more than a rather well-made figure, usually of nickel-silver, 
  with some fair amount of engraving and bas-relief sculptures 
  depicting grapes, vines, wine cellars, drinking, etc.  
  Somewhere on the vessel will be a line of magical writing - the words 
  of a toast. The first individual to pick up the flagon will be able to read 
  what is written, but no other can do so, normally or magically, until 
  they become the owner of the vessel. The toast phrase is read to 
  activate the flagon (this takes one round) - and each time it is 
  activated, the phrase changes.  
  Recitation of the magical toasting words causes the flagon to fill with 
  good-tasting, but rather weak, wine. Each time thereafter that the 
  flagon is drained, it refills itself with better-tasting, and more potent, 
  liquid:   
  1. 
  A weak wine with 6% alcohol content   
  2. 
  A rich wine with 12% alcohol content 
  3. 
  A fortified wine with 18% alcohol content 
  4. 
  A port-like wine with 24% alcohol content 
  5. 
  A near-liquor of some 40% alcoholic content 
  6. 
  A brandy-like liquid of nearly 80% alcohol  
  The typical flagon contains about 1 pint of liquid.  Any creature who 
  repeatedly partakes of the flagon may make a perception checks 
  (with a -10 penalty) to notice the increase in potency from one 
  draught to the next.  Thus, unsuspecting drinkers are quickly and easily 
  made intoxicated and possibly brought to stupor from the contents of 
  the flagon. The container is usable a maximum of three times per day. 
  Creation Requirements:  Caster must be able to cast confusion (caster 
  level 9). 
  Purchase Cost: 75,000 gp 
  Creation Cost: 37,500 gp + 15,000 FP 
   
  Zagyg’s Spell Component Case: This item appears to be a normal belt 
  pouch of unremarkable sort, although it will radiate a faint magic 
  aura if such is detected for.  
  An arcane caster possessing this pouch simply thinks of the material 
  components desired for a certain spell, and they will appear in the 
  pouch. If these components are not used within 1 round after they 
  appear, they immediately disappear, and that usage of the pouch 
  becomes wasted. If the components are employed in spell casting, 
  they likewise immediately disappear as soon as the spell is cast.  
  Expensive material components (those worth 5 or more gold pieces) 
  may not be called forth from the pouch. 
  Creation Requirements:  Caster must be able to cast Leomund’s 
  secret chest (caster level 10). 
  Purchase Cost: 15,000 gp 
  Creation Cost: 7,500 gp + 3,000 FP 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    176 
  ARMOR & SHIELDS 
  Magical armor is always of exceptional quality.  As is the case with all 
  exceptional armor, magical armor weighs less than usual and has its 
  weight better distributed (see page 46 for more details on 
  exceptional armor).  
  75% of all magical armor found is sized to fit Medium-sized 
  characters, magically altering itself to perfectly fit its wearer, while 
  25% is sized to fit Small characters.  
  Unless noted in the armor or shield description 95% of all randomly 
  generated armor and shields are made of normal materials (leather, 
  steel and/or wood).  5% are made from special materials, such as 
  bronzewood, dragonhide, adamantite, mithral, or glassteel (see 
  SPECIAL MATERIALS on page 47 for more information).  Armor with a 
  +4 bonus must be made from special meteorite iron steel, while +5 
  armor is made from adamantite alloyed steel.   
   
  Using Magic Armor & Shields:  Magical armor and shields simply have 
  to be worn in order to be activated. Unless stated otherwise, magical 
  armor operates continuously and requires neither thought nor action 
  on the part of its owner.  
  Some magical armors have abilities that must be activated.  
  Although this activation sometimes requires a command word, 
  usually it means mentally willing the activation to happen. The 
  description of an item states whether a command word is needed in 
  such a case.  
  The magical bonus of armor is added to its base AC Bonus, so that 
  chainmail +3 (for example) has an armor class bonus of +7, while a 
  small steel shield +3 has an armor class bonus of +4.  Rings and cloaks 
  of protection, as well as protection from evil spells do not work in 
  conjunction with magical armor or shields to raise their wearer’s AC.  
  The highest magical bonus, or combined bonus (in the case of armor 
  and shield), to AC is used when magical armor and magical 
  “protection” items or spells are employed by the same individual.  
   
  d% roll 
  results 
  01-03 
  banded mail +1 
  04-05 
  banded mail +2 
  06 
  banded mail +3 
  07 
  banded mail +4 
  08 
  banded mail of luck 
  09-14 
  chainmail +1 ^ 
  15-18 
  chainmail +2 ^ 
  19-20 
  chainmail +3 ^ 
  21 
  chainmail +4 ^ 
  22 
  chainmail +5 ^ 
  23-25 
  chain shirt +1 ^ 
  26-27 
  chain shirt +2 ^ 
  28 
  chain shirt +3 ^ 
  29 
  chain shirt +4 ^ 
  30 
  celestial chainmail 
  31 
  demon armor 
  32-33 
  full plate +1 
  34-35 
  full plate +2 
  36 
  full plate +3 
  37 
  full plate +4 
  38 
  full plate +5 
  39 
  full plate of arrow attraction 
  40 
  full plate of command 
  41 
  full plate of the deep 
  42 
  full plate of rage 
  43 
  full plate of speed 
  44-50 
  leather armor +1 
  51-52 
  leather armor +2 
  53 
  padded armor +1 
  54-57 
  platemail +1 
  58-59 
  platemail +2 
  60-61 
  platemail +3 
  62 
  platemail +4 
  63 
  platemail +5 
  64 
  platemail of etherealness 
  65 
  platemail of vulnerability 
  66-68 
  ringmail +1 
  69-70 
  ringmail +2 
  71-72 
  scalemail +1 
  73-74 
  scalemail +2 
  75 
  scalemail +3 
  76-77 
  splint mail +1 
  78-79 
  splint mail +2 
  80 
  splint mail +3 
  81 
  splint mail +4 
  82-85 
  studded leather +1** 
  86-87 
  studded leather +2** 
  88-92 
  shield +1** 
  93-95 
  shield +2** 
  96-97 
  shield +3** 
  98 
  shield +4** 
  99 
  shield +1, +4 versus missiles 
  00 
  shield -1, missile attractor 
  * appears to be standard, beneficial armor 
  ^  5% of magical chain armor found is elfin chain.  See the elfin 
  chainmail or elfin chain shirt description if elfin chain is indicated. 
  ** See the shields entry below for more information. 
   
  Creating Magical Armor & Shields: To create magic armor, a 
  character needs a heat source and some iron, wood, or 
  leatherworking tools. He also needs a supply of materials, the most 
  obvious being the armor or the pieces of the armor to be assembled. 
  Armor to be made into magic armor must be exceptional armor, 
  and the cost of this armor is added to the creation cost of the 
  enchantment to determine final market value. Additional magic 
  supplies costs for the materials are subsumed in the cost for creating 
  the magic armor. 
  Creating magic armor has a special prerequisite: The creator’s caster 
  level must be at least 9 + the magical bonus of the armor. Note that 
  no suit of armor or shield may have a bonus greater than +5 and 
  non-metal armor or shields may not have a bonus greater than +2.  
  Armor with a +4 bonus is of special meteorite iron steel, while +5 
  armor is made from adamantite alloyed steel.   
  If spells are involved in the prerequisites for making the armor, the 
  creator must have prepared the spells to be cast, must provide any 
  material components the spells require, and must pay any XP costs 
  required for the spells. The act of working on the armor triggers the 
  prepared spells, making them unavailable for casting during each 
  day of the armor’s creation. (That is, those spell slots are expended 
  from his currently prepared spells, just as if they had been cast.)  
  Creating some armor may entail other prerequisites beyond or other 
  than spellcasting. See the individual descriptions for details. 
  Enchanting exceptional armor requires one day for each 1,000 gp of 
  the creation cost.   
   
  magical bonus 
  magic armor creation cost* 
  minimum 
  caster level 
  +1 
  1,000 gp + 400 FP 
  10 
  +2 
  4,000 gp + 1,600 FP 
  11 
  +3 
  9,000 gp + 3,600 FP 
  12 
  +4 
  16,000 gp + 6,400 FP 
  13 
  +5 
  25,000 gp + 10,000 FP 
  14 
  * not including the cost of the exceptional armor or shield 
   
  magical bonus 
  magic armor purchase price* 
  minimum 
  caster level 
  +1 
  2,000 gp 
  10 
  +2 
  8,000 gp 
  11 
  +3 
  18,000 gp 
  12 
  +4 
  32,000 gp 
  13 
  +5 
  50,000 gp 
  14 
  * not including the cost of the exceptional armor or shield 
   
  Standard Armor & Shields 
  The following suits of armor and shields represent those typically found 
  by adventurers or created by spellcasters: 
   
  Banded Mail of Luck: Ten 100 gp gems adorn this +3 banded mail. 
  Once per week, the armor allows its wearer to require that an attack 
  roll made against him be rerolled. He must take whatever 
  consequences come from the second roll. The wearer’s player must 
  decide whether to have the attack roll rerolled before damage is 
  rolled. 
  Creation Requirements:  Must be able to cast bless (caster level 12) 
  Purchase Cost: 27,000 gp* 
  Creation Cost: 13,500 gp* + 5,400 FP 
   
  Celestial Chainmail: This bright silver or gold +3 chainmail is so fine 
  and light that it can be worn under normal clothing without 
  
  Dungeon Master’s Guide    177 
   
  betraying its presence. It is considered light armor for the purposes of 
  encumbrance and may be worn by all proficient in the use of light 
  armor. 
  It weighs only 20 pounds, and it allows the wearer to use fly on 
  command (as the spell) once per day for up to 5 minutes (30 rounds). 
  Creation Requirements:  Must be able to cast fly (caster level 5), must 
  be created by a caster of 14th level or greater 
  Purchase Cost: 50,000 gp* 
  Creation Cost: 25,000 gp* + 10,000 FP 
   
  Demon Armor: This plate armor is fashioned to make the wearer 
  appear to be a demon. The helmet is shaped to look like a horned 
  demon head, and its wearer looks out of the open, tooth-filled 
  mouth. This +4 full plate allows the wearer to make claw attacks that 
  deal 1d10 points of damage, strike as +1 weapons, and afflict the 
  target as if he had been struck by a cause disease spell (a 
  constitution save at -13 negates). Use of cause disease requires a 
  normal melee attack with the claws. The “claws” are built into the 
  armor’s vambraces and gauntlets.  
  The armor drains 1 level from any non-evil creature wearing it. This 
  drained level persists as long as the armor is worn and disappears 
  when the armor is removed. The drained level never results in actual 
  level loss, but it cannot be overcome in any way (including 
  restoration spells) while the armor is worn. 
  Creation Requirements:  Must be able to cast cause disease (caster 
  level 13) 
  Purchase Cost: 100,000 gp* 
  Creation Cost: 50,000 gp* + 20,000 FP 
   
  Elfin Chainmail:  This extremely light chainmail is made of very fine 
  mithral links (see SPECIAL MATERIALS on page  47 for more details). It is 
  considered to be light armor and weighs 15 pounds (rather than 17½ 
  lbs) due to elven expertise in working with this rare metal.  This armor is 
  so fine and non-encumbering that arcane spellcasters trained in the 
  use of light armor (such as fighter/magic-users) may cast spells in elfin 
  chain without impairment.  The cost of unenchanted elfin chainmail is 
  4,500gp, though such armor is exceedingly rare and rarely offered to 
  non-elves.   
  Creation Requirements:  Must be elven. 
   
  Elfin Chain Shirt:  This extremely light chain shirt is made of very fine 
  mithral links (see SPECIAL MATERIALS on page 47 for more details). It is 
  considered to be light armor and weighs 10 pounds (rather than 12½ 
  lbs) due to elven expertise in working with this rare metal.  This armor is 
  so fine and non-encumbering that arcane spellcasters trained in the 
  use of light armor (such as fighter/magic-users) may cast spells in elfin 
  chain without impairment.  The cost of an unenchanted elfin chain shirt 
  is 2,750gp, though such armor is exceedingly rare and rarely offered to 
  non-elves.   
  Creation Requirements:  Must be elven 
   
  Full Plate of Arrow Attraction: Magical analysis indicates that this 
  armor is a normal suit of +3 full plate. However, the armor is cursed. It 
  works normally with regard to melee attacks but actually serves to 
  attract ranged weapons. The wearer takes a –15 penalty to AC 
  against any attack by a ranged weapon. The true nature of the 
  armor does not reveal itself until the character is fired upon in 
  earnest. 
  Creation Requirements:  Must be able to cast curse (caster level 12) 
  Purchase Cost: 15,000 gp* 
  Creation Cost: 7,500 gp* + 3,000 FP 
   
  Full Plate of Command: This finely crafted +2 full plate radiates a 
  powerful aura of magic. When worn, the armor bestows a dignified 
  and commanding aura upon its owner. The wearer gains a +2 bonus 
  on all charisma ability checks, including saves.  
  Friendly troops within 360’ of the user become braver than normal 
  (+2 to all charisma saves versus fear). Since the effect arises in great 
  part from the distinctiveness of the armor, the wearer cannot hide or 
  conceal himself in any way and still have the effect function. 
  Creation Requirements:  Must be able to cast mass charm (caster 
  level 15) 
  Purchase Cost: 50,000 gp* 
  Creation Cost: 25,000 gp* + 10,000 FP 
   
  Full Plate of the Deep: This +1 full plate is decorated with a wave and 
  fish motif. The wearer of plate armor of the deep is treated as 
  unarmored when making strength checks to swim. The wearer can 
  breathe underwater and can converse with any creature with a 
  language that breathes water. 
  Creation Requirements:  Must be able to cast freedom of movement 
  (caster level 11) 
  Purchase Cost: 50,000 gp* 
  Creation Cost: 25,000 gp* + 10,000 FP 
   
  Full Plate of Rage: This armor is similar in appearance to armor of 
  command and functions as a suit of +1 full plate. However, when it is 
  worn, the armor causes the character to take a –2 penalty to all 
  charisma checks made to influence others. All unfriendly characters 
  within 300’ have a +1 bonus on attack rolls against him.  
  The effect is not noticeable to the wearer or those affected. (In other 
  words, the wearer does not immediately notice that donning the 
  armor is the cause of his problems, nor do foes understand the 
  reason for the depth of their enmity. 
  Creation Requirements:  Must be able to cast curse (caster level 10) 
  Purchase Cost: 2,000 gp* 
  Creation Cost: 1,000 gp* + 400 FP 
   
  Full Plate of Speed: The wearer of this fine set of +1 mithral full plate 
  can act as though affected by a haste spell for up to 10 rounds each 
  day. The haste effect need not be used in consecutive rounds and 
  requires no time to activate each round (though the wearer must 
  declare when they are activating or deactivating the haste effect). 
  This armor is considered medium armor for the purposes of 
  encumbrance and weighs 25 pounds. 
  Creation Requirements:  Must be able to cast haste (caster level 10) 
  Purchase Cost: 50,000 gp* 
  Creation Cost: 25,000 gp* + 10,000 FP 
   
  Platemail of Etherealness: Platemail of etherealness is seemingly 
  normal +5 armor, but if a command word is spoken, the suit enables 
  its wearer and all non-living items he wears and carries to become 
  ethereal, as per the ethereal jaunt spell, once per day. 
  The character can remain ethereal for as long as desired, but once 
  he returns to normal, he cannot become ethereal again that day. 
  Creation Requirements:  Must be able to cast ethereal jaunt (caster 
  level 13), creator must be 14th level or greater 
  Purchase Cost: 150,000 gp* 
  Creation Cost: 75,000 gp* + 30,000 FP 
   
  Platemail of Vulnerability: This armor appears to every test to be 
  magical +1 armor, but it is actually cursed platemail that provides no 
  protection to its wearer. 
  Creation Requirements:  Must be able to cast curse (caster level 10) 
  Purchase Cost: 2,000 gp* 
  Creation Cost: 1,000 gp* + 400 FP 
   
  Shields, Magical:  Half of all magical shields discovered are large 
  shields and half are small shields.  Shields with a +1 or +2 bonus may 
  be wooden (50%) or steel (50%), while those with a +3 or +4 bonus 
  are always steel shields. 
   
  Shield, Large, + 1, +4 versus Missiles:  This large steel shield provides a 
  higher, +4, bonus to armor class  when brought to bear against 
  missile attacks.  It negates all magic missile attacks targeting the 
  shield’s bearer.  These bonuses do not apply against attacks 
  originating from behind the character, as shields offer no protection 
  against rear attacks (PHB, p. 57). 
  Creation Requirements:  Must be able to cast shield (caster level 10) 
  Purchase Cost: 18,000 gp* 
  Creation Cost: 9,000 gp* + 3,600 FP   
   
  Shield -1, Missile Attractor:  This cursed buckler (small steel shield) not 
  only makes the bearer equivalent to a shieldless person, it also 
  attracts missiles of all sorts to itself.  The wearer takes a –15 penalty to 
  AC against any attack by a ranged weapon. The true nature of the 
  armor does not reveal itself until the character is fired upon in 
  earnest. 
  Creation Requirements:  Must be able to cast curse (caster level 12) 
  Purchase Cost: 8,000 gp* 
  Creation Cost: 4,000 gp* + 1,600 FP 
   
   
   
  
  Dungeon Master’s Guide    178 
  WEAPONS 
  Magic weapons have bonuses ranging from +1 to +5. They apply 
  these bonuses to both attack and damage rolls when used in 
  combat. All magic weapons must be exceptional weapons.  
  Exceptional weapons normally grant their wielder a +1 bonus to 
  attack rolls but lose this bonus when enchanted, as the magical 
  bonuses (or penalties, in the case of cursed weapons) supersede the 
  exceptional weapon attack roll bonus. 
  Unless noted in the weapon description 95% of all randomly 
  generated weapons are made of normal materials (steel and/or 
  wood).  5% are made from special materials, such as cold-iron, 
  bronzewood, adamantite, mithral, glassteel or silvered-steel (see 
  SPECIAL MATERIALS on page 47 for more information).  Weapons with 
  a +4 bonus must be forged from special meteorite iron steel, while +5 
  weapons are made from adamantite alloyed steel.   
   
  d% roll 
  results 
  01-28 
  roll on the miscellaneous weapon subtable a 
  29-56 
  roll on the miscellaneous weapon subtable b 
  57-00 
  roll on the sword subtable 
   
  miscellaneous weapon subtable a 
   
  d% roll 
  results 
  01-05 
  arrows +1, 4d6 in number 
  06-08 
  arrows +2, 4d6 in number  
  09 
  arrows +3, 4d6 in number  
  11 
  arrows of slaying, 4d6 in number  
  12 
  arrows of sleep, 4d6 in number 
  13-16 
  axe, +1 ^ 
  17-19 
  axe +2 ^ 
  20-21 
  axe +3 ^ 
  22 
  axe of hurling 
  23 
  axe, life-drinker 
  21-24 
  bolts, +1, 4d6 in number 
  25-27 
  bolts, +2, 4d6 in number 
  28 
  bolts, +3, 4d6 in number 
  29-33 
  bow +1 ^ 
  34-37 
  bow +2 ^ 
  38-41 
  bullets, sling +1, 4d6 in number 
  42-44 
  bullets, sling +2, 4d6 in number 
  45 
  bullets, sling +3, 4d6 in number 
  46 
  bullets, sling, of impact, 4d6 in number 
  47-51 
  crossbow +1 ^ 
  52-55 
  crossbow +2 ^ 
  56 
  crossbow of accuracy ^ 
  57 
  crossbow of distance ^ 
  58 
  crossbow of speed ^ 
  59-63 
  dagger +1 
  64-66 
  dagger +1, +3 vs. small humanoids & demihumans 
  66-67 
  dagger +1, +3 vs. large humanoids & giants 
  68-70 
  dagger +2 
  71 
  dagger +2, longtooth 
  72-73 
  dagger +3 
  74 
  dagger of throwing  
  75 
  dagger of venom 
  76-79 
  dart +1 
  80-82 
  dart +2 
  83-84 
  dart +3 
  85 
  dart of homing 
  86 
  dart of the hornet’s nest 
  87-89 
  flail +1 ^ 
  90-91 
  flail +2 ^ 
  92-95 
  hammer +1 ^ 
  96-98 
  hammer +2 ^ 
  99-00 
  hammer +3 ^ 
  * appears to be a standard, beneficial weapon 
  ^ see the item description for more details 
   
  miscellaneous weapon subtable b 
   
  d% roll 
  Results 
  01 
  hammer +3, dwarven thrower 
  02 
  hammer +4 ^ 
  03 
  hammer of thunderbolts 
  04-07 
  javelin +1 
  08-10 
  javelin +2 
  11 
  javelin +3 
  12 
  javelin of lightning 
  13 
  javelin of piercing 
  14-18 
  lance +1 ^ 
  19-21 
  lance +2 ^ 
  22-26 
  mace +1 ^ 
  27-29 
  mace +2 ^ 
  30-31 
  mace +3 ^ 
  32 
  mace of disruption 
  33 
  mace of terror 
  34-37 
  morningstar +1 
  38-39 
  morningstar +2 
  40 
  net of snaring 
  41-44 
  pick +1 ^ 
  45-46 
  pick +2 ^ 
  47-51 
  polearm +1 ^ 
  52-54 
  polearm +2 ^ 
  55-58 
  quarterstaff +1 
  59-61 
  quarterstaff +2 
  62 
  quarterstaff, bronzewood, +3 
  63-65 
  scythe +1 
  66-67 
  scythe +2 
  68-70 
  sickle +1 
  71-72 
  sickle +2 
  73-74 
  sling +1 
  75 
  sling of seeking 
  76-79 
  spear +1 ^ 
  80-82 
  spear +2 ^ 
  83 
  spear +3 ^ 
  84-85 
  spear, cursed backbiter ^* 
  86 
  staff-mace 
  87 
  staff-sling 
  88 
  staff-spear 
  89-91 
  trident +1 
  92-93 
  trident +2 
  94 
  trident (military fork) +3  
  95 
  trident of fish command 
  96 
  trident of submission 
  97 
  trident of warning 
  98 
  trident of yearning * 
  99-00 
  whip +1 
  * appears to be a standard, beneficial weapon 
  ^ see the item description for more details 
   
  
  Dungeon Master’s Guide    179 
   
  sword subtable ¥ 
   
  d% roll 
  results 
  01-25 
  sword +1 ^  
  26-29 
  sword +1, flame-tongue ^ 
  30 
  sword +1, luck blade ^ 
  31-34 
  sword +1, +3 vs. lycanthropes & shape-changers ^ 
  35-38 
  sword +1, +3 vs. magic-using & enchanted creatures ^ 
  39-42 
  sword +1, +3 vs. regenerating creatures ^ 
  43-46 
  sword +1, +3 vs. reptiles ^ 
  47-56 
  sword +2 ^ 
  57-58 
  sword +2, dragon slayer ^ 
  59-60 
  sword +2, giant slayer ^ 
  61-62 
  sword +2, nine-lives stealer ^ 
  63-67 
  sword +3 ^ 
  68-69 
  sword +3, frost brand ^ 
  70-72 
  sword +4 ^ 
  73 
  sword +4, defender ^ 
  74-75 
  sword +5 ^ 
  76 
  sword +5, defender ^ 
  77 
  sword +5, holy avenger ^ 
  78 
  hornblade 
  79-81 
  sun sword 
  82 
  sword, broad, “Final Word” type 
  83-84 
  sword of dancing ^ 
  85 
  sword of life stealing ^ 
  86-87 
  sword of the planes ^ 
  88-89 
  sword of sharpness ^ 
  90-91 
  sword of subtlety ^ 
  92-93 
  sword of wounding ^ 
  94-96 
  sword, short, of quickness 
  97 
  sword, vorpal weapon ^ 
  98 
  sword +1,  cursed* ^ 
  99 
  sword +2, cursed berserking* ^ 
  00 
  sword -2, cursed* ^ 
   
  ¥ may be intelligent, see page 180 and pages 102-103. 
  * appears to be a standard, beneficial weapon 
  ^ roll a d20 to determine the type of sword, unless the description 
  indicates otherwise:  [1-9] longswords [10-13], broadsword, [14] 
  scimitar, [15-17] short sword, [18] bastard sword, [19-20] two-
  handed sword.  
   
  Using Magic Weapons:  All magic weapons receive their stated bonus 
  to both attack and damage roll. The special features of listed weapons 
  are described below in the Weapon Special Abilities or the relevant  
  weapon (Miscellaneous or Sword) section.  
  Most swords and daggers (75%) of magical nature shed light, equal to 
  that produced by the light spell, when drawn from their scabbard. 
  Exceptions to this include Flame Tongue, Frost Brand, Holy Avenger, Life 
  Stealing and Sharpness swords.  This light may not be dimmed by 
  weapon’s wielder.  
  Magic arrows, bolts and sling bullets which miss their target are 50% likely 
  to be broken or otherwise rendered useless. All that hit are destroyed.  
   
  Magic Weapon Creation:  To create a magic weapon, a character 
  needs a heat source and some iron, wood, or leatherworking tools. He 
  also needs a supply of materials, the most obvious being the weapon or 
  the pieces of the weapon to be assembled. Only an exceptional 
  weapon can become a magic weapon, and the exceptional weapon 
  cost is added to the total cost to determine final market value. 
  Additional magic supplies costs for the materials are subsumed in the 
  cost for creating the magic weapon according to the weapon’s total 
  effective bonus. 
  Creating a magic weapon has a special prerequisite: The creator’s 
  caster level must be at least 9 + the magical bonus (or equivalent 
  bonus) of the weapon.  A magic weapon must have at least a +1 bonus 
  to have any of the abilities listed on the Weapon Special Ability Table.  
  Note that no magic weapon may have a bonus greater than +5, 
  though it may have an equivalent bonus of +6 or greater due to Special 
  Abilities, and a weapon that is not forged from steel or fashioned from 
  bronzewood may not have a bonus (excluding equivalent bonuses due 
  to Special Abilities) greater than +2.  Weapons with a +4 bonus must be 
  forged from special meteorite iron steel, while +5 weapons are made 
  from adamantite alloyed steel.   
  If spells are involved in the prerequisites for making the weapon, the 
  creator must have prepared the spells to be cast but need not provide 
  any material components the spells require, nor are any XP costs 
  inherent in a prerequisite spell incurred in the creation of the item. The 
  act of working on the weapon triggers the prepared spells, making 
  them unavailable for casting during each day of the weapon’s 
  creation. (That is, those spell slots are expended from his currently 
  prepared spells, just as if they had been cast.) 
  At the time of creation, the creator must decide if the weapon glows or 
  not as a side-effect of the magic imbued within it. This decision does not 
  affect the price or the creation time, but once the item is finished, the 
  decision is binding. 
  Creating some weapons may entail other prerequisites beyond or other 
  than spellcasting. See the individual descriptions for details.  Creating 
  magical armor costs half the Purchase Cost listed, +1 FP for every 2 ½ gp 
  of its creation cost.  Crafting a magic weapon requires one day for 
  each 1,000 gp value of the creation cost. 
   
  magical bonus  
  or equivalent 
  magic weapon 
  creation cost* 
  minimum 
  caster level 
  +1 
  1,000 gp + 400 FP 
  10 
  +2 
  4,000 gp + 1,600 FP 
  11 
  +3 
  9,000 gp + 3,600 FP 
  12 
  +4 
  16,000 gp + 6,400 FP 
  13 
  +5 
  25,000 gp + 10,000 FP 
  14 
  +6ˆ 
  36,000 gp + 14,400 FP 
  15 
  +7ˆ 
  49,000 gp + 19,600 FP 
  16 
  +8ˆ 
  64,000 gp + 25,600 FP 
  17 
  +9ˆ 
  81,000 gp + 32,400 FP 
  18 
  +10ˆ 
  100,000 gp + 40,000 FP 
  19 
   
  magical bonus  
  or equivalent 
  magic weapon 
  purchase cost* 
  minimum 
  caster level 
  +1 
  2,000 gp 
  10 
  +2 
  8,000 gp 
  11 
  +3 
  18,000 gp 
  12 
  +4 
  32,000 gp 
  13 
  +5 
  50,000 gp 
  14 
  +6ˆ 
  72,000 gp 
  15 
  +7ˆ 
  98,000 gp 
  16 
  +8ˆ 
  128,000 gp 
  17 
  +9ˆ 
  162,000 gp 
  18 
  +10ˆ 
  200,000 gp 
  19 
  * not including the cost of the exceptional weapon.  The cost 
  listed above is for 1 weapon or for 50 arrows, bolts or bullets.  
  ˆ a weapon can’t actually have a bonus higher than +5.   Use 
  these lines to determine price when special abilities are added in. 
   
   
   
  special ability 
  creation cost 
  modifier1 
  notes 
  bane 
  +1 bonus 
   
  brilliant energy 
  +4 bonus 
  see below 
  dancing 
  +4 bonus 
   
  defending 
  +1 bonus 
   
  disruption 
  +2 bonus 
  bludgeoning weapons only 
  distance 
  +1 bonus 
  ranged weapons only 
  flaming 
  +1 bonus 
   
  frost 
  +1 bonus 
   
  ghost touch  
  +1 bonus 
   
  holy/unholy 
  +2 bonus 
   
  intelligence 
  see page 102 
   
  merciful 
  +1 bonus 
   
  returning 
  +1 bonus 
  thrown weapons only 
  seeking 
  +1 bonus 
  ranged weapons only 
  shock 
  +1 bonus 
   
  speed 
  +3 bonus 
   
  spell storing 
  +1 bonus 
   
  thundering 
  +1 bonus 
   
  vorpal 
  +5 bonus 
  slashing weapons only 
  wounding 
  +2 bonus 
   
  1 add to the magical bonus or equivalent on the tables above to 
  determine the creation and purchase costs 
   
  Weapon Special Abilities 
   
  Bane: A bane weapon excels at attacking one type of creature 
  (humans, dragons, ghouls, etc). Against its designated foe, its 
  effective bonus is +2 better than its normal bonus and the weapon 
  deals double damage.  Bows, crossbows, and slings so crafted bestow 
  the bane quality upon their ammunition.  
   
  
  Dungeon Master’s Guide    180 
  Brilliant Energy: A brilliant energy weapon has its significant portion 
  transformed into light, although this does not modify the item’s weight. 
  It always gives off light as a torch (30’ radius). A brilliant energy 
  weapon ignores non-living matter. Armor bonuses to AC do not count 
  against it because the weapon passes through armor, though 
  dexterity and magical bonuses still apply. 
  A brilliant energy weapon cannot harm undead, animated creatures, 
  and objects. This property can only be applied to melee weapons, 
  thrown weapons, and ammunition. 
  Creation Requirements:  Creator must be able to cast a plane shift, 
  ethereal jaunt, or etherealness 
   
  Dancing: A dancing weapon can be loosed to attack on its own. It 
  fights for 4 rounds, using the combat abilities of the one who loosed it, 
  and then drops. While dancing the person who activated it is not 
  considered armed with the weapon. In all other respects, it is 
  considered wielded or attended by the creature for all maneuvers 
  and effects that target items.  
  The dancing weapon accompanies the person who activated it 
  everywhere, whether he moves by physical or magical means. If the 
  wielder who loosed it has an unoccupied hand, he can automatically 
  grasp it while it is attacking; when so retrieved the weapon can’t 
  dance (attack on its own) again for 4 rounds. 
  Creation Requirements: Creator must be able to cast animate object 
   
  Defending: A defending weapon allows the wielder to transfer some 
  or all of the sword’s bonus to his AC. Each round the wielder chooses 
  how to allocate the weapon’s bonus before using the weapon, and 
  the effect to AC lasts until his next turn. 
  Creation Requirements: Creator must be able to cast shield or shield 
  of faith 
   
  Disruption: A weapon of disruption is the bane of all undead. Any 
  undead creature struck in combat must succeed on a charisma save 
  with a –10 penalty or be destroyed. A weapon of disruption must be a 
  bludgeoning weapon. (If you roll this property randomly for a piercing 
  or slashing weapon, reroll.) 
  Creation Requirements: Creator must be able to cast heal 
   
  Distance: This property can only be placed on a ranged weapon. A 
  weapon of distance has double the range increment of other 
  weapons of its kind. 
  Creation Requirements: Creator must be able to cast clairvoyance 
   
  Flaming: Upon command, a flaming weapon is sheathed in fire. The 
  fire does not harm the wielder. The effect remains until another 
  command is given. A flaming weapon deals an extra 3 points of fire 
  damage on a successful hit. Bows, crossbows, and slings so crafted 
  bestow the fire energy upon their ammunition. 
  Creation Requirements: Creator must be able to cast a fire-based 
  spell of 3rd level or higher, such as fireball or flamestrike 
   
  Frost: Upon command, a frost weapon is sheathed in icy cold. The 
  cold does not harm the wielder. The effect remains until another 
  command is given. A frost weapon deals an extra 3 points of cold 
  damage on a successful hit. Bows, crossbows, and slings so crafted 
  bestow the cold energy upon their ammunition. 
  Creation Requirements: Creator must be able to cast an ice or cold 
  spell of 3rd level or higher, such as sleet storm or cold of cold 
   
  Ghost Touch: A ghost touch weapon deals damage normally against 
  incorporeal creatures, regardless of its bonus. The weapon can be 
  picked up and moved by an incorporeal creature at any time. A 
  ghost can wield the weapon against corporeal foes. Essentially, a 
  ghost touch weapon counts as either corporeal or incorporeal at any 
  given time, whichever is more beneficial to the wielder. 
  Creation Requirements: Creator must be able to cast a plane shift, 
  ethereal jaunt, or etherealness 
   
  Holy/Unholy: A holy weapon is imbued with holy power. This power 
  makes the weapon good-aligned. It deals an extra 3 points of 
  damage against all creatures of evil alignment. Any evil creature 
  attempting to wield it loses 1 level of experience. The negative level 
  remains as long as the weapon is in hand and disappears when the 
  weapon is no longer wielded. This negative level never results in 
  actual level loss, but it cannot be overcome in any way (including 
  restoration spells) while the weapon is wielded.  
  Unholy weapons function exactly as holy weapons, except that they 
  are evil in alignment and harm good creatures. 
  Creation Requirements: Creator must be good (or evil, for unholy 
  weapons) and able to cast holy aura (or its reverse) 
   
  Intelligence: Intelligent weapons follows the guidelines and restrictions 
  given on pages 102-103.  While swords are the most commonly found 
  intelligent weapons, all permanently enchanted weapons (and items) 
  may be given intelligence. 
  Creation Requirements: Caster level 15 (see page 179) 
   
  Merciful: The weapon deals non-lethal damage. On command, the 
  weapon suppresses this ability until commanded to resume it. Bows, 
  crossbows, and slings so crafted bestow the merciful effect upon their 
  ammunition. 
  Creation Requirements: Creator must be able to cast a cure light 
  wounds 
   
  Returning: This special ability can only be placed on a weapon that 
  can be thrown. A returning weapon flies through the air back to the 
  creature that threw it. It returns to the thrower just before the 
  creature’s next turn (and is therefore ready to use again in that turn). 
  Catching a returning weapon when it comes back is automatically 
  successful and takes no time. If the character can’t catch it, or if the 
  character has moved since throwing it, the weapon drops to the 
  ground in the spot from which it was thrown.  
   
  Seeking: Only ranged weapons can have the seeking ability. The 
  weapon veers toward its target, negating any armor class bonuses 
  gained due to cover or concealment, though the wielder still has to 
  aim the weapon at the right square.   Targets with 100% cover may 
  not be struck, even with seeking weapons.  
   
  Shock: Upon command, a shock weapon is sheathed in crackling 
  electricity. The electricity does not harm the wielder. The effect 
  remains until another command is given. A shock weapon deals an 
  extra 3 points of electricity damage on a successful hit. Bows, 
  crossbows, and slings so crafted bestow the electricity energy upon 
  their ammunition. 
  Creation Requirements: Creator must be able to cast a lightning spell 
  of 3rd level or higher, such as call lightning or lightning bolt 
   
  Speed: The wielder of a speed weapon may make one extra attack 
  with it each round. (This benefit is not cumulative with similar effects, 
  such as a haste spell.) 
  Creation Requirements: Creator must be able to cast a haste 
   
  Spell Storing: A spell storing weapon allows a spellcaster to store a 
  single targeted spell of up to 3rd level in the weapon. (The spell must 
  have a casting time of 1 round.) Any time the weapon strikes a 
  creature and the creature takes damage from it, the weapon can 
  immediately cast the spell on that creature if the wielder desires. (This 
  special ability is an exception to the general rule that casting a spell 
  from an item takes at least as long as casting that spell normally.) 
  Once the spell has been cast from the weapon, a spellcaster can 
  cast any other targeted spell of up to 3rd level into it. The weapon 
  magically imparts to the wielder the name of the spell currently stored 
  within it. A randomly rolled spell storing weapon has a 50% chance to 
  have a spell stored in it already. 
   
  Thundering: A thundering weapon creates a cacophonous roar like 
  thunder when its wielder hits a foe with a roll of a natural “20”. The 
  thunder does not harm the wielder but deals an extra 6 points of sonic 
  damage to the stricken foe.   Living creatures that are hit by a 
  thundering weapon on a natural “20” must make a constitution save 
  at -10 or be deafened permanently.  Bows, crossbows, and slings so 
  crafted bestow the sonic energy upon their ammunition.  
  Creation Requirements: Creator must be able to cast shout or 
  blindness/deafness 
   
  Vorpal: This potent and feared ability allows the weapon to sever the 
  heads of those it strikes. Upon the roll of a natural “20”, the weapon 
  severs the opponent’s head (if it has one) from its body. Creatures 
  with no discernible head (such as oozes or plants), most undead 
  (excluding vampires) and golems are not affected by this effect. Most 
  other creatures, however, die when their heads are cut off. A vorpal 
  weapon must be a slashing weapon.  
   
  Wounding: A wounding weapon deals wounds that may not be 
  regenerated or magically healed.  Any wound dealt to a living 
  creature bleeds for 10 rounds, dealing 1 hit point per round to that 
  creature, until the wound closes. 
  Creation Requirements: Creator must be able to cast wither 
   
  
  Dungeon Master’s Guide    181 
   
  Standard, Miscellaneous Weapons 
  The following weapons usually are pre-constructed with the weapon 
  abilities described above.  Use the equivalent bonus to determine 
  the creator level, creation costs and Purchase Cost for each item. 
  The various items listed have their bonus applied to both “to hit” and 
  damage dice. Any miscellaneous weapon which is not totally self-
  explanatory is detailed in one of the following paragraphs.   
   
  Arrows, Magical:  When randomly determining magical treasure, roll 
  4d6 to determine the number of magical arrows found.  
   
  Arrows of Slaying: These +3 arrows are keyed to a particular type or 
  subtype of creature. If one strikes such a creature, the target must 
  make a charisma save at -12 or die (or, in the case of unliving 
  targets, be destroyed) instantly.  
  On a successful save, the target suffers quintuple damage.  When 
  keyed to a living creature, this is a death effect (and thus negative 
  plane protection shields a target). To determine the type or subtype 
  of creature the arrow is keyed to, roll a d20 and consult the following 
  table. 
   
  d20 roll 
  result 
  1  
  aberrations 
  2  
  amphibians 
  3  
  arachnids 
  4  
  avians 
  5  
  dragons 
  6  
  dwarves 
  7  
  elves 
  8  
  extraplanar creatures (evil) 
  9  
  extraplanar creatures (good) 
  10  
  extraplanar creatures (neutral) 
  11 
  faeries 
  12 
  giants 
  13 
  goblinoids 
  14 
  golems 
  15 
  halflings 
  16 
  humans 
  17 
  mammals (animals) 
  18 
  orcs 
  19 
  reptiles 
  20 
  sea monsters 
   
  Develop your own types and modify and/or limit the foregoing as fits 
  your campaign.   
  Creation Requirements:  Must be able to cast finger of death or 
  death spell 
  Equivalent Bonus:  +5 
   
  Arrows, Sleep: These +1 arrows are painted white and have white 
  fletching. If one strikes a foe it bursts into magical energy that deals 
  non-lethal damage (in the same amount as would be lethal 
  damage) and forces the target to make an intelligence save at -10 
  or fall asleep. 
  Creation Requirements:  Must be able to cast sleep 
  Equivalent Bonus:  +2 
   
  Axes, Magical:  Unless otherwise specified, half of all magical axes 
  found are hand axes, while 40% are battle axes.  The remaining 10% 
  are great axes.  
   
  Axe +2, Throwing:  This magical hand axe’s range is doubled, as per 
  the distance special ability (see WEAPON SPECIAL ABILITIES above).  
  As such each range increment is 20’ rather than 10’. 
  Creation Requirements: Creator must be able to cast clairvoyance 
  Equivalent Bonus:  +3 
   
  Axe of Hurling: This appears to be a normal, +3 hand axe. With 
  familiarity and practice, however, the possessor discovers that the 
  axe has distance and returning special abilities (see WEAPON 
  SPECIAL ABILITIES above).   
  Creation Requirements: Creator must be able to cast clairvoyance 
  Equivalent Bonus:  +5 
   
  Axe, Life-Drinker: This +1 greataxe is favored by both undead and 
  animated creatures, who do not suffer its drawback. A life-drinker 
  drains 1 level from its target whenever it a natural “20” is rolled by the 
  sword’s wielder.   
  There is no saving throw to avoid this level drain, but 24 hours later, 
  the subject must make a constitution saving throw at -10 for each 
  level lost. If the save succeeds, that lost level is regained. If it fails one 
  of the subject’s character levels is permanently drained. 
  Each time a life-drinker drains a level from its target, it also drains a 
  level from its wielder. The wielder’s lost level is regained after 1 hour, 
  requiring no saving throw on his behalf. 
  Creation Requirements:  Must be able to cast slay living or energy 
  drain 
  Equivalent Bonus:  +4 
   
  Bolts, Magical:  When randomly determining magical treasure, roll 
  4d6 to determine the number of magical bolts found.  
   
  Bows, Magical:  Unless otherwise specified half of all magical bows 
  found are longbows, while the other half are shortbows.  Furthermore 
  half of all magical bows found, whether long- or short-, are 
  composite 
  bows. 
   
  Composite 
  bows 
  are 
  often 
  made 
  to 
  accommodate exceptionally strong bowmen (PHB, p. 45).  30% are 
  made for bowmen with a 13-15 strength, 15% are made for bowmen 
  with a 16-17 strength, 5% are made for 18 strength bowmen.  The 
  remaining 50% are made for bowmen with average (9-12) strength. 
  Magical bows impart their bonus to arrows fired from them.  If magic 
  arrows are used with a magical bow, the bonuses of the bow and 
  arrows are totaled.   
   
   
   
  Bow, Oathbow: Of elven make, this white +2 composite longbow 
  (that can accommodate up to a +2 strength bonus to damage) 
  whispers “Swift defeat to my enemies” in elven when nocked and 
  pulled.  
  Once per day, if the firer swears aloud to slay his target, the bow’s 
  whisper becomes the low shout “Swift death to those who have 
  wronged me.” Against such a sworn enemy the next arrow fired 
  functions as an arrow of slaying. 
  The Oathbow may only have one sworn enemy at a time. Once the 
  wielder swears to slay a target, he cannot make a new oath until he 
  has slain that target or seven days have passed. Even if the wielder 
  slays the sworn enemy on the same day that he makes the oath, he 
  cannot activate the Oathbow’s special power again until 24 hours 
  have passed from the time he made the oath. 
  Creation Requirements:  Must be an elf 
  Equivalent Bonus:  +4 
   
  Bullets, Sling, Magical:  When randomly determining magical 
  treasure, roll 4d6 to determine the number of magical sling bullets 
  found.  
   
  Bullets, Sling, of Impact: These appears to be little more than a well-
  cast sling bullets. Close examination will reveal minute runes 
  engraved upon these missiles, and they radiate an aura of 
  enchantment. Composed of a mixed iron, silver and lead alloy, each 
  bullet is equal to a +2 missile.  They strike for double damage (2d4 + 
  bonuses) upon impact.   
  Creation Requirements:  Must be able to cast magic stone or magic 
  missile 
  Equivalent Bonus:  +3 
   
  Crossbows, Magical:  Unless otherwise specified, 75% of all magical 
  crossbows found are light crossbows, 20% are heavy crossbows and 
  the remaining 5% are hand crossbows.  Magical crossbows impart 
  
  Dungeon Master’s Guide    182 
  their bonus to bolts fired from them.  If magic bolts are used with a 
  magical crossbow, the bonuses of the crossbow and bolts are 
  totaled.   
    
  Crossbow of Accuracy, +3:  This crossbow is incredible accurate, 
  negating all attack penalties due to cover or concealment (except 
  in instances of total cover or concealment).  All range penalties are 
  halved as well.  75% of these crossbows are light crossbows and 25% 
  are heavy crossbows. 
  Creation Requirements: Creator must be able to cast clairvoyance 
  Equivalent Bonus: +4 
   
  Crossbow of Distance:  This +1 crossbow has the distance special 
  ability (see WEAPON SPECIAL ABILITIES above).  75% of these 
  crossbows are light crossbows and 25% are heavy crossbows. 
  Creation Requirements: Creator must be able to cast clairvoyance 
  Equivalent Bonus: +2 
   
  Crossbow of Speed:  This +1 crossbow allows its wielder to fire first  in 
  any melee round.  75% of crossbows of speed are light crossbows, 
  15% are hand crossbows and 10% are heavy crossbows.   
  Hand- and light crossbows of speed may be fired 1 additional time 
  each round, while heavy crossbows of speed may be fired once per 
  round.   
  Creation Requirements: Creator must be able to cast haste 
  Equivalent Bonus: +4 
   
  Dagger +1, +3 versus Goblins:  This +1 dagger acts as bane weapon 
  (see WEAPON SPECIAL ABILITIES above) when employed against 
  goblinoid creatures (bugbears, goblins, hobgoblins, and norkers).  
  Equivalent Bonus: +2 
   
  Dagger +1, +3 versus Giants:  This sword acts as a bane weapon (see 
  WEAPON SPECIAL ABILITIES above) against true giants.  Ogres, 
  cyclopses, trolls, titans and ettins, while kin to giants, are not true 
  giants. 
  Equivalent Bonus: +2 
   
  Dagger, Longtooth:  This +2 dagger appears to be a normal weapon, 
  or perhaps a magical weapon of the standard (mundane) sort. 
  However, when this broad-bladed weapon is wielded by a small 
  demihuman (gnome or halfling), it will actually lengthen and function 
  as a short sword as its wielder strikes blows (retaining its +2 bonus in 
  this form), yet it will be as light and handy to use as a dagger would 
  be in the hands of the same character. The weapon will actually 
  penetrate wood or stone as easily as if it were softer material when 
  used by a gnome or halfling, inflicting maximum damage against 
  either substance. 
  Creation Requirements:  Creator must be a small demihuman 
  Equivalent bonus: +3  
   
  Dagger of Throwing:  This +2 dagger’s range is doubled, as per the 
  distance special ability (see WEAPON SPECIAL ABILITIES above).  
  Creation Requirements: Creator must be able to cast clairvoyance 
  Equivalent Bonus:  +3 
   
   
  Dagger of Venom: This black +1 dagger allows the wielder to use a 
  poison effect (as the spell, with a -10 saving throw penalty) upon a 
  creature struck by the blade once per day. The wielder can decide 
  to use the power after he has struck, but the poison effect must be 
  invoked in the same round that the dagger strikes. Use of this 
  weapon by good, particularly lawful good,  characters should be 
  carefully monitored.  
  Creation Requirements:  Must be able to cast poison 
  Equivalent Bonus:  +2 
   
  Dart of Homing:  This appear to be normal projectile, but is actually a 
  magic weapon of +3 value. If magic is detected for, it will radiate a 
  dweomer of enchantment. This powerfully enchanted dart has the 
  seeking and returning special abilities (see WEAPON SPECIAL ABILITIES 
  above).   
  Creation Requirements: Creator must be able to cast clairvoyance 
  Equivalent Bonus: +5 
   
  Dart of the Hornets’ Nest: While appearing to be nothing more than a 
  +2 magic dart, this missile weapon is of far greater power. Once per 
  day, when hurled, the dart multiplies in the air as it speeds toward its 
  target, making an angry buzzing noise similar to the sound of a 
  swarm of hornets.  If the attack is successful roll a d4 to see how 
  many darts strike the target.  Each dart that strikes deals damage 
  normally.   
  Equivalent Bonus: +3 
   
  Flails, Magical:  Unless otherwise specified, 40% of all magical flails 
  found are horseman’s flails, 50% are footman’s flails and the 
  remaining 10% are great flails. 
   
  Hammers, Magical:  Unless otherwise specified, 75% all magical 
  hammers found are throwing hammers and 25% are warhammers. 
   
  Hammer, Dwarven Thrower: This weapon commonly functions as a +2 
  throwing hammer. In the hands of a dwarf, the warhammer gains an 
  additional +1 bonus and gains the returning special ability. 
  It can be hurled with a 30’ range increment. When hurled, it deals 
  triple damage against giants or double damage against any other 
  target. 
  Creation Requirements:  Creator must be a dwarf 
  Equivalent Bonus:  +5 
   
  Hammer of Thunderbolts:  This +2 throwing hammer appears to be a 
  regular hammer of largish size and extra weight. It will be too 
  imbalanced, somehow, to use as a thrown weapon unless the 
  character has 18 or better strength. The hammer then functions as a 
  +3 weapon and deals double damage dice on any hit. The weapon 
  also has the thundering and returning special abilities when hurled. 
  If the wielder wears any girdle of giant strength and gauntlets of ogre 
  power in addition, he may properly wield the weapon if the 
  hammer’s true name is known.  When swung or hurled by such a 
  wielder it functions as a +5 weapon that deals double damage.  In 
  addition the weapon strikes dead any giant upon which it scores a 
  hit (a charisma save with a -15 penalty negates this effect).  
  Throwing range is equal to 5’ per point of the wielder’s strength 
  modifier.  As such, the hammer has a range increment of 15’ for a 
  wielder with an 18 strength, while a wielder with a 25 strength throws 
  it with a 50’ range increment. 
  Creation Requirements:  Must be able to cast magic stone or 
  telekinesis, as well as shout or blindness/deafness 
  Equivalent Bonus:  +8 
   
  Javelin of Lightning: This javelin becomes a 6d6 lightning bolt when 
  thrown.  It is consumed in the attack. 
  Creation Requirements:  Creator must be able to cast  lightning bolt 
  or call lightning 
  Equivalent Bonus:  +1 
   
  Javelin of Piercing: This weapon is not actually hurled, as when a 
  command word is spoken, the javelin of piercing launches itself 
  towards any target with its 60’ range.  This missile will fly horizontally, 
  vertically, or any combination thereof to the full extent of its range 
  and never suffers range or cover penalties on its “to hit” rolls.  The 
  javelin gains a +6 bonus on its “to hit” roll and inflicts 1d6+6 hit points 
  of damage. The magic of the javelin is good for only 1 throw. 
  Equivalent Bonus:  +1 
   
  Lances, Magical:  Unless otherwise specified, half of all magical 
  lances found are light lances and half are heavy lances. 
   
  Maces, Magical:  Unless otherwise specified, half of all magical 
  maces found are horseman’s maces and half are footman’s maces. 
   
  Mace of Disruption:  This +1 footman’s mace, is of good alignment.  
  Any evil creature attempting to wield it loses 1 level of experience. 
  The negative level remains as long as the weapon is in hand and 
  disappears when the weapon is no longer wielded. This negative 
  level never results in actual level loss, but it cannot be overcome in 
  any way (including restoration spells) while the weapon is wielded. 
  A mace of disruption acts as a bane weapon (see WEAPON SPECIAL 
  ABILITIES above) against undead creatures or evil creatures from one 
  of the lower planes.    
  
  Dungeon Master’s Guide    183 
   
  Any undead or lower planar creature struck by the mace must make 
  a charisma save at -10 or be destroyed (or banished, in the case of 
  extraplanar creatures).   
  Creation Requirements: Creator must be able to cast heal 
  Equivalent Bonus:  +5 
   
  Mace of Terror: On command, this +2 footman’s mace causes the 
  wielder’s clothes and appearance to transform into an illusion of 
  darkest horror such that living creatures in a 30’ cone are effected by 
  a fear spell up to three times per day.  The saving throw penalty 
  versus this effects is –10. 
  Creation Requirements:  Must be able to cast fear or cause fear 
  Equivalent Bonus:  +3 
   
  Net of Snaring: This net provides a +1 bonus when used on land but, 
  when used underwater, grants a +3 bonus on attack rolls. 
  Underwater, it can be commanded to shoot forth up to 30’ to 
  automatically trap a creature once per day.  The trapped creature is 
  automatically ensnared but may free themselves by making a 
  strength check with a -10 penalty.  
  Creation Requirements:  Must be able to cast freedom of movement 
  Equivalent Bonus:  +3 
   
  Picks, Magical:  Unless otherwise specified, half of all magical picks 
  found are horseman’s picks and half are footman’s picks. 
   
  Polearms, Magical:  Most magical polearms founds (excluding 
  magical lances, spears and tridents, which have their own entries) 
  are halberds (25%).  The remaining 75% are evenly divided amongst 
  glaives, guisarmes, lucern hammers, military forks, and ranseurs (15% 
  for each).  
   
  Quarterstaff, Bronzewood, +3:  This +3 bronzewood staff is shod and 
  banded with iron. The shaft is actually as strong as steel and, upon 
  command, will alter its length from as short as 6’ to as long as 12’. 
  Equivalent Bonus:  +3 
   
  Slings, Magical:  Magical slings impart their bonus to bullets fired from 
  them.  If magic bullets are used with a magical sling, the bonuses of 
  the sling and bullets are totaled.   
   
  Sling of Seeking +2:  This +2 sling has the seeking quality (see 
  WEAPON SPECIAL ABILITIES above).  
  Equivalent Bonus:  +3 
   
  Spear, Magical:  Most (75%) magical spears found are spears, also 
  known as short spears, while 25% are longspears. 
   
  Spear, Cursed Backbiter: This is a +2 spear, but each time it is used in 
  melee against a foe and the attack roll is a natural “1”, it damages 
  its wielder instead of his intended target.  
  When the curse takes effect, the spear curls around to strike its 
  wielder in the back, automatically dealing the damage to the 
  wielder. The curse even functions when the spear is hurled, and in 
  such a case the damage to the hurler is doubled. 
  Creation Requirements:  Must be able to cast curse (caster level 11) 
  Equivalent Bonus:  +2 
   
  Staff-Mace: This clerical weapon appears as nothing more than a 
  normal wooden staff of the type used when trekking in the 
  wilderness. Upon command, it will take on one of these three forms:  
  +2 quarterstaff, +2 footman’s mace, or +2 horseman’s mace.  This 
  item is typically made of bronzewood, reinforced by heavy bands 
  and tips of iron. 
  Equivalent Bonus:  +2 (+4,000 gp) 
   
  Staff of Slinging: This +1 weapon appears to be nothing more than a 
  typical quarterstaff - unless it is grasped by a druid, whereupon its 
  power of slinging becomes evident.  
  When activated by a druid, the staff is able to adhere to any roughly 
  spherical object that weighs up to 5 pounds.  The wielder need then 
  only swing the staff in an overhand arc to release the missile toward 
  a desired target.  All projectiles launched from the sling function as 
  magic stones (PHB, p. 113).   
  Once per day the druid may use this staff to launch a heavy 
  projectile, equivalent to a hill giant-hurled boulder, that deals 2d6 
  damage (plus magical and strength bonuses).  
  Creation Requirements: Creator must be able to cast magic stone 
  Equivalent Bonus:  +2 
   
  Staff-Spear: When this +3 bronzewood staff’s command word is 
  spoken a long and sharp spear blade springs from its tip, making the 
  weapon into a +3 spear rather than a staff. Upon a second 
  command, the length of the weapon will elongate to become a +3 
  longspear.  The third command will recall it to its original form.  
  Equivalent Bonus: +3 (+9,000 gp) 
   
  Trident (Military Fork) +3:  This is a short-hafted weapon about 6’ 
  length overall. Upon command, the middle tine of the trident will 
  retract into the pole while the shaft of the weapon lengthens to 9’, 
  thus creating a military fork with a short center spike. The changing of 
  the form of the weapon from trident to fork or vice versa requires 1 
  round. 
  Equivalent Bonus:  +3 
   
   
   
   
   
  Trident of Fish Command: The magical properties of this +1 trident 
  with a 6’ long haft enable its wielder to charm up to 12 hit dice of 
  aquatic animals (a wisdom save at –12 negates, animals get a +5 
  bonus if currently under attack by the wielder or his allies) that are 
  within 60’ of the wielder. 
  The wielder can use this effect up to three times per day. The wielder 
  can communicate with the animals as if using a speak with animals 
  spell. Animals making their saving throw are free of control, but will 
  not approach within 10’ of the trident.  
  Creation Requirements:  Must be able to cast animal summoning II 
  and speak with animals 
  Equivalent Bonus:  +3 
   
  Trident of Submission: This +1 trident appears unremarkable, exactly 
  as any normal trident. The wielder of a trident of submission causes 
  any opponent struck to make a charisma save vs. fear at -10. If the 
  opponent fails this save, it will cease fighting and surrender, 
  overcome with a feeling of hopelessness. The duration of this 
  hopelessness is 2d4 rounds. Thereafter the creature is normal once 
  again. The creature attacked while hopeless may defend itself 
  normally but may not attack.  The trident has 20 charges when 
  created. 
  Creation Requirements:  Must be able to cast fear 
  Equivalent Bonus:  +2 
   
  Trident of Warning: A weapon of this type enables its wielder to 
  determine the location, depth, kind, and number of aquatic 
  predators within 240’. A trident of warning must be grasped and 
  pointed in order for the character using it to gain such information, 
  and it requires 1 round to scan a 90 arc with a radius of 240’. The 
  weapon is otherwise a +2 trident. 
  Creation Requirements:  Must be able to cast locate creature 
  Equivalent Bonus:  +2 
   
  Trident of Yearning:  A trident of yearning looks exactly like any 
  normal trident.  Any character grasping this type of trident 
  immediately conceives an overwhelming desire to immerse himself or 
  herself in as great a depth of water as is possible.  
  The unquenchable longing so generated causes the affected 
  character to instantly proceed toward the nearest, sizeable body of 
  water - one that is sufficient to completely cover his person - and 
  immerse himself therein permanently.  
  The character cannot loosen his grip on the trident by any means 
  short of a remove curse or exorcise spell. Note that this item does not 
  confer the ability to breathe underwater.  The trident is otherwise a -2 
  cursed trident.  
  Creation Requirements:  Must be able to cast curse (caster level 11) 
  Equivalent Bonus:  +2 
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    184 
  Standard Swords 
  The following swords represent those typically found by adventurers or 
  created by spellcasters: 
   
  Sword + 1, Flame Tongue:  This +1 sword’s blade is wreathed in flame 
  and deals an extra 3 points of fire damage on a successful hit. It 
  sheds light equivalent to torchlight.  This weapon strikes as a +3 bane 
  weapon 
  (see 
  WEAPON 
  SPECIAL 
  ABILITIES 
  above) 
  against 
  regenerating, avian, cold-using or undead creatures.  Cold-using 
  creatures are those that employ cold-based special attacks, such 
  white dragons, ice toads, and winter wolves. Note that the flame 
  from this sword easily ignites oil, burns webs, or sets fire to paper, 
  parchment, dry wood, etc. 
  Creation Requirements:  Must be able to cast flame blade, flame 
  strike, or fireball 
  Equivalent Bonus:  +4 
   
  Sword +1, Luck Blade:  This weapon gives its possessor +1 on all saving 
  throws and will have three wishes when created.   
  Creation Requirements:  Must be able to cast wish or miracle 
  Equivalent Bonus:  +7 
   
  Sword +1, +3 Versus Magic-Using & Enchanted Creatures:  This +1 
  sword acts as bane weapon (see WEAPON SPECIAL ABILITIES above) 
  when employed against spellcasters and monsters that cast spells or 
  use spell-like abilities, as well as conjured, created, gated or 
  summoned creatures. Note that the bane properties would not 
  operate against a creature magically empowered by some item or 
  spell to cast spells - such as a ring of spell storing or the imbue with 
  spell ability spell. 
  Equivalent Bonus: +3 
   
  Sword +1, +3 Versus Lycanthropes & Shape Changers:  This sword acts 
  as a bane weapon (see WEAPON SPECIAL ABILITIES above) against 
  were-creatures, those able to assume the form of another creature 
  (such as a vampire or a druid), or any creature under the influence 
  of an alter self, polymorph or shape change spell. 
  Equivalent Bonus: +2 
   
  Sword +1, +3 Versus Regenerating Creatures:  This +1 weapon acts as 
  a bane weapon (see WEAPON SPECIAL ABILITIES above) against 
  regenerating creature, even when the creature does so because of 
  a magical device - such as a ring of regeneration.  
  Equivalent Bonus: +2 
   
  Sword +1, +3 Versus Reptiles:  This +1 sword acts as a bane weapon 
  (see WEAPON SPECIAL ABILITIES above) against such creatures as 
  dinosaurs, dragons, hydras, lizards, snakes, wyverns, etc. 
  Equivalent Bonus: +3 
   
  Sword +2, Dragon Slayer:  This +2 sword acts as a bane weapon (see 
  WEAPON SPECIAL ABILITIES above) against any sort of true dragon.  
  Chimeras, dragonnes, dragon turtles, drakes and wyverns are not 
  true dragons.   
  Equivalent Bonus: +3 
   
  Sword +2, Giant Slayer:  This +2 sword acts as a bane weapon (see 
  WEAPON SPECIAL ABILITIES above) any true giants.  Ogres, trolls, titans 
  and ettins are not true giants. 
  Equivalent Bonus: +3 
   
  Sword +2, Nine Lives Stealer: This sword always performs as a +2 
  longsword, but it also has the power to draw the life force from an 
  opponent. It can do this nine times before the ability is lost. At that 
  point, the sword becomes a simple +2 longsword (with a hint of evil 
  about it). A natural “20” must be rolled for the sword’s death-dealing 
  ability to function, and this weapon has no effect on animated, 
  extraplanar or undead creatures. 
  The target is entitled to a charisma saving throw, with a –10 penalty, 
  to survive the attack. If the save is successful, the sword does not 
  function, no charge is used, and normal damage is determined. 
  Creation Requirements:  Must be able to cast finger of death or slay 
  living 
  Equivalent Bonus:  +4 
   
  Sword +3, Frost Brand: This +3 sword sheds light as a torch when the 
  temperature drops below 0° F.  At such times it cannot be concealed 
  when drawn, nor can its light be shut off.  The sword also acts a bane 
  weapon (see WEAPON SPECIAL ABILITIES above) against fire-based 
  creatures such as red dragons, fire elementals, salamanders, 
  demons, devils, etc. 
  Its wielder is protected from fire; making all saving throws against 
  such attacks with a +2 bonus and suffering ½ of the damage he 
  normally would from fire attacks (round fractions down).  Additionally 
  the sword’s wielder is immune to all non-lethal damage from extreme 
  heat. 
  A frost brand extinguishes all non-magical fires in a 10’ radius. The 
  wielder may attempt to dispel lasting fire spells, such as a wall of fire, 
  but not instantaneous effects, like a fireball, by succeeding on a 
  dispel check (1d20 +16) against each spell in order to dispel it.  The 
  penalty to this dispel check is equal to the caster level of the fire 
  spell’s creator.  This dispel attempt takes 1 round to perform. 
  Creation Requirements:  Must be able to cast ice storm, dispel 
  magic, and protection from energy 
  Equivalent Bonus:  +6 
   
  Sword +4, Defender:  This +4 weapon has the defender special ability 
  (see WEAPON SPECIAL ABILITIES above), allowing its wielder the 
  option of using all, some, or none of the +4 bonus in defense against 
  any opponent. For example, the wielder can on the 1st round of 
  battle opt to use the sword as +2 and save the other +2 bonus to be 
  added on to his armor class. This can be done each round.   
  Creator must be able to cast shield or shield of faith 
  Equivalent Bonus:  +5 
   
  Sword +5, Defender:  This +5 weapon has the defender special ability 
  (see WEAPON SPECIAL ABILITIES above), allowing its wielder the 
  option of using all, some, or none of the +5 bonus in defense against 
  any opponent. For example, the wielder can on the 1st round of 
  battle opt to use the sword as +3 and save the other +2 bonus to be 
  added on to his armor class. This can be done each round.   
  Creator must be able to cast shield or shield of faith 
  Equivalent Bonus:  +6 
   
   
   
  Sword, +5, Holy Avenger: This +5 cold iron and adamantite alloy 
  sword (see SPECIAL MATERIALS on page 47) acts as a +2 weapon in 
  the hands of any character save a paladin.   
  If wielded by a paladin the weapon functions at its full, +5, bonus 
  and acts as a holy weapon (see WEAPON SPECIAL ABILITIES above).   
  It also provides magic resistance to the paladin and those within a 5’ 
  of him.  The magic resistance value is equal to the level of the 
  paladin.  Finally, the sword may be used to dispel magic up to three 
  
  Dungeon Master’s Guide    185 
   
  times per day.  The sword must make contact with the magical aura 
  it is to dispel.  The caster level bonus to this check is equal to the level 
  of the paladin. 
  Any evil creature attempting to wield it loses 1 level of experience. 
  The negative level remains as long as the weapon is in hand and 
  disappears when the weapon is no longer wielded. This negative 
  level never results in actual level loss, but it cannot be overcome in 
  any way (including restoration spells) while the weapon is wielded. 
  Creation Requirements:  Must be able to cast protection from evil 10’ 
  radius.  Creator must be lawful good 
  Equivalent Bonus:  +8 
   
  Hornblade:  This +2 weapon originally appears as a sickle-like blade 
  resembling some sort of animal horn, ranging in size from that of a 
  large sickle, 1 foot in length, to somewhat less than the length of a 
  scimitar. Even a close visual and manual inspection will probably not 
  reveal it as anything other than a piece of horn of 1’ to 2’ in length, 
  set in some sort of handle or grip. If magic is detected for, a 
  hornblade will radiate a faint dweomer of the enchantment sort. 
  However, if the proper pressure is applied in the correct place (a 
  wisdom check with a –10 penalty is required), a curved blade of 
  great strength and sharpness will spring out.  
  Druids may use Hornblades proficiently.  The Hornblade is retractable 
  between uses.  
   
  d6 roll 
  result 
  1-3 
  shortsword 
  4-6 
  scimitar 
   
  Equivalent Bonus:  +2 
   
  Sun Blade: This sword is the size of a bastard sword.  However, a sun 
  blade is wielded as if it were a short sword with respect to weight and 
  ease of use. In other words, the weapon appears to all viewers to be 
  a bastard sword, and deals bastard sword damage, but the wielder 
  feels and reacts as if the weapon were a short sword.  Any individual 
  able to use either a bastard sword or a short sword with proficiency is 
  proficient in the use of a sun blade. Likewise, weapon specialization 
  in short sword and bastard sword apply equally. 
  In normal combat, the glowing golden blade of the weapon is equal 
  to a +2 bastard sword. Against evil creatures, it is a bane weapon 
  (see WEAPON SPECIAL ABILITIES above).   
  The blade also has a special sunlight power. Once per day, the 
  wielder can swing the blade vigorously above his head for 1 round. 
  The Sun Blade then sheds a bright yellow radiance that is like full 
  daylight. The radiance begins shining in a 10’ foot radius around the 
  sword wielder and extends outward at 5’ per round, provided that 
  the sword’s wielder continues to swing the blade.  This may be 
  performed for up to 10 rounds thereafter, to create a globe of light 
  with a 60’ radius. When the wielder stops swinging, the radiance 
  fades to a dim glow that persists for another minute before 
  disappearing entirely.  
  All Sun Blades are of good alignment, and any evil creature 
  attempting to wield one loses 1 level while the sword is in hand.  The 
  lost level disappears when the sword is no longer wielded and never 
  results in actual level loss, but cannot be overcome in any way while 
  the sword is wielded. 
  Creation Requirements:  Creator must be good  
  Equivalent Bonus:  +5 
   
  Sword, Broad, “Final Word” Type:  These very rare items - only nine of 
  these blades are known to exist - are patterned after the legendary 
  broadsword Fragarach (which means “final word” in the tongue of 
  the ancient Oeridians of Greyhawk).  
  Each of these weapons is thought to have a differing alignment, but 
  in all other respects each is alike. If a creature of an alignment 
  different from that of the sword attempts to wield it in battle, the 
  weapon has no bonuses. In the hands of a creature of like alignment, 
  the sword becomes a +3 broadsword which always strikes last in any 
  round, but which will strike unerringly and do damage to any 
  opponent that struck the wielder earlier in the same round.  The 
  wielder may only make as many attacks as they are normally 
  allowed and opponents immune to weapons of less than +4 value 
  will not be harmed. 
  Each of these swords has a gem of 10,000 gp value set in its pommel, 
  and each gem is different in type from all the others. Each sword also 
  bears an identifying name; the nine appellations are “Answerer,” 
  “Back-talker,” 
  “Concluder,” 
  “Lastquip,” 
  “Rebutter,” 
  “Replier,” 
  “Retorter,” “Scather,” and “Squelcher” 
  Creation Requirements:  Must be able to cast Mordenkainen’s sword 
  and Tenser’s transformation 
  Equivalent Bonus:  +8 
   
  Sword of Life Stealing: This black-bladed +2 sword drains 1 level when 
  it strikes a target on a roll of a natural “20”. The sword wielder gains 
  1d6 temporary hit points each time a level is drained. These 
  temporary hit points last for 24 hours. One day after being struck, 
  subjects must make a charisma save at -10 for each level drained or 
  permanently lose a character level. 
  Creation Requirements:  Must be able to cast slay living (caster level 10) 
  Equivalent Bonus:  +6 
   
  Sword, Short, of Quickness: This +2 shortsword is specially dweomered 
  blade that enables the wielder to strike first in every combat round.  
  Furthermore, sheathing or unsheathing such a weapon may be done 
  automatically once per round, in addition to the character’s other 
  actions. 
  Creation Requirements:  Must be able to cast freedom of movement 
  Equivalent Bonus:  +4 
   
  Sword of Dancing:   This +4 blade has the dancing special ability (see 
  WEAPON SPECIAL ABILITIES above). 
  Creation Requirements: Creator must be able to cast animate object 
  Equivalent Bonus:  +8 
   
  Sword of the Planes: This broadsword has a bonus of +1 on the Prime 
  Material Plane, but on Positive Material, Negative Material and 
  Elemental Planes its enhancement bonus increases to +2.  The +2 
  bonus also applies on the Prime Material Plane when the weapon is 
  used against creatures native to these Inner planes. 
  It operates as a +3 broadsword on the Outer Planes or when used 
  against opponents native to any of those planes. When used on the 
  Astral or Ethereal Planes, or against opponents from either of those 
  planes, it functions as a +4 broadsword. 
  Creation Requirements:  Must be able to cast plane shift 
  Equivalent Bonus:  +3 
   
  Sword of Subtlety: A +1 sword with a thin, dull gray blade, this 
  weapon provides a +4 bonus on its wielder’s attack and damage 
  rolls when he is making a sneak attack with it. 
  Creation Requirements:  Must be able to cast blur 
  Equivalent Bonus:  +2 
   
  Sword of Sharpness:   This +1 weapon is treated as a +3 weapon for 
  the purposes of determining who or what can be hit by it.  Its power is 
  great, however, for on an attack roll of a natural “20” it will sever a 
  random extremity, as determined by a d20 die roll:  [1-2] head, [3-6] 
  right arm, [7-10] left arm, [11] right hand, [12] left hand, [13-16] right 
  leg, [17-20] left leg.   
  Living creatures that lose their head are slain, while those losing 
  another extremity take a critical wound (the maximum damage 
  possible for the attack) upon the loss of the extremity and each 
  round thereafter.   
  Regenerating creatures only take this damage on the round that the 
  limb is stricken from them.  Creatures with no discernible limbs (such 
  as oozes or plants) are unaffected by a sword of sharpness, while 
  most undead (excluding vampires) and golems suffer no additional 
  damage from this effect  (though they must still deal with the loss of a 
  limb). 
  A sword of sharpness will respond to its wielder’s desire with respect 
  to the light it sheds - none, a 5’ circle of dim illumination, a 15’ light, or 
  a 30’ radius glow equal to a light spell.   
  Equivalent Bonus:  +6 
   
  Sword of Wounding:  This +1 sword has the wounding special ability 
  (see WEAPON SPECIAL ABILITIES above). It deals wounds that may not 
  be regenerated or magically healed.  Any wound dealt to a living 
  creature bleeds for 10 rounds, dealing 1 hit point per round to that 
  creature, until the wound closes. 
  Damage from a sword of wounding can be healed only by normal 
  means (rest and time) - never by potion, spell, or other magical 
  means short of a wish. Note that successive wounds will damage in 
  the same manner as the first. 
  Creation Requirements: Creator must be able to cast wither 
  Equivalent Bonus:  +6 
   
  
  Dungeon Master’s Guide    186 
  Sword, Vorpal Weapon:  A vorpal weapon is a +3 sword with the 
  vorpal special ability (see WEAPON SPECIAL ABILITIES above).   Upon 
  the roll of a natural “20”, the weapon severs the opponent’s head (if 
  it has one) from its body. Creatures with no discernible head (such as 
  oozes or plants), most undead (excluding vampires) and golems are 
  not affected by this effect. Most other creatures, however, die when 
  their heads are cut off.  
  Equivalent Bonus:  +8 
   
  Sword +1, Cursed:  This sword performs in all respects as a +1 
  weapon, but when its wielder is faced by an enemy the sword will 
  weld itself to the characters hand and force him to fight until the 
  enemy or the wielder is slain.  
  Thereafter, the possessor can lose, but never rid himself or herself of 
  the cursed sword. No matter what is done, it will appear in his hand 
  whenever an opponent is faced. The sword can be gotten rid of only 
  by means of remove curse, exorcise, break enchantment, limited 
  wish, wish, or miracle. 
  Equivalent Bonus: +1 
   
  Sword +2, Cursed Berserking: This item appears to have the 
  characteristics of a +2 sword. However, whenever the sword is used 
  in battle, its wielder goes berserk (gaining the benefits of a 
  barbarian’s berserker rage). He attacks the nearest creature, 
  whether friend or foe, and continues to fight until unconscious or 
  dead or until no living thing remains within 30 feet.  
  Although many see this sword as a cursed object, others see it as a 
  boon.  The sword can be gotten rid of only by means of remove 
  curse, exorcise, break enchantment, limited wish, wish, or miracle. 
  Creation Requirements:  Must be able to cast curse (caster level 12) 
  Equivalent Bonus:  +3 
   
  Sword -2, Cursed: This sword performs well against targets in practice, 
  but when used against an opponent in combat, it causes its wielder 
  to take a –2 penalty on attack rolls. 
  All damage dealt is also reduced by 2 points, but never below a 
  minimum of 1 point of damage on any successful hit. After one week 
  in a character’s possession, the sword always forces that character 
  to employ it rather than another weapon. The sword’s owner 
  automatically draws it and fights with it even when he meant to 
  draw or ready some other weapon. The sword can be gotten rid of 
  only by means of remove curse, exorcise, break enchantment, 
  limited wish, wish, or miracle. 
  Creation Requirements:  Must be able to cast curse (caster level 12) 
  Equivalent Bonus:  +2 
   
  INTELLIGENT SWORDS 
  All magical swords that are randomly generated as part of a treasure 
  hoard have a 5% chance per point of magical bonus (or equivalent 
  bonus) of being intelligent.  As such, a +1 longsword has a 5% 
  chance of being intelligent, while a +5 Holy Avenger has a 40% 
  chance of being intelligent, due to its +8 equivalent bonus.    
  As noted in the WEAPON SPECIAL ABILITY section, all permanently 
  enchanted magical weapons may be imbued with intelligence… 
  despite the fact that intelligent, miscellaneous weapons are never 
  found in randomly generated treasure hoards. 
  All intelligent weapons (and items) follow the guidelines provided on 
  pages 102-103 of this tome. 
   
   
   
  
  Dungeon Master’s Guide    187 
   
  ARTIFACTS & RELICS 
  Artifacts are typically constructs of the utmost wizardly might, while  
  relics are the remains of awesome powers and the greatest of holy 
  men.  Rather than merely another form of magic equipment, they are 
  the sorts of legendary relics that whole campaigns can be based on. 
  The discovery of a major artifact should be a campaign-defining 
  moment.  Each could be the center of a whole set of adventures  - a 
  quest to recover it, a fight against an opponent wielding it, a mission 
  to cause its destruction, and so on…  these items should never be 
  casually introduced into play.  
   
  Characteristics of Artifacts and Relics: The artifacts and relics 
  presented here are meant to be examples, and should be tailored to 
  fit your individual campaign and its history.  Feel free to customize the 
  powers of the example artifacts given here so that they better suit 
  your campaign.   
  Minor artifacts are not necessarily unique items. Even so, they are 
  magic items that no longer can be created, at least by common 
  mortal means.   
  Major artifacts are unique items - only one of each such item exists. 
  Each has a long history, and the tales told of them are fantastic…  
  and usually fraught with error and misconception.  Such artifacts are 
  secretive things, their current whereabouts unknown, waiting to be 
  found and once again unleashed upon the world.  Never introduce a 
  major artifact into a campaign without careful consideration. These 
  are the most potent of magic items, capable of altering the balance 
  of a campaign. 
  Artifacts and relics always possess dangerous and possibly deadly side 
  effects. These effects are all but irreversible, unaffected by wishes and 
  most greater powers. Artifacts can only be destroyed by extraordinary 
  means. 
  Artifacts and relics can never be transferred from one campaign to 
  another. If player characters from another DM's campaign enter 
  yours, they automatically do so without any artifacts they might 
  possess. 
  So, given all these warnings and admonitions, just what is it that makes 
  artifacts and relics so potentially dangerous to use in a role-playing 
  game? 
  At the top of the list is the fact that, in game terms, artifacts and relics 
  are nothing more than excuses for the DM to break any and every 
  rule he cares to. Upon learning the proper command, an artifact or 
  relic might allow a character to raise all his ability scores immediately 
  to their maximum or turn an enemy's bones to jelly. 
  The artifact might allow the character to summon meteor swarms, 
  utter a power word, resurrect, or stop time once per day at will. He 
  might be able to summon powerful monsters and easily bend them to 
  his will. He could discover the power to dominate the minds of others, 
  enslaving them to his desires. And this might only be a small part of 
  what the artifact would allow him to do. In short, there is no limit to 
  what you, as the DM, decide an artifact can accomplish. 
   
  Origins of Artifacts and Relics:  Artifacts are not necessarily unique 
  items but, even so, are magic items that no longer can be created, at 
  least by common mortal means.  The secrets of creating artifacts are 
  long lost and, as such, artifacts and relics are of ancient manufacture, 
  possibly from superior human or demihuman technology, or perhaps 
  of divine origin.  
  All of these items have been handed down from ancient times and 
  have histories shrouded in myth and legend.  An artifact has the same 
  background and aura about it as, for example, King Arthur's Excalibur, 
  the skin of the Nemean lion worn by Hercules, Pandora's box, the 
  Golden Fleece, the sword, jewels, and mirror of ancient Japan, or the 
  hammer of Thor. 
  These unique objects were once held and used by gods and mortals 
  far greater and more powerful than normal men.  Often these items 
  existed for an express purpose - to be used by a particular hero, to 
  fight a particular foe.  So closely associated is an artifact with a 
  person, time, or place that its powers can seldom be fully used except 
  by specific individuals who meet certain standards.  A weakling could 
  not hurl Thor's hammer, nor could just anyone command Baba Yaga's 
  hut.  An artifact may show its full powers only to deal with particular, 
  very specific, threats or dangers.  Artifacts have purposes, sometimes 
  fulfilled long in the past and sometimes never-ending. 
   
  Introducing Artifacts and Relics Into a Campaign:  Because the 
  impact of an artifact is so great, you should use them only in the most 
  earth-shaking adventures you can devise.  You must always have a 
  reason for bringing an artifact into your game.  It should never appear 
  just because you want to give the characters something bigger and 
  better. 
  If discovered at the beginning of an adventure, it should be the 
  prelude to some great threat to the kingdom, empire, continent, or 
  world where the item will make a difference.  Rather than simply 
  giving the item to the characters, you can introduce the danger first 
  and then set the player characters searching for the artifact that will 
  defeat or stem the tide of evil that threatens to oversweep the land.  
  Alternatively, the player characters could be faced with the worst of 
  all situations - one in which the artifact is in the hands of the enemy 
  and the players must get it away from them.  Each of these creates 
  an adventure or, more likely, a series of adventures centered around 
  the device. 
  Once the adventure is over, it is best for you to find some way to get 
  the artifact out of the players' hands.  In essence, the artifact was a 
  MacGuffin - the thing that made the plot go - not something you 
  want to remain in your campaign now that the need for the item is 
  gone.  This is very much in keeping with the nature of artifacts and 
  relics, since they have a maddening habit of disappearing once their 
  task is done.  To leave the artifact in the campaign is to invite abuse 
  by the player characters, perhaps for noble ends, but abuse all the 
  same.  There are, even in a fantasy game, “some things man was not 
  meant to know.” 
  Because of their grand impact and titanic significance in the scheme 
  of things, artifacts should be used sparingly.  There are only so many 
  times the characters can save the world before it becomes old hat.  
  Don't be too eager to introduce these items into play and don't bring 
  them in too often.  Artifacts and relics represent the epitome of 
  magical items.  They are going to lose a lot of effect if every king in 
  every kingdom has one in his treasure chambers.  If characters only 
  find one artifact in their entire careers, it will be enough.  Well-played 
  for all its drama, it will lead to an adventure the players will remember 
  for a long time to come. 
   
  Designing An Artifact Or Relic: While examples of artifacts and relics 
  are given at the end of this section, they should always be tailored to 
  fit your campaign or, better still, created especially for your game.  In 
  this way, the players will never know what to expect - not its shape, its 
  history, its powers, or its purpose.  All these things will make the 
  discovery and use of the item more exciting.  In addition, you will have 
  the knowledge that you have created something major, perhaps the 
  most significant thing, for your campaign.  That is no small 
  accomplishment. 
   
   Appearance: The first step in creating an artifact is to decide its 
  form.  It could be anything: A weapon, a hut with chicken legs, a 
  book, a mask, a crown, a tooth, a throne, a mechanical 
  nightingale, a crystal orb, a plain ring, a wand, or whatever. 
   
   History: After you know what it looks like, create a history for it.  
  This history will guide you in deciding what powers the artifact has 
  and what it is used for.  In this history, decide who created the 
  item and what their reasons for creating it were.  Then, outline 
  what has befallen the item over the centuries - where has it 
  surfaced and what has happened at those times?  Finally, 
  embellish this history with clues to its powers and the erroneous 
  legends that have come to surround the item. 
   
   Alignment: Choose an appropriate alignment for the artifact (all 
  artifacts are heavily identified with an alignment). 
   
   Minor Powers: After you have a history of the item, begin to 
  assign it powers.  Artifacts normally have a number of relatively 
  minor powers and one or two major abilities.  Some minor abilities 
  are: 
  Cast a given 1st level spell at will 
    
   
   
  Cast a 5th level or lesser spell once per day or week 
    
   
   
  Cast a spell of 3rd level or less once or twice per day 
    
   
   
  Cure serious wounds (3 times/day) 
    
   
   
  Cure disease (3 times/day) 
    
   
   
  Cure blindness/deafness (3 times/day) 
    
   
   
  Detect good/evil, invisibility, charm, or magic at will 
    
   
   
  Double the character's movement rate 
    
   
   
  Freedom from hunger and fatigue 
  
  Dungeon Master’s Guide    188 
    
   
   
  Fly 
  Grant the possessor immunity to one type of harm: poison, 
  fear, disease, gas, normal missiles, acid, normal fire or 
  cold, etc. 
    
   
   
  Grant water breathing when held 
    
   
   
  Improve the wielder's armor class by 1 or more points 
    
   
   
  Increase an ability score by one point 
    
   
   
  Paralyze at a touch 
    
   
   
  Regenerate 2 hp/turn 
    
   
   
  Speak with dead once per day 
    
   
   
  Speak with plants or animals at will 
    
   
   
  Turn undead as a cleric of the character’s level 
    
   
   
  Understand any spoken language 
    
   
   
  Understand any written language 
   
   Major Powers: After choosing minor powers, you can select the 
  major powers.  There should normally be no more than one or 
  two of these.  The major power must be in keeping with the 
  history of the item.  If you describe a sword wielded by a 
  bloodthirsty and depraved tyrant, it makes little sense for the 
  major power to be to resurrect others once per day.  Rather one 
  would expect something terrible - deliquescing an enemy or 
  summoning some extraplanar beast to kill upon command.  
  Some suggested major powers are: 
   
   
   
   
  Automatically warn of impending danger 
   
   
   
  Bestow magic resistance of +10 to +15 when held 
   
   
   
  Cast a 9th level spell or less once per day or week 
   
   
   
  Death ray with no saving throw once per day 
   
   
   
  Permanently raise all ability scores to their maximum 
   
   
   
  Polymorph self at will 
   
   
   
  Restore youth upon touch once per month 
   
   
   
  Summon a djinni once per day 
   
   
   
  Summon and control elementals once per day 
   
   
   
  Teleport at will with no error 
   
   
   
  Total immunity to all types of fire or cold 
   
  Total immunity to all types of mental attacks (charms, 
  psionics, etc.) 
   
   Dangers: After designing the beneficial or useful powers of the 
  artifact, create the dangers inherent in its use.  All artifacts have 
  grave risks - such is the nature of their power.  The item was 
  originally used by someone of great will and power, and even 
  they placed themselves in danger to use the power the artifact 
  possessed.  For the player characters, such danger is nearly 
  inescapable.  These dangers are usually drastic physical side 
  effects that affect the character.  Again you want the 
  drawbacks of the artifact to mesh with the history you have 
  created.  Some suggested drawbacks include: 
   
   
   
   
  Alignment gradually becomes that of the item 
   
    
   
  All plants within 10 feet of character wither and die 
   
   
   
  All who see the artifact covet it 
   
   
   
  Artifact always causes user to attack specific creatures 
   
  Artifact drains 1 level of experience from user whenever a 
  major power is used 
   
   
   
  Character is controlled by artifact if saving throw is failed 
   
   
   
  Holy water burns the character 
   
  User ages 3d10 years with each use until he is reduced to 
  a zombie 
   
   
   
  User causes fear in all who see him 
   
  User contracts an incurable disease that reduces ability 
  scores by 1 point each month 
   
  User has a 5% cumulative chance per use of being 
  stricken by incurable lycanthropy 
   
   
   
  User's touch causes petrification 
   
   Corrupting Effect: As if this weren't enough, all artifacts have a 
  corrupting effect.  Characters become suspicious of others and 
  possessive of the item.  They begin to see threats where none 
  were intended.  Ultimately they will turn upon their friends and 
  companions, seeing them as scheming enemies out to destroy 
  them and steal the artifact. 
   
  As with the drawbacks, this effect is caused by the fact that the 
  player character is not the one the artifact was first intended for.  
  His personality is different, and no matter how great he is, he 
  lacks the force of will of the great hero, arch-wizard, high priest, 
  or demigod, who originally wielded the item. 
   
   Destroying an Artifact or Relic:  Finally, prepare some method by 
  which the artifact can be destroyed.  Destroying an artifact is 
  never easy - in fact, it's nearly impossible.  Artifacts and relics are 
  impervious to all normal harm and magical attacks.  They cannot 
  be crushed, dissolved in acid, melted or broken normally.  Each 
  should have only a single, specific means of destruction, 
  determined ahead of time by you. 
  Because the means of destruction of a major artifact are so 
  difficult, such an item is often buried in a deep vault, thrown into 
  the Astral Plane, or placed behind extremely powerful and 
  untiring guardians by those without the power, knowledge, or 
  wherewithal to destroy it.  
   
  Unless the specific means of destroying an artifact are know the 
  best result that can be expected is that the physical form can be 
  disrupted for a period of time.  In such instances it will reform in 
  some, new location within a century.  To truly destroy an artifact, 
  the characters must fulfill some exacting set of conditions as 
  unique as the artifact itself.  Possible ways to destroy an artifact 
  include: 
   
  Carry it to the Outer Planes and presume upon the deity 
  that made it to strip it of its power. 
  Cast it into the searing flames of the Sun. 
  Crush it under the heel of an honest man (harder than it 
  seems). 
  Dissolve it in the Universal Solvent (which eats through 
  anything). 
  Feed it to the Earth Serpent who coils at the base of the 
  World Tree. 
  Melt it down in the heart of the volcano where it was 
  forged. 
  Place it at the very bottom of the Well of Decay. 
  Utter aloud its 5,000,001 secret names. 
  Weld it into the Gates of Hel.  
  Bury it in the Rift of Corrosion in the Abyss. 
  Disintegrate it while placed at the base of the Infinite 
  Staircase 
  Have it devoured by Talos, the triple iron golem 
  Immerse it in the Fountain of Light in the holy Halls of 
  Heironeous himself 
  Once all this is done, you will have an artifact or relic ready for use in 
  your campaign.   
   
  Using Artifacts & Relics 
  Each artifact description below discusses the form, function and 
  means of using that artifact.  While some artifacts simply have to be 
  held in order to be activated, others require the working of intricate 
  mechanisms or the utterance of esoteric command phrases in order 
  to be activated.   
  Characters wishing to learn about a particular artifact typically do so 
  through research, by hiring a sage, through the use of the lore class 
  ability or through the use of spells such as legend lore, contact other 
  plane or vision.   
  Unless stated otherwise, activating the spell-like abilities an artifact 
  takes 1 round. Some artifacts operate continuously and require 
  neither thought nor action on the part of their owner. Continually 
  functioning artifacts are practically always items that one wears. Such 
  items must simply be in the character’s possession (on his person).  The 
  caster level for artifact abilities ranges from 17-20, unless otherwise 
  noted in that artifact’s description.  To determine the caster level, roll 
  1d4+16.   
  
  Dungeon Master’s Guide    189 
   
  Artifacts As Randomly Generated Treasure 
  There is a extremely remote chance that an artifact or relic will be 
  found in randomly determined magical treasure hoard.  If randomly 
  generating magical treasure there is one twentieth of a percent (.2%) 
  chance of discovering an artifact or relic in place of a miscellaneous 
  magic item. 
  Should this rare event occur, use the tables below to determine the 
  type of artifact or relic discovered… or create your own minor or 
  major artifact instead. 
  Of course, as DM, you are free to ignore a die roll that indicates that 
  an artifact has been found and, in such instances, should re-roll what 
  type of miscellaneous magic item has been found by the party. 
   
  d% roll 
  results 
  01-80 
  roll on the minor artifact subtable 
  81-00 
  roll on the major artifact subtable 
   
   
  minor artifact subtable 
   
   
  d% roll 
  results 
  01-05 
  Book of Exalted Deeds 
  06-10 
  Book of Infinite Spells 
  11-15 
  Book of Vile Darkness 
  16-25 
  Crystal Hypnosis Ball 
  26-31 
  Deck of Many Things 
  36-40 
  Iron Flask of Tuerny the Merciless 
  41-45 
  Philosopher’s Stone 
  46-50 
  Recorder of Ye’Cind 
  51-55 
  Shield of Prator 
  56-60 
  Sphere of Annihilation 
  61-65 
  Staff of the Magi 
  66-70 
  Talisman of Pure Good 
  71-75 
  Talisman of the Sphere 
  76-80 
  Talisman of Ultimate Evil 
  81-85 
  Talisman of Zagy 
  86-95 
  Teeth of Dahlver-Nar 
  96-00 
  Throne of the Gods 
   
  major artifact subtable 
   
   
  d% roll 
  results 
  01 
  Axe of the Dwarvish Lords 
  02 
  Baba Yaga’s Hut 
  03-04 
  Codex of Infinite Plane 
  05-20 
  Crown of Might 
  21-22 
  Eye of Vecna 
  23 
  Hand of Vecna 
  24 
  Heward’s Mystical Organ 
  25 
  Horn of Change 
  26-27 
  Invulnerable Coat of Arnd 
  28 
  Jacinth of Inestimable Beauty 
  29 
  Johydee’s Mask 
  30-31 
  Kuroth’s Quill  
  32-33 
  Mace of Saint Cuthbert 
  34 
  Machine of Lum the Mad 
  35-36 
  Mighty Servant of Leuk-O 
  37-40 
  Moaning Diamond 
  41-47 
  Orb of the Dragonkind 
  48-63 
  Orb of Might 
  64-65 
  Queen Ehlissa’s Marvelous Nightingale 
  66-68 
  Ring of Gaxx 
  68-74 
  Rod of Seven Parts 
  75-91 
  Sceptre of Might 
  92-95 
  Shadowstaff 
  96-98 
  Shield of the Sun 
  99 
  Sword of Kas 
  00 
  Wand of Orcus 
   
  Sample Artifacts 
  Listed below are some examples of artifacts. Because each artifact 
  must be unique, no absolute powers are given. Suggested powers are 
  listed, but the DM can alter these as he wishes. 
   
  Axe of the Dwarvish Lords: Legend relates that the greatest dwarf who 
  ever lived, the first Dwarven King, forged this weapon in volcanic fires 
  with the aid of a patron god. It passed from dwarven monarch to 
  dwarven monarch until it was lost in the Invoked Devastation centuries 
  gone. 
  Rumors persist of the appearance of the Axe from time to time in 
  various places, but it supposedly bears a curse. The blade of the Axe is 
  equal to a sword of sharpness, and it is backed by a head equal to a 
  +3 hammer. The handle extends or contracts upon command to 
  equal a battle or hand axe (for throwing), and the Axe will return 30’ 
  to its thrower. The possessor has dwarven racial abilities of darkvision, 
  metalcraft, stonecraft, etc.  If the bearer is a dwarf, these abilities 
  improve, with their ranges and/or bonuses doubling. The possessor’s 
  life span matches that of a dwarf, but he becomes more and more 
  dwarf-like with time, until eventually he exactly resembles one.  If the 
  wielder is not a dwarf, he suffers a -1 penalty to his charisma score but 
  gains a +1 bonus to his constitution score. 
  Elves and orcs who attempt to wield the Axe of the Dwarvish Lords 
  take 5d6 points of damage per round of contact and lose 2 levels so 
  long as they grasp the Axe. Dwarves who wield the Axe of Dwarvish 
  Lords have an effective charisma of 19 when dealing with 
  dwarvenkind.   
  The Axe grants it wielder immunity to fear and allows him to heal once 
  per day.  The Axe can summon a 16-HD earth elemental once per 
  week.   
   
  Baba Yaga’s Hut: Ages ago the most powerful female mage ever  
  known spent much of her power in the creation of a magical dwelling 
  of superb character. When she passed to another plane, her hut 
  disappeared and has only been rumored to have been seen once or 
  twice since.  
  Baba Yaga developed a small hut of ordinary appearance - a 
  circular, thatched structure of 15’ diameter and 10’ high. To this 
  dwelling are attached two powerful fowl legs 12’ long, which appear 
  to be stilts.  
  Before any of the Hut’s can be safely approached or commanded 
  the character must use a key phrase establishing control over the Hut, 
  which only recognizes one master at a time.  The Hut has intelligence 
  (high) and human senses, plus twilight vision and darkvision to 120’, 
  which are shared telepathically with its master. 
  The inside of Baba Yaga’s Hut is a palace far larger than the outside. 
  Enclosed within the walls are over 30 rooms on 3 floors, including 
  indoor gardens, kitchens, a library, laboratory, armory, bedrooms, and 
  even an observatory.  All rooms are lavishly and richly furnished. Many 
  of the rooms have windows, but they all give the same view; that of 
  the two front windows of the Hut. Within the Hut, only the master can 
  use summoning, interdimensional travel, or teleportation spells. This 
  master functions at two levels greater than normal (including extra hit 
  points, spells, etc.) and gains a +5 magic resistance.  In addition, the 
  master of the Hut may use the animate objects and globe of 
  invulnerability spells once per day, as a 16th level caster. 
  Despite the commodious interior, the bird legs can move Baba Yoga’s 
  Hut at up to 240’ per round over swampland or normal terrain, and 
  half of that speed through forests or rough terrain (such as hills, 
  mountains).  The Hut will obey  commands from 1 person (the one first 
  using a key phrase) and can come to a call from as far away as 1 
  league.  
  Its legs deliver blows that deal 2d10 damage, 2 attacks per round, to 
  any so rash as to come within 10’ without invitation or knowing the 
  command phrase. The legs are armor class 20 and may only be struck 
  by +2 or better weapons.  Each can take 48 hit points damage each, 
  regenerating at 1 hit point/melee round.  When a leg loses all hit 
  points, the Hut settles to the ground until the leg is totally regenerated.  
  The walls of the Hut are the equivalent of 5’ thick granite.  
   
  Book of Exalted Deeds: This holy book is sacred to divine spellcasters of 
  good alignment (LG, NG, CG). Study of the work requires one week, 
  but upon completion a good spellcaster gains a +1 bonus to wisdom 
  and one experience level - receiving enough XP to put the 
  character’s XP total midway between the minimum needed for his 
  new (higher) level and the minimum needed for the level beyond 
  that. 
  Divine spellcasters neither good nor evil (LN, N, CN) lose 2d6×1,000 XP 
  for perusing the work. Evil divine spellcasters (LE, NE, CE) lose twice 
  that amount. In addition, they have to atone (see the atonement 
  spell) in order to gain further experience.  
  Non-spellcasters who handle or read the book are unaffected. 
  Arcane spellcasters who read it lose 1 point of intelligence and lose 
  1d6×1,000 XP unless they make a wisdom save at -15. 
  
  Dungeon Master’s Guide    190 
  Except as indicated above, the writing in a book of exalted deeds 
  can’t be distinguished from any other magic book, libram, tome, or so 
  on until perused. Once read, the book vanishes, and the same 
  character can never benefit from reading another book of exalted 
  deeds.  
  Weight 3 lb. 
   
  Book of Infinite Spells: This work bestows upon any character of any 
  class the ability to use the spells within its pages. However, any 
  character not already able to use spells loses one level as long as the 
  book is in his possession or while he uses its power. A book of infinite 
  spells contains 1d8+22 pages. The nature of each page is determined 
  by a dice roll:  01–50, arcane spell; 51–100, divine spell. 
  Determine the spell level by rolling 1d4+5 and the class of spell by 
  rolling a d20 a consulting the following chart: 
   
  d20 roll 
  type 
  1-12 
  13-16 
  17-20 
  arcane 
  magic-user 
  illusionist 
  other* 
  divine 
  cleric 
  bard 
  druid 
   
   
   
   
  * 50% chance of either hedge wizard or necromancer spells 
   
  Once the spell level and class of spell is known, roll randomly on the 
  appropriate class spell list to determine the spell.  Once a page is 
  turned, it can never be flipped back - paging through a book of 
  infinite spells is a one-way trip. If the book is closed, it always opens 
  again to the page it was on before the book was closed. When the 
  last page is turned, the book vanishes. 
  Once per day the owner of the book can cast the spell to which the 
  book is opened. If that spell happens to be one that is on the 
  character’s class spell list, he can cast it up to four times per day. The 
  pages cannot be ripped out without destroying the book. Similarly, 
  the spells cannot be cast as scroll spells, nor can they be copied into 
  a spellbook - their magic is bound up permanently within the book 
  itself. 
  The owner of the book need not have the book on his person in order 
  to use its power. The book can be stored in a place of safety while the 
  owner is adventuring and still allow its owner to cast spells by means of 
  its power. 
  Each time a spell is cast, there is a chance that the energy connected 
  with its use causes the page to magically turn despite all precautions. 
  The owner knows this and may even benefit from the turning by 
  gaining access to a new spell. The chance of a page turning 
  depends on the spell the page contains and what sort of spellcaster 
  the owner is. 
   
  condition 
  chance of page turning 
  caster employing a spell usable by own 
  class and level 
  10% 
  caster employing a spell not usable by 
  own class and level 
  20% 
  non-spellcaster employing divine spell 
  25% 
  non-spellcaster employing arcane spell 
  30% 
   
  Treat each spell use as if a scroll were being employed, for purposes 
  of determining casting time, spell failure, and so on.  Weight 3 lb. 
   
  Book of Vile Darkness: This is a work of ineffable evil - meat and drink 
  to divine spellcasters of that alignment (LE, NE, CE). To fully consume 
  the contents requires one week of study. Once this has been 
  accomplished, an evil spellcaster gains a +1 bonus to wisdom and 
  one experience level - receiving enough XP to put the character’s XP 
  total midway between the minimum needed for his new (higher) level 
  and the minimum needed for the level beyond that. 
  All lawful neutral, neutral, or chaotic neutral characters who touch the 
  book take 5d4 points of damage, and reading its pages causes them 
  to become evil unless they make a charisma saving at -10. Such 
  converts immediately seek out an evil cleric to confirm their new 
  alignment (with an atonement spell). 
  Divine spellcasters neither good nor evil (LN, N, CN) who read the 
  book either lose 2d6×1,000 XP (1–10 on d20) or become evil without 
  benefit from the book (11–20).  
  Good divine spellcasters (LG, NG, CG) perusing the pages of the 
  book of vile darkness have to make a constitution save at -15 or die. If 
  they do not die, they must succeed on a wisdom save at -15 or suffer 
  from a continuous confusion effect (per the insanity spell). In the latter 
  event, even if the save is successful, the character loses 20,000 XP, 
  minus 1,000 for each point of wisdom he has. This calculation cannot 
  result in an XP gain. 
  Other characters of good alignment take 5d6 points of damage from 
  just handling the tome. If such a character looks inside, there is a 
  good chance (1-16 on a d20) that an evil extraplanar creature 
  attacks the character that night. 
  Weight 3 lb. 
   
  Codex of the Infinite Planes:  In the distant past the High Wizard Priest 
  of the Isles of Woe (now sunken beneath the waters of the Nyr Dyv – 
  see the WORLD of GREYHAWK from TSR) discovered this work and 
  used its arcane powers to dominate the neighboring states, but 
  legend also has it that these same powers eventually brought doom 
  to the mage-priest and his tyrannical domain. It must be that 
  somehow the Codex survived the inundation, for the archmage Tzunk 
  scribed the following fragment prior to his strange disappearance:  
   
  “… and the two strong slaves lifted it [the Codex] from the back 
  of the Beast. Thereupon I commanded the Brazen Portals to be 
  brought low, and they were wrenched from their hinges and 
  rang upon the stone.  
  The Efreet howled in fear and fled when I caused the page to be 
  read, and the Beast passed into the City of Brass. Now was I, 
  Tzunk, Master of the Plane of Molten Skies. With sure hand I 
  closed Yagrax’s Tome [the Codex], dreading to…” 
   
  From the foregoing it is evident that the item is very large and of 
  exceptional power. Any person reading its 99 damned pages is 99% 
  certain to meet a terrible fate (1% cumulative chance per page)    by 
  accidentally opening the wrong portal and suffering irreversible 
  madness, calling a powerful and hostile demon, creating of a 10-mile 
  radius cloud of deadly poison and so on. 
  The Codex’s other pages have the keys to instant physical 
  transference to any one of the other planes and alternates of any 
  world or universe. The work will destroy instantly any character under 
  11th level of experience who touches it, but those of 11th level or 
  higher who make a saving throw versus magic can command the 
  powers and effects of the Codex. 
  All powers of the Codex are triggered by reading, if one knows where 
  to look.  The Codex can open a portal to any plane, demiplane, or 
  Prime Material world at any location.  The book, however, has no 
  index or table of contents. The book allows the bearer to cast the 
  following spells:  dispel magic (3/day), forcecage (1/day), gate 
  (1/month), 
  glyph 
  of 
  warding 
  (3/day), 
  invisibility 
  (3/day), 
  Mordenkainen’s disjunction (1/day), reverse gravity (1/day), shadow 
  conjuration (3/day),  time stop (1/week), 
   
  Crown of Might: According to tradition, great items of regalia were 
  constructed for special servants of the deities of each alignment 
  when the gods were contending amongst themselves. Who amongst 
  them first conceived the idea is unknown. The champion of each 
  ethic alignment - Evil, Good, Neutrality - was given a crown, an orb, 
  and a sceptre.  
  These regalia have been scattered and last over the centuries of 
  struggle since they first appeared. These 3 complete sets bestow great 
  powers, but even mere possession of a Crown of Might gives a 
  character of the same ethos great benefits (if a character of another 
  alignment touches such an item he or she takes 5d6 hit points of 
  damage and must make a charisma save at -10 or be instantly killed).  
  Each of these items is so similar in appearance to the other that 
  examination will reveal no difference, and detection magically will 
  not reveal their ethic alignment. Each Crown is a slender diadem of 
  gold set with 3 precious stones of great size so as to bring 50,000 or 
  more gold pieces if openly sold.  The alignment of a Crown is 
  determined by rolling a d20 and consulting the following chart: 
   
  d20 roll 
  alignment 
  1-6 
  evil 
  7-14 
  good 
  15-20 
  neutrality 
   
   The Crown of Evil:  When worn, the Crown confers fire giant 
  strength (22) upon its wearer.  By touch, the wearer of the Crown 
  can animate dead (3/day).  So long as the Crown is worn it 
  confers the benefits of nondetection. 
  The Crown is attuned only to those of extremely evil alignment. 
  Among evil characters, only those of chaotic bent can use all 
  the item’s powers. For others, only the benefits of enhanced 
  strength are gained.  As part of their perverse blessing on the 
  Crown, the powers of Evil constructed the artifact so that, when 
  worn, it is impossible for the owner to answer any question 
  
  Dungeon Master’s Guide    191 
   
  truthfully. Perhaps the rationale behind implementation of such a 
  power was to protect their champion from interrogation, or 
  perhaps it was just a whim. The champion can speak truthfully of 
  his own accord, but any question put to him automatically results 
  in a lie. 
   
   The Crown of Good:  The Crown confers upon the wearer a 
  wisdom and charisma score of 20.  The Crown can create a 
  minor globe of invulnerability around the wearer once per day. 
  While wearing the crown the possessor of the Crown may detect 
  lies (3/day) and cast true seeing once per day.   
  Among good characters, only those of a lawful heart can use all 
  the item’s powers. Neutral good and chaotic good creatures do 
  no gain the enhanced wisdom and charisma scores of the 
  Crown. 
  The Crown does have a drawback in that its owner (whether the 
  Crown is worn or not) is no longer capable of telling a falsehood 
  or performing an act that would normally be considered evil. 
  Note that this prevents the character from bluffing or making 
  threats he does not intend to carry out. Even haggling in the 
  marketplace can become difficult, should the character 
  manage to dicker the price down to a “steal.” 
   
   The Crown of Neutrality:  So long as this Crown is worn, the owner 
  can automatically distinguish between truth, half-truth, and lies 
  he hears or reads. Only an undetectable lie can conceal the 
  truth.  The Crown allows the wearer to cast ESP 3 times per day 
  and cast foresight once per week.  True neutral characters are 
  possessed of the impartial nature of the cold Neutral powers, and 
  expose all lies they hear. No matter who speaks (even himself), 
  the wearer must reveal falsehoods so fair judgments can be 
  made.  
   
  Possession of Multiple Regalia of Might:  If any two items of Might are 
  possessed, the character immediately gains one experience level, 
  and his experience point total is set halfway to the next level. The 
  character immediately gains all the benefits of the new level. This 
  benefit is lost if the second item is lost.  If all three items are held by a 
  single creature, all the benefits described above are received. In 
  addition, the bearer of all three items may cast antimagic shell once 
  per day, regenerates 2 hit points per turn and  may cast wall of recall 
  once per day. These bonuses last for as long as all the items of the 
  Might are retained. If one is lost, stolen, or surrendered, the benefits 
  are lost. 
   
  Crystal of the Ebon Flame: The origin of this artifact is entirely unknown, 
  as is its exact whereabouts. It is a beautifully formed, diamond-hard 
  mineral the size of a hand. When it is touched, the Crystal sends forth 
  rays of light and a black flame seems to leap and dance in the heart 
  of the jewel. All creatures within 30’, including the Crystal’s owner, 
  must save versus magic or be charmed as if by a mass charm spell. 
  Charmed characters are also subject to a permanent suggestion spell 
  (a second saving throw is allowed) attempting to convince them to 
  become devoted followers of the Flame’s cult.  The stone’s sinister 
  intelligence is determined to increase its power by adding more 
  worshippers and slaying the followers of other gods. Fearing exposure, 
  it uses stealthy means to carry out its goals. 
  The possessor of the Crystal may draw upon its powers by gazing at 
  the Ebon Flame at its center for 1d4 rounds. These powers and effects 
  are:  curse (5/day), dispel magic (3/day), enthrall (5/day), fear 
  (3/day), summon shadow (2/day) and wall of force (1/day).  
   
  Crystal Hypnosis Ball: This cursed artifact is indistinguishable from a 
  normal crystal ball. However, anyone attempting to use the scrying 
  device becomes fascinated for 1d6 minutes, and a telepathic 
  suggestion is implanted in his mind (an intelligence save at -17 
  negates this). 
  The user of the device believes that the desired creature or scene was 
  viewed, but actually he came under the influence of a powerful 
  wizard, lich, or even some power or being from another plane. Each 
  further use brings the crystal hypnosis ball gazer deeper under the 
  influence of the controller, either as a servant or a tool. Note that 
  throughout this time, the user remains unaware of his subjugation. 
   
  Cup and Talisman of AI’Akbar: This pair of holy relics were given by the 
  gods of the Paynims to their most exalted high priest of lawful good 
  alignment in the days following the Invoked Devastation. It was lost to 
  demihuman raiders and was last rumored to be somewhere in the 
  Southeastern portion of the Bandit Kingdoms.  
   The Cup is made of hammered gold, chased with silver filigree, 
  and set with 12 great gems in electrum settings - a jewelry value 
  of 75,000 or more gold pieces on the market. It does not radiate 
  magic, but it has the following powers/effects:  anyone of good 
  alignment who touches the Cup receives the benefits of a bless 
  spell. This lasts for 24 hours.  The powers of the Cup are activated 
  by filling it with holy water, usable once per day.  If all of the 
  water is drunk, it acts as a cure critical wounds or neutralize 
  poison spell, or it can be divided into three portions that act as 
  cure light wounds spells, although these fade in 12 hours. 
   
   The Talisman is made of hammered platinum, a star of 8 points, 
  chased with gold inlays, and with a small gem tipping each 
  point. The star is hung from a chain of gold and electrum set with 
  silver beading (8 sets of 3 beads each) - a jewelry value of 10,000 
  or more gold pieces. It does not radiate magic either, but has 
  the following powers/effects:  anyone of good alignment 
  touching the Talisman receives the benefit of a remove curse 
  spell.  Once per day the Talisman can cast a cure disease or 
  cure blindness spell.   
   
  Once per week, the Cup and Talisman can be used to create any 
  one of the following potions: healing (5 batches), sweet water (3 
  batches), extra-healing (2 batches), elixir of health (1 batch), or vitality 
  (1 batch). Furthermore, the items gain the power of a resurrection 
  spell (1/day), effective only on good or neutral creatures. 
  These items can only be used by good creatures with human 
  bloodlines (humans, half-elves and half-orcs). When the powers of the 
  Cup or Talisman are invoked, the owner ages 1d10 years. This aging is 
  irreversible! Upon attaining  maximum age, the owner is transformed 
  into a zombie guardian of the artifacts, unraiseable by any means. 
   
  Deck of Many Things:  A Deck of Many Things (both beneficial and 
  baneful) is usually found in a box or leather pouch. Each deck 
  contains a number of thin plates or plaques made of ivory or vellum. 
  Each is engraved with glyphs, characters, and sigils. As soon as one of 
  these cards is drawn from the pack, its magic is bestowed upon the 
  person who drew it, for better or worse. 
  The character with a deck of many things who wishes to draw a card 
  must announce how many cards he will draw before he begins. Cards 
  must be drawn within 1 hour of each other, and a character can 
  never again draw from this deck any more cards than he has 
  announced. If the character does not willingly draw his allotted 
  number (or if he is somehow prevented from doing so), the cards flip 
  out of the deck on their own. Exception: If the jester is drawn, the 
  possessor of the deck may elect to draw two additional cards. 
  Each time a card is taken from the deck, it is replaced (making it 
  possible to draw the same card twice) unless the draw is the jester or 
  the fool, in which case the card is discarded from the pack. A deck of 
  many things will contain either 13 (75%) or 22 (25%) plaques. 
  Additional plaques in a 22 card deck are indicated by an asterisk (*) 
  after their names. To simulate the magic cards, you may want to use 
  tarot cards, as indicated in the second column of the accompanying 
  table. If no tarot deck is available, substitute ordinary playing cards 
  instead, as indicated in the third column. The effects of each card, 
  summarized on the table, are fully described below: 
  plaque 
  tarot card 
  playing card 
  effect 
  balance* 
  xi. justice 
  two of 
  spades 
  change alignment 
  instantly. 
  comet* 
  two of 
  swords 
  two of 
  diamonds 
  defeat the next 
  monster you meet to 
  gain one level. 
  donjon* 
  four of 
  swords 
  ace of 
  spades 
  you are imprisoned. 
  Euryale 
  ten of 
  swords 
  queen of 
  spades 
  –3 penalty on all 
  saving throws vs. 
  petrification 
  henceforth. 
  the 
  Fates* 
  three of 
  cups 
  ace of hearts 
  avoid any situation 
  you choose … once. 
  flames 
  xv. the devil 
  queen of 
  clubs 
  enmity between you 
  & an extraplanar 
  creature. 
  fool* 
   the fool 
  joker (with 
  trademark) 
  lose 10,000 XP & you 
  must draw again. 
  
  Dungeon Master’s Guide    192 
  gem* 
  seven of 
  cups 
  two of hearts 
  gain your choice of 
  twenty-five pieces of 
  jewelry or fifty gems. 
  idiot* 
  two of 
  pentacles 
  two of clubs 
  lose Intelligence 
  (permanent drain). 
  You may draw 
  again. 
  jester 
  xii. the 
  hanged 
  man 
  joker (without 
  trademark) 
  gain 10,000 XP or two 
  more draws from the 
  deck. 
  key 
  v. the 
  hierophant 
  queen of 
  hearts 
  gain a magic 
  weapon and a 
  treasure map. 
  knight 
  page of 
  swords 
  jack of hearts 
  gain the service of a 
  4th level fighter. 
  moon 
  xviii. the 
  moon 
  queen of 
  diamonds 
  you are granted 1d4 
  wishes. 
  rogue 
  five of 
  swords 
  jack of 
  spades 
  one of your friends 
  turns against you. 
  ruin 
  xvi. the 
  tower 
  king of 
  spades 
  immediately lose all 
  wealth & real 
  property. 
  skull 
  xiii. death 
  jack of clubs 
  defeat dread wraith 
  or be forever 
  destroyed. 
  star 
  xvii. the star 
  jack of 
  diamonds 
  immediately gain a 
  +2 bonus to one 
  ability score. 
  sun 
  xix. the sun 
  king of 
  diamonds 
  gain beneficial 
  miscellaneous magic 
  item and 50,000 XP. 
  talons 
  queen of 
  pentacles 
  ace of clubs 
  all magic items you 
  possess disappear 
  permanently. 
  throne 
  four of 
  staves 
  king of hearts 
  gain an 18 charisma 
  plus a small keep. 
  vizier* 
  ix. the 
  hermit 
  ace of 
  diamonds 
  know the answer to 
  your next dilemma. 
  the Void 
  eight of 
  swords 
  king of clubs 
  body functions, but 
  soul is trapped 
  elsewhere. 
   
   Balance: As in “weighed in the balance and found wanting”, the 
  character must change to a radically different alignment. If the 
  character fails to act according to the new alignment, he 
  permanently loses a level. 
   
   Comet: The character must single-handedly defeat the next 
  hostile monster or monsters encountered, or the benefit is lost. If 
  successful, the character gains enough XP to attain the next 
  experience level. 
   
   Donjon: This card signifies imprisonment - either by the 
  imprisonment spell or by some powerful being or creature. All 
  gear and spells are stripped from the victim in any case. Draw no 
  more cards. 
   
   Euryale: The medusa-like visage of this card brings a curse that 
  only the Fates card or a deity can remove. The –3 penalty on all 
  saving throws versus petrification is otherwise permanent. 
   
   Fates: This card enables the character to avoid even an 
  instantaneous occurrence if so desired, for the fabric of reality is 
  unraveled and re-spun. Note that it does not enable something 
  to happen. It can only stop something from happening or reverse 
  a past occurrence. The reversal is only for the character who 
  drew the card; other party members may have to endure the 
  situation. 
   
   Flames: Hot anger, jealousy, and envy are but a few of the 
  possible motivational forces for the enmity. The enmity of the 
  extraplanar creature can’t be ended until one of the parties has 
  been slain. Determine the extraplanar creature randomly, and 
  assume that it attacks the character (or plagues his life in some 
  way) within 1d20 days. 
   
   Fool: The payment of XP and the redraw are mandatory. This 
  card is always discarded when drawn, unlike all others except 
  the jester. 
   
   Gem: This card indicates wealth. The jewelry is all gold set with 
  gems, each piece worth 2,000 gp, the gems 1,000 gp value 
  each.  
   
   Idiot: This card causes the drain of 1d4 points of Intelligence 
  immediately. The additional draw is optional. 
   
   Jester: This card is always discarded when drawn, unlike all others 
  except the fool. The redraws are optional. 
   Key: The magic weapon granted must be one usable by the 
  character. It suddenly appears out of nowhere in the character’s 
  hand.  The treasure map should be reasonably accurate, though 
  not necessarily current. 
   
   Knight: The fighter appears out of nowhere and serves loyally until 
  death. He is of the same race (or kind) and gender as the 
  character. 
   
   Moon: This card sometimes bears the image of a moonstone 
  gem with the appropriate number of wishes shown as gleams 
  therein; sometimes it depicts a moon with its phase indicating the 
  number of wishes (full = four; gibbous = three; half = two; quarter 
  = one). These wishes are the same as those granted by the 9th 
  level magic-user spell and must be used within a number of 
  minutes equal to the number received. 
   
   Rogue: When this card is drawn, one of the character’s NPC 
  friends (preferably a follower) is totally alienated and forever 
  after hostile. If the character has no cohorts, the enmity of some 
  powerful personage (or community, or religious order) can be 
  substituted. The hatred is secret until the time is ripe for it to be 
  revealed with devastating effect. 
   
   Ruin: As implied by its name, when this card is drawn, all non-
  magical possessions of the drawer are lost. 
   
   Skull: A minor Death appears (AC 25; 33 hit points; strikes with a 
  scythe for 2d8 hit points, never missing, always striking first in a 
  round) and the character must fight it alone - if others help, they 
  get minor Deaths to fight as well.  Treat the Death as undead 
  with respect to spells. Cold or fire do not harm it, neither does 
  electrical energy. 
  If the character is slain, he is slain forever and cannot be revived, 
  even with a wish or a miracle. 
   
   Star: The points are added to any ability score the character 
  chooses, to a maximum of 18. 
   
   Sun: Roll for a miscellaneous magic item until a useful item is 
  indicated. 
   
   Talons: When this card is drawn, every magic item owned or 
  possessed by the character is instantly and irrevocably gone. 
   
   Throne: The character becomes a true leader in people’s eyes, 
  gaining an 18 charisma (or a +1 bonus if their charisma is already 
  18 or higher, to a maximum of 20). The castle gained appears in 
  any open area he wishes (but the decision where to place it 
  must be made within 1 hour). 
   
   Vizier: This plaque empowers the character drawing it with the 
  ability to call upon supernatural wisdom to solve any single 
  problem or answer fully any question whenever he so requests. 
  Whether the information gained can be successfully acted upon 
  is another question entirely. 
   
   The Void: This black card spells instant disaster. The character’s 
  body continues to function and he speaks like an automaton, 
  but the psyche is trapped in a prison somewhere - in an object 
  on a far plane or planet, possibly in the possession of a demon. A 
  wish or a miracle does not bring the character back, instead 
  merely revealing the plane of entrapment. Draw no more cards. 
   
  Eye of Vecna: Seldom is the name of Vecna spoken except in hushed 
  voice, and never within hearing of strangers, for legends say that the 
  phantom of this once supreme lich still rooms the Material Plane. It is 
  certain that when Vecna finally met his doom, one eye and one hand 
  survived. The Eye of Vecna is said to glow in the same manner as that 
  of a feral creature. It appears to be an agate until it is placed in an 
  empty eye socket of a living character.  
  Once this is done, the eye’s functions become apparent.  It grants the 
  host continuous darkvision and true seeing, and grants immunity to all 
  gaze attacks (including eyebite). Three times per day each, the host 
  can use the spells eyebite and dominate person. Once per day, the 
  bearer of the Eye can call forth dominate monster and destruction. A 
  
  Dungeon Master’s Guide    193 
   
  non-evil character must make a charisma save each week to avoid 
  becoming evil. All powers are at caster level 20th.  The Eye may not 
  thereafter be removed without resulting in the death of its host.  
  Powers with Both Artifacts: If a single character bears both the Hand 
  of Vecna and the Eye of Vecna he can call upon a Type I demon 
  once per day.  A non-evil character who possesses both items must 
  make a charisma save each day to avoid becoming evil and falling 
  prey to a permanent suggestion.  This suggestion compels to bearer to 
  further Vecna’s goals:  to destroy the Sword of Kas and summon 
  Vecna to Oerth. 
   
  Hand of Vecna: The arch-lich Vecna supposedly imbued both his 
  hand (left) and his eye (see the foregoing listing) with wondrous and 
  horrible powers enabling them to persist long after his other remains 
  moldered away into dust (cf., Eye of Vecna). Tales say that the Hand 
  appears to be a mummified extremity, a blackened and shriveled 
  hand, possibly from a burned body.  
  If the wrist portion is pressed against the stump of a forearm, it will 
  instantly graft itself to the limb.  The touch of the Hand, once so 
  placed, deals 1d10 points of cold damage to a target. Three times 
  per day, its touch can permanently drain 1 ability score point (host’s 
  choice of ability) from a victim. The host gains the points drained for 
  the rest of that day (they last until the next sunrise).  Once per day, the 
  bearer of the Hand can call upon finger of death and unholy aura.  
  Once per week the bearer of the hand can cast time stop.  All powers 
  are at caster level 20th.  In addition to these powers, the bearer of the 
  hand regenerates 2 hit point per turn. 
  A non-evil character must make a charisma save each week to avoid 
  becoming evil. Removal of the hand always results in the death of the 
  host.  
  Powers with Both Artifacts: If a single character bears both the Hand 
  of Vecna and the Eye of Vecna he can call upon a Type I demon 
  once per day.  A non-evil character who possesses both items must 
  make a charisma save each day to avoid becoming evil and falling 
  prey to a permanent suggestion.  This suggestion compels to bearer to 
  further Vecna’s goals:  to destroy the Sword of Kas and summon 
  Vecna to Oerth.  This suggestion compels to bearer to further Vecna’s 
  goals:  to destroy the Sword of Kas and summon Vecna to Oerth. 
   
  Heward’s Mystical Organ: In the pages of the Fables of Burdock there 
  is mention of a musical instrument of large size, an organ of such 
  power that the mighty and terrible enchantments possible to cast by 
  playing upon it are only hinted at.  Heward’s Organ has 77 great and 
  small pipes, a console with many keys of black and white beneath 13 
  ivory stops, and 3 great foot pedals. The bellows which sends a rush of 
  wind to the pipes is said to be worked by a conjured and chained air 
  elemental of huge size. Each stop causes the pipes to sound in a 
  different voice, while the keys vary the notes, of course. No one is 
  certain what purpose the foot pedals serve. 
  Despite the ravages of time which have silenced some of its pipes, 
  and abuse and neglect which have supposedly mode some keys and 
  stops unworkable, the Organ can still work mighty magicks when 
  properly played (requiring a performance: organist check).  
  The possessor of the organ gains a +1 bonus to his charisma score and 
  may use of the following abilities at will (without resorting to use of the 
  Organ):  comprehend languages and tongues. 
  Theoretically, Heward's Mystical Organ can have as many powers as 
  there are settings and tunes to be played. With such a broad range, 
  the DM can create virtually any result. The press of a key may cause 
  flowers or straw to rain over a small village 100 miles away, while a 
  fugue may result in the sinking of several islands off the coast or the 
  reshaping of the organist into a newt (especially if he hits a bad note). 
  Unlike other artifacts (which possess powers the character must 
  discover), users of the Organ should decide upon the effect they wish 
  to create and then research the notes and stops needed to create it. 
  The DM can, of course, alter the end result (mortals playing with the 
  toys of gods seldom get what they really want) and a check should 
  be made to see if any errors (a missed note or beat) occur in the 
  playing. 
  Some sample abilities that can be called forth through the proper 
  playing of the Organ are:   
   
  animal friendship (3/day), animate object (1/day), break 
  enchantment (1/day), charm monster (1/day), charm person 
  (2/day), confusion (1/day), dimensional lock (1/day), dispel 
  evil/good (1/day), dispel magic (1/day), Otto’s irresistible dance 
  (1/day), and spell turning (1/day) 
   
  The songs that call forth these abilities are difficult to play, imposing a -
  10 penalty to the organist’s performance rolls.  More complex songs, 
  which impose a -15 penalty to performance checks, allow more 
  powerful abilities to be used.  Some sample abilities include:   
   
  Banishment (1/week), demand (1/week), maze (1/week) and 
  prismatic sphere (1/week) 
   
  Should the Organ be played improperly roll a d20 and consult the 
  following, baleful effects, table: 
   
  d20 roll baleful effect 
  1 
  the organist is geased to undertake a quest on Heward’s 
  behalf (no saving throw is permitted).  As part of this geas he 
  must speak in rhyme or in song until the quest is completed. 
  2 
  the organist is stricken deaf as per blindness/deafness 
  3 
  the organist is feebleminded 
  4 
  the alignment of the organist is changed, as if he donned a 
  helm of opposite alignment 
  5 
  all within 500’ are effected by Otto’s irresistible dance for 
  1d6 turns 
  6 
  the song creates a permanent, 500’ radius, dead-magic 
  zone in the area, centered upon the Organ.  Non-artifact 
  magical items do not function within the zone, spellcasting is 
  impossible, and all existing spells are instantly negated, 
  including 
  permanent 
  enchantments 
  on 
  creatures. 
  Summoned beings are instantly driven back to their own 
  planes 
  7 
  the organist is polymorphed into a small lizard 
  8 
  a Mordenkainen’s disjunction spell is triggered, centered 
  upon the Organ 
  9 
  the organist and all within 500’ are afflicted with permanent 
  insanity. Those so stricken cannot abide any sound other 
  than that of the Organ. Deprived of its tones, they despair 
  and see no wonder or greatness (in either good or evil) in 
  the world. Gradually, those enchanted take less and less 
  interest in life until they finally reach the point where even 
  the finest food is an anathema to them. These slowly wasting 
  creatures are truly piteous sights.  This madness can only be 
  cured by a wish spell 
  10 
  the organist’s inspired, yet unconventional playing has 
  drawn the attention of a hostile, extraplanar creature.  This 
  being demands the services of the organist in his court 
  11 
  the playing summons a hostile creatures, as if monster 
  summoning VII were cast 
  12 
  the organist is struck with a booming, destructive voice that 
  is equivalent to the effects of a horn of blasting. 
  13 
  the immediate audience, within 50’, is polymorphed into 
  crickets 
  14 
  the organist is consumed with severe melancholy.  Stricken 
  characters take no joy in life, for they have heard the most 
  sublime beauty and gradually waste away, unable to even 
  motivate themselves to eat or  drink. The madness can only 
  be cured by a wish spell 
  15-20 
  the organist is deemed unworthy of the Organ.  The Organ is 
  immediately 
  teleported 
  away 
  to 
  some 
  untraceable 
  location. 
   
  Horn of Change: This ancient artifact exactly resembles any of the 
  more common magical horns such as a horn of blasting, a horn of 
  bubbles, etc.  
  Any character who picks up the Horn is instantly aware of its true 
  nature. Up to three times per day, when the Horn is sounded, roll on 
  the table below to determine the type of spell called forth. This roll 
  cannot be influenced in any way. Roll percentile dice and consult the 
  following table to determine what type and level of spell immediately 
  takes effect: 
   
  d% roll 
  spell conjured 
  01-10 
  3rd level magic user spell 
  11-25 
  3rd level bard spell 
  26-40 
  4th level magic user spell 
  41-50 
  3rd level cleric spell 
  51-75 
  5th level magic-user spell 
  76-95 
  3rd level illusionist spell 
  96-00 
  calamity strikes, roll on following table 
   
  
  Dungeon Master’s Guide    194 
  Each time the horn is sounded there is a 5% chance that calamity 
  strikes.  Calamitous results can never be intentionally called upon by 
  the artifact’s owner. They occur at unplanned times.   
  While a character might get lucky and trigger an incendiary cloud just 
  as orcs storm the stronghold, the cataclysm takes no sides. Human 
  defenders and orc attackers are equally vulnerable to the artifact’s 
  vengeance; even the artifact’s owner is fair game. All of the 
  cataclysms described here affect an area one mile in diameter. 
  Everything within that range is subject to the awful effects of the 
  cataclysm. The artifact will: 
   
  d20 roll 
  calamitous effect 
  1 
  cause a ice storm to rain down upon the area of effect for 
  two full turns 
  2 
  create a permanent aura of desolation that settles over 
  the area of effect. Individuals of good alignment are 
  haunted by terrifying dreams and suffer -2 penalties to 
  attack and saving throw rolls while evil creatures gain +2 
  penalties to the same. Plants twist and wither, crops fail, 
  and herds grow sickly. 
  3 
  blanket the area of effect with a blizzard, dropping 
  temperatures to 0° F and inflicting 1d6 points of non-lethal 
  damage 
  per 
  hour 
  to 
  those 
  unsheltered. 
  Overland 
  movement is impossible. The storm lasts 1d6 + 12 hours and 
  snows remain 1d3 days (summer), 2d6 days (spring/fall), or 
  2d20 days (winter). 
  4 
  ravage the area of effect with call lightning for 72 hours 
  (432 bolts), randomly striking any targets 
  5 
  create a cloudkill spell upon the area of effect for 1d6 
  hours. 
  6 
  form a ring of creeping doom around the area of effect 
  that constricts in a solid blanket inward, not diminishing until 
  the center is reached (4 hours to reach center), 
  7 
  settle a death fog over the area of effect that remains in 
  place for 2d20 rounds 
  8 
  strike the area of effect with a permanent drought. All 
  water present or brought into the area of effect 
  evaporates instantly. 
   
  9 
  strike the area of effect with an earthquake spell. 
  10 
  an solid fog blankets the area of effect for 4d6 hours 
  11 
  flood the entire area of effect, destroying buildings and 
  fields. All living creatures unable to fly risk drowning in the 
  rushing waters. The waters recede to safe levels in 1d6 
  hours but remain covering land for 2d20 days. 
  12 
  sweep an incendiary cloud through the entire area of 
  effect. 
  13 
  settle an insect plague upon the area of effect for 1d6 
  hours that, in addition to other spell effects, destroys all 
  vegetable matter. 
  14 
  instantly create a permanent magic-dead area of effect. 
  Non-artifact magical items do not function within the zone, 
  spellcasting is impossible, and all existing spells are instantly 
  negated, 
  including 
  permanent 
  enchantments 
  on 
  creatures. Summoned beings are instantly driven back to 
  their own planes. 
  15 
  create a meteor swarm to rain down upon the area of 
  effect for 1d12 hours (8 spheres/round, or 480/hour), 
  randomly striking targets within the area of effect. 
  16 
  a Mordenkainen’s disjunction spell is triggered, centered 
  upon the Horn. 
  17 
  create a permanent mirage arcana in the area of effect. 
  18 
  transfer the entire area of effect to a randomly chosen 
  lower plane. The artifact is not transported 
  19 
  strike the entire area of effect with a storm of vengeance 
  20 
  create permanent wolf spirits to guard the area of effect 
  that are hostile to all non-animal lifeforms 
   
  Each day that a character owns the Horn, there is a 1% (cumulative) 
  chance that the character will be seized by a gambling fever so 
  intense that no honest wager can be resisted, regardless of the odds. 
  This only passes when the character gives up or loses the Horn. 
   
  Invulnerable Coat of Arnd: The High Priest Arnd of Tdon is said to have 
  been the original possessor of this relic. The Coat is a bright and 
  shimmering shirt of fine and almost weightless chain links.  
  The Coat grows or shrinks to fit any humanoid character from 3 to 8 
  feet tall. The wearer is impervious to any physical attacks made on 
  rolls of less than a natural 20 and gains a +5 bonus to all saving throw 
  rolls. The armor protects against fire attacks as a ring of fire resistance 
  and is immune to acid, cold, and electrical attacks. 
  A cleric wearing the armor and uttering a special prayer gains 3 
  experience levels for 4 days (1/month). The cleric gains all hit points, 
  spells, attacks, and abilities associated with the new level. 
  The spirit of Arnd still inhabits the armor and attempts to aid the poor 
  whenever possible. While in the presence of impoverished or suffering 
  people, there is a 75% chance that the spirit of Arnd will take 
  possession of the wearer in order to aid the unfortunates. The wearer 
  spends 3d6 weeks in the area, seeking out the poor and helping them 
  to the best of his ability.  When the spirit of Arnd releases the 
  character, no memory of what has happened remains. 
   
  Iron Flask of Tuerny the Merciless: This artifact is reported to be a small 
  and heavy urn.  It is inlaid with runes of silver and stoppered by a brass 
  plug bearing a seal engraved with sigils, glyphs, and special symbols. 
  When the user speaks the command word, he can force any creature 
  from another plane into the container, provided that creature fails an 
  intelligence saving throw with a -20 penalty. The range of this effect is 
  60’. Only one creature at a time can be so contained. Loosing the 
  stopper frees the captured creature.  The command word can be 
  given only once per day. 
  If the individual freeing the captured creature speaks the command 
  word, the creature can be forced to serve for 1 hour. If freed without 
  the command word, the creature acts according to its natural 
  inclinations. (It usually attacks the user, unless it perceives a good 
  reason not to.) Any attempt to force the same creature into the flask 
  a second time provides it a +2 bonus on its saving throw and makes it 
  hostile.  
  A non-evil character in possession of the Iron Flask must make a 
  charisma save each month to avoid becoming chaotic evil.  
  A newly discovered bottle might contain any of the following:  
   
  d% 
  contents 
  d% 
  contents 
  01–50 
  empty 
  89 
  deva (monadic)  
  51–54 
  16 HD air elemental 
  90 
  deva (monavic) 
  55–58 
  aerial servant 
  91 
  devil (osyluth) 
  59–62 
  16 HD earth elemental 
  92 
  devil (barbazu) 
  63–66 
  xorn 
  93 
  devil (erinyes) 
  67–70 
  16 HD fire elemental 
  94 
  devil (cornugon) 
  71–74 
  salamander 
  95 
  a night hag 
  75–78 
  16 HD water elemental 
  96 
  a groaning spirit 
  79–82 
  water weird 
  97 
  invisible stalker 
  83–84 
  demon (vrock) 
  98 
  djinni 
  85–86 
  demon (hezrou) 
  99 
  rakshasa 
  87 
  demon (glabrezu) 
  100 
  efreeti 
  88 
  demon (succubus) 
   
   
   
  Jacinth of Inestimable Beauty: It is said that the finest corundum gem 
  from the heart of the largest mountain was taken and fashioned by 
  the gods themselves to form the Jacinth of Inestimable Beauty.  
  Legend relates that the Jacinth was possessed by the fabled Sultan 
  Jehef Peh’reen for a time and then passed into the Land of Ket and 
  southward into Keoland (see the WORLD of GREYHAWK), where all 
  trace disappeared. When the possessor firmly grasps this lustrous 
  orange gem, the following powers/effects are gained: 
  Contact with the flower-shaped gem adds 5 points to the user’s 
  Charisma (to a maximum of 20).  The player character specifies a 
  floral scent while holding and smelling deeply of the crystalline 
  Jacinth. This releases the fragrance along with the appropriate power. 
  If a scent is named that the gem does not have or no fragrance is 
  specified, a random scent is released.  The scents are as follows: 
   
   Violet   
   
  mass charm (1/day) 
   Lavender   
  suggestion (3/day) 
   Rose   
   
  wall of thorns (1/day) 
   Jacinth  
   
  foresight (1/day) 
   
  Over time the wearer of the gem suffers the effects of the gem’s curse 
  and grows increasingly possessive of it, eventually growing paranoid 
  of all others.  Each year the gem is possessed the bearer must roll a 
  charisma save with a cumulative, -1, penalty being applied to the 
  save.   
   
  Johydee’s Mask: The high priestess Johydee supposedly tricked the 
  powers of evil into making this strange artifact and then wisely used it 
  to overthrow their hold upon her nation. The Mask completely covers 
  
  Dungeon Master’s Guide    195 
   
  the wearer’s face and grants the wearer total immunity to all forms of 
  gaze attacks (from basilisk, catoblepas, medusa, etc.).  
  The character can assume the guise of any small or medium-sized 
  humanoid being by concentrating for one full round. If the wearer has 
  seen or heard the subject, the disguise is complete, including voice, 
  mannerisms, clothing, and equipment (+20 to disguise checks). This 
  power can be used once per day but the disguise itself can be held 
  for no longer than 12 hours, after which it fails and the wearer’s visage 
  returns. 
  The wearer is constantly protected, as if under the effect of a mind 
  blank spell. 
  There is a 2% cumulative chance per hour spent in impersonation that 
  the wearer comes to believe that the identity of the subject is actually 
  the wearer’s own. Only a wish spell can restore the wearer to 
  normalcy. 
   
  Kuroth’s Quill: There can be but little dispute that the master thief 
  Kuroth was the most successful of his profession, and several sages 
  attribute his performance to the acquisition of a writing instrument of 
  unknown antiquity which now bears Kuroth’s name.  
  The user gains the benefits of a comprehend languages spell as long 
  as the pen is in hand. An illiterate character holding the Quill gains the 
  ability to read and write when grasping it.   
  The Quill’s bearer is able to flawlessly imitate the writing of others, 
  enabling them to make flawless forgeries of most handwritten 
  documents (a flat, +20 bonus, is added to any forgery attempts 
  made). The pen also draws and/or writes infallible descriptions of what 
  the writer sees or speaks upon command. 
  Once per week the possessor of the Quill may alter reality (as per the 
  wish spell) by writing the desired alterations down upon a piece of 
  parchment.  Once per month the Quill can be used to draw a map 
  leading to a specified item or creature.  This ability acts as a discern 
  location spell. 
  While the quill will grant wishes and alter reality, there is always a price 
  to be paid; for every boon there is a bane. Illegible or smudged words 
  are omitted from the request entirely. Misspelled words are substituted 
  to the best of the Quill’s ability. For example, if a character writes, “I 
  wish to have a roster for all of the taxpayers in this county,” and 
  accidentally misspells “roster” as “rooster,” that PC is going to be 
  overwhelmed with crowing roosters from all the surrounding farms. 
  Even correctly written requests have a monkey’s paw effect. The pen 
  does not create things; rather, it draws upon existing material to grant 
  the wish. If a party requests a vast fortune, they could find themselves 
  teleported inside the king’s treasury. A magic-user might write for 
  desired magical spells, awakening in a heap of ancient tomes. At the 
  same time, a nearby kingdom suffers the wrath of an archmage 
  whose library has disappeared. 
   
  Mace of Saint Cuthbert: This footman’s mace is said to be that 
  actually used by the Venerable Saint Cuthbert of the Cudgel when he 
  demonstrated the folly of error to the unbeliever. Over the decades 
  since then, holy relics of the Saint himself have been encased within 
  the Mace to give this arm of lawful good a +3 bonus for both hitting 
  and damage.  In the hands of a lawful good cleric or paladin the 
  weapon may be used with its full, +5, bonus.  In addition, it has the 
  holy, demon bane and disruption special abilities.  Such a wielder can 
  project a sunburst from the mace once per day, at caster level 20th. 
  Any intelligent mortal struck with a natural “20” instantly becomes an 
  enthusiastic follower of Saint Cuthbert for a period of 1 day, unless 
  they make a charisma save to resist this suggestion.  
  Any cleric or paladin of Saint Cuthbert can cast prayer (3/day) and 
  detect undead (at will). Protection from evil 10’ radius can also be 
  cast (1/day). 
   
  Machine of Lum the Mad: Perhaps this strange device was built by 
  gods long forgotten and survived the eons since their passing, for it is 
  incredibly ancient and of workmanship unlike anything known today. 
  The Machine was used by Baron Lum to build an empire, but what has 
  since become of this ponderous mechanism none can say. Legends 
  report that it has 60 levers, 40 dials, and 20 switches (but only about 
  one-half still function).  Singly or in combination, these controls will 
  generate all sorts of powers and effects. 
  The Machine is delicate, intricate, bulky and very heavy (5,500 
  pounds). It cannot be moved normally, and any serious jolt will set off 
  and then destroy 1d4 functions of the artifact which can never be 
  restored. It has a booth of a size suitable for 4 man-sized creatures to 
  stand inside, and if a creature or object is placed therein and the 
  Machine’s controls are worked, something might happen. 
  Operating the Machine is a risky proposition at best. Whenever a dial 
  is turned, a lever is pulled, or a switch is thrown, it is possible that a 
  magical effect will be triggered. When the Machine was new and in 
  good repair, each and every setting produced such a result. Now the 
  majority of the controls are broken, leaving only a few powers that 
  can still be triggered. 
  The Machine itself has two types of powers; internal and external. The 
  former affect those within the crystal chamber, leaving those outside 
  of the Machine utterly safe, while the latter alter the world around the 
  machine and leave those within the crystal box safe. Anyone standing 
  within the crystal chamber at the heart of the Machine is protected 
  from all outside forces of a physical, gaseous, magical or psionic 
  nature. However, those individuals are utterly vulnerable to all powers 
  of the machine, forfeiting any saving throws that they might normally 
  be entitled to. 
  Twenty of the internal functions remain operational. All of these have 
  the effect of changing the occupants of the crystal box in some way.  
  Of the external powers, only 15 remain functional. When triggered, 
  these great powers cause terrible devastation or make drastic 
  changes in the world around the Machine.  Of course, anyone inside 
  the crystal chamber is unharmed. 
  With all its levers, dials, and plugs, the Machine of Lum the Mad is a 
  complicated piece of machinery. Each effect should require a unique 
  setting, thereby making all the controls potentially meaningful.  The 
  DM could, of course, draw a diagram for each. Easier and more 
  convenient, however, is for the DM to create a unique written 
  combination for each power, using the method provided below.  
  The Machine has three different types of controls - levers which are 
  either on or off, dials that must be set to the correct position, and a 
  switchboard that relies on correct pairs. Each control has a different 
  code in the combination. By noting the needed codes for each 
  control panel, the combination is created. 
   
   Levers:  Of the Machine’s 60 levers, only 10 still work, all others 
  being obviously broken. These 10 levers are labeled in order, 0-9. 
  When a lever is in the on position, its number is part of the 
  combination; when it is in the opposition, the lever (and its 
  number) is ignored. Thus, if a setting required levers 0, 6, and 7 to 
  be on, this part of the combination would be noted as 067.   
   
   Dials: Of the 40 dials on the machine, only 20 still work, and the 
  rest are clearly broken. Each dial (labeled as a through T) has 
  settings from 0 (off) to 6. Dials set to the off (0) position are 
  ignored, while other dials are noted as letter/number pairs. If dial 
  G is set to 1, dial M to 4, and dial R to 3, the combination for this 
  control panel would read G1/M4/R3. 
   
   Switchboard: This part of the control panel is similar to an old 
  telephone switchboard, with plugs on wires and sockets for 
  each. There are 26 plugs and 26 sockets, and both sets are 
  labeled a through Z. Here, the combination is formed by 
  matching the correct plug to the correct socket. If plug a is 
  connected to socket W, this is noted as AW (plug/socket). Again, 
  only those plugs and sockets actually used need to be noted for 
  the combination. If the setting requires plugs C, F, O, S, and W to 
  be connected to sockets B, H, M, T, and Q the combination 
  would read CB/FH/OM/ST/WQ. 
  Using these combination methods, the DM can easily create a 
  unique setting for each power - and have ample combinations 
  left for explosions, useless noises, and bad things.  After all, there 
  are over 8,500,000,000,000,000,000,000,000,000,000,000,000,000, 
  000,000,000 possible settings! 
   
  Clearly, with this many combinations the chance of any character 
  randomly choosing a working combination is a little less than slim and 
  barely better than non-existent. This means that any adventure involving 
  the Machine is about more than just finding and using it. It should also 
  include smaller adventures to gather the pieces of one or more useful 
  combinations. 
  For example, on one scroll the characters find a combination for the 
  levers, in another those for the dials, and in a third (and separate 
  adventure) the settings for the switchboard. They now have a complete 
  combination - if all three parts are for the same power! After each use 
  of the Machine, there is a 70% chance that some reaction within the 
  mechanism alters the settings required to duplicate a given effect. If this 
  
  Dungeon Master’s Guide    196 
  happens, the combination of settings scrambles itself, seemingly at 
  random. 
  Users of the Machine receive no indication that this has occurred. Since 
  incorrect settings could trigger side effects or cause explosions, 
  duplicating a previously achieved effect is a risky business.  Because of 
  the random nature of the Machine and the large number of powers, 
  there is no absolute list of what Lum’s Machine can or should do. The 
  DM is encouraged, therefore, to tailor the possible powers to suit the 
  campaign.  
  There are several risks inherent in the use of the Machine. The first of 
  these is the need for accuracy.  Any time the Machine is started without 
  a correct combination entered on the control panels, the DM should roll 
  percentile dice for a result on the following Machine Failure table and 
  apply the result:  
   
  d% roll 
  machine failure result 
  01-50 
  nothing happens 
  51-65 
  sparks and noise, nothing happens 
  66-70 
  1 control breaks 
  71-75 
  internal explosion, 1d4+1 controls break 
  76-80 
  random power triggered in crystal chamber 
  81-85 
  random power triggered in room 
  86-90 
  roll on the wand of wonder effects table 
  91-95 
  large explosion, all within 20’ suffer 2d10 damage 
  96-00 
  Machine vanishes 
   
  Mighty Servant of Leuk-O: Those who are most knowledgeable 
  regarding ancient artifacts believe that this device is of the same 
  manufacture as the Machine of Lum. The Mighty Servant of the famous 
  General Leuk-O is a towering automaton of crystal, unknown metals, 
  and strange fibrous material. It is over 9’ tall, 6’ deep, and some 4½’ 
  wide, Inside is a compartment suitable for holding 2 man-sized 
  creatures, and there is space for 4-5 others to sit outside. If the possessor 
  knows the proper command phrases, he or she can use the Mighty 
  Servant as a transportation mode, magical attack device, or fighting 
  machine.  
  The Mighty Servant is inert until someone controls the device from its 
  interior compartment. If the proper command words are known, the 
  Mighty Servant can be commanded to open the hatch in its back. 
  Once inside, the character is faced with a daunting array of pedals, 
  switches, levers, and wheels that all control the thing’s operation. 
  Controlling the Mighty Servant can be learned by trial and error (with 
  appropriate random destruction) or through information gleaned from 
  libraries and sages.  
  The DM is encouraged to make the process difficult and dangerous to 
  bystanders. The automaton has a movement rate of 15’, making it a 
  slow and clumsy thing. Furthermore, after 12 hours of operation it must 
  cease all activity for 1 hour while it gathers anew the magical energy 
  that powers it.   
  It is armor class -2 and can withstand 120 hit points of damage. The 
  Mighty Servant may only be struck with magical weapons.  Bludgeoning 
  weapons inflict only 1 point of damage, while edged weapons cause 
  but half their normal damage (rounded down).  It has +20 magic 
  resistance and is utterly immune to acid, cold, heat, normal fire, 
  vacuum, and water. Lightning, electricity, and magical fire will inflict but 
  20% of their normal damage (rounded down) - but only if the magic 
  resistance fails. Even if it is damaged, the Mighty Servant regenerates 2 
  hit points per round. Anyone riding within the servant is fully protected 
  by its shell. 
  In combat, the Mighty Servant can strike, as a 10 HD creature, with one 
  of its great arms each round. Each blow landed by the automaton 
  inflicts 1d6x10 points of damage.  The power of this weapon is so great 
  that it can be used to destroy castles and shatter fortifications. If used as 
  a siege weapon, a blow from the Mighty Servant does the same 
  damage as a screw or ram.  
  As one of the greatest weapons ever to appear in the world, the Mighty 
  Servant has the following abilities:  Bigby’s crushing hand (1/day), chain 
  lightning (1/day), disintegrate (1/week), fireball (1/day), forcecage 
  (1/day), globe of invulnerability (1/day), lightning bolt (1/day) magic 
  missile - 5 missiles per use (5/day),  Mordenkainen’s disjunction (1/day), 
  prismatic spray (1/day), time stop (1/week) and wall of force (1/day).  
  The Mighty Servant can heal any one creature once per day and can 
  regenerate one creature per week. These creatures must be within the 
  Might Servant to benefit from these spells.   
  Again, the operation of any given ability requires knowledge of which 
  controls must be pulled, switched, pushed, or cranked. Each of these 
  abilities drains magical energy from the Mighty Servant equal to 1 hour’s 
  worth of continuous operation.  
  The Mighty Servant hungers endlessly for combat and bloodshed. With 
  each use of the servant’s powers, the operator must roll a successful 
  charisma saving throw (at -10) or become filled with battle fury for 24 
  hours. During that time, the artifact is used in a rampage of destruction 
  to any and all within reach.  Those affected by this power gradually 
  have their alignment shifted to chaotic neutral. 
   
  Moaning Diamond: The Moaning Diamond appears to be an uncut 
  diamond the size of a human fist. At all times, it gives forth a baleful 
  moaning sound, as if in pain. Despite the noise, the Moaning Diamond is 
  not evil. The wielder of the stone can, three times per day, call upon it to 
  reshape earth and stone as if by the spell stone shape, affecting 5,000 
  cubic feet of material. The Moaning Diamond can summon a 16 HD 
  earth elemental with maximum hit points that serves the caster until it is 
  slain. Only one such elemental can be summoned at a time; if it is slain, 
  a new creature cannot be summoned for 24 hours.  
   
  Orb of Dragonkind:  Each of these fabled orbs contains the essence 
  and personality of an ancient dragon of a different variety (one for 
  each of the major ten different chromatic and metallic dragons). The 
  bearer of an Orb can dominate dragons of its particular variety within 
  500 feet (as dominate monster), the dragon being forced to make a 
  charisma save at -20 to resist. Magic resistance is not useful against this 
  effect. 
  Each Orb of Dragonkind bestows upon the wielder the AC and saving 
  throw bonuses of the dragon within. These values replace whatever 
  values the character would otherwise have, whether they are better or 
  worse. These values cannot be modified by any means short of ridding 
  the character of the Orb. A character possessing an Orb of Dragonkind 
  is immune to the breath weapon - but only the breath weapon - of the 
  dragon variety keyed to the Orb. Finally, a character possessing an Orb 
  can herself use the breath weapon of the dragon in the Orb three times 
  per day. 
  All Orbs of Dragonkind can be used to communicate verbally and 
  visually with the possessors of the other Orbs. The owner of an Orb knows 
  whether there are dragons within 10 miles at all times. For dragons of the 
  Orb’s particular variety, the range is 100 miles. If within 1 mile of a 
  dragon of the Orb’s variety, the wielder can determine the exact 
  location and age of the creature. The bearer of one of these Orbs earns 
  the enmity forever of all dragonkind for profiting by the enslavement of 
  one of their kin, even if he later loses the item.  
  Each Orb also has an individual power that can be invoked once per 
  round at 10th caster level: 
   
   Black Dragon:   
  Fly 
   Blue Dragon:   
  Haste 
   Brass Dragon:   
  Teleport 
   Bronze Dragon: 
  Scrying 
   Copper Dragon: 
  Suggestion 
   Green Dragon:  
  Stinking cloud 
   Red Dragon:   
  Wall of fire 
   Silver Dragon:   
  Cure critical wounds 
   White Dragon:   
  Protection from energy (cold) 
   Gold Dragon:  
   The owner of the gold Orb can call upon any    
  power possessed by one of the other Orbs - including the 
  dominate and breath weapon abilities but not AC, save bonuses, 
  or breath weapon immunity - but can only use an individual power 
  once per day. He can use dominate on any other possessor of an 
  Orb within 1 mile. 
  The Orbs have only the simplest of curses, but these are woefully 
  dangerous. Since each is possessed of a dragon’s spirit, those who 
  touch the Orbs of Dragonkind are immediately exposed to the risks of 
  artifact possession and artifact transformation. In every case, the Orbs 
  seek to remake their masters into dragons of their own color while at the 
  same time gaining possession of the bodies.  
  Once per month the possessor of the Orb must make a charisma save 
  or move one step closer to the alignment of the contained dragon spirit.  
  Once the owner’s alignment matches that of the spirit, he must save 
  each month to avoid falling under the spirit’s suggestion to  work toward 
  the furtherance of its aims.   
  Each year that the Orb is possessed, the owner must make a Wisdom 
  save in order to avoid gradual transformation into a dragon.  After 5 
  failed saves the owner takes the form of a dragon.  Once this occurs the 
  
  Dungeon Master’s Guide    197 
   
  trapped dragon spirit is be freed, claiming the Orb owner’s body, while 
  the spirit of the Orb’s master is lost to the void forever.  Once the owner 
  of the Orb has fallen under the Orb’s suggestion, he will never willingly 
  part with the Orb. 
   
  Orb of Might: For the legendary source of the 3 Orbs of Might, see the 
  foregoing Crown of Might. Each Orb is of platinum, encrusted with 
  gems, and topped with a device of precious metals and stones, so as to 
  be worth 100,0000 or more gold pieces on the open market. Each Orb 
  has an ethic alignment determined by rolling a d20 and consulting the 
  following chart: 
   
  d20 roll 
  alignment 
  1-6 
  evil 
  7-14 
  good 
  15-20 
  neutrality 
   
   The Orb of Evil:  When held, the Orb automatically allows its owner 
  to control undead creatures as a cleric of the same level can.  
  Those already to control undead may add 3 to their effective level 
  when attempting to control undead creatures.  In addition, the 
  bearer of the Orb may cast fear and vampiric touch (3/day).   
  The Orb is attuned only to those of evil alignment. Characters of 
  differing alignments who handle the Orb suffer the same effects as 
  given for the Crown of Evil. Among evil characters, only those of 
  chaotic disposition can use all the item’s powers. Others do not 
  gain the ability to control undead. Furthermore, the Orb itself 
  covets worldly goods, particularly magical items. Once per week 
  the bearer of the Orb must sacrifice of a magical item (excluding 
  scrolls and/or potions). Once touched by the Orb, the item 
  crumbles to dust. The wielder of the Orb also must own the 
  magical item in question - merely touching the Orb to someone 
  else’s magical armor will not do, for example.  Items destroyed by 
  the Orb are forever lost, beyond even the power of deities to 
  recover.  
   
   The Orb of Good:  All of the Orb’s powers must be activated with a 
  command word.  First, it functions as a gem of brightness with 
  unlimited charges. Second, the Orb can heal (1/day) any creature 
  that touches it.  The third ability allows the user to commune with a 
  lawful good deity once per week. 
  Like the Crown and Scepter, the Orb is selective about who 
  handles it. Characters of differing alignments who handle the Orb 
  suffer the same effects as given for the Crown of Good. Good 
  characters of less than lawful purity can only use the healing ability 
  of the Orb. 
  Another consideration for the owner of the Orb is that he must give 
  sacrifice all worldly possessions (to charity) and forever renounce 
  all titles and claims; knights forswear their lieges, clerics leave their 
  temples, and magic-users give up their magical wonders. Only the 
  other pieces of the regalia (if available) and the most humble of 
  dress and weapons (all non-magical) may be retained. Anything 
  given up cannot be reclaimed after the artifact has disappeared. 
   
   The Orb of Neutrality:  When gazed through, the Orb functions as a 
  gem of seeing. The Orb may create a floating fiery symbol of 
  persuasion (1/day) and constantly grants its bearer protection from 
  normal missiles.  Finally the bearer of the Orb may create an 
  antimagic shell once per day. 
  Characters of good or evil alignment who handle the Orb suffer 
  the same effects as given for the Crown of Good.  Chaotic neutral 
  and lawful neutral characters may only use the true seeing ability 
  of the Orb, for the Orb is attuned to true neutrality.  The bearer of 
  the Orb must always abide by the terms of any oath, deal, vow, 
  treaty, pact, contract or other agreement that he makes. This 
  power is in effect even when the character is not holding the Orb - 
  possession of the artifact is all that is required. 
   
  Possession of Multiple Regalia of Might 
  If any two items of Might are possessed, the character immediately 
  gains one experience level, and his experience point total is set halfway 
  to the next level. The character immediately gains all the benefits of the 
  new level. This benefit is lost if the second item is lost.  If all three items 
  are held by a single creature, all the benefits described above are 
  received. In addition, the bearer of all three items may cast antimagic 
  shell once per day, regenerates 2 hit points per turn and  may cast wall 
  of recall once per day. These bonuses last for as long as all the items of 
  the Might are retained. If one is lost, stolen, or surrendered, the benefits 
  are lost. 
   
  Philosopher’s Stone: This rare substance appears to be an ordinary, 
  sooty piece of blackish rock. If the stone is broken open (break DC 20), 
  a cavity is revealed at the stone’s heart. This cavity is lined with a 
  magical type of quicksilver that enables any arcane spellcaster to 
  transmute base metals (iron and lead) into silver and gold. A single 
  philosopher’s stone can turn from up to 5,000 pounds of iron into silver, or 
  up to 1,000 pounds of lead into gold. However, the quicksilver becomes 
  unstable once the stone is opened and loses its potency within 24 hours, 
  so all transmutations must take place within that period. 
  The quicksilver found in the center of the stone may also be put to 
  another use. If mixed with any cure potion while the substance is still 
  potent, it creates a special oil of life that acts as a true resurrection spell 
  for any dead body it is sprinkled upon.  Weight 3 lb. 
   
  Queen Ehlissa’s Marvelous Nightingale: The origin of this artifact is 
  unknown, although the Mage Mordenkainen is reported to have 
  asserted that the Nightingale was made by Xagy and the goddess of 
  volcanic activity, Joramy, some 17 centuries ago.  
  Queen Ehlissa bent all to her will with the enchantments of the device, 
  and throughout her reign of several centuries the Nightingale never 
  escaped its confinement. This bejeweled songbird seems to actually 
  spring to life when its mechanism is activated. 
  The creature is held within a fine mesh of golden wires, much like the 
  cage of a real bird, and when set in motion the Nightingale opens its 
  glittering wings, hops to the highest perch in the cage and performs. It is 
  known that the device throws forth a antimagic shell, preventing 
  detection or magical intrusion in a 30’ radius. Those within this sphere are 
  reported to neither hunger nor thirst as long as they remain within.  
  It is rumored that the eyes of this artifact can shoot forth scintillating rays 
  of brilliant color, each color having a different effect; its songs likewise 
  are able to work magical wonders, and if the rays and songs are 
  directed in combination highly powerful spells are supposedly woven.  
  Some of the powers of the Marvelous Nightingale include:  bless 
  (5/day), detect evil (at will), enthrall (3/day), mass charm (1/day), Otto’s 
  irresistible dance (1/day), restoration (1/day), slow (3/day), speak with 
  animals (at will), tongues (at will) and zone of truth (3/day). 
  The owner of the Marvelous Nightingale becomes increasingly paranoid 
  over time, seeking to keep the artifact safe from all who would try to 
  take it from him.  Each month the artifact is possessed its keeper must 
  make a charisma save with a cumulative, -1 penalty or become 
  completely paranoid (see the insanity rules on page 94-96).  
   
  Recorder of Ye’Cind: This most magical wind instrument needs no 
  musician to play upon it, for the Recorder itself can play the most 
  complicated of airs upon command. It will always sound an alarm if 
  anything belonging to its possessor (including itself) is stolen while within 
  30’ of it, and the  
  Playing a sustained note upon the recorder reveals a single and 
  important truth about a subject of the user’s choosing. This truth is 
  revealed in the form of a shimmering image, complete with visual and 
  audial effects. The truth is usually something of profound significance in 
  the subject’s life, although the Recorder does not reveal the same 
  image more than once for a single subject (1/day). 
  In addition, the bearer of the recorder can use the following abilities if 
  they make a successful, unmodified performance (wind instrument) 
  check:  audible glamer (7/day), charm monster (1/day), confusion 
  (1/day), feeblemind (1/week), summon monster V (1/day) and tongues 
  (5/day). 
  The music is so beautiful that the user becomes unable to hear anything 
  except the recorder within 2d4 weeks. All of the standard penalties for 
  deafness are suffered. 
   
  Ring of Gaxx: This piece of jewelry is of totally alien origin, for while its 
  loop appears to be of platinum and its stone a very fine spinel,  
  examination by the most astute dwarf or expert jeweler will discover the 
  workmanship to be unique and the gem of unknown type.  
  The Ring of Gaxx must be placed on a finger in order to discover its 
  powers. The wearer is immune to all forms of disease, both normal and 
  magical. Each of the nine sides of the gem has its own power. The 
  active side faces the finger tip and the entire ring is impossible to mark. 
  The gem rotates clockwise when one of the following occurs; it is put on, 
  it is worn while sleeping, or the stone is turned.  
  Its powers are: cure light wounds (7/day), disintegrate (1/week), 
  invisibility (1/day), passwall (1/day), raise dead (1/week), shield (5/day), 
  shocking grasp (3/day), stoneskin (2/day) and teleport without error 
  
  Dungeon Master’s Guide    198 
  (1/day).  Once all nine powers have been discovered, the wearer can 
  use the powers with an unmodified intelligence check. 
  Once the ring is worn for more than 48 continuous hours, it begins to 
  transform the wearer (over the next 96 hours) into a creature of 
  unknown origin. A thick pair of horns grow 2 inches above the ears; the 
  skin hardens into thick scales, providing an armor bonus of 5 (armor 
  cannot be worn over these scales). The eyes develop darkvision 120’ 
  and daylight becomes painful (-2 penalty to attack rolls and all 
  perception checks). The lower canines extend  an inch beyond the lips, 
  Horn and bite attacks are possible, inflicting 1d4 points of damage for 
  each horn and 1d6 points for the bite.  To reverse an incomplete 
  transformation, the ring must be removed for a number of hours equal 
  to the number worn. However, once it is complete it is permanent, and 
  the wearer needs the ring to survive; without it death occurs within 72 
  hours. 
   
  Rod of Seven Parts:  The Wind Dukes of Aaqa are the legendary creators 
  of this artifact. It is said that they constructed the Rod to use in the great 
  battle of Pesh where Chaos and Law contended. There, the Rod was 
  shattered, and its parts scattered, but the enchantments of the item 
  were such that nothing could actually destroy it, so if its sections are 
  recovered and put together in the correct order, the possessor will wield 
  a weapon of surpassing power. 
  The 7 parts of the Rod are slightly different, the first being the largest in 
  length and diameter, the seventh being the smallest.  
  Singly each appears to be a short bar or baton, except the seventh 
  which looks much the same as a short metal wand. Each part of the 
  Rod conveys an impression of the direction in which the next larger 
  piece lies, so that the first part of the Rod will give its possessor a feeling 
  as to which direction the second part lies in and so on. 
  Assembling the rod can be a very difficult task, requiring extensive 
  wards and glyphs (requiring a full day to inscribe) to be placed upon 
  each segment before they can be joined. Bringing two segments within 
  1 foot of each other without first taking these precautions causes the 
  newest largest piece of the Rod to teleport 1d100 miles in a random 
  direction - roll 1dl10: 1) north, 2) north east, 3) east, 4) south east, 5) 
  south, 6) south west, 7) west, 8) northwest, 9) straight up 1d10 miles, and 
  10) straight down 1d10 miles.  When fully assembled, the Rod of Seven 
  Parts is almost 5’ long.   
  The powers of each part of the Rod are cumulative whenever joined, 
  but the full powers shown work only when all parts of the artifact are 
  joined.  Although the Rod cannot be disassembled by its possessor, 
  each time a prime power is used, there is a 5% chance that the whole 
  will fly into its component pieces and teleport 2d100 miles away in 
  random directions. When the Rod breaks apart, the teleported pieces 
  lose all of their wards and glyphs. All effects of the Rod disappear with it. 
  Each piece of the Rod has its own minor power:  The 4” tip can cure 
  light wounds (1/day), the 5” segment can slow (1/day), the 6” part will 
  haste (1/day); the 8” piece can create a gust of wind (5/day), the 10” 
  part affords true seeing (1/day), the 12” segment can hold monster 
  (1/day) and the 15” part heals (1/day). 
  As the segments come together, the rod increases in power. The 
  connected pieces still retain their minor powers, but a major power 
  manifests with the addition of each part.  With two parts, the character 
  can fly at will; three segments add +5 to the character’s magic 
  resistance; four segments allow the user to control winds (2/day); five 
  pieces grant the power to shape change (2/day); six segments enable 
  the owner to wind walk (1/day); and with the seventh and final piece 
  assembled, the character can cast improved restoration (1/day). 
  In addition, the fully assembled Rod radiates an aura of fearsome, icy 
  Law, affecting anyone within a 20’ radius. All enemies of the bearer (as 
  defined below) who fail a charisma save at -10 must flee in panic.  
  Created to serve order, the Rod immediately changes any character 
  possessing one or more of its segments to an absolute follower of Law, 
  beyond the most rigid standards of lawful goodness. The character will 
  feel compelled to intervene in all things and maintain the primacy of 
  Law over Chaos, heedless of the effects for good or ill. Anyone, even 
  close friends and other party members, not adhering to the owner’s 
  strict views are perceived as enemies. Upon assembling three pieces, 
  the owner will refuse to part with the Rod at any time, under any 
  circumstances. 
   
  Sceptre of Might: For the legendary source of the 3 Sceptres of Might, 
  see the foregoing section on Crown of Might.  The effects of handling a 
  Sceptre of an ethos not a character’s own are the same as those of a 
  Crown.  Each Sceptre is wrought of bronze inlaid with silver and many 
  fine gems, with a huge precious stone tipping its 2’ length, giving the 
  item a value of 150,000 or more gold pieces on the open market. Each 
  Sceptre functions as a rod of rulership with endless charges in addition 
  to the powers outlined below.  Each Sceptre has an ethic alignment 
  determined by rolling a d20 and consulting the following chart: 
   
  d20 roll 
  alignment 
  1-6 
  evil 
  7-14 
  good 
  15-20 
  neutrality 
   
   
   The Scepter of Evil:  Upon command, the Scepter functions as a 
  staff of withering (1/week), able to drain ability scores or cast the 
  wither effect.  Once per day the bearer may cast power word, 
  blind and, once per week,  may cast a finger of death 
  Like the all pieces of the regalia of Evil, the Scepter is attuned only 
  to those of evil alignment. Characters of differing alignments who 
  handle the Scepter suffer the same effects as given for the Crown 
  of Evil. Among evil characters, only those of chaotic alignment can 
  use all the item’s powers. For others, the Scepter functions only as a 
  rod of rulership with the withering ability. 
  As befits the nature of Evil, the bearer of the Scepter quickly comes 
  to imagine himself as supreme, the natural leader and ruler of all. 
  Only powers of demigod or greater status are immune to this, since 
  they already consider themselves to be (and they are) supreme 
  beings.  
  Those overcome with self-importance can no longer accept any 
  settlement or compromise. The bearer of the Scepter must be first 
  in all things. He will not relent until all those who stand in opposition 
  (be they friend or foe) recognize his might, abjectly surrender, flee 
  in terror, or lie crushed beneath his heel. Indeed, the greater the 
  foe, the more urgent grows the desire to overthrow them. 
   
   The Scepter of Good:  While the Scepter is gripped, the owner is 
  immune to all enchantment/charm spells.  Upon the wielder’s 
  mental command, anyone touched by the Scepter must make a 
  strength save or be held for up to 20 rounds.  Held creatures may 
  attempt to fight off this effect, with a successful save, each round 
  on their turn.  
  The Scepter is sensitive to alignment. Characters of differing 
  alignments who handle the Scepter suffer the same effects as 
  given for the Crown of Good. Only lawful good creatures may 
  benefit from the immunity to enchantment/charm spells granted 
  by this artifact. 
  Not viewed as a curse by the powers of Good, the owner of the 
  Scepter must live up to noble ideals. Specifically, the owner of the 
  Scepter must always come to the aid of those in need, whether 
  they be accused innocents in the marketplace or oppressed 
  multitudes in some distant land. This call cannot be refused or 
  resisted unless the character is already involved in another quest or 
  actively battling the champion of the other powers. The master of 
  the Scepter becomes a true knight-errant, forever galloping off to 
  right every wrong. 
   
   The Scepter of Neutrality:  The holder of the Scepter regenerates 1 
  hit points per round, but cannot regenerate from fire or acid 
  damage.  Upon command, the Scepter will generate a 
  thunderclap like a staff of thunder and lightning (1/day). The 
  Scepter also functions as a rod of beguiling.   
  Characters of good or evil alignment who handle the Scepter 
  suffer the same effects as given for the Crown of Neutrality. Only 
  true neutral creatures may use all of the abilities of the Sceptre, 
  with lawful- and chaotic neutral creatures only benefitting from the 
  rulership and thunderclap abilities of the Sceptre. 
  Desiring harmony and balance, the powers of Neutrality require 
  the holder of the Scepter to seek a settlement to all disputes. The 
  settlement can be a truce, surrender, payment, bribe, or whatever, 
  as long as peace is attained. The character cannot allow any 
  dispute to remain unnegotiated, be it a war between two 
  kingdoms or a jealous lovers’ duel. 
   
  Possession of Multiple Regalia of Might 
  If any two items of Might are possessed, the character immediately 
  gains one experience level, and his experience point total is set halfway 
  to the next level. The character immediately gains all the benefits of the 
  new level. This benefit is lost if the second item is lost.  If all three items 
  are held by a single creature, all the benefits described above are 
  received. In addition, the bearer of all three items may cast antimagic 
  shell once per day, regenerates 2 hit points per turn and  may cast wall 
  
  Dungeon Master’s Guide    199 
   
  of recall once per day. These bonuses last for as long as all the items of 
  the Might are retained. If one is lost, stolen, or surrendered, the benefits 
  are lost. 
   
  Shadowstaff:  This artifact was crafted centuries ago, weaving together 
  the wispy strands of shadow itself into a twisted black staff. The 
  Shadowstaff makes the wielder slightly shadowy and incorporeal, 
  granting him a +4 bonus to AC and dexterity saving throws. However, in 
  bright light (such as that of the sun, but not a torch) or in absolute 
  darkness, the wielder takes a –2 penalty on all attack rolls, saves, and 
  checks.  The Shadowstaff also has these powers. 
   
  power 
  description 
  summon 
  shadows 
  may summon 2d4 shadows up to 3 times/day. 
  They are immune to turning and serve the 
  wielder until destroyed 
  summon shadow 
  demon 
  may summon 1 shadow demon per month 
  shadow form 
  the wielder can become a living shadow, with 
  all the movement powers granted by the 
  gaseous form spell, 3 times/day 
  shadow bolt 
  the staff can project a ray attack that deals 
  9d6 points of cold damage to a single target 
  within 100’, up to 3 times/day 
   
  Shield of Prator:  A hero of old, the paladin Prator bore this relic in many 
  a valiant battle. The Shield of Prator disappeared when Prator fell in the 
  Battle of the Three Hells, although it has reportedly surfaced briefly from 
  time to time since then.  
  This +5 large shield, emblazoned with the symbol of the sun, allows the 
  wielder to cast spells as if he were a 20th level paladin with a Wisdom 
  score of 19. The spells gained are cumulative with any existing spells per 
  day that the character might have, even if he’s already a paladin. The 
  Shield of Prator also grants magic resistance +15 to its wielder. It absorbs 
  the first 10 points of damage from any energy attack (fire, cold, acid, 
  electricity, or sonic). In return for all this, once per year the shield’s owner 
  must undertake a quest (no saving throw to avoid) at the behest of a 
  lawful good deity.  
  A character who is evil or chaotic (LE, NE, CE, CN, CG) loses 4 levels if he 
  attempts to use this artifact. They remain as long as the shield is in hand 
  and cannot be overcome in any way (including restoration spells). The 
  negative levels disappear when the shield is stowed or leaves the 
  wearer’s possession. 
   
  Shield of the Sun: This +5 large steel shield, emblazoned with the symbol 
  of the sun, allows the wielder to cast spells as if he were a 20th level 
  paladin with a Wisdom score of 19. The spells gained are cumulative 
  with any existing spells per day that the character might have, even if 
  he’s already a paladin. The Shield of the Sun also grants magic 
  resistance of +5 to its wielder. It absorbs the first 10 points of damage 
  from any energy attack (fire, cold, acid, electricity, or sonic). In return for 
  all this, once per year the shield’s owner must undertake a quest (no 
  saving throw to avoid) at the behest of a lawful good deity.  
  A character who is evil or chaotic (LE, NE, CE, CN, CG) loses 4 levels if he 
  attempts to use this artifact. These levels are lost for as long as the shield 
  is in hand and the loss of level cannot be overcome in any way 
  (including restoration spells) while the shield is used. The negative levels 
  disappear when the shield is stowed or leaves the wearer’s possession. 
   
  Sphere of Annihilation: A sphere of annihilation is a globe of absolute 
  blackness, a ball of nothingness 2 feet in diameter. The object is actually 
  a hole in the continuity of the multiverse. Any matter that comes in 
  contact with a sphere is instantly sucked into the void, gone, and utterly 
  destroyed. Only the direct intervention of a deity can restore an 
  annihilated character. 
  A sphere of annihilation is static, resting in some spot as if it were a 
  normal hole. It can be caused to move, however, by mental effort 
  (think of this as a mundane form of telekinesis, too weak to move actual 
  objects but a force to which the sphere, being weightless, is sensitive). A 
  character’s ability to gain control of a sphere of annihilation (or to keep 
  controlling one) is based on the result of an intelligence check with a -20 
  penalty. If the check succeeds, the character can move the sphere 
  (perhaps to bring it into contact with an enemy).  Concentrating upon 
  the sphere prevents the character from casting or concentrating upon 
  spells and from making attacks.  Concentrating characters may move 
  at their normal movement rate. 
  Control of a sphere can be established from as far away as 60 feet (the 
  character need not approach too closely). Once control is established, 
  it must be maintained by continuing to make intelligence checks each 
  round. For as long as a character maintains control (does not fail a 
  check) in subsequent rounds, he can control the sphere from a distance 
  of 30 feet + 10 feet per character level. The sphere’s speed in a round is 
  10 feet +1 foot for every 5 points by which the character’s control check 
  result in that round exceeded 30.   
  If a control check fails, the sphere slides 10 feet in the direction of the 
  character attempting to move it.  If two or more creatures vie for control 
  of a sphere of annihilation, the rolls are opposed. If none are successful, 
  the sphere slips toward the one who rolled lowest. 
  Should a gate spell be cast upon a sphere of annihilation, there is a 50% 
  chance (01–50 on d%) that the spell destroys it, a 35% chance (51–85) 
  that the spell does nothing, and a 15% chance (86–100) that a gap is 
  torn in the spatial fabric, catapulting everything within a 180’ radius into 
  another plane. If a rod of cancellation touches a sphere of annihilation, 
  they negate each other in a tremendous explosion. Everything within a 
  60’ radius takes 2d6x10 points of damage. Dispel magic and mage’s 
  disjunction have no effect on a sphere.  See also talisman of the sphere 
  (below). 
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    200 
  Staff of the Magi: A long wooden staff, shod in iron and inscribed with 
  sigils and runes of all types, this potent artifact contains many spell 
  powers and other functions. Some of its powers use charges, while 
  others don’t. The following powers do not use charges: 
   Armor 
   Detect magic 
   Enlarge person 
   Hold portal 
   Light 
  The following powers drain 1 charge per usage: 
   Dispel magic 
   Fireball (9d6 damage) 
   Ice storm 
   Invisibility 
   Knock 
   Lightning bolt (9d6 damage) 
   Mirror Image 
   passwall 
   Pyrotechnics 
   Wall of fire 
   Web 
  These powers drain 2 charges per usage: 
   Monster summoning V 
   Plane shift 
   Telekinesis (375 lb. maximum weight) 
  A staff of the magi gives the wielder magic resistance of +20. If this is 
  willingly lowered, however, the staff can also be used to absorb 
  arcane spell energy directed at its wielder, as a rod of absorption does. 
  Unlike the rod, this staff converts spell levels into charges rather than 
  retaining them as spell energy usable by a spellcaster. If the staff 
  absorbs enough spell levels to exceed its limit of 50 charges, it explodes 
  as if a retributive strike had been performed (see below). The wielder 
  has no idea how many spell levels are cast at her, for the staff does not 
  communicate this knowledge as a rod of absorption does. (Thus, 
  absorbing spells can be risky.) 
   
  Retributive Strike: A staff of the magi can be broken for a retributive 
  strike. Such an act must be purposeful and declared by the wielder. All 
  charges in the staff are released in a 30’ radius. All within 10’ of the 
  broken staff take hit points of damage equal to 8 times the number of 
  charges in the staff, those between 11’ and 20’ away take points 
  equal to 6 times the number of charges, and those 21’ to 30’ distant 
  take 4 times the number of charges. A -15 dexterity save reduces 
  damage by half.  
  The character breaking the staff has a 50% chance (1–50 on d%) of 
  traveling to another plane of existence, but if he does not (51–00), the 
  explosive release of spell energy destroys him. Only specific items, 
  including the staff of the magi and the staff of power are capable of a 
  retributive strike. 
  Weight 5 lb. 
   
  Sword of Kas: The vampire Kas was the dreaded lieutenant of Vecna. 
  He used this mighty blade, created by his master, to betray and attack 
  the archlich, cutting off his hand and eye in a terrible battle before 
  Vecna destroyed him. Only his sword survived, and it is said to forever 
  seek vengeance against Vecna. There is recorded this additional 
  information regarding the lich, Vecna:  
   
  “When Vecna grew in power he appointed a most evil and 
  ruthless lieutenant to serve as his bodyguard and right hand. This 
  henchman was the lord, Kas, and for him Vecna found a weapon 
  of potency, a long and thin flatchet of dull gray metal; a sword of 
  unsurpassed hardness with sharp point, keen edges, and magical 
  properties. For a long, long time Kas faithfully served the lich, but 
  as his power grew, so did his hubris, for his Sword was constantly 
  urging him on, saying that Kas was now greater than Vecna 
  himself, and with the might of the Sword to aid and direct him, Kas 
  could rule in Vecna’s stead. Legend says that the destruction of 
  Vecna was by Kas and his Sword, but at the same time Vecna 
  wrought his rebellious lieutenant’s doom, and the world was 
  made brighter thereby.” 
   
  The Sword inflicts 2d20 damage the first time it’s touched.  The sword is 
  intelligent (Int 15, Ego 24) and chaotic evil. The Sword acts as a +6 
  defender demon bane vorpal longsword that grants its wielder a 
  strength score of 22.  It communicates telepathically with its wielder, 
  revealing only two, random powers when first touched.  
  It can be used to cast the following spells, once per day each: call 
  lightning, unholy word, and unholy aura. Upon command, the Sword 
  can shield (3/day). The sword also grants foresight and defiles holy 
  water within 30 feet. Invoked.  
  Unknown to the Sword is the fact that its powers fail whenever it is 
  brought within 60’ of Vecna or one of his artifacts.  With the Sword’s 
  high Ego, the wielder risks artifact domination; the Sword’s goal is 
  destroy Vecna and his artifacts. Last, it must be quenched in blood 
  once per day and will try to control its owner to do so. If successful, the 
  character is compelled to kill (even another PC). 
   
  Talisman of Pure Good: A good (LG, NG, CG) divine spellcaster who 
  possesses this item can cause a flaming crack to open at the feet of an 
  evil (LE, NE, CE) divine spellcaster who is up to 100 feet away. The 
  intended victim is swallowed up forever and sent hurtling to the center 
  of the earth. The wielder of the talisman must be good, and if he is not 
  exceptionally pure in thought and deed, the evil character gains a 
  dexterity saving throw (with a -15 penalty) to leap away from the 
  crack. Obviously, the target must be standing on solid ground for this 
  item to function.  
  A talisman of pure good has 6 charges. If a neutral (LN, N, CN) divine 
  spellcaster touches one of these stones, he takes 6d6 points of 
  damage. If an evil divine spellcaster touches one, he takes 9d6 points 
  of damage. All other characters are unaffected by the device. 
   
  Talisman of the Sphere: This small adamantine loop and handle are 
  useless to those unable to cast arcane spells. Characters who cannot 
  cast arcane spells take 5d6 points of damage merely from picking up 
  and holding a talisman of this sort. However, when held by an arcane 
  spellcaster who is concentrating on control of a sphere of annihilation, 
  a talisman of the sphere doubles the character’s modifier on his control 
  check (doubling both his Intelligence bonus and his character level for 
  this purpose). 
  If the wielder of a talisman establishes control, he need check for 
  maintaining control only every other round thereafter. If control is not 
  established, the sphere moves toward him. Note that while many spells 
  and effects of cancellation have no effect upon a sphere of 
  annihilation, the talisman’s power of control can be suppressed or 
  canceled.  Weight 1 lb. 
   
  Talisman of Ultimate Evil: An evil (LE, NE, CE) divine spellcaster who 
  possesses this item can cause a flaming crack to open at the feet of a 
  good (LG, NG, CG) divine spellcaster who is up to 100 feet away. The 
  intended victim is swallowed up forever and sent hurtling to the center 
  of the earth. The wielder of the talisman must be evil, and if he is not 
  exceptionally foul and perverse in the sights of his evil deity the good 
  character gains a DC 19 Reflex save to leap away from the crack. 
  Obviously, the target must be standing on solid ground for this item to 
  function.  
  A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) divine 
  spellcaster touches one of these stones, he takes 6d6 points of 
  damage. If a good divine spellcaster touches one, he takes 8d6 points 
  of damage. All other characters are unaffected by the device.  
   
  Talisman of Zagy: A talisman of this sort appears the same as a stone of 
  controlling earth elementals. Its powers are quite different, however, 
  and dependent on the charisma of the individual holding the talisman. 
  Whenever a character touches a talisman of Zagy, he must make a 
  charisma check with a -5 penalty.  
  If he fails, the device acts as a stone of weight. Discarding or destroying 
  it results in 5d6 points of damage to the character and the 
  disappearance of the talisman.  
  If he succeeds, the talisman remains with the character for 5d6 hours, 
  or until a wish is made with it, whichever comes first. It then disappears. 
  If he rolls a natural “20”, the character finds it impossible to be rid of the 
  talisman for as many months as he has points of charisma. In addition, 
  the artifact grants him one wish for every 6 points of the character’s 
  charisma. It also grows warm and throbs whenever its possessor comes 
  within 20 feet of a mechanical or magic trap.  If the talisman is not 
  held, its warning heat and pulses are of no avail. 
  Regardless of which reaction results, a talisman of reluctant wishes 
  disappears when its time period expires, leaving behind a 10,000 gp 
  diamond in its stead. 
  Weight 1lb. 
   
   
  
  Dungeon Master’s Guide    201 
   
  The Teeth of Dahlver-Nar: If any cleric was more powerful than the 
  renowned Dahlver-Nar, histories do not tell us. The gods themselves 
  gave special powers to him, and these have passed on to others by 
  means of the great relics of Dahlver-Nar, his teeth. Each of the Teeth 
  has some power, and if one character manages to gain a full quarter, 
  half, or all of them, other grand benefits accrue. In order to gain the 
  power of one of these teeth, however, the character must place it into 
  his or her mouth, where it will graft itself in the place of a like missing 
  tooth. The teeth can never be removed once so emplaced. short of 
  the demise of the possessor. Their powers/effects by tooth are:  
   
  1 
  Detect poison (at will) 
  2 
  Purify food and drink (1/day) 
  3 
  Bless (1/day) 
  4 
  Command (1/day) 
  5 
  Comprehend language (at will) 
  6 
  Cure light wounds (1/day) 
  7 
  Detect evil (at will) 
  8 
  Endure elements (at will) 
  9 
  Remove fear (3/day) 
  10 
  Sanctuary (1/day) 
  11 
  Aid (1/day 
  12 
  Cure moderate wounds (1/day) 
  13 
  Enthrall (1/day) 
  14 
  Slow poison (3/day) 
  15 
  Speak with dead (1/day) 
  16  
  Cure disease (1/day) 
  17 
  Cure serious wounds (1/day) 
  18 
  Prayer (1/day) 
  19 
  Remove curse (1/day) 
  20 
  Detect lie (3/day) 
  21 
  Dismissal (1/week) 
  22 
  Exorcise (1/week) 
  23 
  Neutralize poison (1/day) 
  24 
  Restoration (1/day) 
  25 
  Commune (1/week) 
  26 
  Dispel evil (1/week) 
  27 
  Word of recall (1/week) 
  28 
  Geas/quest (1/month) 
  29 
  Banishment (1/week) 
  30 
  Holy word (1/week) 
  31 
  Improved restoration (1/week) 
  32 
  Holy aura (1/week) 
   
  This powers/effects are cumulative.  If ¼ of the Teeth are possessed the 
  bearer is able to turn undead as a cleric of their level would.  If the 
  bearer can turn undead, he turns undead as if he were 3 levels higher 
  than his actual level.  If ½ of the Teeth are possessed the bearer is able 
  to go without nourishment or sleep so long as he acts in accordance 
  with .  If all of the Teeth are possessed the bearer is able to use tongues 
  at will and no longer suffers the ill effects of aging. 
  The bearer of the Teeth falls under their influence over time.  Each 
  month he must make a charisma save at -10 (with an additional, -2 for 
  every ¼ of the Teeth possessed) or move one step towards the Lawful 
  Good alignment.  Once the bearer becomes Lawful Good he takes up 
  the path of Dahlver-Nar, giving up all worldly goods and going on a 
  pilgrimage on behalf of Rao, the Flan god of Peace, Reason and 
  Serenity.  No persuasion or inducements will hold the character from 
  this path, which effectively removes the character from play. 
   
  Throne of the Gods: It is said that somewhere there is carven from the 
  heart of a majestic mountain a massive stone chair, inlaid with  mosaics 
  of ivory and precious metals and set about with gems, a throne upon 
  which certain gods actually sat when they walked the world.  
  The Throne supposedly is within a great cavern, a part of the 
  mountain’s core, so as to be immobile and immovable. Anyone daring 
  to seat himself or herself upon this chair is subject to the effects, and 
  may gain benefits from the Throne’s magic. It is certain, according to 
  fables, that the character will gain a boon, but in doing so he or she will 
  also be subject to malevolent effect.  
  An anti-magic shell radiates from the base of the Throne and fills the 
  entire chamber - only the Throne is unaffected.  A character sitting 
  upon the Throne with a clear, concise desire in mind has an 85% 
  chance that the Throne will fulfill his request, as per the wish spell.   
  At the same time, the gods are offended when mere mortals use the 
  Throne of the Gods, even if they have humble intentions. If the request 
  is not granted, then the gods were displeased for some unknown 
  reason. The character will instead (roll a d10) be: 
   
  1 
  Quested by the gods 
  2 
  Given a cursed magical item 
  3 
  Given a -1 penalty to one ability score 
  4 
  Teleported 10 miles away 
  5 
  Stricken deaf or blind 
  6 
  Stripped of a material wealth 
  7 
  Stripped of all magical items 
  8 
  Polymorphed into a peacock 
  9 
  Forced to change their alignment 
  10 
  given their wish, which is altered to cause some unpleasant 
  repercussions.  
   
  Any character daring the throne for a second try immediately incurs 
  the wrath of a god.  Those foolish enough to attempt to try a second 
  time instantly find themselves alone and face-to-face with a random 
  god on its home plane. 
   
  Wand of Orcus: This ghastly weapon is the property of the demon 
  prince, Orcus, but at times it is said that he will allow his Wand to pass 
  into the Prime Material Plane in order to wreak chaos and evil upon all 
  living things there (see the MONSTER MANUAL for information regarding 
  both Orcus and his Wand.) 
  The Wand acts as a +6 unholy footman’s mace that confers protection 
  from good at all time upon its wielder.  All living creatures struck by the 
  Wand must make a charisma save or be slain.  Extraplanar creatures 
  struck by the Wand must make this save versus death if on their home 
  plane.  If away from their home plane they must make a wisdom save 
  or face banishment to their home plane.  Gods, godlings, demon lords, 
  greater devils, saints, and demi-gods with 15 or more hit dice are not 
  affected by either of these abilities. 
  The other abilities of the Wand are:   
   
  Animate dead (3/day), darkness 15’ radius (3/day), desecrate 
  (3/day), dispel good (1/day), fear (at will), harm (1/day), monster 
  summoning VI (1/day) and unholy aura (1/day) 
   
  The bearer must of evil alignment, suffering 5d6 points of damage 
  upon touching the Wand if of good or neutral alignment.  Furthermore 
  the wielder of the Wand gains its service at a price.  Each day its 
  wielder is compelled to kill as many creatures as it has levels of 
  experience or hit dice (a charisma save allows the wielder to resist this 
  compulsion).  Should the bearer ever be slain, his soul is drawn into the 
  Wand and utterly destroyed.  The character may never be brought 
  back to life through any means.   
   
   
   
   
  
  Dungeon Master’s Guide    202 
  TREASURE MAPS 
  If a treasure map is indicated, you must generate a number between 
  01 and 00 to discover what the map leads to. However, the contents 
  of the map itself are a problem, for how can it be possible to direct 
  each DM properly considering the infinite number of possibilities 
  under which the map will be located? the answer is that this writer 
  can only suggest. A map should never list its treasure, only show its 
  location. 
   
  d% roll 
  result 
  01 -05 
  false map 
  06-15 
  map to a Combined Hoard (see below) 
  16 -35 
  map to Magic Treasure (see below) 
  36-00 
  map to Monetary Treasure (see below) 
   
  When a map is purposely placed by the DM it is obviously incumbent 
  upon him to satisfy both its requirements - to what it leads and where 
  it leads. Randomly discovered maps are not an overwhelming 
  problem. In the dungeon they can show a route down, up or (if the 
  lair is at an edge of the level map) off into an area you have not yet 
  drawn. Use the RANDOM DUNGEON GENERATION tables on pages 
  246-249 to set out a course which their map will “show.”  
  There is no reason why the treasure cannot be guarded, or why 
  monsters cannot be encountered along the way, as long as the 
  whole fits reasonably together, i.e. The map owner placed the 
  guards or was unable to get the treasure because of these monsters.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Generally, the whole route can be quite long or only a few hundred 
  feet. If the treasure is particularly rich you might wish to have it 
  hidden leagues away in another lost dungeon, along the course of a 
  long under ground river, or something similar. The direction of your 
  campaign is strictly your own province.  
   
  Map’s Destination:  Maps found outdoors in a monster’s lair can lead 
  into an under ground labyrinth, a few miles in the wilderness to some 
  hidey-hole, lair, ruins, or even in a town. Direction is easily determined 
  by a quick roll of 1d8, basing the compass on 1 being north (or 
  whatever) and simply counting round (2 is northeast, 3 is east, etc.). 
  The table below may be used as a guide if you wish: 
   
  d% roll 
  result 
  01-20 
  labyrinth of caves found in the lair 
  21-60 
  outdoors, 5-8 miles distant 
  61-90 
  outdoors, 10-40 miles distant 
  91-00 
  outdoors, 50-500 miles distant 
   
  Placement of Treasure:  Treasure shown on the map is usually 
  guarded or hidden from sight.  Roll on the following table to 
  determine the placement of treasure within the mapped area. 
   
  d% roll 
  result 
  01-10 
  buried and unguarded 
  11-20 
  hidden in water 
  21-70 
  guarded in a lair 
  71-80 
  somewhere in a ruins 
  81-90 
  in a burial crypt 
  91-00 
  secreted in a town 
  Elaborate as you see fit. For containment, concealment and 
  trapping, refer to the tables given within the RANDOM DUNGEON 
  GENERATION section of APPENDIX B (page 248). Note that relatively 
  low-value treasures will not be as well guarded as those of great 
  value. 
   
  Combined Hoard:  These are the real finds, which can satisfy even 
  the most avaricious dwarf’s greed.  
   
  d% roll 
  result* 
  01-20 
  [1-2] monetary treasure & [1-5] magic treasure 
  21-40 
  [6-10] monetary treasure & [1-5] magic treasure 
  41-55 
  [3-5] & [6-10] monetary treasure & [1-5] & [15-18] 
  magic treasure 
  56-65 
  [1-2], [3-5] & [6-10] monetary treasure & [9-12] & [13-
  14] magic treasure & [20] magic treasure on hand 
  66-75 
  [6-10] & [11-12] monetary treasure & [6-8] & [15-18] 
  magic treasure 
  76-80 
  [3-5], [6-10], [11-12] & [16-17] monetary treasure & [1-5]  
  & [9-12] magic treasure 
  81-85 
  [20] monetary treasure & a map to [1-5] magic 
  treasure 
  86-90 
  [20] monetary treasure and map to [19] magic 
  treasure 
  91-96 
  map to [1-2] & [3-5] monetary treasure, [20] magic 
  treasure on hand 
  97-00 
  map to [11-12] & [13-15] monetary treasure & [15-18] 
  magic treasure  
  * key the results to the proper listings from the prior two tables. 
   
  Note that when it says “[1-2] monetary treasure”, for instance, it 
  means the treasure indicated by a die result of 1-2 on the monetary 
  treasure table below. Combined hoards should be hidden, trapped 
  and guarded! They should be located in distant places too! 
   
  Magic Treasure:  This random determination table needs no 
  explanation. Because of its weighting, and the weighting of the table 
  below, most treasures will have magic potions, scrolls, armor and 
  weapons. This is carefully planned so as to prevent imbalance in the 
  game. Keep potent magic items rare. (Increase scarcity by 
  destroying or stealing what is found!) 
   
  d20 roll 
  result 
  1-5 
  any item rolled on magic item table, plus 4 potions 
  6-8 
  any 2 items rolled on magic item table 
  9-12 
  1 sword, 1 armor or shield, 1 miscellaneous weapon 
  13-14 
  any 3 items, no sword or potions 
  15-18 
  any 6 potions and any 6 scrolls 
  19 
  any 4 items, 1 is a ring, 1 is a rod 
  20 
  any 5 items, 1 is a rod, 1 is miscellaneous magic 
   
  Consult the MAGIC ITEM TABLE on page 129 in order to find the 
  relevant subtable(s) or to generate randomly determined items. 
   
  Monetary Treasure:  This table shows the parameters for each sort of 
  goods to be found in a treasure of this sort. Random number 
  generation with a d20 discovers which sorts of goods are in the trove. 
  You will observe that the table is weighted towards large quantities 
  of coins which will require a train to remove – or must be left entirely if 
  fore-planning is not observed. 
   
  d20 roll 
  result 
  1-2 
  20,000-80,000 cp & 20,000-50,000 sp 
  3-5 
  5,000- 30,000 ep 
  6-10 
  3,000-18,000 gp 
  11-12 
  500-2,000 pp 
  13-15 
  10d10 gems  (see page 127) 
  16-17 
  5d10 pieces of jewelry (see page 128) 
  18 
  2d10 objects of art (see page 128) 
  19 
  roll twice, discounting rolls above 17 
  20 
  each monetary item above 
  *  objects of art (page 128) can be substituted for coins, gems 
  and/or jewelry 
   
   
   
   
  
  Dungeon Master’s Guide    203 
   
  YOUR CAMPAIGN WORLD 
  Your campaign, or anybody else's, is not the only possible world-
  setting for the AD&D game.  Even those who use the same setting for 
  their game embellish that world and alter it to suit their tastes, and 
  those of their players.  As such, there are as many different 
  campaigns as there are DMs.   
  While AD&D offers official campaign settings, such as the WORLD of 
  GREYHAWK and the FORGOTTEN REALMS, many DMs wish to create 
  their own worlds.  For these intrepid DMs there are nearly limitless 
  options.  As DM, you could create:  
   
  •  A carefully researched campaign set in late-Medieval Italy 
  where characters can meet famous rulers and artists of the age. 
   
  •  One set in a world similar to the Far East, with oriental 
  characters, creatures, and beliefs. 
   
  •  A campaign set in lands similar to ancient Egypt at the height of 
  the Bronze Age. 
   
  •  A campaign in an under ground world dominated by dwarves, 
  locked into an endless war with the fecund orcs. 
   
  •  A campaign set in gloomy, mysterious Eastern Europe, 
  populated by sullen peasants, crumbling castles, and monsters 
  both urbane and bestial, in the best traditions of old horror 
  movies. 
   
  •  A truly fantastic world filled with genii-driven steam engines, 
  elemental airships, and spell-driven telegraphs. 
   
  •  A campaign set in a tropical archipelago where travel is by 
  canoe between islands of cannibals, giant beasts, and lost 
  civilizations. 
   
  •  A campaign world set in Africa at the height of its great 
  empires, where powerful native kingdoms fight to resist the 
  conquest of foreign explorers. 
   
  •  A campaign based on the works of a particular author, such as 
  Sir Thomas Mallory's Le Morte d'Arthur or the sagas of Iceland. 
   
   
  To allow such diversity and to provide unlimited adventure 
  possibilities, the AD&D game world offers many, alternate Prime 
  Material Planes of existence.  Each plane is a different area of 
  existence, separate from the others and bound by its own physical 
  laws.  
  The Prime Material Planes (or Primes) include the many Earth-like 
  alternate worlds and campaigns that operate from the more or less 
  the same basic realities.  There may be variations from Prime to 
  Prime, but most features remain the same.  The inhabitants of each 
  Prime always refer to their plane as the Prime Material Plane. 
  These planes exist outside our normal understanding of space and 
  dimensions and each has properties unique to itself.  Since these 
  planes are limitless and without defined form, it is not possible to draw 
  a road-map of the Prime Material Planes and their relationships to 
  each other.   
   
  WORLDBUILDING 
  You may wish to build your own world. It’s a challenging and 
  rewarding task, but it can also be a time-consuming one.  Once you 
  have decided to create your own world, you face a number of 
  choices. Do you make it like the real world, drawing from history and 
  real-world knowledge, or do you create something completely 
  different? Do you draw from your favorite fictional setting or create it 
  all on your own? Do the laws of physics work as we know them, or is 
  the world flat with a dome of stars overhead? Do you use the 
  standard races, classes, and equipment in the Player’s Handbook, or 
  do you create new ones? the questions alone are daunting, but for 
  those who love world-building, they are also exciting.  So where do 
  you start? There are two approaches to creating a campaign world. 
   
  Inside Out:  Start with a small area and build outward. Don’t even 
  worry about what the whole world looks like, or even the kingdom. 
  Concentrate first on a single village or town, preferably with a 
  dungeon or other adventure site nearby.  Expand slowly and only as 
  needed.  When the PCs are ready to leave the initial area (which 
  might not be for ten or more playing sessions, depending on your first 
  adventures), expand outward in all directions so you’re ready no 
  matter which way they go.  
  Eventually, you will have an entire kingdom developed, with the 
  whole derived from what follows from the initial starting point. 
  Proceed to other neighboring lands, determining the political 
  situation in each one.  Keep accurate notes as you play, for you may 
  develop rumors of hostilities with a neighboring kingdom before you 
  ever develop the kingdom itself! 
  The advantage to this method is that you don’t need to do a lot of 
  work to get started.  Whip up a small area - probably with a small 
  community - design an adventure, and go.  This method also ensures 
  that you won’t develop areas of the campaign that are never visited 
  by the PCs and that you can develop things (and change your 
  mind) as you go. 
   
  Outside In:  Start with the big picture - draw a map of an entire 
  continent or a portion thereof.  Alternatively, you could start with a 
  grand design for how a number of kingdoms and nations interact or 
  the outline of a vast empire.  You could even start with a cosmology, 
  deciding how the deities interact with the world, where the world is 
  positioned in relation with other worlds, and what the world as a 
  whole looks like.  Only after you have this level of concept design 
  worked out should you focus on a particular area. 
  When you begin more detailed work, start with large-scale basics 
  and work down to small-scale details.  For example, after you have 
  constructed your continent map, pick a single kingdom and create 
  the ruler or rulers and the general conditions. From there, focus on 
  some substate or region within the kingdom, develop who and what 
  lives there (and why), and pepper the region with a few hooks and 
  secrets for later development.  Finally, once you get down to the 
  small scale - a single community, a particular patch of forest or 
  valley, or wherever you choose to start the campaign - develop the 
  area in great detail.  The specifics of the small area should reflect 
  and tie back to the basics you have set up for the larger areas.  
  This method ensures that once you have started the campaign, 
  you’re already well on your way to having a complete setting.  When 
  things are moving along quickly in the campaign, you can focus on 
  the characters and individual adventures, because the world is 
  mostly done.  This method also allows you to use foreshadowing of 
  larger events, faraway places, and grander adventures early on in 
  the campaign. 
   
  GEOGRAPHY 
  Campaigns need worlds. Worlds have geography.  This means that 
  when creating your world, you need to place the mountains, the 
  oceans, the rivers, the towns, the secret fortresses, the haunted 
  forests, the enchanted places, and all the other locales and features. 
  If you want a realistic world, use encyclopedias and atlases to learn 
  more about topography, climate, and geography (natural and 
  political).  You only need the basics to create a fantasy world, unless 
  you or your players are sticklers for accuracy.  Research and learn as 
  much as you need to create a world that will please your players.  In 
  general, however, if you know a little about how terrain affects 
  climate, how different types of terrain interact (mountains usually 
  follow coastlines, for example), and how both climate and terrain 
  determine  where people usually live, that should be enough.  When 
  you’re done, you can create the map or maps you need for your 
  campaign. 
   
  CLIMATE 
  It is of utmost importance to some Dungeon Masters to create and 
  design worlds which are absolutely correct according to the laws of 
  the scientific realities of our own universe. These individuals will have 
  to look elsewhere for direction as to how this is to be accomplished, 
  for this is a rule book, not a text on any subject remotely connected 
  to climatology, ecology, or any science soft or hard. However, for 
  those who desire only an interesting and exciting game, some useful 
  information in the way of advice can be passed along. 
  Temperature, wind, and rainfall are understood reasonably well by 
  most people. The distance from the sun dictates temperature, with 
  the directness of the sun's rays affecting this also. Cloud cover also is 
  o factor, heavy clouds trapping heat to cause a “greenhouse 
  effect”.  Elevation is a factor, as the higher mountains have less of an 
  atmosphere “blanket”. 
  Bodies of water affect temperature, as do warm or cold currents 
  within them. Likewise air currents affect temperature. Winds are 
  determined by rotational direction and thermals. Rainfall depends 
  upon winds and available moisture from bodies of water, and 
  temperatures so well. All of the foregoing are relevant to our world, 
  
  Dungeon Master’s Guide    204 
  and should be in a fantasy world, but the various determinants need 
  not follow the physical lows of the earth. A milieu which offers 
  differing climates is quite desirable because of the variety it affords 
  DM and player alike. 
  The variety of climes allows you to offer the whole gamut of human 
  and monster types to adventurous Characters. It also allows you 
  more creativity with civilizations, societies and cultures. 
   
  WEATHER 
  Sometimes weather can play an important role in an adventure. 
  Weather conditions are generally fairly consistent within a single day. 
  (This is an obvious simplification to keep the game moving.) the 
  exact conditions for a given day can be chosen by the DM (perhaps 
  by using the weather outside) or it can be determined randomly. To 
  do the latter, roll percentile dice and consult the following table. 
  The Weather Table, and the descriptions that follow, touch upon 
  varying wind conditions as they relate to the prevailing weather.  
  Dust storms, high winds, hurricanes, tornadoes and wind storms all 
  effect perception checks and ranged attack rolls, and have a 
  chance of harming those who are unprotected from nature’s fury.  
  See the Wind Effects table and descriptions for details on the effects 
  of winds: 
   
  % roll 
  weather 
  cold climate 
  temperate 
  climate 
  desert 
  01-70 
  normal 
  cold, calm 
  normal1 
  hot, calm 
  71-80 
  abnormal 
  cold/warm 
  snap2 
  cold/warm 
  snap2 
  hot 
  81-90 
  precipitation 
  precipitation 
  precipitation 
  hot, windy 
  91-99 
  storm 
  snowstorm 
  thunder- or 
  snowstorm 
  dust storm 
  00 
  powerful 
  storm 
  blizzard 
  blizzard, 
  downpour, 
  hurricane, 
  tornado, 
  windstorm, 
  downpour 
  1  
  normal, seasonal weather: cold in winter, warm in summer, 
  moderate in spring and fall. 
   
  2 
  in winter there is a 70% chance of a cold snap and 30% chance 
  of a heat wave.  In summer there is a 70% chance of a heat 
  wave and 30% chance of a cold snap. 
   
  Terms on the table above are defined as follows: 
   
  Calm:  Wind speeds are light (0 to 10 mph). 
   
  Cold:  Between 0° and 40° Fahrenheit during the day, 10 to 20 
  degrees colder at night. 
   
  Cold snap:  Lowers temperature by  10° F. 
   
   
  Heat wave:  Raises temperature by 10° F. 
   
  Hot:  Between 85° and 110° Fahrenheit during the day, 10 to 20 
  degrees colder at night. 
   
  Moderate:  Between 40° and 60° Fahrenheit during the day, 10 to 20 
  degrees colder at night. 
   
  Powerful Storm: Very high (50+ mph) winds and torrential 
  precipitation reduce visibility to zero, making perception checks and 
  all ranged weapon attacks impossible. Unprotected flames are 
  automatically extinguished, and protected flames have a 75% 
  chance of being doused. Powerful storms are divided into the 
  following four types. 
   
   Blizzard:  Heavy snow has the same effects as normal snowfall, 
  but also restricts visibility as fog does (see Fog, below). A day of 
  heavy snow leaves 1d4 feet of snow on the ground. Heavy snow 
  accompanied by strong or severe winds may result in snowdrifts 
  1d4×5 feet deep, especially in and around objects big enough 
  to deflect the wind - a cabin or a large tent, for instance. There 
  is a 10% chance that a heavy snowfall is accompanied by 
  lightning (see thunderstorm below). Snow has the same effect 
  on flames as moderate wind. Blizzards last for 1d3 days. 
   
   Downpour:  Heavy rainfall that obscures vision and can create 
  flash floods. A downpour lasts for 2d4 hours. 
   
   Hurricane:  Hurricanes are accompanied by downpours (see 
  above).  In addition to very high winds and heavy rain, 
  hurricanes are accompanied by floods. Most adventuring 
  activity is impossible under such conditions. Hurricanes can last 
  for up to a week, but their major impact on characters will 
  come in a 24-to-48-hour period when the center of the storm 
  moves through their area. 
   
   Tornado:  One in ten thunderstorms is accompanied by a 
  tornado. Tornadoes are very short-lived (1d6×10 minutes), 
  typically forming as part of a thunderstorm system.   
   
   Windstorm: While accompanied by little or no precipitation, 
  windstorms can cause considerable damage simply through the 
  force of their wind. Windstorms last for 1d6 hours. 
   
  Precipitation:  Roll d% to determine whether the precipitation is fog 
  (01-30), rain/snow (31-90), or sleet/hail (91-00). Snow and sleet occur 
  only when the temperature is 30° Fahrenheit or below. Most 
  precipitation lasts for 2d4 hours. By contrast, hail lasts for only 1d20 
  minutes but usually accompanies 1d4 hours of rain. 
   
   Fog:  Whether in the form of a low-lying cloud or a mist rising 
  from the ground, fog obscures all sight, including darkvision, 
  beyond 5 feet. Creatures 5 feet away have 25% concealment. 
   
   Hail:  Hail does not reduce visibility, but the sound of falling hail 
  makes perception checks more difficult (-2 penalty). Sometimes 
  (5% chance) hail can become large enough to deal 1 point of 
  lethal damage (per storm) to anything in the open. Once on 
  the ground, hail has the same effect on movement as snow. 
   
   Rain: Rain reduces visibility ranges by half, resulting in a -2 
  penalty on perception checks. It has the same effect on flames, 
  ranged weapon attacks, and perception checks as severe 
  wind. 
   
   Sleet:  Essentially frozen rain, sleet has the same effect as rain 
  while falling (except that its chance to extinguish protected 
  flames is 75%) and the same effect as snow once on the 
  ground. 
   
   Snow: Falling snow has the same effects on visibility, ranged 
  weapon attacks, and skill checks as rain, and it costs 2 squares 
  of movement to enter a snow-covered square. A day of 
  snowfall leaves 1d6 inches of snow on the ground. 
   
  Storm:  Wind speeds are severe (30 to 50 mph) and visibility is cut by 
  three-quarters. Storms last for 2d4-1 hours. The combined effects of 
  precipitation (or dust) and wind that accompany all storms reduce 
  visibility greatly, imposing a -4 penalty to perception checks. They 
  automatically extinguish candles, torches, and similar unprotected 
  flames. They cause protected flames, such as those of lanterns, to 
  dance wildly and have a 50% chance to extinguish these lights. 
  Storms are divided into the following three types. 
   
   Dust Storm:  These desert storms differ from other storms in that 
  they have no precipitation. Instead, a dust storm blows fine 
  grains of sand that obscure vision, smother unprotected flames, 
  and can even choke protected flames (50% chance). Most dust 
  storms are accompanied by severe winds and leave behind a 
  deposit of 1d6 inches of sand. However, there is a 10% chance 
  for a greater dust storm to be accompanied by windstorm-
  magnitude winds. These greater dust storms deal 1 point of non-
  lethal damage each round to anyone caught out in the open 
  without shelter and also pose a choking hazard (see the rules for 
  drowning - except that a character with a scarf or similar 
  protection across her mouth and nose does not begin to choke 
  until after a number of rounds equal to 10 × her Constitution 
  score). Greater dust storms leave 2d3-1 feet of fine sand in their 
  wake. 
   
   Snowstorm:  In addition to the wind and precipitation common 
  to other storms, snowstorms leave 1d6 inches of snow on the 
  ground afterward. 
   
   Thunderstorm:  In addition to wind and precipitation (usually 
  rain, but sometimes also hail), thunderstorms are accompanied 
  by lightning that can pose a hazard to characters without 
  proper shelter (especially those in metal armor). One in ten 
  thunderstorms is accompanied by a tornado (see below). 
   
  Warm:  Between 60° and 85° Fahrenheit during the day, 10 to 20 
  degrees colder at night. 
   
  Windy:  Wind speeds are moderate to strong (10 to 30 mph). 
   
  
  Dungeon Master’s Guide    205 
   
   
  Wind Effects 
   
   
   
   
   
   
   
   
  wind force 
  wind speed (mph) 
  ranged attack penalties 
  perception check penalties 
  other effects 
   
   
   
   
   
  light 
  0-10 
  none 
  none 
  none 
  moderate 
  11-20 
  none 
  none 
  50% chance to extinguish unprotected flames 
  strong 
  21-30 
  -2 ranged/±0 siege 
  -1 
  automatically extinguish unprotected flames 
  severe 
  31-50 
  -4 ranged/-2 siege 
  -2 
  see below 
  windstorm 
  51-74 
  -8 ranged/-4 siege 
  -4 
  see below 
  hurricane 
  75-174 
  impossible/-8 siege 
  -8 
  see below 
  tornado 
  175-300 
  impossible/impossible 
  impossible 
  see below 
  Severe Wind: In addition to automatically extinguishing any 
  unprotected flames, winds of this magnitude cause protected flames 
  (such as those of lanterns) to dance wildly and have a 50% chance 
  of extinguishing these lights. This is the velocity of wind produced by a 
  gust of wind spell.   
  Characters outdoors in these conditions must make a strength check, 
  as if resisting an overbear attack (PHB, p. 58), at -2 or be unable to 
  move against the force of the wind.  Those failing by 5 or more points 
  are knocked prone (flying creatures are blown back 30’) and suffer 
  1d3 points of non-lethal damage.  
   
  Windstorm:  Powerful enough to bring down branches if not whole 
  trees, windstorms automatically extinguish unprotected flames and 
  have a 75% chance of blowing out protected flames, such as those 
  of lanterns.  
  Characters outdoors in these conditions must make a strength check, 
  as if resisting an overbear attack (PHB, p. 58), at -4 or be unable to 
  move against the force of the wind.  Those failing by 5 or more points 
  are knocked prone (flying creatures are blown back 30’) and suffer 
  1d3 points of non-lethal damage.  Those failing by 10 or more points 
  are knocked back 1d6x5 feet (or 1d6x30 feet if flying) and take 1d6 
  non-lethal damage.   
   
  Hurricane-Force Wind:  All flames are extinguished. Ranged attacks 
  are impossible (except with siege weapons, which have a -8 penalty 
  on attack rolls). Hurricane-force winds often fell trees. 
  Characters outdoors in these conditions must make a strength check, 
  as if resisting an overbear attack (PHB, p. 58), at -8 or be unable to 
  move against the force of the wind.  Those failing by 5 or more points 
  are knocked prone (flying creatures are blown back 30’) and suffer 
  1d3 points of non-lethal damage.  Those failing by 10 or more points 
  are knocked back 1d6x5 feet (or 1d6x30 feet if flying) and take 1d6 
  non-lethal damage. 
   
  Tornado:  All flames are extinguished. Characters in close proximity to 
  a tornado must make a strength saving throw at -10 or be sucked 
  toward the tornado. Those who come in contact with the actual 
  funnel cloud are picked up and whirled around for 1d10 rounds, 
  taking 6d6 points of damage per round, before being violently 
  expelled (falling damage may apply). While a tornado’s rotational 
  speed can be as great as 300 mph, the funnel itself moves forward at 
  an average of 30 mph (roughly 500 feet per round). A tornado 
  uproots trees, destroys buildings, and causes other similar forms of 
  major destruction. 
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    206 
  ECOLOGY 
  So many of the monsters are large predators that it is difficult to justify 
  their existence in proximity to one another.  Of course in dungeon 
  settings it is possible to have some in stasis or magically kept alive 
  without hunger, but what of the wilderness?  Then too, how do the 
  human and humanoid populations support themselves?  the bottom 
  of the food chain is vegetation, cultivated grain with respect to 
  people and their ilk.  Large populations in relatively small land areas 
  must be supported by lavish vegetation.  Herd animals prospering 
  upon this growth will support o fair number of predators.  Consider 
  also the tales of many of the most fantastic and fearsome beasts: 
  What do dragons eat? Humans, of course; maidens in particular! 
  Dragons slay a lot, but they do not seem to eat all that much.  Ogres 
  and giants enjoy livestock and people too, but at least the more 
  intelligent sort raise their own cattle so as to guarantee o full kettle. 
  When you develop your world, leave plenty of area for cultivation, 
  even more for wildlife. Indicate the general sorts of creatures 
  inhabiting an area, using logic with regard to natural balance. This is 
  not to say that you must be textbook perfect, it is merely a 
  cautionary word to remind you not to put in too many large 
  carnivores without any visible means of support. 
  Some participants in your campaign might question the ecology- 
  particularly if it does not favor their favorite player characters. You 
  must be prepared to justify it. Here are some suggestions. Certain 
  vegetation grows very rapidly in the world - roots or tubers, a grass-
  like plant, or grain. One or more of such crops support many rabbits 
  or herd animals or wild pigs or people or whatever you like! the 
  vegetation springs up due to a nutrient in the soil (possibly some 
  element unknown in the mundane world) and possibly due to the 
  radiation of the sun as well (see the slight tinge of color which is 
  noticeably different when compared to Sol?...). A species or two of 
  herbivores which grow rapidly, breed prolifically, and need but scant 
  nutriment is also suggested. 
  With these artifices and a bit of care in placing monsters around in 
  the wilderness, you will probably satisfy all but the most exacting of 
  players and that one probably should not be playing fantasy games 
  anyway! 
  Dungeons likewise must be balanced and justified, or else wildly 
  improbable and caused by some supernatural entity which keeps 
  the whole thing running - or at least has set it up to run until another 
  stops it. In any event, do not allow either the demands of “realism” or 
  impossible make believe to spoil your milieu.  
  The MONSTER MANUAL gives a climate/terrain type for each kind of 
  creature.  With that information to work with, decide which creatures 
  live where within each region of your world.  If you have room on 
  your map to mark such information, do so.  It will help you keep track 
  of things later on, both when determining random encounters and 
  when developing adventure plots.  
   
  For example, if you know that the PCs are on their way to the 
  village of Thorris, you can see that living in the marsh nearby are 
  hags, harpies, and a black dragon that the travelers might 
  encounter.  You can also use this information to create an 
  adventure involving Thorris and the black dragon in which the 
  dragon coerces the trolls to attack the people living there. 
   
  Considering the ecology issues of the marsh helps you explain the 
  creatures’ existences. What do the hags eat? What about the 
  harpies? They must compete for resources, so do they avoid each 
  other, or do they fight? the world is a predator-heavy one, based on 
  the creatures described in the Monster Manual. Designing your 
  world’s ecology means coming up with a way to make sense of how 
  it all works together.  Perhaps there’s bountiful prey in most areas that 
  an overall abundance of vibrant, energy-rich plant life might help 
  explain.  Perhaps the predators prey upon each other.  You don’t 
  have to design a complete food chain, but giving thought to some 
  ecology issues will help you answer player questions later - and that 
  will help make your world seem real to them. 
   
   
   
   
  DEMOGRAPHICS 
  Once the geography is determined, you can populate your world.  
  This step is more important than monster placement and general 
  ecology, not only because the PCs will spend more time in civilized 
  areas but because the players have real-world experiences to 
  measure their game experiences against when they’re among other 
  people. 
  People, in general, live in the most convenient places possible. They 
  try to place their communities near sources of water and food, in 
  comfortable climates, and close to sources of transportation (seas, 
  rivers, flat land to build roads on, and so on).  Of course, exceptions 
  exist, such as a town in the desert, an isolated community in the 
  mountains, and a secret city in the middle of a forest or at the top of 
  a mesa. But there is also always a reason for those exceptions:  The 
  city at the top of the mesa is placed there for defense, and the 
  isolated community in the mountains exists because the people 
  there want to cut themselves off from the rest of the world. 
  Small communities  are much more common than larger ones. In 
  general, the number of people living in small towns and larger 
  communities should be about 1/10 to 1/15 the number living in 
  villages, hamlets, thorps, or outside a community at all.  You might 
  create a metropolis at the civilized center of the world with 100,000 
  people, but such a community should be the exception, not the rule. 
  The more closely a city’s location conforms to the ideal parameters 
  (near food and water, in a comfortable climate, close to sources of 
  transportation), the larger it can become.  A secret city on top of a 
  mesa might exist, but it’s unlikely to be a metropolis.  People living in 
  cities need food, so if no nearby sources of food (farms, plenty of wild 
  animals, herds of livestock) are present, the community needs 
  efficient transportation sources to ship food in.  It needs some other 
  renewable resource as well, such as nearby forests to harvest for 
  timber or minerals to mine, to produce something to exchange for 
  the imported food.   
  Small, agricultural-based communities are likely to surround a larger 
  city and help to supply the city population with food.  In such cases, 
  the larger community is probably a source of defense (a walled 
  town, a castle, a community fielding a large number of deployable 
  troops) that inhabitants of surrounding communities can seek refuge 
  in or rely on to defend them in times of need. Sometimes, a number 
  of nearby small communities clump together with no large 
  community at the center. These small villages and hamlets form a 
  support network, and the local lord often boasts a centrally located 
  castle or fortress used as a defensible place to which the villagers 
  can flee when threatened. 
  On a larger scale, the borders of kingdoms and countries usually 
  coincide with physical, geographical barriers.  Countries that draw 
  boundaries through plains, farms, and undulating hills usually fight a 
  lot of battles over such borders and have to redraw the borders 
  frequently until they coincide with natural barriers. Therefore, 
  mountain ranges, rivers, or abrupt landscape changes should usually 
  mark the borders between lands in your world. 
   
  Racial Demographics:  The racial mix of a community depends on 
  whether the community is isolated (little interaction with other races 
  and places), mixed (moderate interaction with other races and 
  places), or integrated (lots of interaction with other races and 
  places). 
   
  isolated community 
  mixed community 
  integrated community 
  96% human 
  79% human 
  37% human 
  2% halfling 
  9% halfling 
  20% halfling 
  1% elf 
  5% elf 
  18% elf 
  1% other races 
  3% dwarf 
  10% dwarf 
   
  2% gnome 
  7% gnome 
   
  1% half-elf 
  5% half-elf 
   
  1% half-orc 
  3% half-orc 
   
  If the area’s dominant race is other than human, place that race in 
  the top spot and arrange the other races in rank order.  You may 
  also change the figures slightly to reflect various racial preferences.  
   
  For example, in an isolated dwarven town, the population is 96% 
  dwarf, 2% gnome, 1% halfling, and 1% other races.  In a mixed 
  elven village the population is 79% elf, 9% human, 5% halfling, 4% 
  gnome, and 3% half-elf (with no half-orcs or dwarves).  
   
   
  
  Dungeon Master’s Guide    207 
   
  GENERATING SETTLEMENTS 
  When the PCs come into a settlement and you need to generate 
  facts about that town quickly, you can use the following material. To 
  randomly determine the size of a community, roll on the table below: 
   
  d% roll 
  settlement size 
  population* 
  gp limit 
  01-10 
  thorp 
  20-80 
  40 gp 
  11-30 
  hamlet 
  81-400 
  100 gp 
  31-50 
  village 
  401-1,000 
  200 gp 
  51-70 
  small town  
  1,001-2,000 
  800 gp 
  71-85 
  large town 
  2,001-10,000 
  3,000 gp 
  86-95 
  small city 
  10,001-20,000 
  15,000 gp 
  96-99 
  large city 
  20,001-50,000 
  40,000 gp 
  00 
  metropolis 
  50,001 or more 
  100,000 gp 
   
   
   
   
  * 
  adult population. Depending on the dominant race of the 
  community, the number of non-adults will range from 10% to 
  40% of this figure. 
   
  Community Wealth and Population:  Every community has a gold 
  piece limit based on its size and population. The gold piece limit 
  shown above is an indicator of the price of the most expensive item 
  available in that community. Nothing that costs more than a 
  community’s gp limit is available for purchase in that community. 
  Anything having a price under that limit is most likely available, 
  whether it be mundane or magical. While exceptions are certainly 
  possible (a boomtown near a newly discovered mine, a farming 
  community 
  impoverished 
  after 
  a 
  prolonged 
  drought), 
  these 
  exceptions are temporary; all communities will conform to the norm 
  over time. 
  To determine the amount of ready cash in a community, or the total 
  value of any given item of equipment for sale at any given time, 
  multiply half the gp limit by 1/10 of the community’s population.  
   
  For example, suppose a band of adventurers brings a bagful of 
  loot (one hundred gems, each worth 50 gp) into a hamlet of 90 
  people. Half the hamlet’s gp limit times 1/10 its population equals 
  450 (100 ÷ 2 = 50; 90 ÷ 10 = 9; 50 × 9 = 450). Therefore, the PCs can 
  only convert nine of their recently acquired gems to coins on the 
  spot before exhausting the local cash reserves. The coins will not 
  be all bright, shiny gold pieces. They should include a large 
  number of battered and well-worn silver pieces and copper 
  pieces as well, especially in a small or poor community. 
  If those same adventurers hope to buy longswords (price 15 gp 
  each) for their mercenary hirelings, they’ll discover that the 
  hamlet can offer  only 30 such swords for sale, because the same 
  450 gp limit applies whether you’re buying or selling in a given 
  community. 
   
  Community Power Center:  Sometimes all the DM needs to know 
  about a community is who holds the real power. To determine this 
  fact randomly, use the table below, modifying the d20 roll according 
  to the size of the community. As indicated in the list of modifiers, any 
  community the size of a small city or larger has more than one power 
  center. The types of power centers - conventional,  monstrous, non-
  standard, and magical - are defined below. 
   
  settlement size               modifier to d20 roll 
  thorp 
  -1 
  hamlet 
  ±0 
  village 
  +1 
  small town 
  +2 
  large town 
  +3 
  small city 
  +4 (roll twice) 
  large city 
  +5 (roll three times) 
  metropolis 
  +6 (roll four times) 
   
   
  modified d20 result 
  power center type 
  13 or less 
  conventional 
  14-18 
  non-standard 
  19 or higher 
  magical 
   
   
  * 
  5% of communities with a conventional power center have a 
  monstrous power center in addition to the conventional one. 
   
   Conventional: The  community  has  a traditional  form  of 
  government - a  mayor, a town council, a noble ruling over the 
  surrounding area under a greater liege, a noble ruling the 
  community 
  as 
  a 
  city-state. 
  Choose 
  whichever 
  form 
  of 
  government seems most appropriate to the area. 
   
   Monstrous: Consider the impact on a community  of a dragon 
  that occasionally makes non-negotiable demands and insists on 
  being consulted in major decisions, or a nearby ogre tribe that 
  must be paid a monthly  tribute, or a mind flayer secretly 
  controlling  the minds of many of the townsfolk. A monstrous 
  power center represents any influence (beyond just a simple 
  nearby danger) held by a monstrous being or beings not native 
  to the community. 
   
   Non-Standard: While the community may have a mayor or a 
  town council, the real power lies in other hands. It may center on 
  a guild - a formal organization of merchants, craftsmen, 
  professionals, thieves, assassins, or warriors who collectively wield 
  great influence.  
  An aristocracy, in the form of one or more rich individuals with no 
  political office, may exert influence through wealth.  A prestigious 
  aristocracy, such as a group of accomplished adventurers, may 
  exert influence through their reputation and experience.  Wise 
  elders may exert influence over those who respect their age, 
  reputation, and perceived wisdom.  
   
   Magical:  This type of power center can take the form of a 
  temple full of priests or a single sorcerer cloistered in a tower. A 
  wizard or cleric might be the actual, official ruler of the town, or 
  she may just be someone with a great deal of influence. 
   
  Alignment of Power Centers:  The alignment of the ruler or rulers of a 
  community need not conform to the alignment of all or even the 
  majority of the residents, although this is usually the case.  In any case, 
  the alignment of the power center strongly shapes the residents’ daily 
  lives.  Due to their generally organized and organizing nature, most 
  power centers are lawful.  To randomly determine the alignment of a 
  power center, roll d% and refer to the table below.  How a power 
  center of a given alignment acts, or how it is perceived by the 
  community, is discussed following the table. 
   
  d% roll 
  alignment 
  d% roll 
  alignment  
  01-35 
  lawful good 
  64 
  chaotic neutral 
  36-39 
  neutral good 
  65-90 
  lawful evil 
  40-41 
  chaotic good 
  91-98 
  neutral evil 
  42-61 
  lawful neutral 
  99-00 
  chaotic evil 
  62-63 
  neutral 
   
   
   
   Lawful Good: A community with a lawful good power center 
  usually has a codified set of laws, and most people willingly obey 
  those laws. 
   
   Neutral Good: A neutral good power center rarely influences the 
  residents of the community other than to help them when they 
  are in need. 
   
   Chaotic Good: This sort of power center influences the 
  community by helping the needy and opposing restrictions on 
  freedom. 
   
   Lawful Neutral: A community with a lawful neutral power center 
  has a codified set of laws that are followed to the letter.  Those in 
  power usually insist that visitors (as well as residents) obey all local 
  rules and regulations. 
   
   Neutral: This sort of power center rarely influences the 
  community. Those in power prefer to pursue their private goals.  
   
   Chaotic Neutral: This sort of power center is unpredictable, 
  influencing the community in different ways at different times. 
   
   Lawful Evil: A community with a lawful evil power center usually 
  has a codified set of laws, which most people obey out of fear of 
  harsh punishment. 
   
   Neutral Evil: The residents of a community with a neutral evil 
  power center are usually oppressed and subjugated, facing a 
  dire future. 
   
   Chaotic Evil: The residents of a community with a chaotic evil 
  power center live in abject fear because of the unpredictable 
  and horrific situations continually placed upon them. 
   
  Conflicting Power Centers:  If a community has more than one power 
  center, and two or more of the power centers have opposing 
  alignments (either good vs. evil or law vs. chaos), they conflict in some 
  way.  Such conflict is not always open, and sometimes the conflicting 
  power centers grudgingly get along.  
   
  
  Dungeon Master’s Guide    208 
  For example, a small city contains a powerful chaotic good 
  wizards’ guild but is ruled by a lawful good aristocrat.  The wizards 
  are sometimes exasperated by the strict laws imposed by the 
  aristocrat ruler and occasionally break or circumvent them when 
  it serves their (well-intentioned) purposes. Most of the time, 
  though, a representative from the guild takes their concerns and 
  disagreements to the aristocrat, who attempts to equitably 
  resolve any problems.  
   
   
  Another example:  
   
  A large city contains a powerful lawful evil fighter, a lawful good 
  temple, and a chaotic evil aristocrat.  The selfish aristocrat is 
  concerned only with his own gain and his debauched desires.  
  The fighter gathers a small legion of warriors, hoping to oust the 
  aristocrat and take control of the city herself. 
  Meanwhile, the clerics of the powerful temple help the citizenry 
  as well as they can, never directly confronting the aristocrat but 
  aiding and abetting those who suffer at his hands.  
   
  Settlement Authorities:  It’s often important to know who makes up the 
  community’s authority structure.  The authority structure does not 
  necessarily indicate who’s in charge, but instead who keeps order 
  and enforces the authority that exists. 
   
   Constable/Captain of the Guard/Sheriff: This position generally 
  devolves upon the highest-level warriors in a community. 
   
   Guards/Soldiers: For every 100 people in the community (round 
  down), the community has one full-time guard or soldier.  In 
  addition, for every 20 people in the community, an able-bodied 
  member of the local militia or a conscript soldier can be brought 
  into service within just a few hours. 
   
  Character Class Distribution: In most communities 85% of the 
  population is made up of NPC-classed humans and demihumans.  6% 
  are fighters, 3% are clerics, 3% are thieves, 2% are magic-users and the 
  remaining 1% are divided between monks and psionicists.  Note that 
  secondary classes of each class listed above are included within 
  these percentages.  These rough guidelines should be altered to suit 
  the composition and character of particular communities.  For 
  example: 
   
  An ancient city with numerous temples and shrines, for example, 
  may have more clerics and/or monks than fighters while a large 
  town ruled by a guild of thieves will probably have more thieves 
  than fighters. 
   
  Highest-Level NPC in the Community for Each Class:  Use the following 
  tables to determine the highest-level character in a given community.  
  Roll for each class present within the community. 
   
  settlement size               highest level 
  thorp 
  1d4 
  hamlet 
  1d6 
  village 
  1d8 
  small town 
  1d10 
  large town 
  2d6 
  small city1 
  2d6+2 
  large city1 
  2d6+4 
  metropolis1 
  4d4+4 
   
   
  1 
  cities this large can have more than one high-level NPC per 
  class, each of whom generates lower-level characters of the 
  same class, as described below. 
   
  Total Characters of Each Class:  Use the following method to 
  determine the levels of all the characters in a community for the 
  following classes (if applicable):  cleric, fighter, magic-user, monk, 
  npc, psionicist and thief.  
  If the highest-level character indicated is 4th level or higher, assume 
  the community has twice that number of characters of half that level 
  (rounded down). Continue until all NPCs of 2nd level or higher are 
  accounted for.  All remaining NPCs are assumed to be 1st level.  
  For example, if the highest-level fighter is 7th level, then the 
  community also has two 4th level fighters, four 2nd level fighters 
  and eight 1st level fighters. 
   
  Using these guidelines and tables the breakdown, by class, for the 
  population of a typical hamlet of 200 people looks like this: 
   
   170 are npc-classed characters 
   
   12 are fighters 
   
   6 are clerics 
   
   6 are thieves 
   
   4 are magic-users 
   
   2 are monks (or psionicists) 
   
  By rolling 1d6 to determine the highest level npc of each class, the 
  following breakdown, by class and level, was created for the same 
  hamlet: 
   
   Of the npc-classed characters, one is 4th level, two are 2nd level 
  and the remaining one hundred and sixty seven are 1st level. 
   
   Of the fighters, one is 5th level, two are 2nd level and the 
  remaining nine are 1st level. 
   
   Of the clerics, one is 2nd level and the remaining 5 are 1st level. 
   
   Of the thieves, one is 6th level, two are 3rd level and the remaining 
  3 are 1st level. 
   
   Of the magic-users, one is 3rd level and the remaining three are 
  1st level. 
   
   Of the monks (or psionicists), both are 1st level (because “1” was 
  rolled on the d6 to determine the highest level monk or psionicist 
  in the town). 
   
  The community authorities are the 5th level fighter, who acts as the 
  Captain of the Guard and 2 full-time guards (2nd level fighters).  The 
  local militia consists of nine 1st level fighters and one NPC-classed 
  local. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  POLITICS 
  Intrigue between kingdoms, city-states at war, and political 
  maneuvering are all fun aspects of many campaigns.  For your own 
  campaign, you at least need to determine who is in charge where.  
  If there’s any chance that rulers, nobility, and politics in general will 
  become more involved than that, use the following material as a 
  starting point. As always, research into real-world political systems and 
  structures (particularly historical examples) can enrich your fictional 
  setting.  At the same time, don’t be afraid to make up something 
  wholly new and completely non-historical. 
   
  Government Forms:  There are dozens of possible government forms, 
  each of which will have varying social classes, ranks, or castes.  Which 
  sort you choose for your milieu is strictly your own prerogative. 
  While this game is loosely based on Feudal European technology, 
  history and myth, it also contains elements from the Ancient Period, 
  parts of more modern myth, and the mythos of many authors as well. 
  Within its boundaries all sorts of societies and cultures can exist, and 
  there is nothing to dictate that their needs be Feudal European.  
  An outline is provided below which lists a number of government 
  forms which could be employed by the DM in his or her milieu. 
  Actually, some, all, or none of them could appear in the “world” of 
  any given campaign. 
  Additionally, a list of nobility (or authorities) in various medieval 
  cultures is given.  I have included the latter as many DMs prefer to 
  base their campaign upon a society of this sort, for they can then 
  draw upon its historical data for game purposes. 
  Once a set of social structures and cultures has been devised for the 
  campaign, you may or may not find it useful to assign rank, class, or 
  caste to player characters (as detailed in the PLAYER’S HANDBOOK. 
  Will your society have hereditary rank? Will it go only to males? 
  females? both equally? Will only the first-born inherit? Will any 
  inheritance of property be required to be the entire estate to one 
  individual? Deciding government form and culture might well 
  delineate much of the social structure of the nation, state, or city in 
  
  Dungeon Master’s Guide    209 
   
  question. Let us assume a social structure of an aristocracy which is 
  non-hereditary. 
  Members of this ruling class ore those who have served in the military, 
  own property of 100 or more acres extent, and pay an annual tax of 
  not less than 10 gold pieces on their income. land ownership may be 
  waived in the case of merchants and tradesmen whose business is 
  such that they pay not less than 20 gold pieces in taxes each year. In 
  any event, the aristocrats are the only persons eligible for any 
  government office, command of the military, and from their number 
  are elected senators who pass laws and legislate in general. Former 
  senators are eligible to election to various tribunals and judgeships. 
  Former military officers are appointed by senatorial vote to keep the 
  peace and police the land. 
  The majority of citizens of this state are small land holders, tradesmen, 
  and various workers. They provide the food and goods and labor 
  which make the economy stable. These people are likewise obligated 
  to serve in the military, and if they serve with distinction, they will be 
  awarded land or stipends which will elevate them to the aristocracy.  
  Of course, industry, marriage or other means can move any of these 
  citizens to a higher status. 
  Only a few persons are actually enslaved - criminals and captives of 
  war.  A large number of the workers are bound to labor for a fixed 
  period, and some must likewise serve apprenticeships. These 
  individuals have the hope of eventually earning sufficient funds to 
  become landowners or rich merchants or tradesmen themselves. 
  In such a society, adventurers would come from the younger children 
  of aristocrats - those who will inherit little and wish to remain in the 
  favored class. Some would come from the middle group - 
  adventurous persons who aim at becoming members of the 
  aristocracy through successes in such adventures. Few, if any, would 
  come from the lowest class, i.e. the bondsmen and common laborers. 
  Assigning a social class to player characters in such a society would 
  not have any particular value unless you also devised various rivalries 
  within the classes. 
  With this brief example in mind, it is easy to see how birth tables based 
  on some form of hereditary, quasi-European nobility may have 
  absolutely no meaning within any of the states of your campaign 
  milieu. Furthermore, any use of such material must be carefully 
  considered even if your campaign does have such a society and titles 
  of rank, viz. do you really believe that one of your player characters 
  should be the first born son of a major noble or a ruler? If so, why is he 
  adventuring? Where are his guards and retainers? Does his father 
  know his whereabouts? If so, why is he allowing the heir to his title and 
  estates to risk his life in such a foolish manner? Similarly, do such tables 
  have a logical precedence and order? Are there offices which do not 
  logically belong within a feudal society? Are there classes which are 
  contradictory, anachronistic, or meaningless? Unless you specifically 
  tailor your milieu to fit such tables, it is likely that there will be far too 
  many “yes” answers to the above questions.  
  The intelligent verdict must be that each DM has to accept the 
  responsibility of deciding for himself or herself if assigning class 
  distinctions is a vital part of his or her campaign.  
  Those referees who lack the time to develop their own social class 
  system and associated forms of government will find that it is perhaps 
  better for them to utilize one of the several campaign scenarios 
  commercially available, adding personal touches, of course, but 
  basically relying on the cultural and societal developments of the unit. 
  Even with such ready-made campaign settings, you may or may not 
  wish to include social classes immediately for player characters. The 
  WORLD of GREYHAWK campaign, for example, assumes all player 
  characters are freemen or gentlemen, or at worst they can safely 
  represent themselves to be so.  Outstanding activity can (and has) 
  brought knighthood or social status to certain characters. This was 
  carefully planned as a reward if the characters succeeded, and it 
  now allows them much latitude of action and assurance of reliable 
  aid in certain realms - but it likewise has earned them the enmity of 
  others.  With all of that out of the way, consider the list of a few of the 
  possible governmental forms and then the lists of noble/official titles: 
   
   Autocracy:  Government which rests in self-derived, absolute 
  power, typified by a hereditary emperor, for example. 
   
   Bureaucracy:  Government by department, rule being through 
  the heads of the various departments and conducted by their 
  chief administrators. 
   
   Confederacy:  Government by a league of (possibly diverse) 
  social entities so designed as to promote the common good of 
  each.  
   
   Democracy:  Government by the people, i.e. the established 
  body of citizens, whether through direct role or through elected 
  representatives.  
   
   Dictatorship:  Government whose final authority rests in the hands 
  of one supreme head. 
   
   Feodality:  Government of a feudal nature where each 
  successive layer of authority derives power and authority from 
  the one above and pledges fealty likewise. 
   
   Geriatocracy:  Government reserved to the elderly or very old. 
   
   Gynarchy:  Government reserved to females only. 
   
   Hierarchy:  Government which is typically religious in nature and 
  generally similar to a feodality. 
   
   Magocracy:  Government ruled by arcane casters. 
   
   Matriarchy:  Government by the eldest females of whatever 
  social units exist. 
   
   Militocracy:  Government headed by the military leaders and the 
  armed forces in general. 
   
   Monarchy:  Government by a single sovereign, usually hereditary, 
  whether an absolute ruler or with power limited in some form 
  (such as the English monarchs, limited in rule by the Magna 
  Carta). 
   
   Oligarchy:  Government by a few (usually absolute) rulers who 
  are co-equal. 
   
   Pedocracy: Government by the learned, savants, and scholars. 
   
   Plutocracy:  Government by the wealthy. 
   
   Republic:  Government by representatives of an established 
  electorate who rule in behalf of the electors. 
   
   Syndicracy: 
  Government 
  by 
  a 
  body 
  of 
  syndics, 
  each 
  representing some business interest. 
   
   Theocracy:  Government by god-rule, that is, rule by the direct 
  representative of the god. 
   
  This listing is by no means exhaustive, and you should feel free to use 
  other forms, or invent your own, as the needs of your particular 
  campaign direct. It’s not too difficult to imagine a political system 
  based on rule by other classes, by the oldest, the strongest, or the 
  wealthiest.  
  For your world, use whatever criteria you wish to determine the 
  political structure of a group.  Most of the time, however, the stranger 
  the criterion, the smaller the group.   
   
  For example, a kingdom where the ruler is determined by a test 
  of skill, intelligence, and stamina might be expansive, but a land 
  where the ruler is the most talented bard would probably be 
  small.  Being able to play the lute well is impressive, but it doesn’t 
  necessarily ensure fitness to rule. 
   
  Common Political Systems: The number of possible political systems is 
  nearly limitless. Feel free to use more than one type for different lands. 
  Such mixing and matching accentuates the differences in place and 
  culture.  Note that any of the political systems listed below might be 
  matriarchies (ruled only by women) or patriarchies (ruled only by 
  men), but most make no such distinctions. 
   
   Feudalism:  Feudalism is a complicated class-based system with 
  successive layers of lieges and lackeys.  It often exists under a 
  monarchy.  Serfs (peasants) work for a landed lord, who in turn 
  owes fealty to a higher lord, who in turn owes fealty to an even 
  higher lord, and so on, until the line reaches the supreme liege 
  lord, who is usually a monarch. 
  The common people in a feudal state are always lowly and 
  without rights.  They are virtually owned by their immediate liege.  
  Lords are generally free to abuse their power and exploit those 
  under them as they see fit. 
   
   Magocracy:  In a magocracy, those who wield arcane magic 
  have a large amount of political power.  The ruler is usually the 
  most powerful wizard or sorcerer in the land, although sometimes 
  the ruler is merely a member of a royal bloodline who must be an 
  arcane spellcaster. Thus, such a system could be a monarchy, 
  
  Dungeon Master’s Guide    210 
  and the viable heir to the throne would be the oldest member of 
  the bloodline capable of casting spells.  In a true magocracy in 
  which the ruler is the most powerful spellcaster, the monarch may 
  be challenged at certain specific times each year by contenders 
  who believe themselves to be more powerful than she is. 
  In a magocracy, arcane spellcasters usually have the most rights 
  and freedoms, and non-spellcasters are looked down upon.  
  Divine spellcasters sometimes are outlawed, but usually they are 
  treated as secondary to arcane spellcasters (although still higher 
  in station than those who cast no spells). 
  Such societies are often magic-rich.  They are likely to have 
  colleges that teach the intricacies of spellcasting, and magic-
  using units in their military organizations.  They may use magic for 
  even mundane tasks. Very rarely, a magocracy treats magic in 
  the opposite way, as a closely guarded secret. Non-noble 
  arcane spellcasters would then be forbidden. 
   
   Monarchy: Monarchy is rule by a single leader. The monarch 
  wields supreme power, sometimes even by divine right.  
  Monarchs belong to royal bloodlines, and successors to the 
  throne are almost always drawn from blood relatives.  Rarely, a 
  monarch rules with power granted by a mandate of the 
  populace, usually established through representatives chosen by 
  noble houses.  The monarchy is likely to be the most common 
  political system in your campaign. 
  Monarchs often have advisors and a court of nobles who work 
  with them to administer the land.  This arrangement creates a 
  class system of nobles and non-nobles.  Common people in such 
  a land often do not have many of the rights and privileges of the 
  nobility.  
   
   Republic: A republic is a system of government headed by 
  politicians representing the people. The representatives of a 
  republic rule as a single body, usually some sort of council or 
  senate, which votes on issues and policies.  Sometimes the 
  representatives are appointed, and sometimes they are elected.  
  The welfare of the people depends solely on the level of 
  corruption among the representatives. In a mainly good-aligned 
  republic, conditions can be quite pleasant. An evil republic is as 
  terrible a place to live as a land under the grip of a tyrant. 
  In an advanced republic, the people directly elect the 
  representatives.  This type of republic is often called a 
  democracy.  In such lands, the right to vote becomes a class-
  based privilege. Citizenship might be a status that can be 
  bought or earned, it might be granted automatically to those 
  born in the location governed by the republic, or it might only 
  transfer via bloodline.  Because having the entire populace vote 
  on representatives is cumbersome, this political system usually 
  works only in small areas, such as a city-state. 
   
   Theocracy:  A theocracy is a political system in which clerics (or 
  druids) rule.  The ruler is the direct representative of the deity or 
  deities that the theocracy is based upon.  Most theocracies are 
  similar to monarchies, but once a ruler is chosen, he normally 
  remains in the position for life.  The people cannot question the 
  word of a deity or his representative. 
  Some theocracies see their leaders as ascending to divinity or 
  semi-divinity in and of themselves.  Past (and sometimes present) 
  rulers are worshiped as deities.  Such rulers wield absolute power, 
  and their bloodline carries the divine right to rule, so their 
  successors are chosen from their descendants.  A ruler doesn’t 
  need to be a cleric in such a case (although he often is), since 
  he is not a divine representative but a deity.  In such a 
  theocracy, it’s possible that even an infant can be chosen as a 
  ruler if he has divine blood. 
   
   Tribal or Clan Structure:  A tribe or clan usually has a single leader 
  who wields great - almost absolute - power like the monarch in a 
  monarchy. Although rulership is often drawn from a single 
  bloodline, rulers are chosen based on their fitness to govern. 
  They are also continually judged on this criterion and replaced if 
  found wanting.  Usually a council of elders exists to choose and 
  judge the leader. In fact, the council is often convened only for 
  this purpose. Sometimes the council also advises the chief or 
  leader. Tribes exist as a social structure by grouping together 
  otherwise disparate family units and uniting them for strength and 
  the advantages of working together.  
  Clans are similar in function but carry the added distinction of 
  being extended family units.  In both cases, the group usually 
  interacts with other tribes and clans, and often has particular 
  laws and customs about how certain clans within a tribe must 
  interact or how the tribe must interact with other tribes. 
   
  Cultural Tendencies:  Human societies run the gamut of different 
  political structures.  Other races seem to favor one or a few over the 
  others. 
   
   Dwarves: Dwarves usually form monarchies, although a few 
  theocracies dedicated to dwarven gods are possible.  Dwarves 
  are extremely lawful and rigid in their politics, fearing lawlessness 
  and anarchy.  They value order and security over personal 
  freedom, and thus are inclined to judge political matters on 
  what’s best for the greatest number concerned.  Dwarven 
  societies usually have a strict and exacting code of laws. 
   
   Elves:  Elves are likely to live within monarchies as well.  Of all 
  races, however, elves are the most likely to adopt a magocracy.  
  Elves prize individual freedom and fear tyrants.  Elf rulers judge 
  each situation and case individually rather than according to a 
  strict, codified set of laws. 
   
   Gnomes:  Gnomes favor small monarchies, although gnome 
  democracies, gnome republics, and gnome clans exist as well.  
  Like halflings, gnomes have less need for a strong government 
  and enjoy personal freedom.  Gnome kings and queens usually 
  have only a small impact on the daily life of their subjects, and 
  they usually do not carry as elevated a status above the 
  common gnome as a human regent might over her human 
  subjects. 
   
   Goblins and other Lawful Evil Cultures:  goblins live in tribal 
  communities that bear the trappings of monarchy.  The truth, 
  however, is that their government is rulership by the strong.  If a 
  goblin ruler can be killed, his killer usually takes his place. 
  Lawful evil humanoids often use a similar system, although 
  kobolds often establish magocracies, and more sophisticated 
  cultures frequently develop codified laws and rules of succession.  
  Such complex societies are rife with backstabbing and betrayals, 
  though, exemplifying the very definition of Byzantine politics. 
   
   Halflings:  Since they are usually nomadic and most often live in 
  small groups, halflings prefer a sort of tribal or clan system.  
  Rulership is often bestowed upon the eldest member of a group, 
  although most halflings rule with a light touch.  True halfling 
  leadership is based around the family unit, with parents giving 
  direction to children. Halflings, more than any other race, seem 
  to naturally work well with each other.  They have little need for a 
  strong ruling hand or a codified set of laws to maintain order and 
  peace. 
   
   Orcs and Other Chaotic Evil Cultures:  Orcs are usually too wild 
  and corrupt to value a strict system of government other than 
  rule by the strong.  Orc leaders rule by intimidation and threats 
  and thus usually command only a small populace (orc nations 
  are rare).  If an orc leader fails to rule, it is because he was weak.  
  Most chaotic evil cultures tend to have small populations unless 
  many individuals are cowed by a single powerful master. 
   
  SOCIAL CLASSES 
  Most societies are, to one degree or another, class-based.  Use these 
  easy definitions for the typical society. 
   
   Upper Class:  Nobles, the wealthiest of merchants, and the most 
  important leaders (guildmasters, for example) make up the 
  upper class. Lawmakers, administrators, and other officials are 
  drawn from this class.  Having noble blood or being a member of 
  a wealthy merchant family allows entrance into the class by 
  birth, while attaining wealth or significant position can raise one 
  to this status.  
   
   Middle Class: Merchants, master artisans, educated professionals, 
  and most significant guild members make up the middle class.  
  Lesser officials such as tax collectors and town clerks are 
  sometimes drawn from the middle class.  This status is normally 
  based on one’s occupation and education.  Its primary 
  determinant for membership is not birth, but wealth. 
   
   Lower Class: Tradesfolk, journeymen, laborers, subsistence 
  farmers, impoverished freeholders, personal servants, and virtually 
  everyone else are members of the lower class.  Members of the 
  lower class tend to be poorer and less educated than middle-
  class people. While sometimes a council of elders or some similar 
  
  Dungeon Master’s Guide    211 
   
  body exists to watch over the interests of and argue for the lower 
  class, most of the time no officials or lawmakers come from these 
  ranks.  
   
   Slaves:  Some cultures (usually evil ones) practice slavery.  Slaves 
  are lower in station than even members of the lower class.  
  Though they need not be uneducated or even unskilled, most 
  slaves are laborers or servants. 
   
  Player Characters & Social Class:  By virtue of their wealth, adventurers 
  are likely to rise to the upper class quickly.  However, they may be 
  rejected by other members of the upper class based on how society 
  around them views sword-wielding, spell-slinging, self-governing 
  mercenaries.  Other members of the upper class might look upon 
  adventurers as heroes, but they are just as likely to look upon them as 
  dangerous threats to public safety (as well as their personal safety) 
  and to the existing sociopolitical structure. 
  Sometimes high-level characters build their own castles and establish 
  their own territories.  This usually occurs either on land granted to them 
  by a ruler or in an area of relatively unclaimed wilderness that they 
  have cleared.  Characters are likely to draw people toward their 
  strongholds or cleared areas… becoming rulers in the process. For 
  more information on strongholds and followers see pages 109-119 and 
  80-83 respectively. 
  How the character governs is completely up to her.  However, the 
  NPCs involved will react appropriately to character actions and 
  decrees.  In exchange for protection, plots of land, and fair rulership, 
  a character can expect to collect taxes or tithes from those she rules.  
  Neglect, mistreatment, or over-taxation of the populace can lead to 
  a revolt, which might take the form of an appeal to another more 
  powerful lord to depose or conquer the character, hired assassins 
  making attempts against the character’s life, or an outright uprising in 
  which the peasants wield their pitchforks against their ruler. 
  In reality, however, such events are rare, and those under a poor or 
  unjust ruler will suffer for months or years before they feel compelled to 
  act. 
   
  Officials and Social Class:  The tables below show social and political 
  ranks for different types of historical cultures, arranged in descending 
  order of importance. Each column describes a different culture.  
  You may find it interesting to mix titles, invent them, and place the 
  whole in the campaign setting you devise accordingly. Research in 
  various histories will be helpful, as will be a copy of a good thesaurus. 
   
  Asian Titles 
   
   
   
  Indian 
  Japanese 
  Mongol 
  maharaja 
  emperor 
  kha-khan 
  rajah 
  shikken 
  ilkhan 
  nawab 
  shogun 
  orkhan 
   
  daimyo 
  khan 
   
  samurai 
   
   
   
   
  Persian 
  Russian 
  Turkish 
  padishah 
  tsar 
  sultan 
  shah 
  veliky kniaz 
  dey 
  caliph 
  kniaz muzh 
  bey 
  wizer 
  boyar 
  bashaw 
  amir 
  sluga 
  pasha 
  sheikh 
  muzh 
  emir 
   
  dvorianin 
  malik 
   
  smerd 
   
   
  kholop 
   
   
  European Titles 
   
   
   
   
   
  European 
  Saxon 
  Germanic 
  emperor/empress 
   
   
   
  king/queen 
  king 
  king 
  royal prince/princess 
   
   
  viceroy/vicereine 
   
  pfalzgraf 
  archduke/archduchess 
   
   
  grand duke/archduchess 
   
   
  duke/duchess 
  king's thegn 
  herzog 
  prince/princess 
   
   
  marquis/marquise 
   
  margrave 
  count (earl)/countess 
  ealdorman 
  graf 
  viscount/viscountess 
   
  waldgraf 
  baron/baroness 
   
  freiherr 
  baronet 
  shire-reeve 
   
  European (cont.) 
  Saxon (cont.) 
  Germanic (cont.) 
  knight/dame 
  thegn 
  ritter 
  yeoman 
  geneatas 
   
   
  Knights are non-hereditary peers. Their precedence (or importance) 
  falls variously depending upon the order of knighthood they hold. 
  Various officials of the court will rank amongst the nobility; an 
  excellent discussion of this will be found in a good encyclopedia 
  under Precedence, or in the appropriate section of TSR’s WORLD of 
  GREYHAWK. 
   
  Religious Titles 
   
   
   
  church hierarchy 
  knights-militant 
  monastic 
  pope 
  master of the temple 
  abbot 
  cardinal 
  seneschal 
  sacristan 
  archbishop 
   
  marshal  
  cantor 
  bishop 
  commander 
   
  librarian 
  abbot 
  drapier 
  refectorian 
  prior  
  commander of a house  
  almoner 
  friar  
  commander of knights 
  hospitaler 
   
  knight brothers  
  kitchener 
   
  sergeants of the covenant  
  infirmarian 
   
  cellarer 
  master of novices 
   
  turcoplier  
  rural brother 
   
   
  under-marshal  
  hospital attendant 
   
  standard bearer 
  servant brother 
   
  sergeant-brother 
   
   
  Urban Social Class:  Cities and towns have typically attracted the 
  independent and freethinking sorts, as they offer more opportunity for 
  such lifestyles, even considering the medieval (rather intolerant) 
  community. In towns and cities there are few nobles and gentlefolk of 
  knightly status. The social structure can be shown as follows: 
   
   Upper Class: Nobles, gentlemen, the wealthiest of merchants 
  and most important guildmasters, from which are drawn the most 
  important law makers and executives. 
   
   Middle Class:  Merchants and guildmasters, with master artisans 
  and the like making up the balance. They provide lesser officials. 
   
   Lower Class:  Tradesmen, journeymen, laborers, and all others 
  form the lower class. From their number is drawn the common 
  council.  
   
  Elected Officials:  A typical medieval city or town government has a 
  ruling body that is formed of the following offices: 
   
   Mayors, magistrates or burgomasters were usually a lifetime 
  office drawn only from the upper class. 
   
   Burghers or burgesses are chosen by the upper class to serve as 
  the major officers under the mayor et al.  The judiciary and 
  military commanders of the municipality are likely to fall within 
  this stratum. 
   
   Aldermen are elected by the middle class. Law enforcement 
  officials, customs officials, and tax officials all come from the 
  middle class, too. 
   
   Councilors of the common council are likely to be selected by 
  the upper and middle classes as well as the free lower class. From 
  this class are drawn the petty officials so roles are advisory or 
  administrative only. 
   
  The constabulary of a town or city will be drawn in part from citizen 
  soldiers, the city watch or police force and militia called up in times of 
  great need. Most other soldiery, by far the bulk in most cases, will be 
  hired mercenaries. When any army is fielded, the leading men of the 
  city are likely to be in overall command, with assistance from 
  mercenary captains, the force being a composite of the municipal 
  levies and the hired soldiers.  
  Such forces could be of considerable magnitude in battle, as noted 
  by the history of London, for example, or the military history of the 
  Hanseatic League. 
   
  Administrative Positions:  The following honorary or elected positions 
  existed to help maintain order within medieval society:  
   
   Ale-Conner:  Official who tests and approves all ales and ciders 
   
   Bailiff:  The man who makes arrests and executions. Bailiff was not 
  primarily used for the office of policeman. Etymologically, bailiffs 
  
  Dungeon Master’s Guide    212 
  were those in charge of the bailey - in effect, manager of the 
  craftsmen and servants in a castle or manor house. 
   
   Catchpole:  Literally 'chicken catcher', one who finds and brings 
  in debtors 
   
   Chamberlain:  Overseer of a household, office or court 
   
   
   Chancellor:  A secretary to a noble or royal 
   
   Councilor:  A town or city official or an advisor of the court 
   
   Common-Weigher:  Town official who checks merchants' weights 
  and measures 
   
   Constable: The warden of a town or castle who served as 
  commander of the local guard 
   
   Diplomat:  The person who negotiates with foreign nations 
   
   Exchequer:  The man responsible for the king's revenue 
   
   Game Warden:  An officer empowered to enforce the hunting 
  and trapping laws of a jurisdiction 
   
   Hayward:  An officer in charge of fences and hedges 
   
   Herald:  Had two responsibilities: A man in charge of making 
  pronouncements and proclamations, and one who is an expert 
  in the field of heraldry (the various insignias used by the rich to 
  identify themselves.) These two responsibilities were one in the 
  same. Medieval Europeans wouldn't have thought it possible to 
  separate them; much less would they have considered them 
  separate roles. 
   
   Jailer: The man responsible for a jail: he keeps the criminals from 
  getting out 
   
   Judge:  A man who is responsible for deciding questions brought 
  to court 
   
   Liner:  An officer in charge of tracing property boundaries in the 
  city. 
   
   Magistrate: A judge. 
   
   Master of the Revels:  Official in charge of court entertainment, 
  and later of the theaters [note: The first Master of the Revels was 
  not appointed until Henry VII in the 15th century] 
   
   Provost:  A magistrate or keeper of a prison 
   
   Provost-Marshal:  Military magistrate 
   
   
   Pursuivant:  Officer of arms, ranks below herald, similar duties 
   
   Purveyor: An official responsible for obtaining supplies for an army 
  or a noble's retinue 
   
   Reeve: Church warden. Note that the word 'reeve' applies to 
  much more than the Church. Reeves usually came out to be 
  combination administrators and business managers of estates, 
  towns and small territories (i.e. shires) - something like a chief 
  bailiff. 
   
   Slaughter-Man: Official who enforces the regulations on butchers 
  in a town 
   
   Sheriff:  Also known as conservators of the peace, it was their 
  duty to prevent every breach of the peace and to suppress 
  every unlawful assembly, affray or riot which may happen in their 
  presence.  They operated within their own county or shire. 
   
   Steward:  Custodian of an appointed duty, such as a household 
   
   Summoner:  Officer of the court who serves subpoenas.  Church 
  summoners were minor church officials whose duties included 
  summoning offenders to appear before the church and receive 
  sentence. 
   
   Tronager:  Supervisor of the scales at a town's port 
   
   Umpire:  An official who arbitrates disputes between neighbors 
   
   Warden or Woodward:  The keeper of a noble's woodlands and 
  parks 
   
  LAWS 
  You don’t have to develop a legal code for each country you invent.  
  Assume common-sense laws are in place.  Murder, assault, theft, and 
  treason are illegal and are punishable by imprisonment or death.  As 
  long as the laws make sense and the authorities are fairly consistent in 
  enforcing them (or it’s clear why they’re not consistent), the players 
  won’t think twice about the law.  Develop a few unusual laws as 
  points of interest, such as these examples: 
   
   In one barony in the Shield Lands, lying is illegal, punishable by 
  three days in the pillory. 
   
   In the city of Highfolk, it is against the law to mistreat an animal. 
   
   Anyone wearing red in the sight of the emperor is imprisoned for 
  one month.  
   
  Some places might have laws that directly affect adventurers.  These 
  laws might specify which weapons can be owned or carried by non-
  nobles or prohibit the use of some weapons even by nobles, restricting 
  their use to the royal guard.  These laws might restrict or prohibit magic 
  use.  They might limit the number of well-armed people who can 
  gather publicly without a permit or sanction.  All these laws would be 
  put in place if the ruler or rulers of the area were concerned about 
  powerful people roaming around uncontrolled - a legitimate worry to 
  those in power.  No king, duke, or mayor is going to want 
  independent adventurers to be more powerful than his own guards, 
  lackeys, or troops (and thus himself ) unless he trusts them absolutely or 
  has some way to control them.  
   
  ECONOMICS 
  Although treasure is what’s important to PCs, you should have a fair 
  grasp of the economic system that surrounds the treasure they earn, 
  as well as the prices charged for services, equipment, and magic 
  items.  
  Economics in your campaign doesn’t have to be convoluted or 
  tedious, but it should at least be internally consistent.  If the price of a 
  broadsword in Thorris is 20 gp, it shouldn’t suddenly shoot up to 200 gp 
  without some explanation, such as the flow of metal or ore being cut 
  off, the only smiths in 100 miles all being killed in a terrible accident, or 
  something equally bizarre.  
   
  Monetary Systems:  Even before you play the first session in your 
  campaign, you can use money as a tool in creating your game world.  
  The form and shape money takes is by no means standardized.  The 
  simple monetary system given in the PLAYER’S HANDBOOK is just that - a 
  simplified system for coinage. It is not absolutely true to the real, 
  historical world and is not even an accurate reflection of most fantasy 
  worlds you find in books.  It's just one way to approach money. 
  Monetary systems aren't always based on coins.  Many different forms of 
  exchange can be in use simultaneously.  Take, for example, the real 
  world around the year 1200.  Currency included the regulated gold and 
  silver coins of Byzantium and the Middle East, the licensed mints of 
  England, the paper currency of China, the cowrie shells of Oceania, 
  and the carved stones of Aztec lands.  These were only a few forms 
  money could take. 
   
   Barter:  Other economies, especially those of primitive lands, 
  worked entirely on a barter system.  What a man could produce 
  became his money.  The farmer paid the miller in bushels of grain.  
  The miller paid his lord in ground flour.  When the flour was baked 
  into bread, the baker was paid in loaves of bread.  These he could 
  sell for the few coins, fresh eggs, or whatever luxuries might be 
  available. 
  During the Dark Ages even a man's life could be measured in 
  cows, horses, or sheep.  Kill a serf and you had to pay - perhaps 
  five sheep, some to his lord and some to his family.  The cost for a 
  freedman would be even higher.  Rents, taxes, and fines could be 
  assessed in gold or grain.  Eventually objects were assigned 
  specific values.  In parts of medieval Russia, furs were used almost 
  like coins.  Squirrel, ermine, and martin pelts all had values and 
  were treated just as we treat money today. 
  As barter systems became more sophisticated, they included more 
  things.  Obligations and duties became part of the formula.  A 
  knight received land from his lord, but part of his “rent” was the 
  obligation to make himself and a set number of mounted soldiers 
  available to serve in his lord's armies for 40 days each year.  The serf 
  was obligated to work his lord's land and live in the same village all 
  his life.  You might adopt an economy like this in your campaign 
  world - one based on obligations. 
  For the most part, the economies of the medieval period were 
  based on a combination of coins, goods, and services.  The knight 
  could escape military service by paying a special tax to his lord.  
  The king could insist that foreign merchants acquire goods only 
  through barter.  The baker could be paid a small wage for his 
  services.  Generally, changes occurred slowly as medieval man 
  
  Dungeon Master’s Guide    213 
   
  moved from a barter system to a coin-based economy.  Thus, 
  many different methods existed side-by-side. 
   
   Coins:  Generally, lands near each other, sharing a common group 
  of people or a common language have very similar economies.  
  The countries of medieval Europe traded with each other regularly 
  and so developed very similar coins and values.  Kingdoms also 
  tend to imitate the economy of the most powerful country in the 
  region.  The Byzantine Empire had a stable gold currency, and its 
  coins were the model for rulers from Baghdad to Denmark. 
  The value of a foreign coin was based on the weight of the coin, 
  but also on the power of the issuer.  The Byzantine besant was not 
  only limited by other lands, but it was highly valued in trade.  An 
  English merchant would accept these coins from a Venetian 
  trader because he knew their value.  His price might increase if the 
  trader paid him in Persian dinars.  To the merchant, the dinar was 
  simply not as valuable as the besant. 
  You can add color to your campaign by choosing to have 
  different systems of trade in different lands.  By creating different 
  currencies and ways of trading, you make your players aware of 
  the different kingdoms in your fantasy campaign.  This makes them 
  pay attention and learn about your world.  A traveling merchant 
  who trades in besants becomes a wealthy trader from the rich 
  lands of Byzantium, while one who deals in hacksilver is a 
  northerner from the cold shores of Scandinavia.  These names and 
  places create images, images more compelling and exciting than 
  those created by the plain words “merchant” or “trader.” 
  The terms “gold piece” (gp), “silver piece” (sp), and “copper 
  piece” (cp) are clear and they are used throughout these game 
  rules. But you can spice them up a bit. People give coins names, 
  whether as plain as “dime” or lively as “gold double-eagle.” the 
  imaginary population of a fantasy world should be no different. 
  Medieval history is filled with different types of coinage, all of which 
  can add local color to your campaign. 
  Take, for example, the situation of a mercenary captain in 
  Aquitaine. Through wages, booty, and trading he has assembled 
  quite a few coins. Foremost of his horde are the gold and silver 
  coins of Byzantium - the besant, hyperpyron, or nomisma as they 
  were known at different times. An Italian general paid him in coins 
  almost equally valuable, the gold florin and ducat. Mixed in with 
  these were other coins of the Italian states - silver grossi and ecu. 
  From the French he collected gros tournois, Rouen pennies, and 
  louis.  A Moorish hostage bought his freedom with silver drachmas 
  and a German merchant of the Hanse paid the heavy toll of a 
  gold mark.  Part of the spoils of war include solidus aureus and 
  denarii of Ancient Rome, though these coins are so badly worn 
  their value has dropped greatly. 
  One of his men even came across a horde of hacksilver bracelets! 
  Finally, from his English employers he received pounds, shillings, and 
  pence.  Clearly the captain is faced with a problem when he tries 
  to figure out just how much money he has.  What do these coins 
  add up to? 
  The besant, hyperpyron, and nomisma were the standard coins of 
  the Byzantine Empire.  They were of a regular size and the precious 
  metal was not debased with lead or copper.  Backed by the 
  power of the Emperor, each coin had a steady value.  In your 
  game, you could establish their value at one or two gold pieces 
  each.   
  The florin and the ducat were the coins of different Italian states.  
  These lands, rising in trading power, needed a steady economy.  
  Thus their coins were almost the equal of the besant and were 
  used for trade throughout Europe.  Each florin might be equal to a 
  gold piece.  The gross was a silver penny and, normally, 12 
  equaled one florin. 
  The coins of France were much like those of Italy and could be 
  valued the same way.  The louis and the sous were the equal of 
  the florin while the gros tournis and the denarius were silver pennies.  
  However, the Rouen penny was specially minted and not 
  considered as valuable by most traders. 
  The Middle Eastern drachma was modeled on the besant.  
  Normally 12 to 20 were equal to a single besant (one gp) but in 
  Aquitaine they were often valued just like other silver pennies.  The 
  gold mark wasn't so much a coin as a measure.  It was normally 
  figured to be worth six English pounds.  There were also silver marks 
  worth about 13 shillings, and Scandinavian ora worth 16 pence.  
  But the true value of these coins was what you could get for them. 
  The English coins included the rarely seen pound, equal perhaps to 
  one gp.  More common were silver shillings, officially figured at 20 
  to a pound (or 1 sp).  Below the shilling was the pence, 12 to a 
  shilling, and below the pence was the farthing, four to a pence.  
  Meanwhile, the lowly Rouen penny was figured to be equal to half 
  a pence. 
  Of the ancient coins, the Roman solidus aureus was the model for 
  the besant and thus nearly all other coins.  It in turn was divided 
  into silver denarii with 12 to 40 equaling a single solidus.  However, 
  age and counterfeiters reduced the value of these coins so much 
  that their only true worth could be found in what they weighed.  
  During the same time, Scandinavians used hacksilver - silver 
  jewelry.  When they needed to pay, they could cut off a chunk 
  from an armband or bracelet and weigh it, thus the name 
  hacksilver.  They literally wore their money! 
   
   Goods:  Vigorous trade was done in goods.  Grain, cattle, sheep, 
  wool, jewelry, foodstuffs, and cloth were all items of value.  A 
  canny Venetian merchant would sail from Venice to England with 
  a load of silks, trading it there for good English wool (making sure 
  he made a profit), and return to Venice to sell the wool for another 
  load of goods for England. 
   
   Letters of Credit:  Eventually letters of credit and contracts grew.  
  Now the Venetian merchant could sail to England to collect wool 
  gathered by contract from a monastery.  In return for their wool 
  shearing for five years, he would guarantee them set payments in 
  ducats or florins, although he normally brought them goods they 
  ordered from Venetian merchants - silks, spices, glassware, or wine.  
  Thus he made a profit from the wool back in Venice and a profit 
  from buying goods for the English monastery.  
  On his return to Venice, the enterprising merchant would sell his 
  cargo to the wool merchant in return for a note, and then take this 
  note to a glassmaker and sell it for a load of valuable Venetian 
  glass. In time, the notes led to the rise of banking houses, though 
  much different from the banks we know today.  Intended mainly to 
  finance large deals and serve the wealthy merchants, there were 
  few controls on these banks.  They were definitely not for the 
  common man.  They were not places you stored your money for a 
  rainy day, but houses that guaranteed the value of a merchant's 
  note or contract, all for a fee. 
   
  Clearly, money is no simple, universal thing.  Each nation and each time 
  has its own coins with its own values.  Your player characters may travel 
  through many different lands and find long-lost treasures.  It will be much 
  more exciting for your characters to find 600 ancient tremissa from the 
  rule of Emperor Otto 400 years before than to find yet another 600 silver 
  pieces.  With a little imagination and research at your local library, you 
  can find many different examples to add to your campaign. 
   
  Coinage:  The economic system in the AD&D game is based on the 
  silver piece (sp).  A common laborer earns 1 sp a day.  That’s just 
  enough to allow his family to survive, assuming that this income is 
  supplemented with food his family grows to eat, homemade clothing, 
  and a reliance on self-sufficiency for most tasks (personal grooming, 
  health, animal tending, and so on). 
  In your campaign, however, the PCs will deal primarily with gold 
  pieces.  The gold piece (gp) is a larger, more substantial unit of 
  currency.  The main reason why PCs typically receive and spend gold 
  pieces is that, as adventurers, they take much larger risks than 
  common folk and earn much larger rewards if they survive. 
  Many of the people with whom adventurers interact also deal 
  primarily in gold.  Weaponsmiths, armorsmiths, and spellcasters all 
  make more money (sometimes far more money) than common 
  people.  Spellcasters willing to make magic items or cast spells for hire 
  can make a lot of money, although expenditures of personal power 
  (experience points) are often involved, and the demand for such 
  expensive items is unsteady at best and can be depended on only in 
  large cities.  Nobles with whom the PCs might interact also deal mostly 
  in gold, since they purchase whole ships and buildings and finance 
  caravans and even armies using such currency. 
  Some economies have other forms of currency, such as trade bars or 
  letters of credit representing various amounts of gold that are backed 
  by powerful governments, guilds, or other organizations to insure their 
  worth.  Some economies even use coins of different metals: electrum, 
  iron, or even tin.  In some lands, it’s even permissible to cut a gold coin 
  in half to make a separate unit of currency out of a half gold piece. 
   
  
  Dungeon Master’s Guide    214 
  Moneychangers:  Characters who find their saddlebags full of ancient 
  coin or foreign money probably need to exchange their wealth for 
  the local currency before they can spend any of it.  In a setting in 
  which dozens of small nations and kingdoms are crowded close 
  together, the moneychanger is the person at the hub of the 
  economic system. 
  Typically, a moneychanger charges a fee of one-tenth of the starting 
  sum in order to convert currency.  For example, if a character has a 
  pouch full of 100 platinum pieces (pp) that she needs to convert to 
  gold pieces, the moneychanger charges 10 pp for the conversion. 
  The character receives 900 gp, and the moneychanger keeps the 
  rest. 
   
  Supply and Demand:  The law of supply and demand can drastically 
  affect the value of any currency.  If characters start flashing around a 
  lot of gold and pumping it into the local economy, merchants may 
  quickly raise prices. 
  This isn’t a matter of gouging the rich - it’s just the way a small 
  economy works.  A tavernkeeper who makes 100 gp from boarding a 
  group of successful adventurers spends his newfound wealth just as 
  the heroes did, and in a small town, everyone starts spending more in 
  a short time.  More spending means higher consumption, so goods 
  and services become harder to come by, and prices increase. 
  Supply and demand can also affect the campaign in ways that don’t 
  have anything directly to do with gold.  For instance, if the local lord 
  commandeered most of the region’s horses for his knights, then when 
  the PCs decide to purchase half a dozen fine steeds, they find there 
  aren’t any to be had at a reasonable price. 
  They have to settle for second-rate nags or spend much more than 
  they had planned to in order to convince someone to part with a 
  horse. 
  Refer to Community Wealth and Population on page 207 when 
  determining the buying and selling capabilities for a given 
  community. 
   
  Taxes and Tithes:  Taxes paid to the queen, the emperor, or the local 
  baroness might consume as much as one-fifth of a character’s wealth 
  (although these expenses can vary considerably from land to land).  
  Representatives of the government usually collect taxes yearly, 
  biannually, or quarterly.  Of course, as travelers, adventurers might 
  avoid most collection periods (and so you can ignore taxes for the 
  PCs if you want).   Those who own land or a residence may find 
  themselves assessed and taxed, however.  
  Tithes are paid to the church by those who are faithful participants in 
  a religion.  Tithes often amount to as much as one-tenth of a 
  character’s adventuring earnings, but collection is voluntary except in 
  strict, oppressive religions that have their own tithe collectors.  Such 
  onerous religious taxation requires the support of the government. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    215 
   
  MAGIC 
  Some DMs create cities in their campaigns that function just like 
  medieval historical towns.  They are populated by people who aren’t 
  accustomed to (or who don’t believe in) magic, who don’t know 
  anything about magical or mythical monsters, and who have never 
  seen a magic item. 
  This sort of creative work is a mistake.  It will cause your players serious 
  strain in their belief in the reality of your world for them to see that they 
  wield spells and magic items, and the lands and dungeons 
  surrounding the city are filled with magic and monsters, but yet in the 
  middle of the city everything looks and acts like Europe during the 
  Middle Ages. 
  The presence of magic in your game world forces you to deviate from 
  a truly historical setting.  When you create anything for your world, the 
  idea that magic could possibly alter it should be in the back of your 
  mind.  Would the king simply surround his castle with a wall when 
  levitate and fly spells are common? How do the guards of the treasury 
  make sure that someone doesn’t just teleport in or slip through the 
  walls while ethereal? 
  Unless you are going to run a divergent game of some sort, magic is 
  prevalent enough in the world that it will always be taken into 
  account by smart individuals. A merchant wouldn’t be flabbergasted 
  by the idea that someone might try to steal from her while invisible.  A 
  swindler would be aware that someone might be able to detect his 
  thoughts or his lies. 
  Magic shouldn’t be something that common people are unaware of.  
  Spellcasters may be fairly rare in the big picture, but they’re common 
  enough that people know that when Uncle Rufus falls off the back of 
  the wagon, they could take him to the temple to have the priests heal 
  the wound (although the average peasant probably couldn’t afford 
  the price).  Only the most isolated farmer might not see magic or the 
  results of magic regularly. Here are a few points to consider when 
  fitting magic into your world: 
   
  • a tavern frequented by adventurers might have a “No 
  detections” sign above the bar to allow the patrons to relax in an 
  atmosphere where they don’t need to worry about someone 
  discerning their alignments, reading their thoughts, figuring which 
  of their items are magical, and so on. 
   
  • Merchants might jointly employ a small squad of wizards who 
  wander about the marketplace invisibly while watching for 
  thieves, casting detect thoughts on suspicious characters, and 
  using see invisibility to look for magic-using robbers.  
   
  • The town guard might employ a spellcaster or two (or more) to 
  supplement its defensive strength, deal with unruly spellcasters, 
  and help facilitate interrogations. 
   
  • a court might use detect thoughts or discern lies to help make 
  accurate judgments in important cases. 
   
  • a town might use simple spells to make life easier, such as 
  continual flame to make a sort of streetlight. Very sophisticated 
  or wealthy cities might use magic portals to dispose of sewage 
  and carpets of flying to deliver urgent messages. 
   
  Restrictions on Magic:  In some civilized areas, the use of magic might 
  be restricted or prohibited.  A license might be required, or perhaps 
  official permission from the local ruler would enable a spellcaster to 
  use his powers, but without such permission, magic use is forbidden.  In 
  such a place, magic items and in-place magical effects are rare, but 
  protections against magic might not be. 
  Some localities might prohibit specific spells. It could be a crime to 
  cast any spells used to steal or swindle, such as those that bestow 
  invisibility or produce illusions.  Enchantments (particularly charm 
  spells, compulsion effects, suggestion spells, and domination effects) 
  tend to be readily forbidden, since they rob their subjects of free will. 
  Destructive spells are likewise prohibited, for obvious reason.  A local 
  ruler could have a phobia about a specific effect or spell (such as 
  polymorph effects if she were afraid of being impersonated) and 
  enact a law restricting that type of magic. 
   
  Magic Items:  The magic items described in this tome all have prices. 
  The assumption is that, while they are rare, magic items can be 
  bought and sold as any other commodity can be.  The prices given 
  are far beyond the reach of almost everyone, but the very rich, 
  including mid- to high-level PCs, can buy and sell these items or even 
  have spellcasters make them to order.  
  In very large cities, some shops might specialize in magic items if their 
  clientele is very wealthy or includes a large number of adventurer 
  (and such shops would have lots of magical protections to ward 
  away thieves).  Magic items might even be available in normal 
  markets and shops occasionally.  For example, a weaponsmith might 
  have a few magic weapons for sale along with her normal wares. 
   
  Superstitions:  Just because magic works and most people are aware 
  of it doesn’t mean they know exactly how it works or when it’s in 
  effect.  Superstitions (ritual activity that doesn’t produce actual results) 
  are still likely to be common.  To add some flavor to your world and 
  provide details that convey both the quirks and underlying fears and 
  concerns of a society, invent some superstitions (or adapt some from 
  the real world). Consider the following ideas to get you started: 
   
  •   Common folk believe that particular charms and trinkets sold by 
  a vendor are lucky, when actually they have no magical power 
  (such as a rabbit’s foot in the real world). 
   
  •  In some cultures, special hand signs or spoken words are 
  obligatory in certain situations (such as saying “Gesundheit!” 
  after a sneeze). 
   
  •  Someone claims to be able to see omens in the movements of 
  birds. Does he have a good reputation because he tells 
  superstitious people what they want to hear, or because he 
  actually has some sort of magical ability? 
   
  RELIGION 
  No force affects society more strongly than religion.   You need to 
  match the religions in your world with the societies you present.  How 
  does the priesthood interact with the populace?  What do most 
  people think of the religion, the deity, or the clerics?  Most of the time, 
  in addition to serving a deity, a religion is geared toward filling some 
  niche in society: recordkeeping, officiating at ceremonies, judging 
  disputes, tending the poor or sick, defending the community, 
  educating the young, keeping knowledge, preserving customs, and 
  so on. 
  Sometimes a religious hierarchy is not unified.  You can create 
  interesting political intrigues by placing different factions of clerics of 
  the same deity in opposition based on doctrine or approach (or even 
  alignment). 
  Different 
  orders 
  within 
  the 
  priesthood 
  might 
  be 
  distinguished by different choices of domains.  A deity that offers 
  access to the Good, Knowledge, Law, and War domains might have 
  clerics of law and war (the justifiers) opposing those of good and 
  knowledge (the prophets). 
   
  The Pantheon and the Campaign Setting:  As an example, here’s how 
  various deities detailed in this book and the WORLD of GREYHAWK 
  Campaign Setting fit into society: 
   
   Boccob: Boccob’s priesthood is usually a somber group that 
  takes its pursuit of knowledge and arcana very seriously. The 
  clerics of the Archmage of the Deities wear purple robes with 
  gold trim. Rather than meddle in public affairs and politics, they 
  keep to themselves and their own agendas. 
   
   Corellon Larethian: Clergy members who serve the Creator of the 
  Elves operate as defenders and champions of their race. They 
  often serve as leaders and settle disputes in elven communities. 
   
   Ehlonna: The clergy of Ehlonna are hearty woodsfolk. Her clerics 
  wear pale green robes and are quick to protect the woodlands 
  against all threats. 
   
   Erythnul: The priesthood of Erythnul maintains a low profile in most 
  civilized lands. In savage areas, members of the priesthood are 
  known as bullies and murderous tyrants. Many evil humanoids 
  worship Erythnul, but their priests do not cooperate with each 
  other to advance the overall goals of the religion. Clerics of 
  Erythnul favor rust-red garments or blood-stained robes. 
   
   Fharlanghn: Fharlanghn’s clerics are wanderers who seek to help 
  fellow travelers.  Fharlanghn’s clerics dress in nondescript brown 
  or green clothing, and they move around frequently.  A traveler 
  who comes to one of Fharlanghn’s wayside shrines, which are 
  common along most well-used roads, won’t find a particular 
  cleric watching over a particular shrine more than once.  
   
   Garl Glittergold: Clerics of Garl Glittergold serve gnome 
  communities as educators and protectors.  They teach the 
  
  Dungeon Master’s Guide    216 
  young valuable gnome lore and skills using a light-handed 
  humor.  They also protect their fellow gnomes, ever watchful of 
  the forces of evil humanoids that might threaten their 
  community. 
   
   Gruumsh:  Gruumsh, the evil god of the orcs, maintains a religion 
  based on intimidation and fear.  His clerics strive to become 
  chieftains of orc tribes or advisors to the chief.  Many pluck out 
  one of their own eyes to emulate their deity. 
   
   Heironeous:  The religious hierarchy of Heironeous is organized like 
  a military order.  It has a clear chain of command, lines of supply, 
  and well-stocked armories.  Clerics of Heironeous fight against 
  worshipers of Hextor whenever they can and spend the rest of 
  their time protecting the civilized lands from the threats of evil. 
   
   Hextor: Strength and power govern Hextor’s priesthood.  
  Although evil, it is not as secretive as other dark religions.  
  Temples of Hextor operate openly in many cities.  Clerics of 
  Hextor wear black clothing adorned with skulls or gray faces. 
   
   Kord:  Kord’s clerics value strength, but not domination.  Kord’s 
  temples sometimes resemble warrior feasthalls, and his clerics, 
  who favor red and white garb, often seem more like fighters. 
   
   Moradin:  Moradin’s clerics preside over most formal ceremonies 
  in dwarven culture, keep genealogical records, educate the 
  young, and serve as part of the defense force of a community.  
   
   Nerull: The Reaper is feared across the lands. His rust-red garbed 
  clerics are murderous psychopaths who work in secret, plotting 
  against all that is good.  They have no overall hierarchy, and they 
  even work against each other at times. 
   
   Obad-Hai:  Clerics of Obad-Hai have no hierarchy.  They treat all 
  those of their order as equals.  They wear russet-colored clothing 
  and maintain hidden woodland shrines that are usually located 
  far from civilization.  They keep to the wilderness and to 
  themselves, rarely getting involved in society. 
   
   Olidammara:  Olidammara’s religion is loosely organized at best, 
  and few temples are dedicated solely to him.  That said, his 
  clerics are numerous.  They usually work among urban folk or 
  wander the countryside.  Olidammara’s clerics often work at 
  some other profession, in addition to operating as clerics 
  (typically serving as minstrels, brewers, or jacks-of-all-trades), and 
  thus can be found almost anywhere doing or wearing anything. 
   
   Pelor:  The clerics of the Shining One work to aid the poor and 
  the sick, and thus most common folk look upon them with great 
  favor. Pelor’s temples are sanctuaries for the impoverished and 
  diseased, and his yellow-robed clerics are usually kind, quiet folk, 
  roused only in their opposition against evil. 
   
   St. Cuthbert: The no-nonsense order of St. Cuthbert does not 
  suffer fools gladly or abide evil in any way.  His clerics concern 
  themselves with the needs of the common people over nobles or 
  the well educated.  They are zealous in their desire to convert 
  others to their faith and quick to destroy their opponents. 
   
   Vecna:  Vecna’s priesthood is made up of isolated cells of cultists 
  who seek dark, arcane secrets to further their evil schemes. Black 
  and red are the clerics’ favored colors.  
   
   Wee Jas:  Wee Jas’s priesthood has a strict hierarchy. Her clerics 
  are known for their discipline and obedience to their superiors.  
  They work as officiators at funerals, maintain graveyards, or 
  operate libraries of arcane lore. They wear black or gray robes.  
   
   Yondalla: Yondalla’s clerics help other halflings lead safe, 
  prosperous lives by following her guidance.  They often serve as 
  community leaders. 
   
  Creating New Deities:  You can create your own deities and religions. 
  You’re free to set them up however you please. Deities can exist as 
  individuals or as a unified pantheon that interacts all the time. 
  Each deity should be associated with a sphere of influence (such as 
  peace or death), events (such as war or famine), elements (such as 
  fire or water) activities (such as travel or entertainment), types of 
  people or professions (such as wizards or smiths), as well as particular 
  races, alignments, places, or outlooks.  Deities with similar ethos may 
  work together or may be in conflict, depending on their alignments 
  and respective power.  The clerical domain (see page 37) that a 
  cleric chooses, if the optional domain rules are used, should always be 
  directly linked to cleric’s patron deity.   
  Polytheism is the assumption in the baseline for ADVANCED 
  DUNGEONS & DRAGONS campaigns.  You could create a 
  monotheistic world, but a strong, singular religion probably wields 
  great political and sociological power (such as what occurred in 
  Europe during the Dark Ages), which is a change with serious 
  implications that might ripple throughout your entire campaign 
  setting. 
   
  THE GODS OF HUMANKIND 
  While this book provides statistics and information on the gods of the 
  demihuman races, it does not give details on the many gods and 
  pantheons that exist in fiction or that are drawn from our own history.  
  Those DMs not looking to create their own pantheons, or those 
  seeking inspiration for such creation, can easily look to the myths and 
  gods of the Greeks, Finns, Celts, Norsemen, Sumerians and numerous 
  other cultures that shaped our history.   
  Descriptions and game statistics for the numerous pantheons drawn 
  from our history can be found within the DEITIES & DEMIGODS tome.  
  This book also presents fictional heroes, deities and creatures drawn 
  from the works of authors such as HP Lovecraft, Sir Thomas Malory and 
  Fritz Leiber; as well as the gods of monstrous races such as goblins, 
  gnolls, trolls and lizard men.  Those using the WORLD of GREYHAWK 
  Campaign Setting will find the gods of that world detailed within its 
  pages. 
   
  THE GODS OF THE DWARVES 
  All of the greater dwarven gods are at least twice as large as normal 
  dwarves, ranging up to Moradin’s 20’ height. Though some human 
  reviewers have said this is an indicator of an inferiority complex 
  dwarves have about their height, this claim is patently ridiculous. More 
  likely it reflects the dwarves’ own sense of self-importance (perhaps a 
  little exaggerated, from the human viewpoint). Dwarves refuse to see 
  themselves as a “minor race,” and indeed, there is much to support 
  the view that the dwarves are one of the most powerful of all races 
  (perhaps second only to humanity). Lesser dwarven gods are 
  generally shorter than the greater gods; demigods are roughly normal 
  dwarven height, and no dwarven deity is taller than Moradin, the Soul 
  Forger. 
  Another interesting aspect of dwarven religion is that the holy symbols 
  used are invariably not living objects: tools, weapons, mountains, 
  minerals, and so forth. This derives in large part from some of the 
  teachings of Moradin, who ruled that the dwarves must hold no other 
  race above them; having an animal as a symbol would then be a 
  way of saying that animal was better than the dwarves.  
  Likewise, Moradin said that the dwarves should not ever worship each 
  other, so no dwarf or part of one is used as a holy symbol. Dwarves 
  should take pride in their accomplishments, and respect the earth 
  from which they originally came; thus tools, weapons, and similar 
  items were developed and used as religious symbols. 
  Six of the most commonly accepted dwarven deities are described in 
  this text. There are many dwarven gods and demigods, some of which 
  may be connected with certain planes or areas all their own. Every 
  clan of dwarves has a pantheon that will vary from every other clan’s 
  pantheon (leaving Dungeon Masters quite free to develop their own 
  pantheons and not worry about anyone else’s). 
  Some final notes about dwarven gods in general:   Most of the lesser 
  deities and demigods of the dwarves are connected with the spheres 
  of 
  fighting 
  and 
  warfare, 
  guardianship, 
  the 
  earth, 
  metals, 
  craftsmanship, volcanoes and earthquakes, fire and lava, the 
  protection of the dead, medicine, and strength. There are very few or 
  no deities known in dwarven pantheons governing the sea, the air 
  and atmospheric phenomena (rain, clouds, stars, etc.), plant life and 
  forests, comedy, animals, and chaos. 
  Dwarves on rare occasions worship deities from other pantheons. In 
  particular, Goibhnie (of the Celtic mythos) and Hephaestus (of the 
  Greek) draw much favorable attention from dwarves, because they 
  represent powers of smith-work and the earth. 
  One of the most powerful of all the non-human pantheons is that of 
  the dwarven fold, and it well reflects their nature and beliefs as the 
  human pantheons reflect that of their human worshipers. In describing 
  the dwarven pantheon, several distinct differences are apparent 
  between it and usual human religions. 
  
  Dungeon Master’s Guide    217 
   
   
   
   
  Moradin “The Soul Forger” 
  Greater god 
  ARMOR CLASS:  36 
  MOVE: 60’ 
  HIT POINTS:  600 
  ATTACK BONUS:  +38 
  # ATTACKS:  3 
  DAMAGE/ATTACK: 4d10+18 (throwing hammer) 
  SPECIAL ATTACKS:  Nil 
  SPECIAL DEFENSES:  Forged weapons cannot harm him 
  MAGIC RESISTANCE: +12 
  SIZE: Large (20’) 
  ALIGNMENT: Lawful good 
  WORSHIPPER’S ALIGN:  Lawful good (dwarves) 
  SYMBOL: Hammer and anvil 
  PLANE: Seven Heavens 
  CLERIC: 15th level cleric/15th level druid 
  FIGHTER: 20th level fighter 
  MAGIC-USER: 19th level magic-user 
  MONK:  Nil 
  THIEF: Nil 
  S: 25 (+10)  I: 23 (+8)  W: 20 (+5)  D: 21 (+6)  C: 25 (+10)  CH: 22 (+7)  
   
  Moradin is the head of a fairly large pantheon of dwarven deities.  
  (The exact members of this pantheon vary from clan to clan.)  It is said 
  that Moradin created the race of dwarves from iron and mithral, 
  forging them in the fires at the center of the world.  The dwarves’ souls 
  entered their bodies when Moradin blew on his creations to cool 
  them. 
  Moradin’s symbol and weapon is a huge glowing hammer.  It is a +5 
  weapon and strikes for 4d10 points of damage.  It cannot be used by 
  any save the god himself, as it disappears from others’ hands and 
  returns to its owner.  He wears magical armor and shield of his own 
  making.  This equipment cannot be removed from his body by any 
  save Moradin. 
  The center of a shrine to Moradin is always the great ever-burning 
  hearth and forge.  Sacrifices, be they of common or precious metal, 
  are melted down at the forge and reformed into shapes useable by 
  the clergy of Moradin.      
   
   
  Abbathor “Great Master of Greed” 
  Greater god 
  ARMOR CLASS:  28 
  MOVE: 60’ 
  HIT POINTS:  500 
  ATTACK BONUS:  +28 (x3) 
  # ATTACKS:  3 
  DAMAGE/ATTACK: 2d12+16 (dagger) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  Nil 
  MAGIC RESISTANCE: +10 
  SIZE: Large (8’) 
  ALIGNMENT: Neutral Evil 
  WORSHIPPER’S ALIGN:  Evil (dwarves) 
  SYMBOL: Jeweled dagger 
  PLANE: Hades 
  CLERIC: Nil 
  FIGHTER: 14th level fighter 
  MAGIC-USER: 17th level illusionist 
  MONK:  Nil 
  THIEF: 20th level thief/15th level assassin 
  S: 24 (+9)  I: 22 (+7)  W: 16 (+2)  D: 24 (+9)  C: 24 (+9)  CH: 12 (+0) 
   
  At times, Abbathor has been the ally of the other dwarven gods, but 
  his treachery and lust for treasure make him a dangerous associate. 
  He will never help any non-dwarven deity or creature. He cannot be 
  trusted to do anything but evil, unless it suits his own purposes to give 
  assistance.  
  Abbathor was not always as devoted to evil as he is now. Originally, 
  his sphere of influence concerned the appreciation of valuable gems 
  and metals, not necessarily at the expense of others. He became 
  embittered when Moradin appointed Dumathoin the protector of the 
  mountain dwarves instead of him, and from that day forward has 
  become ever more devious and self-serving in his endeavors, in a 
  continual effort to wreak revenge on the other gods by establishing 
  greed - especially evil greed - as the driving force in dwarves’ lives. His 
  home caverns are said to be made of purest gold, which may be a 
  fact or may be a legend born of his reputation for hoarding that 
  which is precious. 
   
   
   
   
   
  Abbathor’s greed manifests itself frequently in his actions. Should he 
  set eyes upon any magical item, or on treasure worth more than 1,000 
  gp, he will attempt to steal it outright or slay the owner and then take 
  it (50% chance of either specific occurrence). Abbathor wears leather 
  armor and furs, made from the skins of beings and creatures who 
  have opposed him in the past. He uses a dagger + 5 with a diamond 
  blade and jewels set into the hilt. The dagger does a base of 2d12 
  points of damage, and can detect the presence of precious metals 
  (type and amount) in a 10’ radius. Anyone but Abbathor who grasps 
  this weapon will suffer the loss of one experience level at once, and 
  will lose another level in each round the dagger continues to be held. 
  Abbathor also owns a shield that casts one cause blindness spell per 
  round (save at -10) at any target (one at a time) within 3” range. 
  Abbathor maintains an uneasy truce with Vergadain (see below), with 
  whom he sometimes roams the Prime Material Plane in search of more 
  treasure. If frustrated when attempting to steal an item, Abbathor will 
  try to destroy the item, so as to not be tortured by the memory of his 
  failure. 
   
  
  Dungeon Master’s Guide    218 
   
   
   
  Berronar “Mother of Safety, Truth, and Home” 
  Greater goddess 
  ARMOR CLASS:  28 
  MOVE: 60’ 
  HIT POINTS:  550 
  ATTACK BONUS:  +25 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 6d6+16 (footman’s mace) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +16 
  SIZE: Large (18’) 
  ALIGNMENT: Lawful good 
  WORSHIPPER’S ALIGN:  Lawful good (dwarves) 
  SYMBOL: Two silver rings 
  PLANE: Seven Heavens 
  CLERIC: 15th level cleric/12th level druid 
  FIGHTER: 15th level paladin 
  MAGIC-USER: 16th level magic-user 
  MONK:  Nil 
  THIEF: Nil 
  S: 21 (+6)  I: 25 (+10)  W: 25 (+10)  D: 20 (+5)  C: 25 (+10)  CH: 22 (+7) 
   
  The greatest of all dwarven goddesses is usually held to be Berronar, 
  who lives with Moradin in the Seven Heavens at the Soul Forge 
  beneath the mountains. Berronar is seen as the patroness of marriage 
  and love (but not necessarily romance). Her name is often invoked in 
  small home rituals, for protection from thieves and duplicity. But 
  Berronar is not a passive homebody; her efforts to preserve and 
  protect dwarven culture and civilization have spanned many 
  universes, and dwarves of both sexes revere her name. 
  Berronar appears to be a huge dwarf wearing + 5 chainmail of bright 
  silver. Her brown beard is braided into four rows. If a braid is cut off, it 
  will re-grow in a single day, and at the end of that day the lock of hair 
  which was cut off will turn to gold (worth 10,000 to 40,000 gold pieces). 
  She sometimes gives locks of her hair to dwarven communities that 
  are exceptionally poor or hard-pressed and otherwise unable to get 
  on their feet economically. This is an extremely rare occurrence, of 
  course, and must be invoked by a lawful good dwarven cleric of the 
  highest level in the colony. If this gold or any part of it is used for other 
  than good purposes, it will all disappear. 
  Berronar wields a + 4 mace of gold and steel that will slay evil thieves 
  and all assassins on contact (charisma save at -10). She wears two 
  silver rings of great power; one prevents anyone from knowingly telling 
  a falsehood within 50’ of her, and the other prevents the use of all 
  thieving abilities by any mortals within the same area, unless they 
  make a wisdom save versus divine magic at -20 in every round an 
  attempt is made to use the skill. 
  Dwarves have a custom of exchanging rings with those for whom they 
  feel exceptional, mutual trust and love; this independently parallels a 
  human custom used in marriage rituals. This dwarven ceremony is not 
  lightly taken, and is almost never undertaken with a non-dwarf except 
  in the most unusual circumstances. Both participants must be lawful 
  good. Berronar is said to have inspired this practice, and several 
  variations of it exist around the dwarven realms. 
  If a lawful good dwarven fighter appeals to Berronar for aid for a 
  particular purpose and makes an appropriately large sacrifice, there is 
  a 5% chance she will bestow upon the individual the powers of a 
  paladin of equal level for 3-6 days. Only dwarves of exceptionally 
  pure heart will be considered for this honor, and it may be granted 
  only once every 10 years to any individual. 
   
  Clangeddin “The Father of Battle” 
  Greater god 
  ARMOR CLASS:  28 
  MOVE: 60’ 
  HIT POINTS:  575 
  ATTACK BONUS:  +32 
  # ATTACKS:  3 
  DAMAGE/ATTACK: 3d12+14 (battle axe) 
  SPECIAL ATTACKS:  Double damage versus giants 
  SPECIAL DEFENSES:  See text 
  MAGIC RESISTANCE: +10 
  SIZE: Large (17’) 
  ALIGNMENT: Lawful neutral 
  WORSHIPPER’S ALIGN:  All alignments, especially warriors (dwarves) 
  SYMBOL: Two crossed battle axes 
  PLANE: Arcadia 
  CLERIC: 6th level bard/12th level druid 
  FIGHTER: 17th level ranger 
  MAGIC-USER: 10th level magic-user 
  MONK:  Nil 
  THIEF: Nil 
  S: 25 (+10)  I: 20 (+5)  W: 19 (+4)  D: 20 (+5)  C: 25 (+10)  CH: 19 (+4) 
   
   
   
  Bald and silver-bearded, Clanggedin lives in a vast mountain fortress 
  manned by the souls of the finest dwarven warriors. He taught the 
  dwarves many special methods of combating giant-types, and 
  passed his knowledge and skills on to the gnomish gods as well. 
  In the many tales and legends about his deeds, the dwarves portray 
  Clanggedin as a fierce and resolute warrior who never backs down 
  from danger and who refuses to surrender even when all seems lost, 
  many times winning a victory by only the barest of margins. 
  Clanggedin’s most hated enemies are Grolantor (the hill giant god) 
  and the followers of that deity. Giant-type creatures attack 
  Clanggedin at a -4 penalty “to hit,” the same as for mortal dwarves. In 
  the heat of battle Clanggedin is fond of singing, with the intent of 
  both unnerving his opponents and increasing his followers’ morale. 
  Clangeddin can wield a mithral battle axe +4 in each hand. He can 
  throw these special axes with either hand up to 100 yards and both 
  will do damage to whatever they hit as if he had struck the target by 
  hand (with all appropriate bonuses to hit and damage). His armor is 
  steel chainmail +5. Although Clanggedin has magical spell ability, he 
  will usually only use such powers to indirectly affect the course of 
  events. Not unless his existence on the Prime Material Plane is at stake 
  will Clanggedin resort to the use of magical spells or spell devices in a 
  close-combat situation. 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    219 
   
   
   
  Dumathion “Keeper of Secrets under the Mountain” 
  Greater god 
  ARMOR CLASS:  26 
  MOVE: 45’ or 15’ burrowing 
  HIT POINTS:  550 
  ATTACK BONUS:  +28 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 10d4+22 (warhammer) 
  SPECIAL ATTACKS:  Summon elementals 
  SPECIAL DEFENSES:  +3 or better weapon to hit 
  MAGIC RESISTANCE: +14 
  SIZE: Large (18’) 
  ALIGNMENT: Neutral 
  WORSHIPPER’S ALIGN:  All alignments (dwarves) 
  SYMBOL: Gem inside a mountain 
  PLANE: Concordant Opposition 
  CLERIC: 15th level cleric/15th level druid 
  FIGHTER: 10th level fighter 
  MAGIC-USER: See below/14th level illusionist 
  MONK:  Nil 
  THIEF: 12th level thief 
  S: 25 (+10)  I: 23 (+8)  W: 25 (+10)  D: 20 (+5)  C: 25 (+10)  CH: 21 (+6) 
   
   
  Dumathoin is said to hide the secrets of the earth until they are ready 
  to be uncovered by the diligent and the deserving. He is the protector 
  of the mountain dwarves, the keeper of all metals. He lays veins of 
  iron, copper, gold, silver, and mithral where he feels they will do the 
  most benefit to his followers when found. Dumathoin has never been 
  known to speak, instead keeping his wisdom to himself (though he 
  may send subtle clues to keen observers on the nature of the world). 
  When Moradin named him protector of the mountain dwarves, 
  Dumathoin created a “paradise” for the mountain dwarves to enjoy. 
  He was angered at first when the dwarves started to “destroy” the 
  mountains he had provided for them, but his anger turned to pleasure 
  when he saw the finely crafted metal items the dwarves produced 
  from the ore they had mined. His enemies are those (dwarven or 
  otherwise) who plunder the earth’s riches and take them away for 
  unfair or selfish purposes. He does not object to tunneling, mining, or 
  the keeping of treasures under ground, however. Miners see him as 
  their patron, and often carry a small diamond or gemstone in their 
  pockets (10 gp value) to attract the favor of the god.  
  Dumathoin appears to be a gigantic dwarven figure with hair and 
  beard of gray stone, earth-brown skin, and eyes of silver fire. He owns 
  a great two-handed mattock +5 of solidified magma. Once per day, 
  he may summon 3d6 earth elementals (16 hit dice each) at will 
  instantly; they will fight for him to the death.  Dumathoin may also use 
  all metal-, earth-, or stone-related magic-user spells at the 30th level of 
  ability, but cannot use any other magic-user spells.  
  Unlike most other dwarven deities, Dumathoin maintains friendly 
  relations with non-dwarven deities, though only a few. One of his 
  closest allies is Hephaestus, whom he supplies with adamantite ore, 
  and Grome, the lord of the earth elementals, who supplies him with 
  elementals at a moment’s notice. 
  Other gods of metalcraft and the earth sometimes do business with 
  Dumathoin and his representatives for metals and ores as well. For 
  these reasons, clerics of this god are sometimes involved in business 
  ventures in the selling of metals and similar materials. 
   
   
  Vergadain 
  Greater god 
  ARMOR CLASS:  30 
  MOVE: 90’ 
  HIT POINTS:  525 
  ATTACK BONUS:  +25 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 3d10+11 (shortsword) 
  SPECIAL ATTACKS:  Nil 
  SPECIAL DEFENSES:  Automatically detects all traps 
  MAGIC RESISTANCE: +14 
  SIZE: Large (10’) 
  ALIGNMENT: Neutral (tends towards chaotic neutral) 
  WORSHIPPER’S ALIGN:  All neutral alignments, especially merchants 
  and thieves (dwarves) 
  SYMBOL: Gold piece 
  PLANE: Concordant Opposition 
  CLERIC: 5th level bard/12th level druid 
  FIGHTER: 13th level ranger 
  MAGIC-USER: Nil 
  MONK:  Nil 
  THIEF: 18th level thief 
  S: 22 (+7)  I: 23 (+8)  W: 20 (+5)  D: 23 (+8)  C: 25 (+10)  CH: 21 (+6) 
   
  The patron god of dwarven merchants and most non-evil dwarven 
  thieves is the scheming Vergadain, god of wealth and luck. He is said 
  to be a great poet as well, and may dispense clues to his worshipers 
  on the locations of great treasures. These clues are usually hidden in a 
  verse or rhyme of some sort. His bard-like talents also give him the 
  ability to carefully evaluate treasures as to their true nature and worth. 
   
   
   
  Vergadain appears to be a huge dwarf wearing brown and yellow 
  clothing. Underneath his suit is a set of golden chain shirt +5, and he 
  wears a necklace that allows him to change his height at will 
  between one foot and 15 feet. At his side is a sword +4 that detects all 
  treasures within 10’ of his person whenever the hilt is grasped. 
  Most of Vergadain’s adventures concern the elaborate con games 
  he has played on human, demihuman, humanoid, and giant victims 
  in order to win their every belonging of any worth. He is not above 
  using any sort of trick to accomplish his ends, and is eternally 
  suspicious of potential adversaries who might try to trick him in return.  
  Followers of Vergadain are usually seen as suspicious characters; as a 
  result, few dwarves will willingly admit that he is their deity. If a follower 
  of this god denies to others that Vergadain is that person’s true deity, 
  the god will not be offended (so long as the proper sacrifices are 
  made). 
   
  
  Dungeon Master’s Guide    220 
  THE GODS OF THE ELVES 
  The elven pantheon is primarily located on one of the planes of 
  Olympus, in an area known as Arvandor, “The High Forest.” Here dwell 
  a large number of elven deities, who collectively refer to themselves 
  as the Seldarine, which roughly translates as “the fellowship of brothers 
  and sisters of the wood.” the title also implies a wide diversity in 
  capabilities and areas of interests, linked together by a desire for 
  cooperation.  Though many of the beings’ areas of influence overlap 
  to some degree, there is no conflict between, them.  Of all the 
  Seldarine, only Corellon Larethian is a greater god.  
  The Seldarine, almost without exception, are chaotic, neutral, and/or 
  good in temperament. None are evil, and a very few (two or three at 
  the most) are lawful. They act for the most part independently of one 
  another, but are drawn together by love, curiosity, friendship, to 
  combine their strengths to accomplish a task, or by outside threats. 
  CorelIon Larethian, the most powerful of them, reinforces this freedom 
  of action and compels none of them to perform any task. Instead, 
  they seem to sense when something needs doing, and automatically 
  a few of them (if more than one is needed) get together and do it. 
  There are a number of interesting similarities among the elven deities 
  and their religions. All the religions practice tolerance for other 
  religious followings within the Seldarine, and for a few religions of a 
  closely allied nature (the cult of Skerrit the Forester being a prime 
  example). Most of these religions also emphasize elven unity with life 
  and nature, and tend to blur the distinction between elves and their 
  environment. Rillifane Rallathil, the Leaflord, is at once a “giant 
  ethereal oak tree” and a “green-skinned elf clad in bark armor.” 
  Deep Sashelas has a sea-green skin that mirrors his habitat; Aerdrie 
  Faenya is usually depicted as deep blue in color, like the sky she rules. 
  The weapons and tools and armor used by these deities are often 
  regarded as merely extensions of the divinities, sometimes as true 
  physical parts of them. The themes of nature and magical power also 
  appear very frequently in tales of elven mythology and religion. 
  Elven deities, when appearing in elven form, are usually between 4’ 
  and 8’ tall, with a few exceptions at either end of the scale. Many of 
  these deities are also capable of assuming much larger shape in non-
  elven, natural forms. Rillifane’s form as an oak tree, Sashelas’ shape as 
  a giant, towering (vaguely humanoid) wave of seawater, Aerdrie’s 
  appearance as a white cloud, and Corellon’s rare incarnation as an 
  azure moon or star are examples of this. 
  Evil elvenkind have nothing to do with the gods of the Seldarine. They 
  frequently find the demon princes, arch-devils, and other figures of 
  the lower planes more to their liking. Evil elves tend most often to be of 
  chaotic nature, so the lords of the Abyss gain the majority of their 
  worship. Lolth, the demon queen of spiders and spiderkind, is an 
  infamous example of a lesser divinity who takes much of her power 
  from the worship of evil elven kind, particularly the drow.  
  The smaller elflike beings, like leprechauns, pixies, and so forth, have 
  their own deities (usually of demigod level) that tend to their needs. 
  Depending on the general alignment of their followers, these 
  demigods may be found on several different planes, but all are 
  generally allied with the Seldarine. 
  Half-elves are allowed to worship any god in the Seldarine. They, as 
  player characters, may also be allowed to become clerics or druids of 
  these gods, as applicable. A fair number of half-elves honor Hanali 
  Celanil, the goddess of romance and beauty, in honor of the love 
  between their parents that brought them into the world, if such was 
  the case. 
  The numerous other members of the Seldarine are gifted with varying 
  degrees of control over the spheres of elvenkind, nature, magic, 
  dancing and play, love, beauty, time, celestial phenomena, running 
  water, weapon skills, craftsmanship, secrecy, comedy and joy, chaos, 
  and mischief, among others. Few if any represent law, under ground 
  phenomena, violence without cause, warfare, and non-mammalian 
  or non-avian life forms. One or two are concerned with death and 
  dying, but they are peaceful, good-aligned deities and not the dark 
  and evil types that pervade human pantheons. Elven pantheons will 
  vary widely from place to place, as different members of the 
  Seldarine achieve local prominence or fade from memory. 
  Following are descriptions of the most powerful and widely accepted 
  deities of the Seldarine, as well as a description of the demoness Lolth. 
  Since there are so many different elven gods, it is very possible that 
  these specific deities might not be found in any particular DM’s 
  universe and other deities, the existence of which was mentioned 
  before, would be present. 
   
   
  Corellon Larethian 
  Greater god 
  ARMOR CLASS:  28 
  MOVE: 75’  
  HIT POINTS:  525 
  ATTACK BONUS:  +35 (longsword) or special (longbow) 
  # ATTACKS:  3 
  DAMAGE/ATTACK: 3d10+14 (longsword) or 2d10+12 (longbow) 
  SPECIAL ATTACKS:  Bow never misses 
  SPECIAL DEFENSES:  +3 or better weapon to hit 
  MAGIC RESISTANCE: +19 
  SIZE: Medium (7’) 
  ALIGNMENT:  Chaotic good 
  WORSHIPPER’S ALIGN:  Chaotic good (elves 
  SYMBOL: Quarter Moon 
  PLANE: Olympus 
  CLERIC: 13th level cleric/15th level bard/13th level druid 
  FIGHTER: 20th level fighter 
  MAGIC-USER: 20th level magic-user/20th level illusionist 
  MONK:  Nil 
  THIEF: Nil 
  S: 21 (+6)  I: 25 (+10)  W: 25 (+10)  D: 25 (+10)  C: 21 (+6)  CH: 25 (+10) 
   
  Corellon Larethian represents the highest ideals of elvenkind: “he” is 
  skilled in all the arts and crafts, and is the patron of music, poetry, and 
  magic.  Corellon is alternately male or female, both or neither.  The 
  god is also mighty in battle, and is said to have personally banished 
  such demons as Lolth from the sunlight Upperworld.  Elven lore states 
  that the race of elves sprang from the drops of blood Corellon shed in 
  this epic battle. 
  Corellon Larethian uses a magical bow:  arrows fired from it never miss 
  their target and do 2d10 points of damage.  “He” also has a +5 sword 
  made from a star that strikes for 3d10 points of damage, and always 
  detects which of the god’s opponents are the most dangerous.  Any 
  other being who picks up the sword will be burned for 10d10 points of 
  damage.  
  Corellon’s clerics always wear a blue quarter-moon talisman.  The 
  elves build no shrines, but always use natural geological formations or 
  amphitheaters for places of worship.   
   
  
  Dungeon Master’s Guide    221 
   
   
   
  Aerdrie Faenya 
  Lesser goddess 
  ARMOR CLASS:  30 
  MOVE: 60’ or 240’ fl (B) 
  HIT POINTS:  475 
  ATTACK BONUS:  +25 or see below 
  # ATTACKS:  2 
  DAMAGE/ATTACK:  2d8+6 (quarterstaff) or 5d4 (wind gusts) 
  DAMAGE/ATTACK: Negate flight 
  SPECIAL DEFENSES:  Immune to missile weapons 
  MAGIC RESISTANCE: +16 
  SIZE: Medium (6’) 
  ALIGNMENT:  Chaotic good (tends towards neutrality) 
  WORSHIPPER’S ALIGN:  See below 
  SYMBOL: Cloud with bird silhouette 
  PLANE: Olympus and Gladsheim 
  CLERIC: 10th level bard/14th level druid 
  FIGHTER: 10th level fighter 
  MAGIC-USER: See below 
  MONK:  Nil 
  THIEF: Nil 
  S: 8 (-1)  I: 24 (+9)  W: 22 (+7)  D: 24 (+9)  C: 19 (+4)  CH: 23 (+8) 
   
  Aerdrie appears to be a tall, elf-like woman with feathered hair and 
  eyebrows; from her back spring a pair of large, bird-like wings. Her 
  feathers are of constantly changing color. The lower half of her body 
  from the hips down vanishes into a misty whirlwind, so that she 
  appears to never touch the ground. Aerdrie wanders the winds of the 
  planes of Olympus and Gladsheim, in the company of a large number 
  of winged creatures of many types. 
  If aroused for battle, Aerdrie is able to cast two great blasts of wind 
  per round, causing 5d4 points of damage each against any 
  opponent within 500’ (100”) of her. She may also summon 2d6 air 
  elementals (16 HD each) once per day, and may also summon 3d6 
  giant eagles or 1-2 rocs twice per day. These creatures will obey her 
  unto death. 
  This goddess is able to use all magic-user spells involving air, weather, 
  flight, electricity, and gas at the 25th level of ability, as often as 
  desired, one spell per round. She has the power to negate at will the 
  flying or levitating abilities of any creature within 60’ of her. 
  Any elves of non-lawful and non-evil alignment may worship Aerdrie. 
  Elves who desire certain weather conditions make the most frequent 
  sacrifices to her, and her cult is also popular with elves who possess 
  flying mounts (griffons, hippogriffs, pegasi, and so forth). It has also 
  been known to happen that an elven character who has somehow 
  fallen from a great height, should he call out Aerdrie’s name aloud, 
  has a small (2%) chance of receiving a feather fall spell just prior to 
  striking the ground. However, those who receive this gracious benefit, 
  coming directly from Aerdrie herself, will be both quested and geased 
  (no saving throws allowed) within the next 2-7 days to perform a 
  service for the goddess, fully commensurate with the character’s 
  general level of ability. Such tasks vary widely in nature, though all of 
  them are said to be comparatively challenging and difficult. Elves 
  receiving this benefit of a feather fall (and its consequences) need 
  not be worshipers of Aerdrie, but should be of non-lawful and non-evil 
  alignment. 
   
  Deep Sashelas 
  Lesser god 
  ARMOR CLASS:  26 
  MOVE: 60’ or 120’ sw  
  HIT POINTS:  450 
  ATTACK BONUS:  +30 
  # ATTACKS:  5/2 
  DAMAGE/ATTACK: 3d10+16 (trident) 
  SPECIAL ATTACKS:  Double damage under water 
  SPECIAL DEFENSES:  Magic Resistance (+20) under water 
  MAGIC RESISTANCE: Standard (out of water) 
  SIZE: Medium (7’) 
  ALIGNMENT:  Chaotic good 
  WORSHIPPER’S ALIGN:  Chaotic good (aquatic elves) and sailors 
  SYMBOL: Dolphin 
  PLANE: Olympus 
  CLERIC: 19th level cleric/10th level bard 
  FIGHTER: 15th level fighter 
  MAGIC-USER: 12th level magic-user/12th level illusionist 
  MONK:  Nil 
  THIEF: Nil 
  S: 25 (+10)  I: 20 (+5)  W: 18 (+3)  D: 21 (+6)  C: 21 (+6)  CH: 23 (+8) 
   
  Deep Sashelas is the “Knowledgeable One,” the being who always 
  knows where food or the enemy can be found.  He is the master of 
  dolphins, and 20 of their strongest always follow him in the sea.  Mortal 
  sailors sacrifice to the god for their safety and aquatic elven clerics 
  take these offerings and trade with other mortals for the gain of the 
  entire race.  Clerics of Sashelas time their religious ceremonies to 
  coincide with especially high or low tides.  The sea elves, like their 
  friends the dolphins, are mortal enemies of sharks.  Clerics will often 
  conduct ritual shark hunts.   
   
  Erevan Ilesere 
  Lesser god 
  ARMOR CLASS:  22 
  MOVE: 90’  
  HIT POINTS:  425 
  ATTACK BONUS:  +27 
  # ATTACKS:  3/2 
  DAMAGE/ATTACK: 2d12+7 
  (longsword) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  +2 or better 
  weapon to hit 
  MAGIC RESISTANCE: +17 
  SIZE: Small to Medium (see below) 
  ALIGNMENT:  Chaotic neutral 
  WORSHIPPER’S ALIGN:  All chaotics 
  and thieves (elves) 
  SYMBOL: Nova star with 
  asymmetrical rays 
  PLANE: Olympus 
  CLERIC: 10th level bard/8th level 
  druid 
  FIGHTER: 7th level ranger 
  MAGIC-USER: 18th level illusionist 
  MONK:  Nil 
  THIEF: 20th level thief 
  S: 19 (+4)  I: 23 (+8)  W: 16 (+2)  D: 25 (+10)  C: 20 (+5)  CH: 24 (+9) 
   
  While his following is not as large as those of the other elven deities, 
  Erevan still commands his share of attention from the elves, 
  particularly those engaged in thieving. Erevan is a fickle, utterly 
  unpredictable deity who can change his appearance at will. He 
  enjoys causing trouble for its own sake, but his pranks are rarely either 
  
  Dungeon Master’s Guide    222 
  helpful or deadly. His favorite tactic is to change his height to any size 
  between one inch and six feet. Regardless of how he appears at any 
  given time, Erevan will always wear green somewhere upon his 
  person. 
  When he travels, Erevan carries a +4 longsword that knocks open all 
  barriers, doors, and locks with but a touch. When he so desires, he 
  may also summon up to twenty leprechauns, sprites, pixies, or other 
  small, mischievous elf-like beings, each with maximum hit points, to 
  help out in a given situation. Erevan will rarely fight another being 
  directly, preferring to escape and possibly catch his opponent off 
  guard at a later time. He can, however, cast the spells chaos and 
  polymorph any object once per round at will. Prior to entering 
  combat, it is very likely he will make extensive use of these spells to his 
  own advantage. 
  Followers of Erevan are usually quite unpredictable themselves, and 
  are very independent. Many of them are thieves or have thieving as 
  one of their multiple classes. There have been known to be elven 
  cleric/thieves, cleric/magic-users, and cleric/illusionists among his 
  worshipers.  
   
   
   
  Hanali Celanil 
  Lesser goddess 
  ARMOR CLASS:  28 
  MOVE: 60’  
  HIT POINTS:  450 
  ATTACK BONUS:  +19 
  # ATTACKS:  1 
  DAMAGE/ATTACK: 1d2+1(unarmed strike) 
  SPECIAL ATTACKS:  Charm aura 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +19 
  SIZE: Medium (5’) 
  ALIGNMENT:  Chaotic good 
  WORSHIPPER’S ALIGN:  Good and neutral alignments (elves) and 
  those who enjoy beauty or are in love 
  SYMBOL: Heart of gold 
  PLANE: Olympus 
  CLERIC: 14th level cleric/12th level bard/10th level druid 
  FIGHTER: Nil 
  MAGIC-USER: 16th level magic-user/15th level illusionist 
  MONK:  Nil 
  THIEF: Nil 
  S: 15 (+1)  I: 23 (+8)  W: 23 (+8)  D: 25 (+10)  C: 20 (+5)  CH: 25 (+10*) 
  *see below 
   
  Hanali Celanil is predominantly depicted as feminine, though on rare 
  occasions it is said she has appeared as a male. Hanali influences the 
  spheres of love and beauty, and is widely revered by many of the 
  elves. She owns an immense crystal fountain and pool with which she 
  keeps watch over her followers, as if using a crystal ball. When she 
  bathes herself in the waters of the pool (called the “Evergold”), her 
  charisma score is enhanced for one day; during that time she will 
  receive a +15 reaction bonus and inspire awe in characters of up to 
  14th level. These bonuses, however, are only effective against elves 
  and half-elves. 
  The goddess Aphrodite (as described in the DEITIES & DEMIGODS 
  book) is the only other being who shares the waters of Evergold with 
  Hanali, and she can gain the same bonuses mentioned above 
  against humans.  Oriented as they are toward different races, these 
  two goddesses rarely find themselves at odds with one another. Their 
  respective cults and followings, while rarely assisting one another, 
  don’t object to each other’s presence. 
  Hanali goes unarmed and does not engage in melee, though she 
  does possess a magical aura of 30’ radius; any mortal beings within 
  this aura must save versus divine magic at -16 each round or else be 
  permanently charmed by her beauty. This goddess may only be 
  attacked by beings with a +2 or better weapon and a negative 
  charisma (see the DEITIES & DEMIGODS book). All others will be so 
  distracted by her presence as to miss her with every hit. 
  Elven and half-elven worshipers of Hanali Celanil may, once during 
  their lifetime, be granted an increase of two charisma points with 
  respect to the opposite sex. For example, a female elf who receives 
  this gift might have her normal charisma of 14 apply only to her 
  dealings with other females; all males would see her as having a 16 
  charisma. This effect is permanent. There is a 5% chance of this benefit 
  being granted following a great quest performed by that worshiper. 
  This quest might involve the creation or preservation of a beautiful 
  object, or mighty deeds done in the name of a loved one for the 
  loved one’s benefit. 
   
  Labelas Enoreth 
  Lesser god 
  ARMOR CLASS:  26 
  MOVE: 60’  
  HIT POINTS:  450 
  ATTACK BONUS:  +14 (quarterstaff)  
  or see below 
  # ATTACKS:  1 
  DAMAGE/ATTACK: 2d8+5 (quarterstaff)  
  or see below 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +19 
  SIZE: Medium (6’) 
  ALIGNMENT:  Chaotic good 
  WORSHIPPER’S ALIGN:  Chaotic good (elves) 
  SYMBOL: Setting sun 
  PLANE: Olympus 
  CLERIC: 14th level cleric/12th level bard/ 
  12th level druid 
  FIGHTER: Nil 
  MAGIC-USER: 18th level magic-user/ 
  16th level illusionist 
  MONK:  Nil 
  THIEF: Nil 
  S: 12 (+0)  I: 25 (+10)  W: 25 (+10)  D: 19 (+4)  C: 18 (+3)  CH: 24 (+9) 
   
  Like Corellon Larethian, Labelas Enoreth variously appears as either 
  male or female (and sometimes both or neither). Regardless of 
  gender, Labelas always has silvery hair and misty gray eyes. This deity 
  wears pale-colored robes of green, blue, white, and gray. At the 
  creation of the elven races, Labelas blessed them with longevity, and 
  pronounced that the passage of time would do little to alter their 
  appearances, as it did to the other races. Labelas knows the future 
  and past of every elf and all elven-related creatures. 
  Labelas Enoreth is acknowledged to be the master of time and aging 
  by the elves. Once per round, should he fix his gaze upon any being 
  within 60’ of him, he can place that being in temporal stasis (no saving 
  throw) for as long as desired. At a touch, Labelas can restore youth to, 
  or prematurely age, any being by up to 100 years in either direction 
  (save versus divine magic applicable). This power is used only once 
  (one form or the other) on a creature during its lifetime. All mortals 
  within 100’ (20”) of Labelas who are his enemies will be slowed 
  automatically, and all mortal beings in the same radius but who are 
  allied to the god will be hasted, if Labelas so chooses; there is no 
  saving throw against this power, though magic resistance could help. 
  Labelas himself is immune to the effects of any spell or similar effect 
  that involves time or would inhibit his movement (time stop, temporal 
  stasis, slow, paralysis, hold, etc.). 
  Elves who worship this being may appeal to him to undo the effects of 
  age, but this is rarely (1% chance) granted, and only to those who 
  have done an outstanding quest in his name. Such quests should be 
  worked out by the DM, and usually involve the recovery of artifacts 
  and relics that have been lost for hundreds or thousands of years.  
  Followers of Labelas are usually historians or other types who collect 
  information on the past history of elvenkind. 
   
   
   
   
  
  Dungeon Master’s Guide    223 
   
   
   
   
   
   
  Lolth “Queen of the Demonweb Pit” 
  Lesser goddess 
  ARMOR CLASS:  40 or 24 in drow form 
  MOVE: 60’/45’ climbing or 75’ in drow form 
  HIT POINTS:  100 
  ATTACK BONUS:  +22 or +20 in drow form  
  # ATTACKS: 1 (bite) or 2 (short sword)  
  DAMAGE/ATTACK: 4d4+6 (bite) or 2d8+11(shortsword) in drow form 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +14 
  SIZE: Large or medium (5’) in drow form, see below 
  ALIGNMENT:  Chaotic evil 
  WORSHIPPER’S ALIGN:  Chaotic evil (drow) 
  SYMBOL: Spider 
  PLANE: Abyss 
  CLERIC: 16th level cleric in drow form, see below 
  FIGHTER: As a 16 hit die creature in spider form 
  MAGIC-USER: 14th level magic-user in drow form, see below 
  MONK:  Nil 
  THIEF: Nil 
  S: 21 (+6)  I: 21 (+6)  W: 16 (+2)  D: 21 (+6)  C: 21 (+6)  CH: 0 (-6) or 23 
  (+8) in drow form 
   
  The demoness Lolth is a very powerful and feared demon Lord. She 
  usually takes the form of a giant black widow spider when she is on 
  the Prime Material Plane, and sometimes assumes this form on her 
  own plane as well, but she also enjoys appearing as an exquisitely 
  beautiful female dark elf (the statistics for this form listed to the right of 
  those she has in her natural form).  Little is known about her aims, and 
  only the fact that the Drow worship of Lolth causes her to assume form 
  on the earth permits compilation of any substantial information 
  whatsoever. 
  Lolth enjoys the company of spiders of all sorts -giant species while in 
  her arachnid shape, those of normal, large and even huge species 
  while in her humanoid form. She is able to converse with all kinds of 
  spiders, and they understand and obey her unquestioningly. 
  Although the Queen of Spiders has but 100 hit points, her high armor 
  class prevents most damage, and she is able to heal herself at will, up 
  to thrice/day. As Lolth enjoys roving about in one form or another, she 
  will seldom be encountered in her lair no matter what the plane, 
  unless worshipers have invoked her to some special shrine or temple. 
  In the form of a giant spider, Lolth is able to cast web strands 30’ long 
  from her abdominal spinnerets which are equal to a web spell with 
  the addition of 1d4 points of damage per round accruing to webbed 
  victims due to a poisonous excretion upon the strands; and during the 
  same melee round she is able to deliver a vicious biting attack for 
  4d4+6 hit points of damage plus death if the victim fails to make its 
  saving throw vs. poison at -20. 
  In her humanoid form, Lolth will use weapons common to Drow. As a 
  giant spider, the demoness can use anyone of the following powers, 
  one per melee round, at will: comprehend languages, confusion 
  (creature looked at only), darkness 10’ radius, dispel magic.  In this 
  form she can gate in a type I (45%), type II (35%), or type III (20%) 
  demon (with 66% chance of success) and summon 9-16 large (20%), 
  7-12 huge (30%), 2-8 giant (40%) or 1-4 phase (10%) spiders once per 
  day.  Finally, she may use each of the following spells once per day:  
  teleport without error, tongues and true seeing; with the following 
  available twice per day: phase door, read magic, and shape 
  change. 
  In her humanoid shape, Lolth is a 16th level cleric/14th level magic-user 
  with commensurate abilities. Weapons that are not magical do not 
  affect Lolth, silver does her no harm (unless magicked to at least +1), 
  and cold, electrical and gas attack forms cause only one-half 
  damage. Acid, magic missiles (if her magic resistance fails her, of 
  course) and poison affect the demoness normally.  Lolth is especially 
  susceptible to holy water, taking 4 points of damage from a splash 
  and triple damage (6d4) from a direct hit. 
  The demoness has both twilight vision and darkvision, which extends 
  to a distance of 120’.  Lolth has limited telepathic communication 
  ability as do demons in general.  
   
   
   
  
  Dungeon Master’s Guide    224 
   
   
  Rillifane Rallithil “The Leaflord” 
  Lesser god 
  ARMOR CLASS:  24 
  MOVE: 60’  
  HIT POINTS:  475 
  ATTACK BONUS:  +31 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 2d10+8 (longbow); see below 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  +2 or better weapon to hit 
  MAGIC RESISTANCE: +15 
  SIZE: Large or medium (5’), see below 
  ALIGNMENT:  Chaotic good 
  WORSHIPPER’S ALIGN:  Chaotic good (wood and wild elves) 
  SYMBOL: Oak tree 
  PLANE: Olympus 
  CLERIC: 12th level cleric/10th level bard/20th level druid 
  FIGHTER: 15th level ranger 
  MAGIC-USER: 12th level magic-user/12th level illusionist 
  MONK:  Nil 
  THIEF: Nil 
  S: 19 (+4)  I: 23 (+8)  W: 19 (+4)  D: 25 (+10)  C: 21 (+6)  CH: 24 (+9) 
   
  Rillifane is often likened by his clerics to a great oak tree, so huge that 
  its roots mingle with the roots of every other plant in the world.  On a 
  more mundane level, Rillifane can appear on the Prime Material 
  Plane as a green-skinned elf clad in bark armor and carrying a magic 
  bow.  Arrows shot from this bow by Rillifane slay their target (save at -
  10). 
  Rillifane is primarily concerned that all creatures have the opportunity 
  to act out their roles in nature without abusing them.  Rillifane’s clerics 
  are deadly enemies of those who hunt for sport and those who harm 
  trees maliciously or unnecessarily. 
  While the majority of wood elves and many wild elves worship Rillifane, 
  many of those more neutral in alignment prefer to honor Skerrit the 
  Forrester (see CENTAURS, Skerrit in DEITIES & DEMIGODS™).  There is no 
  friction between the two cults. 
   
  Solonor Thelandira 
  Lesser god 
  ARMOR CLASS:  24 
  MOVE: 60 
  HIT POINTS:  475 
  ATTACK BONUS:  +33 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 2d10+10 (longbow) 
  SPECIAL ATTACKS:  Arrows of slaying 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +17 
  SIZE: Medium (7’) 
  ALIGNMENT:  Chaotic good 
  WORSHIPPER’S ALIGN:  All good and neutral hunters and warriors 
  (elves) 
  SYMBOL: Silver arrow with green fletching 
  PLANE: Olympus 
  CLERIC: 8th level bard/12th level druid 
  FIGHTER: 17th level ranger 
  MAGIC-USER: 10th level magic-user/12th level illusionist 
  MONK:  Nil 
  THIEF: 12th level thief 
  S: 21 (+6)  I: 22 (+7)  W: 21 (+6)  D: 25 (+10)  C: 21 (+6)  CH: 23 (+8) 
   
  Clad in a great cloak of living leaves, Solonor strides through the 
  forests in search of game and to seek out and destroy evil. His only 
  weapon is a + 5 longbow that has a range as far as the horizon. 
  Solonor will not close to do battle with an enemy, but will track and 
  pursue instead, firing arrows from a never-empty quiver. He cannot be 
  surprised by any being within 240’ (48”) of him, due to the keenness of 
  his senses. The favorite tactic of this deity, should he anticipate 
  battling a particularly dangerous foe, is to physically touch that being 
  and then retreat. Once by himself again, he can then manufacture a 
  special arrow of slaying designed especially to kill that one opponent, 
  should it strike home. This type of arrow can kill any intended target of 
  up to (but not including) demigod status.  
  Many demons, devils, and other monsters of the lower planes have 
  felt the bite of these missiles; not even their magic resistance can 
  protect them from certain death. It takes one day to make one of 
  these arrows. 
   
   
   
   
  When traveling through forests, Solonor becomes automatically 
  invisible (as in improved invisibility) and completely silent. He taught 
  the first elves the art of hiding in and moving through natural foliage 
  so as not to be detected. 
  Elven hunters and fighters frequently worship Solonor Thelandira, and 
  appeal to him for better catches of game. Worshipers who distinguish 
  themselves in some very extraordinary fashion have a 2% chance of 
  being given an arrow of slaying of the normal sort, designed to slay 
  the type of creature that is the elf’s greatest enemy at that particular 
  time. This gift can be received only once in an elf’s lifetime. 
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    225 
   
  THE GODS OF THE GNOMES 
  The demihuman pantheon with the fewest members is likely that of 
  the gnomes. By most counts there are only six or seven deities 
  governing the gnomish folk, though it is possible there are more in 
  other universes. All gnomish gods, with the exception of Urdlen the 
  Crawler, are ruled by Garl Glittergold. 
  All but one of them live on one of the planes of the Twin Paradises in 
  the area called the Golden Hills, where the souls of faithful gnomes go 
  at death. The exception is, as before, Urdlen, who lives in the Abyss. 
  Gnomish deities are fully concerned with the fate of the gnomish 
  race, and go adventuring quite often to support their causes and 
  keep enemies from overwhelming the gnomes. Though all of the 
  known gnomish deities are masculine, they are worshiped by male 
  and female gnomes with equal reverence. They lack the “he-man” 
  image one might imagine an all-male pantheon would possess, and 
  are clever, sensible, and helpful. Urdlen is sexless (though still referred 
  to as a “he”) and shares none of these good qualities, but “his” few 
  followers may still be male or female. 
  Gnomish gods nearly always have at least one companion, either a 
  weapon, animal, or other deity that accompanies them on their 
  missions. 
  Garl has Arumdina, his intelligent battle axe; Baervan has his raccoon 
  friend Chiktikka; Segojan is sometimes accompanied by an intelligent 
  stone golem, and so forth. Urdlen, an exception again, has no friends. 
  Because gnomes regard companions highly, it is inevitable that their 
  pantheon reflects this trait. Gnomish deities usually only associate with 
  the other gnomish deities, though they maintain a loose contact with 
  a few dwarven gods at times. 
  Pranks and practical jokes are a major response of gnomish gods to 
  their enemies. They often act indirectly against their enemies, but if 
  the situation is serious enough they are fully able to take the offensive 
  and fight directly in battle. Compared to other non-human deities, the 
  gnomish pantheon is one of the most active and most involved with its 
  worshipers. 
   
  Garl Glittergold 
  Greater god 
  ARMOR CLASS:  24 
  MOVE: 60’  
  HIT POINTS:  475 
  ATTACK BONUS:  +26 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 3d10+13 (battle axe) 
  SPECIAL ATTACKS:  See below  
  SPECIAL DEFENSES: +3 or better  weapon  to hit 
  MAGIC RESISTANCE: +5 
  SIZE: Small (4’) 
  ALIGNMENT:  Lawful good 
  WORSHIPPER’S ALIGN:  Lawful good 
  (gnomes) 
  SYMBOL: Gold nugget 
  PLANE: Twin Paradises 
  CLERIC: 15th level cleric/8th level bard 
  FIGHTER: 10th level fighter 
  MAGIC-USER: 16th level illusionist 
  MONK:  Nil 
  THIEF: 20th level thief 
  S: 20 (+5)  I: 23 (+8)  W: 22 (+7)  D: 22 (+7)  C: 24 (+9)  CH: 24 (+9) 
  Garl appears as a handsome golden-skinned gnome with ever-
  changing gemstones for eyes.  His mischievous exploits form the basis 
  of an entire cycle of stories that are told and retold around the 
  gnomish hearths in the hills. 
  However, there is another side to Garl than that of the witty 
  adventurer who collapsed the Kobold King’s cavern.  When his 
  people are threatened, Garl is a grim and determined war leader 
  who out-thinks as well as out-fights his opponents.  He wields 
  Arumdina, an intelligent +5 mithral-steel battle axe that cuts stone as 
  easily as it does enemies.  Arumdina strikes for 3d10 points of damage 
  and can heal Garl completely once per day. 
  Garl’s clerics require gold (or other precious metals, if no gold is 
  available) for sacrifices to the deity.  
   
   
   
  Baervan Wildwanderer “The Forest Gnome” 
  Lesser god 
  ARMOR CLASS:  22 
  MOVE: 75’ 
  HIT POINTS:  425 
  ATTACK BONUSES:  +21 
  # ATTACKS:  3/2 
  DAMAGE/ATTACK: 2d12+8 (spear) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  +2 or better weapon to hit 
  MAGIC RESISTANCE: +4 
  SIZE: Small (4’) 
  ALIGNMENT:  Neutral good 
  WORSHIPPER’S ALIGN:  All good and neutral alignments (gnomes) 
  SYMBOL: Raccoon’s face 
  PLANE: Twin Paradises or Prime Material Plane 
  CLERIC: 12th level druid 
  FIGHTER: 8th level ranger 
  MAGIC-USER: 13th level illusionist 
  MONK:  Nil 
  THIEF: 20th level thief 
  S: 19 (+4)  I: 21 (+6)  W: 19 (+4)  D: 25 (+10)  C: 22 (+7)  CH: 22 (+7) 
  Garl Glittergold’s closest rival in the field of good-natured mischief is 
  Baervan Wildwanderer, the forest gnome. While he lacks Garl’s finesse 
  and dedication, Baervan is slightly better in the practice of his thieving 
  skills. He dresses in clothes of wood-brown hues, and carries a spear +4 
  made from an ancient oak tree on the Twin Paradises called 
  Whisperleaf. If this spear is destroyed, Baervan may make another 
  from the wood of Whisperleaf in a single day. Only he may safely 
  approach this tree; it will attack all others (treat as a treant of 
  maximum size and hit points). Whisperleaf regenerates all wood ‘loss 
  within an hour.  
  In battle Baervan may touch his special spear to any ordinary tree, 
  automatically animating it for 5d4 turns as a treant of 12 hit dice. The 
  tree/treant obeys all of Baervan’s orders and no one else’s for the 
  duration of its animation. Baervan may do this as often as he likes, 
  animating one tree per round. 
  Baervan has a traveling partner, a giant raccoon named Chiktikka 
  Fastpaws, who is highly intelligent but prone to act before he thinks. 
  Chiktikka is AC 18, moves at 75’ per round, has 125 hit points, and has 
  all the powers (including attacks) of a 12th level thief with an 18 
  dexterity. Chiktikka does 2d4 points of damage with each set of claws 
  and bites for 2d6 points of damage. Many stories are told of the 
  adventures his duo has shared, often started by Chiktikka’s humorous 
  ability to get into trouble by “borrowing” something valuable, such as 
  a minor artifact or some other item. 
   
  Though Baervan sometimes plays jokes on other creatures, it is hard 
  not to like him. He tends to keep to himself, except for Chiktikka’s 
  company, and is said to sometimes roam the forests of the Prime 
  Material Plane. He is distinguished by his nut-brown skin and pale gray 
  
  Dungeon Master’s Guide    226 
  hair (and his raccoon friend). Should he chance to meet a worshiper 
  of his who has performed some great deed in his name (DM’s option, 
  about a 1% chance of encounter), he will give that gnome a minor 
  magical item. Such a worshiper will meet Baervan only once in his 
  lifetime. 
  Gnomish druids, fighters, rangers, fighter/thieves, ranger/thieves and 
  thieves of a non-evil nature are often the followers of this god, and 
  prefer living in the outdoors rather than in a city all the time. 
   
   
  Flandal Steelskin “The Forger” 
  Demigod 
  ARMOR CLASS:  20 
  MOVE: 30’  
  HIT POINTS:  350 
  ATTACK BONUSES:  +25 
  # ATTACKS:   2 
  DAMAGE/ATTACK: 3d8+15 (battle axe) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  Immune to heat and fire damage 
  MAGIC RESISTANCE: +2 
  SIZE: Small (4’) 
  ALIGNMENT:  Neutral good 
  WORSHIPPER’S ALIGN:  All workers of metal (gnomes) 
  SYMBOL: Flaming hammer 
  PLANE: Twin Paradises 
  CLERIC: 8th level cleric/8th level druid 
  FIGHTER: 10th level fighter 
  MAGIC-USER: 15th level magic-user 
  MONK:  Nil 
  THIEF: Nil 
  S: 22 (+7)  I: 18 (+3)  W: 20 (+5)  D: 17 (+2)  C: 23 (+8)  CH: 18 (+3) 
  Flandal wears only a leather apron for armor and protection from fire, 
  but the apron grants him immunity from heat and fire damage. His 
  skin is the color of mithral steel, and his eyes are flaming coals. 
  Flandal’s hair and beard are a brilliant blue-silver. 
  Flandal is one of the strongest of gnomish deities, perhaps the most so. 
  He is often found traveling with one or two of the other gnomish 
  deities in search of new ores and veins of metal to use in his forges. It 
  was Flandal who helped forge and enchant Arumdina, Garl 
  Glittergold’s battle axe. As for himself, Flandal wields an axe-backed 
  hammer made of yellow metal, named Rhondang. It is + 5 to hit and 
  can shoot a six-dice fireball as frequently as once per round, up to a 
  total of ten times per day. Rhondang is able to converse naturally with 
  all beings who use fire or dwell in fiery locations (red dragons, 
  chimerae, fire elementals, etc.). This in no way means that Flandal is 
  friendly toward those beings, however, though he will be prone to talk 
  first before attacking. Rhondang does double damage to cold-using 
  or cold-dwelling creatures. 
  Because he needs their services to help forge items, Flandal is likely 
  (65% chance) to have 1d4 fire elementals (16 HD each) with him 
  when he is encountered. The elementals are quite friendly toward him 
  and obey him in all respects. When Flandal is not traveling, he will be 
  found in his workshop on the Twin Paradises, planning or making a 
  new magical weapon. 
  Flandal is obviously a popular god among the gnomish smiths; a large 
  number of fighter/clerics follow his worship in some areas. It is said that 
  some of his clerics have developed or been granted a new spell that 
  enables their war hammers to burst into flame for a short time, giving 
  additional bonuses to hit and damage, just as does a flame tongue 
  long sword. 
   
   
   
  Segojan Earthcaller 
  Lesser god 
  ARMOR CLASS:  22 
  MOVE: 45’  
  HIT POINTS:  425 
  ATTACK BONUS:  +20 
  # ATTACKS: 2 
  DAMAGE/ATTACK: 3d10+10 (rod) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  +2 or better weapon to hit 
  MAGIC RESISTANCE: +4 
  SIZE: Medium (4 ½’) 
  ALIGNMENT:  Neutral good 
  WORSHIPPER’S ALIGN:  All good and neutral alignments (gnomes) 
  SYMBOL: Large glowing gemstone 
  PLANE: Twin Paradises 
  CLERIC: 4th level bard/16th level druid 
  FIGHTER: 7th level fighter 
  MAGIC-USER: 16th level magic-user/16th level illusionist 
  MONK:  Nil 
  THIEF: Nil 
  S: 18 (+3)  I: 22 (+7)  W: 23 (+8)  D: 18 (+3)  C: 24 (+9)  CH: 20 (+5) 
  Segojan is the gnomish deity of the earth and nature, a friend to all 
  living animals that move above and below the earth and one who 
  speaks to the very rock itself. He is known to his worshipers as a gray-
  skinned gnome who wears armor made of grass and roots that acts 
  as +4 leather armor.  When he enters battle he carries a rod made of 
  crystalline quartz that is +4 to hit and does 3-30 points of damage per 
  hit.  This rod will create a stone golem once a day that is of average 
  
  Dungeon Master’s Guide    227 
   
  intelligence and will obey Segojan’s commands alone. The rod must 
  be pressed against a mass of rock of sufficient size to form the golem. 
  Segojan may also call up 2d4 earth elementals (16 HD each) once a 
  day. 
  Though his primary nature of control is the earth and nature, Segojan 
  is also seen in a lesser way as the gnomish god of magic. Many of his 
  followers are illusionists who strive to improve their art for the 
  betterment of gnomekind and for their art’s sake as well. Gnomish 
  miners and jewelers also revere this deity. The clerics of Segojan 
  frequently cast light or continual light spells on large and well-cut 
  gems for use as holy symbols, causing them to glow from within. 
   
   
  Urdlen “The Crawler Below” 
  Lesser god 
  ARMOR CLASS:  22 
  MOVE: 60’ or 30’ burrowing 
  HIT POINTS:  400 
  ATTACK BONUS:  +22 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 3d8+12 (claws) 
  SPECIAL ATTACKS:  Nil 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +6 
  SIZE: Large (8’) 
  ALIGNMENT:  Chaotic evil 
  WORSHIPPER’S ALIGN:  All evil alignments (gnomes) 
  SYMBOL: White mole 
  PLANE: Abyss 
  CLERIC: 8th level cleric 
  FIGHTER: 10th level fighter 
  MAGIC-USER: 13th level illusionist 
  MONK:  Nil 
  THIEF: 12th level assassin 
  S: 19 (+4)  I: 20 (+5)  W: 14 (+1)  D: 20 (+5)  C: 24 (+9)  CH: 3 (-3) 
   
  Urdlen is the epitome of the evil impulse that rules some gnomes and is 
  feared by the rest. He appears as a huge, dead-white, furless mole 
  with claws of steel. It is said that Urdlen, a neuter and sexless being, 
  lusts for precious metals, jewels, and the blood of any human,   
  humanoid, or demihuman. No one can predict where he will strike 
  next, or what his plans are to further the cause of evil among 
  gnomekind. 
  Just as he can burrow into the earth of the Abyss, so he hopes evil will 
  burrow into his followers’ hearts and souls. He thrives on harmful 
  trickery against the innocent and good. 
  Urdlen’s form is distorted by a permanent blur spell that cannot be 
  dispelled while he lives. His clerics have a 5% chance of successfully 
  calling upon Urdlen when in danger and having him cast a blur spell 
  upon them for protection; however, if the gnome cleric is slain 
  anyway while the spell is still in effect, Urdlen will eat the gnome’s soul 
  when it reaches the Abyss. 
  Urdlen’s clerics may appease their deity by pouring the blood of a 
  creature they’ve killed into the ground and burying it. Jewels and 
  valuable metal goods are sacrificed to him by ruining them (breaking, 
  tarnishing, melting) and then burying them. Clerics of this deity are 
  continually at war with the rest of the gnomish deities and the clerics 
  and followers thereof. 
  Gnomish assassins and evil thieves and fighters make up most of the 
  worshipers of this awful deity. They generally share their lord’s love for 
  evil and deadly pranks directed against all creatures, even other 
  gnomes. His followers often prefer to live under ground, after the 
  manner of Urdlen’s chaotic tunnel home in the Abyss.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    228 
  THE GODS OF THE HALFLINGS 
  The halfling pantheon is a small one, having one greater deity 
  (Yondalla), 
  and 
  several 
  lesser 
  deities 
  and 
  demigods. 
  Most 
  communities of halflings worship only a few of them, four or five at 
  most, and as with all religions residents of different areas may worship 
  entirely different groups of deities. Yondalla is the top authority among 
  the halfling gods, though it is said that her control over Brandobaris is 
  minimal at times. Regardless of their orientation and spheres of 
  influence, all the halfling deities are pledged to work together against 
  the enemies of the halfling people. 
  Most members of the halfling pantheon reside on one of the planes of 
  the Seven Heavens, in an area generally known as the Green Fields.  
  Sheela Peryroyl and one or two other deities make their homes on the 
  plane of Concordant Opposition, and Brandobaris roams the Prime 
  Material Plane, but there are times when they too may be found in 
  the Green Fields - just as the various Greek gods, regardless of where 
  they may ordinarily reside, come to Olympus to meet. 
  It is interesting that the more powerful halfling deities tend to be 
  females. By contrast, dwarven gods tend to be males and elven gods 
  a combination of both genders. Halfling deities are not aggressive by 
  and large, and are more taken up with home pursuits and protection 
  than with fighting. Even the adventurous Brandobaris avoids combat if 
  he can help it. Most halfling deities are concerned with spheres of 
  security, sufficiency, the earth, youth, play and humor, good luck, law, 
  peace, secrecy, love, and friendship; one deity may actually control 
  two or more of these concerns, as is common in this pantheon. The 
  halflings have no deities of evil nature, or ones representing war, 
  suffering, fire and water, or death. Yondalla is usually invoked at 
  funerals as a protector of the departed souls of halflings. Urogalan, 
  who sometimes acts as a judge of and protector of the dead, is 
  primarily an earth god.   
  The six deities listed herein are among the most commonly worshiped 
  ones. Some halfling druids might worship deities from other pantheons 
  but this is not common.  Other deities may be developed as desired 
  by individual Dungeon Masters, of course. 
  Despite the small physical size of the halfling deities, their innate 
  powers are quite respectable, and many of them work closely with 
  deities from other pantheons as well, just as mortal halflings tend to 
  work closely with other humans and demihumans. Brandobaris is said 
  to visit other thieves’ deities, particularly Hermes; Sheela Peryroyl is on 
  good terms with a number of Celtic deities; Yondalla and the other 
  lawful good deities help and are helped by other lawful good deities, 
  and so forth. Thus it may be safely asserted that the Halfling pantheon 
  should not, despite its size, be looked down upon. 
   
  Yondalla 
  Greater goddess 
  ARMOR CLASS:  24 
  MOVE: 60’  
  HIT POINTS:  525 
  ATTACK BONUS:  +28 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 2d8+12 (shortsword) 
  SPECIAL ATTACKS:  Withering, see below 
  SPECIAL DEFENSES:  +3 or better weapon to hit 
  MAGIC RESISTANCE: +15 
  SIZE: Medium (4½’) 
  ALIGNMENT:  Lawful good 
  WORSHIPPER’S ALIGN:  Lawful good (halflings) 
  SYMBOL: Shield 
  PLANE: Seven Heavens 
  CLERIC: 12th level cleric/12th level druid 
  FIGHTER: 10th level fighter 
  MAGIC-USER: 25th level illusionist 
  MONK:  Nil 
  THIEF: 15th level thief 
  S: 19 (+4)  I: 25 (+10)  W: 25 (+10)  D: 25 (+10)  C: 23 (+8)  CH: 22 (+7) 
  Yondalla has two aspects: The Provider and the Protector. As the 
  Provider, she is a goddess of fertility and growing things, of birth and 
  youth. She can make barren things fertile and increase the growing 
  rate of plants and animals.  What she can give, she can take away: 
  With a wave of her hand she can inflict wither (as the spell) upon an 
  opponent and age them up to 10 years.  This ability may be used 
  once per round.  The saves versus these effects are made at -20. 
  As the Protector, Yondalla wards of evil influences and intrusions (thus 
  her shield symbol), and gives halflings the strength and determination 
  to defend themselves. In this aspect, Yondalla most often uses her 
  illusionist powers to protect her worshipers.  In combat, she wields 
  Hornblade, a +5 defender shortsword. 
  Halflings set aside one day per week for worship of Yondalla (called 
  “safeday”), a day which is most spent in rest and play. 
   
  Arvoreen “The Defender” 
  Lesser god 
  ARMOR CLASS:  24 
  MOVE: 60’ 
  HIT POINTS:  450 
  ATTACK BONUS:  +24  
  # ATTACKS: 2 
  DAMAGE/ATTACK: 2d10+12 (shortsword) 
  SPECIAL ATTACKS:  Summon halfling heroes  
  SPECIAL DEFENSES:  +2 or better weapon 
   to hit; see below 
  MAGIC RESISTANCE: +13 
  SIZE: Medium (4½’) 
  ALIGNMENT:  Lawful good 
  WORSHIPPER’S ALIGN:  All good and 
   neutral warriors (halflings) 
  SYMBOL: Shortsword and shield 
  PLANE: Seven Heavens 
  CLERIC: 8th level cleric 
  FIGHTER: 12th level fighter/12th level ranger 
  MAGIC-USER: Nil 
  MONK:  Nil 
  THIEF: 10th level thief 
  S: 20 (+5)  I: 21 (+6)  W: 23 (+8)  D: 24 (+9)  C: 23 (+8)  CH: 21 (+6) 
   
  The closest thing the halflings have to a god of war is Arvoreen the 
  Defender, the patron of halfling fighters. Arvoreen never attacks an 
  opponent first, but the only first attack upon the deity (if it hits) will do 
  only half damage, regardless of its power. The first magical attack 
  upon him will be automatically reflected back upon the caster; 
  thereafter, spells may be cast at him normally. For his part, Arvoreen 
  can go invisible at will and attack unseen for the first 4d4 rounds of 
  combat against any mortal, non-divine being.  
  He uses a +4 shortsword that can shapechange into any other type of 
  hand-to-hand weapon for combat that he desires. Once a day, 
  Arvoreen may summon 10d4 halfling fighters (4th level), each armed 
  with short swords and short bows; they are AC 16, 40 hp each, and will 
  obey him implicitly. 
  Arvoreen, though quite powerful, is not a particularly aggressive deity.  
  He will only engage in combat if he is attacked, though he does seek 
  his enemies and actively confront them to get them to desist from 
  their evil practices. He will not go very far out of his way to avoid 
  combat if it occurs, however, and will fight to the finish. 
  Fighters, 
  paladins, 
  rangers, 
  fighter/thieves 
  and 
  ranger/thieves 
  comprise the majority of his worshipers; and those who multiclass as 
  thieves will prefer to use their fighting skills over their thieving ones. 
  While Arvoreen does not hold thieving to be necessarily dishonorable, 
  he discourages the use of thieving skills unless employed against 
  enemies to better the chances for physical combat later. (It would be 
  permissible, for example, to steal enemies’ weapons, or break into 
  their camp to free prisoners or make guerrilla raids, but it is not good 
  to steal just to make yourself rich.) Arvoreen absolutely forbids stealing 
  from other halflings or allied beings. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    229 
   
  Brandobaris “Master of Stealth” 
  Demigod 
  ARMOR CLASS:  26 
  MOVE: 60’ 
  HIT POINTS:  275 
  ATTACK BONUS:  +25 (dagger) or +26 (sling)  
  # ATTACKS:  2 
  DAMAGE/ATTACK: 3d4+7 (dagger) or see below (sling) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +12 
  SIZE: Small (3½’) 
  ALIGNMENT:  Neutral 
  WORSHIPPER’S ALIGN:  All thieves and those who go adventuring 
  (halflings) 
  SYMBOL: Halfling’s footprint 
  PLANE: Prime Material 
  CLERIC: 6th level bard/6th level druid 
  FIGHTER: 7th level ranger 
  MAGIC-USER: 6th level magic-user/6th level illusionist 
  MONK:  Nil 
  THIEF: 19th level thief 
  S: 19 (+4)  I: 24 (+9)  W: 17 (+2)  D: 25 (+10)  C: 23 (+8)  CH: 20 (+5) 
  The adventures and misadventures of Brandobaris, Master of Stealth, 
  are almost beyond counting. Most of these tales have the moral that 
  it is better not to go running off into the wilderness on foolish dares; 
  nonetheless, Brandobaris does come across as an appealing sort of 
  rascal. He has much of the trickster in him; he is primarily a clever thief 
  who fools his opponents into thinking him harmless, then steals them 
  blind and escapes their wrath. No matter how awful a situation in 
  which he finds himself (and he’s found some pretty awful ones); 
  Brandobaris manages to find his way out again - and make a profit 
  from the episode as well. 
  Brandobaris is so skilled at moving silently that he cannot be heard by 
  any mortal being or god, should he desire to conceal his movements.  
  He can also hide so well as to be completely invisible (detectable only 
  with a true seeing spell or some magic item of similar power). 
  Brandobaris goes on adventures to find some item he believes will 
  make life more comfortable for him, though this does not always 
  prove to work out as he’d planned. 
  Brandobaris carries a dagger +3 which he usually wields in combat (if 
  he cannot avoid it). This dagger will magically point out the fastest 
  and safest direction of escape from any maze or trap (making 
  Brandobaris immune to maze spells when holding it). He also wields a 
  +4 sling that hurls a ball of dust whenever it is used; the dust ball has a 
  100’ range and does not harm the victim it strikes. The victim will feel 
  nothing, but must save versus arcane spells at -10 or fall deeply asleep 
  for 6d6 turns. 
  The followers of Brandobaris, as might be expected, are mostly 
  thieves, ranger/thieves and fighter/thieves. The more ardent followers 
  are usually also the ones who take the greatest risks on adventures. An 
  especially daring risk (one which places the halfling in considerable 
  jeopardy) that pays off is looked upon favorably by Brandobaris.  
  He might reward the perpetrator of such a daring act - though he will 
  do so only once in that halfling’s lifetime, so as not to encourage the 
  mortal to be too foolhardy. There is a 5% chance that Brandobaris’s 
  reward will be given to any halfling of 10th level or lower, raising the 
  follower one level in ability. 
  Because Brandobaris wanders the Prime Material Plane, there is a 1 % 
  chance per level that a halfling thief of 11th level or higher will actually 
  meet Brandobaris, in the guise of another halfling thief, and be invited 
  by the demigod to go on a thieving adventure. Other thieves may 
  come along on the adventure, but if they do not worship Brandobaris 
  they might find some of their valuables missing when the adventure is 
  over. Brandobaris will reveal his identity only after the adventure is 
  over, and only to his followers. The adventures Brandobaris goes on, as 
  stated before, can be exceptionally challenging and dangerous, but 
  hold the promise of great reward for the fast, the clever, and the 
  quiet! 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cyrrollalee “The Faithful” 
  Lesser goddess 
  ARMOR CLASS:  22 
  MOVE: 60’  
  HIT POINTS:  400 
  ATTACK BONUS:  +22 (quarterstaff) or see below  
  # ATTACKS:  3/2 
  DAMAGE/ATTACK: 2d8+6 (quarterstaff) or see below 
  SPECIAL ATTACKS:  Nil 
  SPECIAL DEFENSES:  +2 or better weapon to hit 
  MAGIC RESISTANCE: +15 
  SIZE: Small (4’) 
  ALIGNMENT:  Lawful good 
  WORSHIPPER’S ALIGN:  All good alignments (halflings) 
  SYMBOL: Open door 
  PLANE: Seven Heavens 
  CLERIC: 10th level bard 
  FIGHTER: 10th level paladin 
  MAGIC-USER: 8th level magic-user/8th level illusionist 
  MONK:  Nil 
  THIEF: Nil 
  S: 17 (+2)  I: 23 (+8)  W: 24 (+9)  D: 24 (+9)  C: 23 (+8)  CH: 22 (+7) 
  Cyrrollalee is the deity of friendship and trust, as well as a protector like 
  Yondalla. Cyrrollalee is thought of more as a goddess who protects 
  the home but keeps the inhabitants from being too defensive and 
  closed in. This deity appears to be a normal female halfling with 
  brown hair who wears simple peasant’s clothing. Her worst enemies 
  are those who betray the trust of a host, or who break into homes (of 
  halflings) to steal. She is also the enemy of oath-breakers. 
  If she so wills, Cyrrollalee can cause all non-living objects within a 
  radius of 30’ of her to become animated as if by a 20th level cleric. 
  These spell effects will continue even if Cyrrollalee leaves the area. 
  She can perform this power up to three times a day. 
  There is a 2% chance that if an exceptionally faithful follower of hers 
  should call upon her for help while the follower is in his own home, 
  Cyrrollalee will cause one small piece of furniture to become 
  animated for 5 rounds, attacking all enemies of that lucky halfling 
  once per round during that time. Small objects will have 15 hit points 
  (treat it as having 3HD) and deal 1d4 points of damage per attack.   
  Any halfling who receives this benefit from Cyrrollalee is obligated to 
  perform a service for her afterward; the nature of the task (of quest) is 
  left up to the Dungeon Master, and should be challenging but not 
  exceptionally difficult. This gift may be given to a halfling character 
  only twice in his lifetime. 
  Cyrrollalee’s followers are largely regular halflings and some fighter 
  types. Worship services for her are held on the first day of each month. 
  Though cudgels and quarterstaffs are associated with Cyrrollalee, she 
  is able to make use of any weapon, magical or non-magical, that a 
  regular fighter could use.   
   
  
  Dungeon Master’s Guide    230 
  Sheela Peryroyl “The Wise” 
  Lesser goddess 
  ARMOR CLASS:  20 
  MOVE: 45’ 
  HIT POINTS:  450 
  ATTACK BONUS:  +21 
  # ATTACKS:  3/2 
  DAMAGE/ATTACK: 2d8+6 (quarterstaff)  
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  Immune to all weapons with wood in them, +2 or 
  better weapon to hit 
  MAGIC RESISTANCE: +18 
  SIZE: Small (4’) 
  ALIGNMENT:  Neutral 
  WORSHIPPER’S ALIGN:  All alignments (halflings) 
  SYMBOL: Daisy 
  PLANE: Concordant Opposition 
  CLERIC: 10th level bard/20th level druid 
  FIGHTER: 7th level ranger 
  MAGIC-USER: 14th level magic-user 
  MONK:  Nil 
  THIEF: Nil 
  S: 19 (+4)  I: 22 (+7)  W: 25 (+10) D: 22 (+7)  C: 24 (+9) CH: 22 (+7) 
   
  Sheela Peryroyl, known as Sheela the Wise, is the halfling deity of 
  agriculture, nature, and weather. Her appearance is that of a halfling 
  female dressed in wildflowers. It is said that when she sings she causes 
  fields to grow, trees to bud, and seeds to sprout. Sheela brings good 
  weather to her favored worshipers, but can easily send drought or 
  floods to those who worship her poorly. The followers of Sheela 
  Peryroyl often wear a small flower in her honor, and strive to work in 
  harmony with nature and the earth. Two major celebrations are held 
  yearly in this deity’s religion, aside from the regular monthly services. 
  One comes at the time of planting the first crops of the year (called 
  the Seeding, New Spring, and other titles, depending on the region), 
  and the other at harvesting time (High Harvest, the Reaping, etc.). 
  Community-wide revelry is common at these celebrations starting in 
  the evening when the day’s work has been finished and continuing 
  late into the night. The length of these festivals varies from area to 
  area, averaging about 
  10 days. 
  There is a 1% chance 
  that 
  a 
  halfling 
  who 
  makes a great quest or 
  sacrifice in the name of 
  Sheela Peryroyl will be 
  granted the power to 
  cast an entangle spell 
  once (at the 6th level of 
  ability) at an enemy. 
  The 
  granting 
  of 
  this 
  power 
  does 
  not 
  depend 
  on 
  the 
  halfling’s alignment or 
  class, except that true 
  neutral halflings will be 
  able 
  to 
  cast 
  the 
  entangle spell at 12th 
  level 
  of 
  ability. 
  This 
  power may be granted 
  several 
  times 
  to 
  a 
  halfling in the mortal’s 
  lifetime, but the quests 
  or sacrifices made to 
  gain it will become 
  harder and more costly 
  as time goes on. 
  Only 
  one 
  such 
  entangle spell may be 
  had at any one time. 
  Sheela Peryroyl, should 
  she 
  need 
  to, 
  can 
  create a special type 
  of staff (like a shillelagh) 
  in one segment from a blade of grass or a twig. This weapon will be +4 
  to hit and do 2d8 points of damage. She can also cast the spell 
  entangle once per round as often as she likes. Additionally, each 
  successive entangle cast after the first one will inflict 1-4 points of 
  damage on all creatures trapped therein from constriction and 
  abrasion. (There is no saving throw for this, and it makes no difference 
  if victims are able to move or not.) the use of entangle spells is her 
  favored method of attack and defense. 
   
   
   
   
  Urogalan “He Who Must Be” 
  Lesser god 
  ARMOR CLASS:  20 
  MOVE: 45’ or 15’ burrowing 
  HIT POINTS:  450 
  ATTACK BONUS:  +22 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 2d10+12 (horseman’s flail) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  +3 or better weapon to hit 
  MAGIC RESISTANCE: +18 
  SIZE: Small (4’) 
  ALIGNMENT:  Lawful neutral 
  WORSHIPPER’S ALIGN:  All alignments, particularly genealogists, grave 
  diggers, judges (halflings) 
  SYMBOL: Silhouette of a dog’s head  
  PLANE: Seven Heavens 
  CLERIC: 15th level cleric/15th level druid 
  FIGHTER: 8th level fighter 
  MAGIC-USER: 10th level magic-user 
  MONK:  Nil 
  THIEF: Nil 
  S: 19 (+4)  I: 24 (+9)  W: 25 (+10)  D: 22 (+7)  C: 24 (+9) CH: 22 (+7) 
  Urogalan protects the souls of the halfling dead and acts as 
  Yondalla’s advisor and divine judge. Sages claim that the Nurturing 
  Matriarch values his word over that of all others. Urogalan limits his 
  interests in the material world to the space below the surface, an 
  environment foreign to most halflings. Thus, Urogalan remains 
  detached from his people, uncharacteristically morose and pensive 
  for a halfling deity. Despite his outlook, halflings appreciate his role, 
  and know that He Who Must Be will watch over their souls when it 
  comes time for them to make the transition from this world to the 
  embrace of Seven Heavens.  If pressed into combat, Urogalan wields 
  a +5 flail, Doomthresher that disrupts undead much like a mace of 
  disruption.  
  Urogalan’s clerics preside over the internment of the dead and tend 
  to halfling graves. Aside from the grim duties, they keep records, 
  archive genealogies, and note the important deeds of those that 
  have died. They are called upon to bless new constructions and dig 
  sites, and it is tradition for a cleric of Urogalan to speak a prayer 
  before the first meal eaten in a new building.  
  Urogalan’s clerics, known as grimwardens, pray for spells in the 
  morning.  Clerics of Urogalan share so many rituals and beliefs with the 
  dwarven deity Dumathoin that they often are welcomed as brothers 
  in the temples dedicated to the Keeper of Secrets under the 
  Mountain. Grimwardens seldom multiclass. 
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    231 
   
  THE GODS OF THE ORCS 
  This is the tale the shamans tell, in the camps of the orcs when the 
  night is deep on the world and dawn is far away: In the beginning all 
  the gods met and drew lots for the parts of the world in which their 
  representative races would dwell. The human gods drew the lot that 
  allowed humans to dwell where they pleased, in any environment. 
  The elven gods drew the green forests, the dwarven deities drew the 
  high mountains, the gnomish gods the roc&, sunlit hills, and the halfling 
  gods picked the lot that gave them the fields and meadows. 
  Then the assembled gods turned to the orcish gods and laughed loud 
  and long. “All the lots are taken!” they said tauntingly. “Where will 
  your people dwell, One-Eye? There is no place left!” 
  There was silence upon the world then, as Gruumsh One-Eye lifted his 
  great iron spear and stretched it over the world. The shaft blotted the 
  sun over a great part of the lands as he spoke: 
  “No! You lie! You have rigged the drawing of the lots, hoping to cheat 
  me and my followers. But One-Eye never sleeps; One-Eye sees all. 
  There is a place for orcs to dwell . . . here!” he bellowed, and his spear 
  pierced the mountains, opening mighty rifts and chasms. “And here!” 
  and the spearhead split the hills and made them shake and covered 
  them in dust. “And here!” and the black spear gouged the meadows, 
  and made them bare. 
   “There!” roared He-Who-Watches triumphantly and his voice carried 
  to the ends of the world. “There is where the orcs shall dwell! There 
  they will survive, and multiply and grow stronger; and a day will come 
  when they cover the world, and they shall slay all of your collected 
  peoples! Orcs shall inherit the world you sought to cheat me of!” 
  In this way, say the shamans, did the orcs come into the world, and 
  thus did Gruumsh predict the coming time when orcs will rule alone. 
  This is why orcs make war, ceaseless and endless: war for the wrath of 
  Gruumsh. 
  The shamans tell other tales, too, that shed light on why things are as 
  they are in the world. Shamans tell of the battle between Corellon 
  Larethian (the chief elven god) and Gruumsh, in which Corellon tried 
  to shoot out Gruumsh’s eye (sacrilege!) with his bow, but failed of 
  course. It is not considered important that Gruumsh started the fight 
  by trying to paralyze the elven god with his spear; the shamans say 
  Corellon deserved it for not being properly deferential. Because of this 
  battle, orcs of all sects and cults hate elves more than all other non-
  orc races. 
  The shamans’ tales of the battle between the dwarven gods and the 
  orcish gods for ownership of the mountains would weary the most 
  ardent listener. The orcs are drawn to the mountains by their brutal 
  majesty and stark barrenness, while dwarves love mountains for their 
  isolation and beauty, and for the ores that lie beneath them. 
  Many have also heard of the eternal battles on the plains of the Nine 
  Hells between the goblins and orcs, each side led by their respective 
  gods. No matter how much noise the orcs of this world make about 
  joining their forces with the other humanoids, all orcs are aware that 
  there will be room for one race in the end… and it will not be the 
  goblins, the ogres, or any of the rest. 
  The division of orcs into separate tribes (Evil Eye, Death Moon, Broken 
  Bone, etc.) is usually made along cult lines. The tribal symbol is the holy 
  symbol of the orcish god the tribe holds as its patron. 
  There are a large number of orcish gods, representing such spheres of 
  interests as strength, swordsmanship, military power, the night, death, 
  fertility, hunting, and so forth. Each of them is part of a rigid chain of 
  command with Gruumsh at the top. The relative positions of the gods 
  in the hierarchy varies depending on the shaman doing the telling, as 
  they all seek to emphasize the power and glory of their own deity, 
  sometimes almost to the exclusion of mention of Gruumsh. Warfare 
  between tribes is actually encouraged to some extent by the orcish 
  gods, who believe that this is the best way of eliminating the unfit and 
  weak, and promoting the survival and growth of the strong. 
  No attention is paid to the thought that it might also waste the best 
  fighters’ talents, which might have been better directed against non-
  orc foes.   
  Following are descriptions of six of the most powerful orcish gods, 
  including Gruumsh. 
   
  Gruumsh “He-Who-Watches” 
  Greater god 
  ARMOR CLASS:  26 
  MOVE: 60’  
  HIT POINTS:  525 
  ATTACK BONUS:  +34 
  # ATTACKS: 5/2 
  DAMAGE/ATTACK: 3d10+18 (spear) 
  SPECIAL ATTACKS:  Paralysis 
  SPECIAL DEFENSES:  +3 or better weapon to hit 
  MAGIC RESISTANCE: +15 
  SIZE: Large (10’) 
  ALIGNMENT:  Lawful evil 
  WORSHIPPER’S ALIGN:  Lawful evil (orcs) 
  SYMBOL: Unwinking eye 
  PLANE: Nine Hells 
  CLERIC: 15th level cleric 
  FIGHTER: 16th level fighter 
  MAGIC-USER: 6th level magic-user 
  MONK:  Nil 
  THIEF: 8th level assassin 
  S: 25 (+10)  I: 19 (+4)  W: 18 (+3)  D: 23 (+8)  C: 24 (+9)  CH: 17 (+2) 
   
  The Orcs have many gods, but their leader is Gruumsh. His name is 
  never spoken by non-shaman (cleric) orcs, who refer to him as He- 
  Who-Watches or He-Who-Never-Sleeps. Gruumsh’s symbol is a great 
  unwinking eye, which represents the belief that Gruumsh watches eye 
  any every orc and judges him fit or unfit. Gruumsh has but one large 
  eye in the center of his forehead. He appears as a huge orcish 
  humanoid wearing gleaming black platemail, holding a flaming torch 
  in one hand and a great iron spear in the other. This spear is a +5 
  weapon that strikes for 3d10 points damage plus paralysis (save at -
  10) for 1d4+1 minutes.  
  The orcs say that Gruumsh commands a mighty army of spirit orcs in 
  hell, and these war continuously with a similar army of spirit goblins 
  controlled by Maglubiyet. The orcs always defeat the goblins, but the 
  goblin spirits always reform to start the battle again. 
  To become a cleric of Gruumsh an Orc must pluck out his own left 
  eye. The proper worship of Gruumsh requires blood in large quantities, 
  preferably blood from a human or demihuman race (elves are best of 
  all). 
   
  Bahgtru 
  Lesser god 
  ARMOR CLASS:  18 
  MOVE: 45’  
  HIT POINTS:  500 
  ATTACK BONUS: +27 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 10d6+10 (pummel) 
  SPECIAL ATTACKS:  Grapple 
  SPECIAL DEFENSES:  +2 or better weapon to hit; see below 
  MAGIC RESISTANCE: +7 
  SIZE: Large (16’) 
  ALIGNMENT:  Lawful evil 
  WORSHIPPER’S ALIGN:  Lawful evil warriors (orcs) 
  SYMBOL: Broken thigh bone 
  PLANE: Nine Hells 
  CLERIC: Nil 
  FIGHTER: As 16 hit die creature 
  MAGIC-USER: Nil 
  
  Dungeon Master’s Guide    232 
  MONK:  Nil 
  THIEF: 6th level assassin 
  S: 25 (+10)  I: 6 (-1)  W: 6 (-1)  D: 18 (+3)  C: 25 (+10)  CH: 13 (+1) 
   
  Bahgtru is the son of Gruumsh and 
  Luthic the Cave Mother. Though he is 
  scorned and derided for his stupidity 
  and lack of self-will, no one says ill of 
  his awesome might. Other orcish gods 
  call upon him for assistance; he is 
  obedient, 
  though 
  his 
  incredible 
  strength 
  always 
  exceeds 
  the 
  expectations of others, and he may 
  accidentally (?) cause harm to those 
  who 
  command 
  his 
  services, 
  especially if they fail to give him some 
  respect. 
  It is said that Bahgtru once fought a 
  tremendous reptilian monster from 
  another 
  world, 
  and 
  slew 
  it 
  barehanded by breaking all of its 
  legs. 
  His symbol is derived from this epic 
  battle. Since this, Bahgtru has never 
  been known to use weapons or 
  armor of any usual kind. He wears 
  little other than a great pair of cesti, 
  or gauntlets, studded with steel rivets, 
  with which to beat his victims flat. 
  Bahgtru is a huge, incredibly muscular 
  orc with dirty tan skin and dull green 
  eyes; his tusks, protruding from either side of his mouth, are glistening 
  white from gnawing on bones. His skin is so thick and tough that blunt 
  weapons do only one point of damage to him before they bounce 
  off.  If Bahgtru attacks and hits with both attacks, he has grappled his 
  opponent and will crush for 20d6+20 points per round thereafter, 
  without having to make an attack roll, unless his target wins an 
  opposed strength check.   
  Clerics of Bahgtru must have a minimum strength of 16 and must keep 
  themselves physically fit. They cannot wear armor, but are proficient in 
  the use of all weapons. Those clerics who lose their required strength 
  lose their other powers as well, and will have their spirits crushed in 
  Bahgtru’s fists in the afterlife. Stronger clerics of this cult may help 
  weaker clerics along to the next plane, usually without the latter’s 
  permission. 
   
  Ilneval 
  Lesser god 
  ARMOR CLASS:  25 
  MOVE: 60’ 
  HIT POINTS:  500 
  ATTACK BONUSES:  +32 
  # ATTACKS:  5/2 
  DAMAGE/ATTACK: 6d6+16 (broadsword) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  +1 or better weapon to hit; immune to missile 
  weapons 
  MAGIC RESISTANCE: +11 
  SIZE: Large (9’) 
  ALIGNMENT:  Lawful evil 
  WORSHIPPER’S ALIGN:  Lawful evil warriors (orcs) 
  SYMBOL: Bloodied broadsword 
  PLANE: Nine Hells 
  CLERIC: 8th level cleric 
  FIGHTER: 16th level fighter 
  MAGIC-USER: Nil 
  MONK:  Nil 
  THIEF: 14th level assassin 
  S: 23 (+8)  I: 17 (+2)  W: 14 (+1) D: 20 (+5)  C: 23 (+8)  CH: 16 (+2) 
   
  When Gruumsh does not have time to command his armies, he turns 
  the job over to his chief lieutenant, Ilneval, the master of command 
  and strategy (next to Gruumsh himself, of course). Ilneval is the symbol 
  of the leader type, the one who plunges into battle with nothing but 
  victory and destruction on his mind. It is hinted that Ilneval covets 
  Gruumsh’s position as chief god of the orcs; he has been said to have 
  deposed one or two other orcish gods, relegating them to lesser 
  status, in his climb to power. 
  Ilneval is more of a “captain’s 
  god” than a god of the common 
  orcish 
  soldier; 
  Gruumsh 
  is 
  preferred by chieftains and orcish 
  kings, and Bahgtru by common 
  warriors. Though Gruumsh does 
  not trust Ilneval, He-Who-Never-
  Sleeps has Bahgtru on his side, 
  and this relieves some of his 
  concerns. 
  Ilneval wears a suit of red iron 
  chainmail 
  and 
  wields 
  a 
  +5 
  broadsword that slays all non-orcs 
  it strikes (charisma save versus 
  death at -10). He cannot be 
  touched 
  by 
  missile 
  weapons 
  because of his armor’s magical 
  powers, and is immune to non-
  magical weapons as well. He 
  appears to be a very war-wise 
  and confident being; his face 
  and arms are heavily scarred 
  from 
  the 
  many 
  battles 
  he’s 
  fought, 
  but 
  the 
  scars 
  only 
  increase his appeal to his orcish 
  followers. The clerics of Ilneval use 
  broadswords as weapons and are 
  usually multi-classed cleric/fighters.  
  Clerics of all sorts (orcs and half-orcs) wear red metallic armor, and 
  are expected to be good military leaders as well as good clerics. 
   
  Luthic “Cave Mother” 
  Lesser goddess 
  ARMOR CLASS:  17 
  MOVE: 75’ or 15’ burrowing 
  HIT POINTS:  425 
  ATTACK BONUS:  +19 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 5d4+7 (claws) 
  SPECIAL ATTACKS:  See below 
  SPECIAL DEFENSES:  Regeneration 
  MAGIC RESISTANCE: +16 
  SIZE: Large (8½’) 
  ALIGNMENT:  Lawful evil (neutral tendencies) 
  WORSHIPPER’S ALIGN:  Females and those who need healing or 
  sanctuary (orcs) 
  SYMBOL: Cave entrance rune 
  PLANE: Nine Hells 
  CLERIC: 15th level cleric 
  FIGHTER: 12th level fighter 
  MAGIC-USER: 12th level magic-user/12th level illusionist 
  MONK:  Nil 
  THIEF: 6th level thief/6th level assassin 
  S: 19 (+4)  I: 18 (+3)  W: 19 (+4) D: 14 (+1)  C: 20 (+5)  CH: 18 (+3) 
   
  Luthic governs several spheres. She is the goddess of female orcs, 
  orcish fertility (more so for females; Gruumsh is the male fertility god), 
  caves and caverns (which she digs herself), servitude (as she serves 
  Gruumsh), and primitive medicine, and she also helps to restore orcish 
  morale. 
  Luthic is the deity closest to Baghtru, her son, and he will follow her 
  commands over all others’, even those of Gruumsh. Other orcish gods 
  and goddesses fear her great claws, which are so strong they can 
  tunnel through solid rock. Orcish clerics call her the Cave Mother and 
  conduct her services under ground. Though she represents female 
  orcs, she is worshiped by males as well for her ferocity and her healing 
  powers. 
  Luthic appears as a huge female orc who wears no armor, but has 
  unbreakable black claws four feet long. Her hair and eyes are dull 
  black and her skin is dark brown, lighter on the nose and ears. When in 
  contact with the ground, she regenerates 3 hit points per round. 
  In addition to her normal attacks, Luthic may use magical attacks to 
  undo her opponents. And if she hears anyone abuse her name, orc or 
  non-orc alike, she may (10% chance) choose to render that being 
  susceptible to any disease, so that the next time the victim catches 
  
  Dungeon Master’s Guide    233 
   
  even the most minor of ailments, it will prove fatal within 1d6+1 days. 
  Only the power of three wish spells applied while the victim is still alive 
  can undo this curse. 
   
  Orcs who follow her worship sometimes rub dirt on themselves to 
  ensure they will have many children, and clerics use earth in casting 
  curative spells (though this is purely a symbolic gesture and not a true 
  material component of the spell). 
  Luthic’s worship is one of the few that allows both male and female 
  orcs to become clerics; nearly all of the other deities permit male 
  clerics only. Orcs in her tribe (that of the Vile Rune) generally dwell 
  under ground, and seem to commit fewer raids against other 
  creatures, though they are especially fierce if their lair is threatened.  
  Orcs guarding clerics of Luthic gain a + 2 bonus “to hit” from their 
  ferocity and madness, but this also causes a -2 penalty to their armor 
  classes at the same time. 
   
  Shargaas “The Night Lord” 
  Lesser god 
  ARMOR CLASS:  17 
  MOVE: 90’  
  HIT POINTS:  400 
  ATTACK BONUS:  +26 
  # ATTACKS:  2 
  DAMAGE/ATTACK: 3d10+12 
  (dagger) 
  SPECIAL ATTACKS:  Ambush 
  SPECIAL DEFENSES:  +2 or better 
  weapon to hit, hiding, blindness 
  MAGIC RESISTANCE: +13 
  SIZE: Large (8’) 
  ALIGNMENT:  Neutral evil 
  WORSHIPPER’S ALIGN:  Thieves, 
  assassins and those who do evil 
  under cover of darkness (orcs) 
  SYMBOL: Red crescent moon with 
  a red skull between the horns 
  PLANE: Gehenna 
  CLERIC: Nil 
  FIGHTER: 10th level fighter 
  MAGIC-USER: 7th level illusionist 
  MONK:  10th level monk 
  THIEF: 16th level thief/15th level 
  assassin 
  S: 20 (+5)  I: 19 (+4)  W: 15 (+1) D: 24 (+9)  C: 19 (+4)  CH: 15 (+1) 
   
  Shargaas the Night Lord lives in a tremendous cavern system below 
  the fiery plain of one of the levels of Gehenna. It is said that his caves 
  extend infinitely, and are darker than the blackest night. There no 
  creature has sight but Shargaas himself and his orcish spirit servants.  
  Shargaas, though blinded completely by light from the sun, can see 
  perfectly well in darkness out to a range of a mile or more. He can 
  also climb any surface, even perfectly smooth ones, without slipping. 
  In the days when he is said to have walked upon the earth, Shargaas 
  could also hide himself and his followers so well that no mortal could 
  detect his ambushes or lairs. 
  As might be expected, orcish bandits and half-orc thieves hold 
  Shargaas as their patron, as do other regular orc tribes. Clerics of 
  Shargaas are multi-classed (cleric/thieves or cleric/assassins).  The 
  major religious holidays in the worship of Shargaas are the times of the 
  new moon, when the sky is dark and cloudy. 
   
  Yurtrus “The White Handed” 
  Lesser god 
  ARMOR CLASS:  20 
  MOVE: 30’  
  HIT POINTS:  450 
  ATTACK BONUS:  +22 
  # ATTACKS:  5/2 
  DAMAGE/ATTACK: See below 
  SPECIAL ATTACKS:  Disease 
  SPECIAL DEFENSES:  See below 
  MAGIC RESISTANCE: +15 
  SIZE: Large (12’) 
  ALIGNMENT:  Neutral evil (lawful tendencies) 
  WORSHIPPER’S ALIGN:  Assassins and those who worship or profit from 
  death (orcs) 
  SYMBOL: White hand on a dark background 
  PLANE: Hades 
  CLERIC: 15th level cleric 
  FIGHTER: 13th level fighter 
  MAGIC-USER: See below/Nil 
  MONK:  Nil 
  THIEF: 15th level assassin 
  S: 18 (+3)  I: 18 (+3)  W: 11 (+0) D: 10 (+0)  C: 17 (+3)  CH: -4 (-10) 
   
  Yurtrus the White Handed is the 
  terrifying orcish god of death and 
  disease. He appears as a huge, 
  vaguely orcish giant covered with 
  peeling, rotting green flesh; his 
  hands, 
  however, 
  appear 
  completely 
  normal 
  except 
  for 
  being chalk-white in color. Yurtrus 
  has 
  no 
  mouth 
  and 
  doesn’t 
  communicate; the orcs have a 
  way of saying “when White-Hands 
  speaks” when they mean “never.” 
  Yurtrus is surrounded by a huge 
  envelope of stinking gases out to 
  120’ (24”); any mortal beings within 
  this radius are affected as follows:  
  Those up to and including 4 hit dice 
  or levels as if struck by dust of 
  sneezing and choking, those up to 
  8 hit dice or levels as if struck by a 
  symbol of pain, and those of higher 
  levels suffer a -2 “to hit” with no 
  saving throw. All effects last while 
  anyone stays within the cloud of 
  gas. 
  Yurtrus, in addition to his clerical 
  spells, uses all death-magic spells of 
  18th 
  level 
  magic-users 
  (if 
  the 
  necromancer class presented within this volume is used in your game, 
  consider Yurtrus to be an 18th level necromancer).  
  He may try to touch his victims instead of using his spells; any being he 
  strikes loses 3d4 hit points and will catch be effected by 1d4 random 
  diseases as well (use the cause disease table to determine the disease 
  effects). The loss of hit points will be permanent unless recovered by a 
  wish spell on a one-point-per-wish basis. 
  The clerics of Yurtrus wear pale white gloves made from the skins of 
  non-orcish 
  humanoids, 
  humans, 
  or 
  demihumans, 
  during 
  their 
  ceremonies. 
  They wear thin armor (equivalent to cloth) woven of the same 
  materials. In combat they use maces with the weapon’s head made 
  in the shape of a white fist. When plague or disease strikes a group of 
  orcs, the clerics of Yurtrus appeal to him for an end to the illness with 
  great sacrifices of prisoners and slaves. 
   
   
   
   
   
  
  Dungeon Master’s Guide    234 
   
  CLERICAL QUICK-REFERENCE CHART, NON-HUMAN DEITIES 
   
  GODS OF THE DWARVES 
  DEITY 
  SPHERE of  
  CONTROL 
  RAIMENT 
  HOLY DAYS 
  SACRIFICE/PROPITIATION 
  Head 
  Body 
  Color(s) 
  Frequency 
  Form 
  Moradin 
  creation, rulership 
  silvered helm 
  chainmail 
  earthy 
  crescent moon 
  monthly 
  melted metals 
  Abbathor 
  treachery, greed 
  leather cap 
  leather armor 
  red 
  solar eclipses 
  annually 
  blood & gems 
  Berronar 
  safety, truth 
  silvered helm 
  chainmail 
  silver 
  new year’s day 
  annually 
  silver 
  Clangeddin 
  war, valor 
  war helm 
  chainmail 
  silver 
  before battle 
  before battle 
  weapons 
  Dumathion 
  secrets, earth 
  bare 
  leather apron 
  brown 
  new moon 
  monthly 
  gems & jewels 
  Vergadain 
  suspicion, trickery 
  golden circlet 
  chain shirt 
  gold 
  full moon 
  monthly 
  gold 
   
  None of these dwarven gods has a sacred animal.  Moradin in worshipped at forges and great hearths, Clangeddin is worshipped on the battlefield, and the rest are worshipped in 
  under ground temples carved from natural rock.  Only male dwarves may become clerics of the male dwarven deities, and females become clerics of Berronar. 
   
  GODS OF THE ELVES 
  DEITY 
  SPHERE of  
  CONTROL 
  RAIMENT 
  HOLY DAYS 
  SACRIFICE/PROPITIATION 
  Head 
  Body 
  Color(s) 
  Frequency 
  Form 
  Corellon Larethian 
  magic, the arts, war 
  silver circlet 
  gossamer robes 
  azure 
  quarter moon 
  monthly 
  beautiful objects 
  Aerdrie Faenya 
  air, weather, birds 
  one feather 
  sky-blue robes 
  sky blue 
  spring & fall equinox 
  semiannually 
  beautiful feathers 
  Deep Sashelas 
  the sea, hunting 
  bare 
  scalemail of shells 
  sea green 
  full moon 
  monthly 
  precious objects 
  Erevan Ilesere 
  mischief, thievery 
  leather cap 
  leather armor 
  black 
  eclipses 
  varies 
  stolen treasure 
  Hanali Celanil 
  love, beauty 
  bare 
  gold robes 
  gold 
  full moon 
  monthly 
  beautiful objects 
  Labelas Enoreth 
  longevity, time 
  bare 
  gray robes 
  light gray 
  sunset 
  daily 
  prayers & knowledge 
  Lolth 
  spiders, malice 
  helm 
  tunic 
  red & black 
  new moon 
  monthly 
  enemies & riches 
  Rillifane Rallathil 
  forests, trees 
  laurel wreath 
  tree bark armor 
  dark green 
  equinoxes 
  quarterly 
  carved items 
  Solonor Thelandira 
  archery, hunting 
  green hood 
  silver elfin chain 
  leaf green 
  full moon 
  monthly 
  hunting trophies 
   
  Animals associated with these deities are: Aerdrie, any bird; Deep Sashelas, dolphin, Lolth, arachnids and Solonor, stag. None of the others has a sacred animal. Clerics of any of these 
  deities (and of any of the other elven gods as well) may be either male or female. Places of worship vary, with Aerdrie’s services being conducted on open hilltops, Hanali’s by a fountain 
  or spring, Labelas’s in a small grove, and Solonor’s in the deep forest. The only restriction on where Erevan can be worshipped is that one should never worship him in the same place 
  twice.  Corellon is worshipped in natural geological, Deep Sashelas in undersea coral temples, Rillifane in tree platform shrines and Lolth in under ground marble temples.   
   
  GODS OF THE GNOMES 
  DEITY 
  SPHERE of  
  CONTROL 
  RAIMENT 
  HOLY DAYS 
  SACRIFICE/PROPITIATION 
  Head 
  Body 
  Color(s) 
  Frequency 
  Form 
  Garl Glittergold 
  mischief, rulership 
  helm 
  gold belt 
  gold 
  new moon 
  monthly 
  gold 
  Baervan Wildwanderer 
  adventure, mischief 
  green cap 
  Brown clothes 
  wood brown 
  full moon 
  monthly 
  treasure items 
  Flandal Steelskin 
  metalworking 
  steel helm 
  Leather armor 
  red 
  midsummer’s day 
  annually 
  forged weapons 
  Segojan Earthcaller 
  earth, nature 
  fur cap 
  Leather armor 
  gray & dark brown 
  equinoxes 
  quarterly 
  gemstones 
  Urdlen 
  cruelty, greed 
  bare 
  White cloak 
  white 
  winter solstice 
  annually 
  blood & jewels 
   
  Animals associated with these deities are: Baervan, raccoon; Urdlen, white mole; Segojan, badger; Flandal, none. Worship services for Baervan are conducted in a forest clearing; for 
  Urdlen, in an under ground cavern; for Segojan and Garl, in subterranean temples; and for Flandal, in an under ground forge. Gnomish clerics are never druids, regardless of alignment. 
  They tend to work through indirect channels to support the cause of gnomes, and will rarely bring their business into the open. They are not often found as community leaders or such, 
  because of their supportive orientation, Gnomish clerics are all males, just as their deities are considered to be. 
   
  GODS OF THE HALFLINGS 
  DEITY 
  SPHERE of  
  CONTROL 
  RAIMENT 
  HOLY DAYS 
  SACRIFICE/PROPITIATION 
  Head 
  Body 
  Color(s) 
  Frequency 
  Form 
  Yondalla 
  fertility, protection 
  bare 
  saffron cloak 
  yellow-green 
  5th day of the week 
  weekly 
  food offerings 
  Arvoreen 
  protection, bravery 
  helm 
  chainmail 
  silver 
  before battle 
  varies 
  silver weapons 
  Brandobaris 
  mischief, thievery 
  feathered cap 
  leather armor 
  gray 
  new moon 
  monthly 
  stolen items 
  Cyrrollalee 
  trust, friendship 
  bare 
  brown robes 
  brown 
  1st day of the month 
  monthly 
  prayers 
  Sheela Peryroyl 
  plants, weather 
  bare 
  green robes 
  green 
  full moon 
  monthly 
  seeds 
  Urogalan 
  judgment, death 
  bare 
  black robes 
  black 
  last day of month 
  monthly 
  prayers 
  Animals associated with these deities are: Yondalla, dove; Sheela, butterfly; Arvoreen, war dog; Cyrrollalee, squirrel; Brandobaris, mouse; and Urogalan, dog. Worship services for Sheela 
  must be conducted in an open field, and for Cyrrollalee and Yondalla in the home. Services for Arvoreen and Brandobaris may be conducted anywhere. Services for Urogalan are 
  conducted at gravesites and temples.  Halfling clerics and druids may be either male or female. They are frequently the leaders of their communities and have a lot of say-so in the 
  town’s planned activities. Many also serve as judges and arbiters in various disputes, and strive to obtain justice and good (if lawful good) or fairness and impartiality (if neutral). 
   
  GODS OF THE ORCS 
  DEITY 
  SPHERE of  
  CONTROL 
  RAIMENT 
  HOLY DAYS 
  SACRIFICE/PROPITIATION 
  Head 
  Body 
  Color(s) 
  Frequency 
  Form 
  Gruumsh 
  war, rulership 
  helm 
  black platemail 
  blood red 
  new moon 
  monthly 
  blood 
  Bahgtru 
  strength, fury 
  bare 
  loincloth 
  none 
  battle days 
  before battle 
  bones of enemies 
  Ilneval 
  battle, warfare 
  red metal helm 
  red metal armor 
  red 
  battle days 
  after battle 
  blood & weapons 
  Luthic 
  servitude, fertility 
  fur cap 
  leather armor 
  brown & black 
  midwinter’s day 
  yearly 
  treasures 
  Shargaas 
  night, thieves 
  leather cap 
  leather armor 
  red & black 
  new moon 
  monthly 
  stolen items 
  Yurtrus 
  death, plague 
  bare 
  skins 
  white 
  full moon 
  monthly 
  sacrifices 
  Animals and creatures associated with these deities are: Gruumsh, giant rat; Baghtru, ox; Shargaas, bat; Ilneval, none; Yurtrus, skeleton; Luthic, cave bear.  Services to honor Baghtru must 
  be conducted on a battlefield; for Yurtrus, in an under ground crypt; for Luthic and Gruumsh, in a temple within a cave; and for Shargaas and Ilneval, anywhere. Orcish clerics, shamans, 
  and witch doctors occupy very important positions within their tribes, and are counted on to give advice to tribal chieftains on matters of warfare and inter-tribal relations. It is not 
  uncommon for such clerics to inherit the position of chieftain themselves and govern the orcs of the tribe directly. In either case, they should have a retinue of guards equal to that of a 
  major orcish chieftain or king. 
   
   
   
   
  
  Dungeon Master’s Guide    235 
   
  THE KNOWN PLANES OF EXISTENCE 
  OVERVIEW OF THE PLANES 
  The term “the planes” encompasses all the alternate levels of reality 
  that may be encountered in the ADVANCED DUNGEONS & DRAGONS 
  game.  The planes are more than a different part of a standard 
  campaign, or a different planet to adventure on.  The many known 
  planes have very different physical and magical laws than most 
  adventurers are used to.  These planes each have unique rewards as 
  well as unique dangers. 
  The concept of the planes has evolved in the time since the creation 
  of the AD&D game; it will continue to evolve long after this book goes 
  to print.  As the AD&D game universe currently stands, there are three 
  basic groupings of the planes:  The Inner planes (consisting of the 
  Ethereal, Prime Material, Elemental, Positive and Negative Planes), the 
  Astral plane and the Outer planes.  The basic arrangement of the 
  planes is depicted below: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE INNER PLANES 
  The Inner Planes are regions of primary forces, the building blocks of 
  the multiverses.  The Inner Planes consist of the Elemental, Para-
  elemental, Quasi-elemental planes, the Planes of Energy and the 
  Plane of Shadow.  
  With the exception of the Prime Material Plane these planes are 
  hostile to non-elemental life, and travel within them is recommended 
  only for those who are prepared.  The Inner Planes are not aligned in 
  the same manner as the outer planes, rather they are indifferent to 
  the affairs of other sentient beings.  Many of the planes have their 
  own creatures and rulers who are sometimes summoned to one of the 
  primes through spells or magical items.  The Inner Planes include: 
   
  The Prime Material Plane:  The Prime Material Plane is at the “center” 
  of the Inner Planes.  The Prime Material Plane houses the universe and 
  all of its parallels. It is the plane of Terra, and your campaign, in all 
  likelihood.  The Prime Material is bounded or permeated by all of the 
  Inner Planes and the Astral Plane.  The Prime Material Plane is made 
  up of the elements plus positive and negative energy.  
  There are an infinite number of parallel Prime Material Planes, and 
  each and every one of these are bounded by the Elemental Planes, 
  so the Elemental Planes are themselves infinite.  
   
  The Planes of Energy:  The Energy Planes are unique in that they are 
  not composed of matter but rather a tangible form of creativeness or 
  destructiveness. All life (or unlife) depends on them.  Despite this, 
  energy elementals or other forms of native life are not common.  The 
  Xag-Ya (positive) and Xeg-Yi (negative) are the most common 
  denizens of these planes. 
   
   The Positive Material Plane:  The Positive Material Plane is a place 
  of energy and light, the place that is the source of much that is 
  vital and active, the power supply for good.  No one is certain 
  what types of creature may exist on the Positive Material Plane.  
  Any creature from the Prime Material Plane would probably be 
  completely obliterated by the energies of the Positive Material 
  Plane.  
   
   The Negative Material Plane:  The Negative Material Plane is the 
  place of anti-matter, the source of entropy and of negative 
  energy.  It is from here that the undead gain their power and 
  from which evil grows.  This place is a vacuum of destruction, 
  cold and entropic force. It is as deadly as its brighter brother; 
  visitors here are drained of all life and reduced to ashes almost 
  instantly.  
  No one is certain what types of creature may exist on the 
  Negative Material Plane.  A few undead find their way into this 
  plane, making it even more dangerous. 
   
  The Plane of Shadow:  The Plane of Shadow (sometimes erroneously 
  called the Demiplane of Shadow) is a transitive plane that coexists 
  and, to some extent, overlaps with the Material Plane.  The terrain is 
  similar but not identical to that of the Material Plane, so if one were to 
  transition between the Material Plane and the Plane of Shadow in a 
  mountain range, one would arrive at the other side in a mountain 
  range, although not necessarily the same mountains. 
  The Shadow Plane is not totally dark and it has a permanent level of 
  brightness similar to a moonless night. Any sources of light, even 
  magical ones, appear dimmer on the Shadow Plane than they would 
  on the Material Plane. Fires also burn cooler than they would normally 
  on the Material Plane, and the Shadow Plane is cooler.  Air is normal 
  on the Plane of Shadow, but water is thicker and ichorous.  Despite 
  this, plants, animals and humanoids live there. 
  Gravity and time are normal on the Plane of Shadow, and magic 
  functions normally, except for those that emit light or fire.  These spells 
  are less predictable and prone to failure, while shadow spells are 
  enhanced.  
   
  THE ELEMENTAL PLANES 
  The Elemental Planes include the Plane of Air, the Plane of Fire, the 
  Plane of Earth, and the Plane of Water.  The Elemental Planes surround 
  the Prime Material Plane.  The illustration to the left shows one way of 
  visualizing their relationship to each other and the other Inner Planes.  
  The Elemental  Planes are represented by the band that surrounds the 
  Prime Material Plane.  
  The Elemental Planes are the building blocks of matter - Air, Water,  
  Fire, and Earth.  Where the Elemental Planes touch each other there 
  arise the para-elemental planes.  The Para-Elemental Planes include: 
   
   The Plane of Smoke between the Planes of Fire and Air 
   
   The Plane of lce between the Planes of Air and Water 
   
   The Plane of Ooze between the Planes of Water and Earth 
   
   The Plane of Magma between the Planes of Earth and Fire 
   
  The quasi-elemental planes exist where the elemental planes touch 
  the energy.  The Quasi-Elemental Planes include:  
   
   The Plane of Lightning between the Planes of Positive Energy and 
  Air 
   
   The Plane of Steam between the Planes of Positive Energy and 
  Water 
   
   The Plane of Radiance between the Planes of Positive Energy 
  and Fire 
   
   The Plane of Minerals between the Planes of Positive Energy and 
  Earth 
   
   The Plane of Vacuum between the Planes of Negative Energy 
  and Air 
   
   The Plane of Salt between the Planes of Negative Energy and 
  Water 
   
  
  Dungeon Master’s Guide    236 
   The Plane of Ash between the Planes of Negative Energy and 
  Fire 
   
   The Plane of Dust between the Planes of Negative Energy and 
  Earth 
   
  The Elemental Planes are the homes of many different kinds of 
  elemental creatures, and some of them have the ability to travel to 
  the Prime Material Plane.  There is probably more traffic between the 
  Prime Material and the Elemental planes than between any others.  
  This is usually either direct travel (through gates or summoning) or by 
  way of the Ethereal Plane. There are also nexial  points in distant, out-
  of-the-way places on the Prime Material Plane that lead directly to 
  the Elemental Planes.  There nexial points would most likely be found in 
  the deepest ocean (to the Plane of Water),  high in the atmosphere 
  (to the Plane of Air), far under ground (to the Plane of Earth), or in an 
  active volcano (to the Plane of Fire).  Temporary nexial points may 
  also be established occasionally, such as an opening to the Elemental 
  Plane of Fire in the middle of a raging forest fire. 
   
  THE ETHEREAL PLANE 
  The Ethereal Plane surrounds, touches and permeates all of the inner 
  Planes and the endless parallel worlds of the universe without being 
  part of them. The Ethereal Plane is basically insubstantial and few 
  “real” creatures actually live there.  There are rumors of floating islands 
  of solid ether, populated by exiles. which drift about the Ethereal 
  Plane. These pockets of matter, also known as demiplanes, are said to 
  be the creations of extremely powerful wizards, demigods and gods. 
  To creatures on the Ethereal Plane. objects on the Prime Material 
  Plane (or any of the Inner Planes) appear as incorporeal phantoms. 
  Ethereal creatures may pass through these phantoms with no 
  difficulty, 
  although 
  a 
  person 
  being 
  “passed 
  through” might 
  experience a chill down the spine. 
  Ethereal beings or things are “real” to each other, however.  Note that 
  the Ethereal Plane does not extend to the Outer Planes, so it is not 
  possible for creatures on these planes to “go ethereal.”  Ethereal 
  travel and combat are explained later. 
   
  Ethereal Travel & Combat:  A character can achieve the ethereal 
  state (move to the Ethereal Plane) by various means which include 
  spells, magic items, or psionic powers. It is possible to move to or 
  about any of the Inner Planes which the Ethereal Plane permeates 
  and it is possible to move from one Inner Plane to another ethereally.  
  To move on the Ethereal Plane, an entity has but to will movement for 
  it to happen.  If concentration upon movement lapses, progress 
  immediately halts.  Ethereal travel is tireless and rapid.  Creatures in 
  ethereal state need neither food, drink, rest nor sleep.  Ethereal 
  creatures may move from one Inner Plane to another by moving from 
  the shadow of one plane to the shadow of another.  This may be 
  accomplished by concentrating upon moving to the desired 
  destination.  This gets easier with practice, as the being marks out a 
  mental “trail” through the ether.  
  The first time a journey between two points is made, the DM should 
  check for encounters three times (see APPENDIX J for Ethereal 
  Encounter tables).  On the second journey, he or she should check 
  twice, and on all subsequent journeys between the two known points, 
  only one check need be made. 
  All movement and travel in the Ethereal Plane is subject to certain 
  hazards.  Some monsters are able to function partially in this plane, 
  while some roam the plane freely.  Though the Inner Planes are mere 
  phantoms to creatures on the  Ethereal Plane, such creatures will 
  certainly be “real” to each other, and normal melee or spell casting is 
  possible between ethereal beings.  It is also possible to combat 
  creatures who exist or function partially on the Ethereal Plane.  Thus, 
  those creatures whose attack forms extend to the ethereal can be 
  attacked by ethereal creatures.  It is only in these instances that spells 
  can be cast from the Ethereal to the Prime Material Plane, and then 
  they will only affect the creature with ethereal connections.  Ethereal 
  combat damage is actual damage.  The worst hazard while traveling 
  on the Ethereal Plane, however, is the Ether Cyclone, a strong moving 
  force that can cause the individual to enter a different world or plane 
  or become lost in the ether for many, many days when it blows across 
  the stretches of this multi-plane. 
   
  THE ASTRAL PLANE 
  Beyond the inner planes (continuing with the spheres) is the Astral 
  Plane. Like the Ethereal planes, this plane serves as a connector 
  between the different planes. It links the various Prime Material Planes 
  to each other (one travels from one Prime to another by crossing the 
  Astral Plane, not the Ethereals). The Astral plane also links the Prime 
  Material plane and the Outer Planes, much like the Ethereal is the link 
  between the Prime Material and Inner Planes. 
  The Astral plane is a barren place with only rare bits of solid matter. 
  Indeed, the most common feature is the silver cords of travelers in the 
  plane. These cords are the lifelines that keep travelers of the Plane 
  from becoming lost, stretching all the way back to the traveler's point 
  of origin. 
   
  Astral Travel & Combat:  Astral travel is possible by various means 
  including spells, magic items and psionic powers.  The Astral Plane 
  only touches the endless Prime Material Plane and the 17 “first layers” 
  of the Outer Planes.  The Astral Plane does not touch any of the Inner 
  Planes other than the Prime Material Plane.  As such it is possible to 
  move about in, or to, any of the Prime Material universes or to the first 
  layers of the Outer Planes by means of astral travel.   
  As with ethereal travel, movement through the Astral Plane is speedy, 
  and while there the individual needs no food, drink, rest or even sleep.  
  Beings in an astral state move from place to place simply by 
  concentrating upon moving to the desired destination. As with 
  ethereal travel, this gets easier with practice, as the astral traveler 
  “learns the way.”  the DM should check for encounters three times on 
  the first journey between two points, twice on the second journey, 
  and only once on any subsequent journeys. 
  As on the Ethereal Plane, astral beings are '“real” to each other, and 
  can cast spells and engage in melee normally.  The major 
  impediment to these activities is that astral travelers employing an 
  astral spell or the psionic equivalent do not carry their possessions with 
  them into the Astral Plane (except for certain magic items that have a 
  multi-planar existence, such as an amulet of the planes). Beings 
  travelling astrally by these modes will therefore have to rely on their 
  natural weaponry or spells without material components in any astral 
  combat.  Most creatures can do no more than destroy the astral 
  body, causing the silver cord to return to the material body and 
  preventing further astral travel for a period of time.  Very powerful 
  beings (gods. demigods, etc.) might be able to snap the silver cord, 
  thus killing the astral and material bodies simultaneously. 
  The most dangerous phenomenon encountered during astral travel is 
  the psychic wind, which can either blow the traveler about so as to 
  cause him to become lost (thus coming to some undesired world or 
  plane or be out of touch for many days) or snap the silver cord and kill 
  the individual irrevocably.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    237 
   
  THE OUTER PLANES 
  Finally, outside all else are the Outer Planes.  The Outer Planes, also 
  called the Planes of Power or the Outer Planes of Alignment, are 
  realms with terrain both like and unlike that of the Prime Material 
  plane.  These planes are reached by gateways and the astral spell.  
  Various powerful beings (self-proclaimed gods, goddesses, and 
  demigods, as well as a full spectrum of other life) call the outer planes 
  home.  The outer planes are the final resting places of deceased 
  sentient spirits native to the Prime Material planes and the source of 
  alignment (religious/philosophical/ethical ideals).  
  As can be seen in the diagram below the seventeen Outer Planes 
  contact each other in an arrangement that forms a great wheel.  
  There is an direct correlation between alignment and the Outer 
  Planes, as the diagram above shows.  Note that the alignment 
  positions on the Character Alignment Graph match exactly with the 
  placement of the Outer Planes of Alignment on the Great Wheel. 
  There are nine basic alignments, and nine planes which correspond to 
  those alignments. There are also eight other planes between the nine 
  which represent “borderline” alignments, as alignment is often a 
  matter of degree rather than an absolute definition.  Thus, a lawful evil 
  character who tended towards neutral evil would probably end up in 
  Gehenna rather than Hades or the Nine Hells.   
  It is possible to move directly from the upper layer of one Outer Plane 
  to an adjacent one (though it is not necessarily advisable or safe).  
  Thus a being could go from the topmost layer of the Abyss to 
  Pandemonium or Tarterus, and it is likewise possible to move from 
  Hades to Tarterus, Gehenna, or the plane of Concordant Opposition. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The seventeen Outer Planes are as follows: 
   
   The Seven Heavens of absolute lawful good 
   
   The Twin Paradises of lawful/neutral good 
   
   The layers of Elysium of neutral good 
   The Happy Hunting Grounds of chaotic/neutral good 
   
   The layers of Olympus of absolute chaotic good 
   
   The layers of Gladsheim (Asgard, Vanaheim, etc.) of chaotic 
  good/neutral 
   
   The layers of Limbo of absolute chaos 
   
   The layers of Pandemonium of chaotic neutral/evil 
   
   The 666 layers of the Abyss of absolute chaotic evil 
   
   The layers of Tarterus of neutral/chaotic evil 
   
   Hades “Three Glooms” of neutral evil 
   
   The furnaces of Gehenna of neutral/lawful evil 
   
   The Nine Hells of absolute lawful evil 
   
   The nether layers of Acheron of lawful neutral/evil 
   
   Nirvana of absolute law 
   
   The layer of Arcadia of neutral/lawful good 
   
   The plane of Concordant Opposition of true neutrality 
   
  TRAVEL IN THE KNOWN PLANES OF EXISTENCE 
  The known planes of existence, which are part of the AD&D 
  “multiverse,” offer nearly endless possibilities for AD&D play.  In the Prime 
  Material Plane are countless suns, planets, galaxies, universes.  So too 
  there are endless parallel worlds.  What then of the Outer Planes?  
  Certainly, they can be differently populated if not substantially different 
  in form.   
  Spells, magic devices, artifacts, and relics are known ways to travel to 
  the planes.  You can add machines or creatures which will also allow 
  such travel.  As far as the universe around your campaign world goes, 
  who is to say that it is not possible to mount a roc and fly to the moon(s) 
  or perhaps to another planet? Again, are the stars actually suns at a 
  distance or are they the tiny lights of some vast dome?  the hows and 
  wherefores are yours to handle, but more important is what is on the 
  other end of the route. 
  Everything can be absolutely different, save for those common 
  denominators necessary to the existence of the player characters 
  coming to the plane. Movement and scale can be different; so can 
  combat and morale. Creatures can have more or different attributes.  
  As long as the player characters can somehow relate to it all, then it will 
  work.  This is not to say that you are expected to actually make each 
  and every plane a totally new experience - an impossibly tall order. It 
  does mean that you can put your imagination to work on devising a 
  single extraordinary plane.  For the rest, simply use AD&D with minor 
  quirks, petty differences, and so forth.  If your players wish to spend most 
  of their time visiting other planes (and this could come to pass after a 
  year or more of play) then you will be hard pressed unless you rely upon 
  other game systems to fill the gaps.  
  Astral and ethereal travel are not difficult, as the systems for encounters 
  and the chances for the hazards of the psychic wind and ether cyclone 
  are but brief sections of APPENDIX J: RANDOM ENCOUNTER TABLES, 
  easily and quickly handled. Other forms of travel, the risks and hazards 
  thereof, you must handle as you see fit. For instance, suppose that you 
  decide that there is a breathable atmosphere which extends from the 
  earth to the moon, and that any winged steed capable of flying fast 
  and far can carry its rider to that orb. Furthermore, once beyond the 
  normal limits of earth's atmosphere, gravity and resistance are such that 
  speed increases dramatically, and the whole journey will take but a few 
  days. You must then decide what will be encountered during the 
  course of the trip – perhaps a few new creatures in addition to the 
  standard ones which you deem likely to be between earth and moon. 
  Then comes what conditions will be like upon Luna, and what will be 
  found there, why, and so on.  Perhaps here is where you place the 
  gateways to yet other worlds.  In short, you devise the whole schema 
  just as you did the campaign, beginning from the dungeon and 
  environs outward into the broad world - in this case the universe, and 
  then the multiverse.  
  You need do no more than your participants desire, however.  If your 
  players are quite satisfied with the normal campaign setting, with 
  occasional side trips to the Layers of the Abyss or whatever, then there is 
  no need to do more than make sketchy plans for the eventuality that 
  their interests will expand.  In short, the planes are there to offer 
  whatever is needed in the campaign.  Use them as you will. 
  
  Dungeon Master’s Guide    238 
  APPENDIX A: MASS COMBAT & SIEGE WARFARE 
   
  THE WAR MACHINE 
  The War Machine is a system of game rules designed to resolve large 
  battles in the AD&D game. The War Machine will work with any 
  number of troops; it is recommended for any force with more than ten 
  combatants. To use the system, all you need is a pencil and paper, 
  plus some knowledge of simple arithmetic. 
   
  Assumptions:  Several assumptions are made in the War Machine 
  mass combat system: 
   
  1.  
  All troops have a “level of quality” that can improve or drop 
  with time and experience. 
   
  2.  
  Many other factors such as terrain, weather, etc., besides 
  quality of troops, influence the outcome of a large battle. 
   
  3.  
  Luck, good or bad, can influence combat results, whether in a 
  single combat or a clash of armies. 
   
  4.  
  A character knows how to survive in the AD&D world; the 
  player does not need to know the tactics of war. 
   
  How It Works:  Each body of troops (called a “force”) is given a rating 
  for quality. When combat occurs, this “battle rating” (sometimes 
  abbreviated as BR) is modified for battle conditions (terrain, number of 
  opponents, morale, etc.). Each player then rolls d%, and adds the 
  modified battle rating of the troops. The high roll wins the battle. The 
  entire system has four basic steps: 
   
  1.  
  Calculate the basic force ruling (BFR) of the troops. 
   
  2.  
  Find the troop class. 
   
  3.  
  Calculate the battle rating (BR). 
   
  4.  
  Determine and apply combat results. 
   
  Steps 1,2, and 3 are handled when a force is hired and outfitted. Step 
  4 is used when a battle occurs.  
  Throughout the system, the person or creature commanding a force is 
  called the leader. Others, called officers, help the leader to control 
  the force. The fighting persons in a force are called troops. 
  In the calculations, round all fractions up unless the instructions say 
  otherwise. 
   
  Other Notes:  A normal game session can be played in combination 
  with the War Machine, using the system to determine overall results 
  while focusing 
  the game on the actions of the characters.  The shift from role playing 
  to mass combat situations (and back) can be accomplished easily 
  with these guidelines: 
   
  1.  
  Damage to Payer Characters: Player characters (and major 
  NPCs) are never killed as a result of a War Machine battle.  
  They can be scattered and separated (DM's option), but any 
  attempts to actually damage the characters should be 
  handled in normal game sessions. 
   
  2.   Player Character Items & Spells:  If a normal adventure is 
  played, then only the spells and magical item charges 
  actually used are lost. If no adventure is played, determine 
  whether the PC is on the winning or losing side. If on the losing 
  side, all combat spells and two-thirds of the charges in all 
  offensive and defensive magical items are used.  If on the 
  winning side, one-third of the applicable magical item 
  charges are used, and the PC keeps 1 combat spell uncast. 
   
  3.  
  Experience Points: Experience points are earned both for 
  commanding a force and for performing heroics. If a PC leads 
  a force, find the number of troops in the enemy force.  If the 
  PC wins the battle, the PC gets that number of experience 
  points.  The PC gets one-third of that number if the battle is lost. 
   
  Step 1: Calculate the Basic Force Rating (BFR):  The basic force rating 
  is the  total of four factors: Leadership, Experience, Training, and 
  Equipment.  A fifth factor applies if the force is special (see Special 
  Troop Factor below).  
   
  1. 
  Leadership Factor: Find the experience level of the leader of 
  the force. Modify it by all the leader's adjustments for 
  Intelligence, Wisdom, and Charisma scores. Then add a + 2 
  bonus for each 1 % of the force that is made up of 10th level or 
  higher characters (PCs or NPCs). 
   
   
  Leadership Factor = Leader's level + (Intelligence, Wisdom, 
  and Charisma adjustments) + 2 per 1 % of force that is level 
  10+  
   
  2. 
  Experience Factor: Find the average experience level of the 
  officers in the force (not counting the leader), and multiply it 
  by 3. For non-human troops, the officer level is the average Hit 
  Dice +1.  
   
   
  Note: A force must have at least one officer for every 40 
  troops, or this part of the experience factor is zero. 
   
   
  Find the average level of the troops (not including the leader 
  or officers), double it, and add that to the officer rating. Add 1 
  to the total for every victory the force has won in the last ten 
  years (+10 maximum), and subtract 1 for every time the force 
  has been routed in that time (- 10 maximum). 
   
   
  Experience Factor = ([Total officer levels] / [Number of 
  officers]) x 3, + ([Total level of troops] / [Number of troops]) x 2, 
  +1 per victory (up to + 10), -1 per rout (up to - 10) 
   
  3. 
  Training Factor: Score 1 point for every week spent in training 
  (maximum 20 per year).  Add 1 for each week that the leader 
  spends with them (maximum 20), and add 1 for each month 
  that the troops remain together and are not off in their homes 
  or towns (maximum 12 per year). 
   
   
  Training Factor = +1 per week trained (up to 20), +1 per week 
  leader trained with them (up to 20), + 1 per month troops on 
  duty (up to 12) 
   
  4. 
  Equipment Factor: The base value is 5, 10, or 15, depending on 
  their armor and weapons.  Use 5 if the troops have average 
  equipment.  All troops are assumed to have average weapons 
  unless others are specified.  Use 10 if the troops are armed with 
  a second weapon or  have an armor class of 15 or better. Add 
  15 if the troops have a second weapon and have an average 
  armor class of 15 or better. 
   
   
  Equipment Factor = + 5 (average equipment), 10 (two 
  weapons or AC 15+) , or 15 (two weapons and AC 15+)  
   
  5. 
  Special Troop Factor: If some the troops are made up of 
  creatures with two or more asterisks listed with their Hit Dice, 
  they are “Special.” 
   
  For each 1% of the force that is “Special,” score 2 points for this 
  factor. For example, in a force of 290 ghouls and 10 spectres, 
  4% of the force (the spectres) has two asterisks, for a special 
  factor of +8. 
   
  6. 
  Total Basic Force Rating (BFR):  Add all these factors to find the 
  basic force rating (BFR) of the force. Record this number for 
  future reference. 
   
   
  Basic Force Rating Factor = (Leadership + Experience + 
  Training + Equipment + Special Troop) Factors 
   
  Step 2: Find the Troop Class:  Troop class is a measure of the overall 
  quality of a force. Once you know the BFR of the force, use the table 
  below to find the troop class. Keep a record of both the BFR and the 
  troop class. 
   
  bfr 
  troop class 
  bfr   
  troop class 
  0-20 
  untrained 
  71-80 
  average 
  21-35 
  poor 
  81-100   
  good 
  36-55 
  below average 
  101-125 
  excellent 
  56-70 
  fair 
  126 + 
  elite 
   
  Step 3: Calculate the Battle Rating (BR):  Divide the BFR of the force by 
  10, rounding up. The result is the Unit Bonus to use in all the following 
  calculations. 
  Examine the following statements and their explanations, and then 
  add the Unit Bonus to the BFR every time one of the statements is true. 
   
  For example, if statement “a” is true and statement “b” is true, 
  you add the bonus twice. 
   
  
  Dungeon Master’s Guide    239 
   
  Since this could be done up to 12 times, the Unit Bonus could be more 
  than the original BFR.  The total BR is equal to the original BFR plus all 
  Unit Bonuses. The following statements should be considered when 
  determining the total number of Unit Bonuses: 
   
  Mounted:  Applies to any “steed,” including horses, dire wolves, 
  griffons, dragons, etc. 
  A.  
  20% or more of the force is mounted, 
  B.  
  50% or more of the force is mounted. 
   
  Missiles:  Includes bows, crossbows, slings, and others (giant-thrown 
  boulders, manticore spikes, etc.). 
  C.  
  20% or more of the force can use missile fire. 
  D.  
  20% or more of the force has a missile range of 100' or more. 
   
  Magical:  Includes magical weapons (sword +1, arrow +2, et al.), 
  breath weapons, any poison, magical defenses, regeneration, energy 
  drain, wands and other devices, etc. 
  E.  
  1% or more of the force is equipped with magical abilities. 
  F.  
  20% or more of the force is equipped with magical abilities. 
  G.  
  100% of the force is equipped with magical abilities. 
   
  Spells:  Includes only spells memorized, cast from scrolls, or spell-like 
  natural abilities (such as a ghost’s). 
  H.  
  5% or more of the force can cast spells. 
  I.  
  30% or more of the force can cast spells. 
   
  Flying:  Includes normal and magical forms, but nor mere levitation. It 
  applies to flying steeds as well (such as pegasi). 
  J.  
  1% or more of the force can fly. 
  K.  
  20% or more of the force can fly. 
   
  Speed:  Should be calculated with a creature's fastest mode of 
  movement. For example, flying creatures should be used at their flying 
  rate, not their walking rate. 
  L. 
   The force has an average movement rate of 90' per round or 
  greater. 
   
  Example:  An elven prince has a force of 500 elves, all 2nd level 
  and equipped with composite longbows and longswords.  The 
  BFR is 96, and Troop Class is “Good.”  One hundred of his elves 
  are mounted on pegasi, 75 are spellcasters and 12 elves have 
  magical items.   
  The Unit Bonus is 10% of 96 or 9.6, which rounds up to 10.  The 
  prince adds this Unit Bonus of 10 to the BFR eight times because 
  eight statements (A, C, D, E, H, J, K and L) apply.  The total bonus 
  of +80, added to the BFR, gives a total BR of 176. 
   
  Step 3a:  Quickly Calculating the Battle Rating:  Situations will often 
  arise where players and DMs don't want to take the time to use the full 
  system for determining battle ratings. The following quick system will 
  work for most troops, without requiring as many calculations. If there is 
  an extremely powerful force (because of level, abilities, Hit Dice, etc.), 
  it is probably better to use the full process; this process works better for 
  lower level and simpler units.  The BR can quickly be calculated as 
  follows: 
   
  1.  
  Start with the leader's level x 2 
   
  2.  
   Add 20 times the average Hit Dice of the force 
   
  3.  
  Add 1 or more of the following bonuses if 10% or more of the 
  force is comprised of: 
   
   archers:  
   
   
  20 
   
   spellcasters:  
   
  20  
   
   magical beings: 
  20 
   
   flying beings:   
  20 
   
  4.  
  Add the maximum damage per round of the most numerous 
  creature type. 
   
  Example:  A 10th level elven prince has a force of 500 elves, all 
  2nd level and equipped with composite longbows and 
  longswords.  One hundred of his elves are mounted on pegasi, 75 
  are spellcasters and 12 elves have magical items.  Their Quick 
  Battle Rating equals 20 (the prince’s level x 2) + 40 (20 x the elves 
  average HD) + 20 (for archers) + 20 (for spellcasters) + 20 (for 
  magical items) + 20 (for flying mounts) + 8 (the maximum 
  damage for composite longbows or longswords)… for a total, 
  quick BR of 148. 
   
  Step 4:  Dividing Your Forces:  For you to use the War Machine in a 
  battle, each side must have the same number of forces or armies. If 
  one side has a greater number of forces than the other side, the side 
  with fewer forces must be divided into an equal number of armies. A 
  player may keep the original rating of the force, and simply declare 
  that troops have been split into separate armies. 
   
  Example: A force of 1,000 orcs (BR 72) meets three other forces: 
  200 elves (BR 83), 400 men (BR 70), and 140 dwarves (BR 88). The 
  orcs must split into three forces, all of which will have the same BR 
  (72). These might be 100, 100 and 800, or any other combination, 
  as long as at least 10 individuals are in each force. 
   
  Each force picks its opponent; the player with the force having the 
  highest BR chooses first, then the force with the next-highest BR, and 
  so on.  
   
  Continuing the example above, the dwarves pick one group of 
  100 orcs. The next highest rated force picks an opponent; the 
  elves take the other group of 100 orcs. The third highest rating is 
  the orcs, so they would choose next - but there is only one 
  remaining force, the men, so the 800 orcs will fight the 400 men. 
   
  Step 5: Determine Combat Results:  The forces that have been rated 
  according to the above three steps are now prepared to meet on the 
  field of battle. To find out what the result of this engagement is, start 
  with the BR of each force, and add or subtract all of the following 
  adjustments that apply. 
   
  1.  
  Troop Ratio (Use only one per battle): Find the total number of 
  troops in each force, and divide the larger number by the 
  smaller. If the total is 1.01 to 1.5, the 1.5 ratio is used. Only the 
  larger side benefits from this adjustment, and only one benefit 
  applies.  Steeds are only counted as members of a force if 
  their primary function is fighting (such as dragons) and not 
  transportation (such as horses). 
   
  ratio 
  adjustment 
  1.5 to 1 
  +15 
  2 to 1 
  +30 
  3 to 1 
  +45 
  4 to 1 
  +60 
  5 to 1 
  +70 
  6 to 1 
  +80 
  7 to 1 
  +90 
  8 to 1 or greater 
  +100 
   
  2. 
  Morale Modifiers (Use all that apply): This reflects the 
  confidence of a force.  Troops that fight in their home territory, 
  that know they can beat an opponent, or are of superior 
  quality to the foe may benefit from one, some, or all of these. 
   
  +10 if force is in the domain of their liege 
  +10 if they have beaten this foe before 
  + 10 if troop class is 2 levels higher than the enemy 
  + 30 if attacking an enemy “on the march” 
  - 10 if any accompanying force has routed 
   
  3.  
  Environment Modifiers (Use all that apply): Certain conditions 
  may help or harm a force. Goblins in the daylight are at a 
  disadvantage, as are fire giants in snow. 
   
  +25 if in extremely favorable environment 
  -25 if in extremely unfavorable environment 
  +20 if the entire force in a night battle has twilight vision or 
  darkvision 
   
  4a.  Terrain Modifiers (Use all that apply): In many cases, the 
  ground on which the battle is fought will give an advantage to 
  one side or the other. Apply as many of these modifiers as fit 
  your force; note that some apply only to defenders: 
   
  +20 if higher altitude than opponent 
  +10 for if force fighting in favored terrain (i.e. a dwarven 
  force in hills or mountains) 
  -20 for force with mounted troops in mountains, woods, or 
  stronghold 
  -20 for force in mire (marsh/mud)* 
  -10 for force on shifting ground (snow/sand)* 
   
   4b.  Defender’s Terrain Modifiers (Use all that apply): 
   
  +10 if defending in place (holding)* 
  
  Dungeon Master’s Guide    240 
  +50 if defending a narrow defile, pass or bridge* 
  +40 if attacker must cross deep water* 
  +20 if defending in mountains, hills, or rough terrain, or 
  behind a wall* 
  +50 if force is in a stronghold (see the Siege Engine rules on 
  page 242-245, or the Simplified Siege Rules in the Optional 
  War Machine Rules section below)* 
  * 
  Ignore if all attackers can fly; use only half of adjustment 
  if 10% or more of attackers can fly 
   
  Determining Who the “Defender” Is:  If one force has taken a 
  position and waits for the other to come to it, that force is the 
  defender. When two forces arrive at the same location at the 
  same time, they must stop moving. If both forces choose to 
  defend, neither gets the defender bonus. 
   
  5.  
  Immunities (Use only one per force): This reflects the 
  advantage possessed by some creatures who cannot be hit 
  by normal weapons; gargoyles and lycanthropes are some 
  examples. 
   
  +150 if force is immune to enemy's attacks 
  +50 if 5% of force is immune to enemy's attacks 
  +50 if force is immune to 50% of enemy's attacks 
   
  6.  
  Fatigue (Use only one per force): Troops may become 
  fatigued as a combat result of a previous battle (see the War 
  Machine Combat Results Table) or because of a forced march 
  (see Troop Movement on page 241). 
   
  -10 if force is fatigued 
  -30 if force is exhausted 
   
  Step 6:  Final Results:  When the BR is modified as described above, 
  each player rolls d% and adds the modified BR to the result. The total 
  is the combat result. The player with the highest combat result wins. 
   
  Step 7:  Applying Final Results:  When the winner and loser have been 
  identified, determine the effects of the battle (killed, wounded, 
  fatigued, etc.) as follows: 
  Subtract the loser's combat result from the winner's result. Find this 
  difference in the left-hand column of the final results table below.  
  Apply the resulting casualties, fatigue, and location to both the 
  winning (W) and losing (L) troops, as noted. 
   
  difference 
  % casualties (W:L) 
  fatigue (W:L) 
  location (W:L) 
  1-8 
  0:10 
  N:N 
  F:R 
  9-15 
  0:20 
  N:N 
  F:R 
  16-24 
  10:20 
  N:F 
  F:R 
  25-30 
  10:30 
  N:F 
  F:R+1 
  31-38 
  20:40 
  F:E 
  R:R 
  39-50 
  0:30 
  N:E 
  F:R+2 
  51-63 
  20:50 
  F:E 
  F+1:R+3 
  64-80 
  30:60 
  F:E 
  F+1:R+3 
  81-90 
  10:50 
  N:E 
  F+3:R+2 
  91-100 
  0:30 
  N:Rout 
  F+3:Rout 
  101-120 
  20:70 
  N:Rout 
  F+3:Rout 
  121-150 
  10:40 
  N:Rout 
  F+3:Rout 
  151+ 
  10:100 
  N:- 
  F+5:- 
   
   Casualties:  The percent of casualties in the winning and losing 
  forces, rounding fractions up.  When subtracting casualties, 
  consider half of them as dead and the other half as wounded. 
  When a force contains mixed troops (such as trolls and goblins), 
  the casualties must be split as evenly as possible between them. 
  If a force retreats from the field, treat all wounded as killed. If a 
  force holds the field after the battle, those wounded troops can 
  return to action in 1d4 months. 
   
   Fatigue:  Results of “N” indicate that those forces are not 
  fatigued.  “F” indicates that the forces are fatigued, “E” indicates 
  exhaustion and “Rout” indicates that the troops have fled the 
  field and disbanded.  Survivors will return to their homes, if 
  possible.   
   
  Troops will remain fatigued for ld4 days. “Exhausted” troops 
  become “fatigued” in 1d4 days, and will have their strength 
  restored after another 1d4 days. 
   
   Location:  “F” indicates that the force holds the battlefield after 
  the battle.  “R” indicates that the force must yield the battlefield 
  to the victor.  “F+” results that the winning force advances the 
  given number of terrain units.  Terrain units represent whatever 
  measure of distance is most appropriate. On a hex or square grid 
  map, this is one hex or square. If no unit of measure seems 
  obvious, use 1 mile.  “R+” results indicate that the losing force 
  must retreat that number of terrain units. “Rout” indicates that 
  the troops have fled the field and disbanded.  Survivors will return 
  to their homes, if possible.   
   
  If multiple forces fight and 1 or more forces on each side holds 
  the field, another round of battle may be fought between them. 
  If some of a player's forces have routed or retreated, any that 
  remain may choose to retreat to avoid fighting another battle. 
   
  If all of the enemy forces have left the terrain unit occupied by 
  your forces, a day of battle ends. No more fighting occurs until 
  the next day (if applicable). 
   
  OPTIONAL WAR MACHINE RULES 
   
  Character Actions:  Some of the actions of the player characters may 
  have a great effect on the outcome of a battle.  Use the following 
  adjustments to the Battle Rating (BR).  All modifications apply to the 
  total BR of the force. 
   
  1.  
  Information (Use only once per force): The information must be 
  known to the commander of a side before the battle begins. 
  Use + 50 if a detailed plan of battle has been captured, 
  revealing the enemy's preparations, or if an enemy officer 
  supplies the enemy force with information, or if a high-placed 
  spy gives good reports. A single deserting soldier will not 
  provide this benefit. 
   
  “Good reconnaissance” means that the entire opposing force 
  has been scouted over several hours, from several different 
  directions.   “Some reconnaissance” means that some 
  scouting information has been gathered, but lacks detail.  
  “Misinformation” can be the capture of false plans, or belief in 
  information provided by a double agent, or other unusual 
  circumstances. 
   
  +50 
  characters have obtained detailed battle plans 
  +20 
  characters have good reconnaissance 
  +10 
  characters have limited reconnaissance 
  -25 
  characters have misleading or false information 
   
  2. 
  Surprise: If a character does something exceptional to hide the 
  force (camouflage them, occupy the heights over a narrow 
  pass, etc.), the force has a 50% chance of surprising an enemy 
  that moves into the ambush. If the ambushing force is invisible, 
  the chance is 80%. Other adjustments for night, natural terrain 
  (halflings in woods, for example), or magic should be decided 
  by the DM. 
   
  A surprise attack on an encampment requires the elimination 
  of enemy pickets, guards, and any magical protections. If this 
  can be accomplished with a role-playing adventure without 
  raising an alarm, the encamped force can be attacked with 
  surprise. 
   
  +40 
  with surprise attack from ambush 
  +20 
  with a surprise attack on encampment 
   
  3. 
  Leader Loss:  Characters, or their hired agents, can disrupt an 
  opposing 
  force’s 
  leadership 
  by 
  killing, 
  capturing 
  or 
  incapacitating key officers.   
   
  +30 
  leader is “removed” 
  +10 
  another officer is “removed” by the player 
  characters 
   
   
   
  “Removed” can mean killed, captured, charmed, put to 
  sleep, or otherwise “removed” from the force before the battle 
  begins. Removing an opposing leader does not count as a 
  heroic task (see “PC Heroics” below). 
   
  An attempt to remove an opposing leader can become a 
  good roleplaying adventure.  Be sure to allow a good chance 
  of the PCs being “removed” themselves! Also, when a force 
  led by a PC fights one led by an NPC, the enemy may send a 
  group to “remove” the PC. 
   
  4. 
  PC Heroics:  Only player characters can attempt heroics, and 
  the DM must first create a situation where they may do so.  The 
  heroic act must be visible to at least 10% of the PC's force, and 
  the act should be risky (a  50% chance of failure, or worse). 
   
  Example of Heroics: Fighting a huge and fearsome member of 
  the opposing force (dragon, vampire, etc.); rescuing a 
  
  Dungeon Master’s Guide    241 
   
  “branch force” cut off from the main force; or single-handedly 
  battling a huge enemy force. 
   
  +20 
  if the player characters accomplish their task 
  +10 
  if the player characters accomplish their task with 
  heavy (50%+) casualties and/or a major setback. 
  -10 
  the player characters fail their heroic task 
  -20 
  the player characters fail their heroic task with 
  (50%+) casualties and/or a major setback. 
   
  Mercy:  After a battle is fought and casualties have been determined, 
  the winner of the battle may choose to show mercy to the loser.  If so, 
  this is declared before the loser’s casualties have been subtracted.  
  When mercy is shown, apply the following immediately: 
   
  1. 
  The loser’s casualties are cut in half. 
   
  2. 
  All wounded may be recovered, even if the loser has been 
  driven from the field. 
   
  3. 
  A +2 bonus applies to the winning leaders’ future Encounter 
  Reaction rolls when dealing with the losing combatants. 
   
  4. 
  If the losing force fights the winner again, a -20 penalty applies 
  to the losing force’s BR. 
   
  SIMPLIFIED SIEGE WARFARE 
  A force located inside a fortified structure (walled town, castle, 
  stronghold, etc.) may be attacked by another force, but has a 
  superior position. 
  This is called a “siege.”  the force within the structure is the defender.  
  If the defender comes out of the structure, unmodified War Machine 
  rules should be used.  If the defender remains within the structure, a 
  siege results; use the following, simplified siege rules or, for those 
  wanting more detailed rules, the Siege Engine rules that follow. 
   
  The defender gets the following benefits: 
   
  1. 
  When calculating the troop ratio, multiply the number of 
  defending troops by 4. 
   
  2. 
  Combat results of “Retreat” or “Rout” are ignored by the 
  defender. 
   
  3.  
  All defender casualties are reduced by half. 
   
  The attacker has the following options: 
   
  1.  
  The attacker can attack normally, using the above rules, and 
  suffering because the defender is so well emplaced 
   
  2. 
  The attacker can “besiege” the defender - the attacker 
  surrounds the defenders, keeping them within the structure. 
  This adds + 5 to the attacker's BR for each week of the siege. 
  This represents the building of siege engines, and mining to 
  weaken the defender's position. 
   
  Special Note: Some forces have clerics available to magically create 
  food and water. If a besieged defender does not have a cleric, the 
  DM should keep a record of the defenders' food supplies.  After these 
  are exhausted, the defender loses 10% of its numbers (not rating 
  points) per week until the siege ends. 
   
   
   
   
  TROOP MOVEMENT 
  The following guidelines should be used when moving forces: 
   
  1.   Scale:  The scales for time and distance can vary by the size of 
  a force and the distance involved.  The standard 30-mile map 
  hex can be used when large forces move over large 
  distances.  When opposing forces draw near each other, one 
  move per day is recommended.  DMs should try to prepare a 
  detailed map of the area when this occurs. 
   
  2.  
  Movement Rate:  Up to 50 troops can move together at their 
  base movement rate. When more troops are involved, travel 
  slows.  Remember that a movement rate is based on the 
  speed of the slowest member of any group. 
   
  51-300:    
  troops move at two-thirds their usual rate 
  301+:    
  troops move at half the usual rate 
   
  Movement rates for long-term travel are discussed on pages 
  51-54.  The DM may include a bonus or penalty for easy or 
  rugged terrain, as per page 51. 
   
  3. 
  Food:  If a force is carrying food supplies, either on wagons or 
  on individuals, keep track of the supplies.  Remember to 
  consider encumbrance when calculating the movement rate. 
  If a force forages for food, modify the movement rate as 
  follows. The force leader can choose to slow movement to 
  two-thirds the normal rate, with a 2 in 6 chance of finding 
  enough food, or may slow movement to one-third normal, for 
  a 4 in 6 chance of success. Terrain can modify the chances by 
  +1 or -1 at the DM's discretion. 
  Without supplies, a force can travel for one day without 
  penalty. After a second day, the force becomes “fatigued.” 
  After a third day, the force is “exhausted.” An exhausted force 
  cannot move. One day's supply of food removes all fatigue 
  and exhaustion but does not affect fatigue caused as a 
  combat result. 
   
  4. 
  Forced March: A force can attempt a forced march to 
  increase its movement rate, but this might not be successful.  If 
  it is attempted, find the troop class (see page 238), roll 1d20, 
  and modify the result as noted on the table below. A 
  successful forced march adds 50% to the force’s movement 
  for the day.  A force that is “exhausted” cannot attempt a 
  forced march.  A “fatigued” force suffers a -2 penalty to its d20 
  roll: 
   
  troop class 
  modifier 
  troop class 
  modifier 
  untrained 
  -6 
  average 
  ± 0 
  poor 
  -4 
  good 
  +1 
  below average 
  -2 
  excellent 
  +2 
  fair 
  -1 
  elite 
  +4 
   
  modified  
  d20 roll 
  result 
  -5 to -1 
  No forced march, the forces are fatigued 
  0 to 5 
  forced march succeeds, forces are exhausted 
  6 to 8 
  forced march succeeds, forces are fatigued 
  9 to 12 
  no forced march 
  13 + 
  forced march succeeds 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    242 
  THE SIEGE ENGINE 
  A siege situation is one where an army tries to capture a fortified 
  structure held by another army.  When, in the course of a normal 
  AD&D game, a siege situation crops up, the players and the DM must 
  decide how they want to resolve it. 
   
  There are three methods: 
   
  1. 
  Play a Normal Game: Each player should review the section 
  on siege equipment on pages 45-46.  The siege will probably 
  be a long exercise unless the characters have additional 
  things to do during the siege, or unless the characters have 
  some means to defeat the enemy force in relatively short 
  order. 
   
  2. 
  Use the War Machine: The Simplified Siege Warfare rules 
  provided in the War Machine section (page 241). 
   
  3. 
  Use the Siege Engine: In this section, we'll describe the Siege 
  Engine rules. 
   
  Overview: The Siege Engine is a set of expanded War Machine rules 
  for assaults on fortifications.  Before using these rules, each player 
  should have detailed information on the following subjects: 
   
  •  
  The War Machine system, described earlier this appendix. 
   
  •  
  The troops involved (including leaders, normal equipment, and 
  other details needed for the War Machine). 
   
  •  
  The defenders' fortification (including thickness and length of 
  walls, height of other constructions, etc.). 
   
  •  
  The siege equipment used by both sides, and the number of 
  crewmen operating each (see pages 45-46 for rules on siege 
  equipment). 
   
  •  
  The exact monthly cost of mercenary troops hired to fight with 
  the force (see the Hireling section on pages 71-77 for 
  information on mercenaries). 
   
  •  
  The exact levels of all clerics in or with each force. 
   
  •  
  The exact number of full rations available (see “Sustenance,” 
  below). 
   
  The Siege Engine is played out in turns of one week, also known as 
  siege turns. When the forces within the defensive structure sally forth to 
  attack the besieging force, combat is played out under normal War 
  Machine rules. 
   
  Quick Resolution of Siege Weapon Damage:  The players will often 
  encounter situations in which it is important that a stronghold be 
  broken into.  In these situations, the overall employment of siege 
  tactics should be secondary to the thrill and glory of the players 
  wading into melee with their foes.  In other words, the battle should be 
  the background against which the players act.  Sixteen months of 
  siege may be realistic, but it isn't much fun! 
  The critical point in a siege is that moment when the walls face a 
  direct assault.  This is especially true in a roleplaying adventure.  The 
  following table simplifies this process of breaking down walls. 
  To use the table, the DM determines what type of wall is being 
  assaulted, and finds its closest approximation on the table.  Cross-
  reference the type of attack being made and roll a saving throw.  If 
  the saving throw succeeds the attack does no significant damage; if 
  it fails, the wall begins to give way. 
  For each point below the required saving throw, the structure loses 
  one cubic foot of structure. For example, suppose a stone wall 10' 
  thick fails its saving throw by six points. The wall now loses a portion of 
  its structure equal to six cubic feet of area (i.e., a hole two feet wide, 
  three feet high, and one foot deep). 
   
  Attacker's Siege Options 
   
  1.  
  Depart: The attacking forces leave the battle completely.  No 
  further combat occurs. 
   
  2.  
  Bombard: The attackers maintain a position distant from the 
  fortification but within range of the smallest artillery used.  
  Artillery and ballista fire is the only possible form of combat; no 
  melee or missile fire occurs. 
   
  3.  
  Harass: The attacking force encamps near the fortification.  
  Some siege equipment may be used, but not all (see “Siege 
  Preparations”). 
   
  The attacking force is within range of missile fire.  Combat is 
  intermittent, in any form except melee. 
   
  4.  
  Assault: The attacking force uses all available siege equipment 
  and attacks forcefully, trying to penetrate the fortification.  The 
  attacking force gains a bonus of +5 % (not merely +5) to its BR, 
  but the defenders' casualties are decreased by 5 % (effects 
  identical to the standard tactics).  The combat turn is 
  otherwise run normally. Combat is primarily melee, with some 
  missile fire but usually no artillery fire. 
   
   
   
  Defender's Siege Options 
   
  1. 
  Assault:  The defender can at any time choose to leave the 
  fortress to make a sortie. If the defenders make an assault, they 
  lose all fortification bonuses but may choose the time of attack 
  (day or night) and gain a +10% (not +10) bonus to their BR 
  (rounded up), which represents a degree of surprise.  Combat 
  is otherwise run normally, using the War Machine Final Results 
  Table 
  (not 
  applying 
  siege 
  modifications). 
   
  Standard 
  modification for normal tactics are used, but the (former) 
  attacker may choose a new tactic and is not bound by the 
  siege tactic currently being used. (The number of defenders is 
  no longer multiplied by 4.) 
   
  2. 
  Depart:  If an avenue of escape exists, the defenders may 
  choose to depart.  If the fortification has a secret exit (possibly 
  under ground), the defenders can depart unnoticed.  If 10% of 
  the defending force is left to maintain the appearance of 
  strength, the departure of the main force can remain 
  undiscovered for some time, varying by the attacker's current 
  tactic.   
  If the attackers are harassing, the departure becomes 
  apparent one to four hours after dawn.  If the attackers are 
  bombarding, the departure will not be noticed.  If the 
  attackers are assaulting, the departure is discovered after one 
  turn. The defenders' smaller force may, however, be detected 
  by special squads (see below). 
  If the defenders' fortification is not surrounded, the defending 
  forces can depart by normal means.  If this takes place visibly 
  and during daylight, the attackers gain immediate knowledge 
  
  Dungeon Master’s Guide    243 
   
  and can attack according to normal War Machine rules.  If the 
  departure takes place under cover of darkness or invisibility, 
  the defenders can move up to one full terrain unit away from 
  the attackers.   
  If the defenders depart, the attackers may pursue, occupy the 
  fortification, or do both (by splitting their force).  Artillery 
  cannot be moved fast enough to pursue a fleeing force. 
   
  3. 
  Harass:  If they remain within the fortification, the defenders 
  harass. Defenders cannot bombard the attackers. 
   
  Siege Preparations: Before commencing a siege, the DM and players 
  need to make the following preparations:  
   
  1.   Determine Costs: Each player needs to find out the weekly 
  payroll, 
  food 
  and 
  water 
  supplies 
  (sustenance), 
  and 
  ammunition costs of his entire force. Review the detailed notes 
  given for each topic at the end of this section. 
  Each player notes the amount of money, rations, and 
  ammunition he has on hand at the start of the siege. 
   
  2.  
  Find BFR, Troop Class, and BR for Each Force: Each player 
  privately calculates these details, using the standard War 
  Machine rules. 
   
  3.   List and Compare Siege Details:  The defending player makes 
  a list of the walls, buildings, moat, and other parts of his 
  fortification, plus all unconcealed siege weapons in use. The 
  attacker lists all the unconcealed siege equipment of the 
  attacking force. (See “Concealed Information” for further 
  details.) the lists should not include BR values. When finished, 
  the players trade lists, and both players can make notes if 
  desired. At the DM's option, reinforcements can arrive later to 
  aid either the defenders or attackers. In this case, the player 
  receiving the reinforcements should make a second list and re-
  compute costs, BFR, troop class, and BR bonuses. 
   
  4.   Calculate Total BR Bonuses:  Both players take back their own 
  lists and privately note the BR bonuses for each item while 
  adding concealed equipment information. The BR bonuses for 
  most siege weapons vary by the number of crew per weapon. 
  The exact number of crew per machine should be noted, 
  along with the BR bonus, to avoid errors. 
   
  5a.  Defender Finds Total BR Score and Siege Weapon Bonuses:  
  The defending player adds the total defense bonus to the 
  original BR score of the force to find the total modified BR. (The 
  score is not revealed at this time.) Additional bonuses for siege 
  weapons will vary by the tactics used by the attacker, but can 
  be calculated at this time as follows: 
   
   Attacker bombards: Attacker adds all the bonuses for 
  artillery (catapult and trebuchet), plus half the bonuses for 
  ballistae. 
   
   Attacker Harasses: Attacker adds double the bonuses for 
  artillery, and adds the full bonuses for ballistae. 
   
   Attacker Assaults: Attacker adds no value for artillery but 
  adds double the bonus for ballistae. 
   
  5b.  Attacker Calculates BR Bonus for Each Tactic:  The attacking 
  player privately calculates the siege equipment bonuses that 
  will apply to each tactic chosen, as follows: 
   
   Bombard: All artillery bonuses apply, plus half the ballista 
  bonuses. 
   
   Harass: Bonuses for ballista, timber fort, and mantlet apply. 
  Some or all artillery bonuses can apply, if the attacker 
  decides to use artillery despite possible casualties to the 
  crew. 
   
   Assault: All miscellaneous equipment bonuses apply, plus 
  double ballista bonuses. Artillery bonuses may apply, if the 
  attacker decides to use artillery despite the possible 
  casualties. 
   
  Concealed and False Information:  In Step 3 of “Siege Preparations,” 
  players make lists and compare siege details. Both players may 
  conceal or exaggerate certain details. 
   
   Fortification Details: The thickness and height of walls, towers, and 
  belfries must be noted, but each player can claim a height or 
  width up to 5 feet different from the actual amount. 
   
   Visible Equipment: The attacker must reveal the exact and 
  correct number of pieces of visible siege equipment used at the 
  start of the battle.  
  However, more equipment can be brought in later or can be 
  concealed by large structures. The existence of such secret 
  weapons is revealed as soon as they are used, when their 
  bonuses to combat are applied. 
   
   Invisible Equipment: Invisibility used by either side counts towards 
  concealing weapons only if the enemy has no method of 
  detecting invisible objects. If the enemy spots a team of mules 
  pulling invisible siege equipment but cannot detect invisible, the 
  attacker may identify the invisible siege weapon incorrectly. 
   
  Order of Events in Siege Engine:  Once all preparations are made, you 
  can conduct siege combat. Each game week (i.e., each siege turn), 
  follow this sequence of events: 
   
  1.  
  Deduct Weekly Costs:  Ignore this step for the first battle of the 
  siege. Apply it to the second and subsequent battle rolls. If the 
  defending force chooses to harass, siege combat continues 
  unless the attacker departs. Each player deducts costs for the 
  turn as follows: 
   
  a.  Payments:  Cash payments to mercenary troops (one 
  week's payroll) are deducted from each side's total 
  money. 
   
  b.  Sustenance:  Each side deducts one week's food and 
  water from its current stores for all troops not fed by 
  clerical spells. 
   
  c.   Ammunition:  Each side deducts one week's amount of 
  ammunition from each siege weapon's total. Both sides 
  can add ammunition gained by gathering (see “Siege 
  Accounting”). 
   
  d.   Dominion Costs:  If the end of a month occurs at the end 
  of a battle week, each side makes appropriate 
  adjustments to their dominion treasuries, deducting 
  normal costs and adding normal income.  
  However, a ruler under siege cannot receive dominion 
  income. If a secondary ruler has been previously 
  designated, the dominion accounting continues normally. 
   
  2.  
  Modify BR for Field of Battle:  The battle modifications for troop 
  ratio, morale, environment, immunities, and fatigue should be 
  done openly (but without revealing the starting BR).  
  Some bonuses for terrain also apply, though  some terrain 
  bonuses apply to the defender only. Ignore the following 
  terrain bonuses; which are replaced by the defense bonuses 
  for 
  the 
  fortification 
  (see 
  “Siege 
  Preparations” 
  section: 
   defending in place, defending behind a wall, force is in 
  stronghold. 
  Remember that when calculating the troop ratio, the number 
  of troops defending a fortification is multiplied by four. Fatigue 
  automatically lasts for one week instead of 1d4 days.  
   
  3.  
  Choose Tactics: Each player chooses one siege tactic (as 
  detailed in #5 below). Possible tactics are depart, bombard, 
  harass, and assault.  
   
  4.  
  Reveal Tactics and Modify BR for Siege Equipment:  The tactic 
  used by the attacker is revealed first. If the bombard tactic is 
  used, the defender's tactic is not revealed and he uses the 
  bombard bonuses only. Each player finds the BR bonus that 
  applies (based on the tactics used) and adds the bonus to the 
  BR of the force. 
   
  5.  
  Find and Apply Results: The details for this procedure vary by 
  the attacker's tactic, as follows.  
   
   Bombard:  The attacking player adds the BR bonus gained 
  for artillery and ballista. He then rolls 1d10 to determine 
  casualties inflicted on the defending forces. The resulting roll 
  is read as a percentage (10%, 20%, 30%, etc.) of the BR 
  rating equaling the Hit Dice of casualties inflicted on the 
  
  Dungeon Master’s Guide    244 
  defenders.  The defender follows the same procedure, but 
  rolls 2d10. 
   
  For example, the attacker has 85 BR points of artillery and 
  the defender has 40. The attacker rolls a 5, causing 42 ½ 
  Hit Dice of casualties (50% of 85). The defender rolls an 11, 
  causing 44 Hit Dice of casualties (110% of 40). 
   
   Harass:  Each player rolls d %, and adds the result to the BR 
  of the force. The player with the higher total wins this round 
  of the siege. Subtract the lower total from the higher, and 
  refer to the War Machine Combat Results Table to find the 
  resulting casualties and fatigue. 
  Up to this point, the procedure is identical to that of the War 
  Machine.  Modify  the results as follows: 
   
  a.   
  All casualties are only one-tenth of normal (drop the 
  last zero in all cases). 
   
  b.  
  Both 
  attackers 
  and 
  defenders 
  ignore 
  location 
  changes; a “Rout” or “-” result for fatigue is treated as 
  “E.” 
   
  c.  
  Defender casualties are half the final percent.  If 
  artillery is used, calculate casualties as for bombard. 
   
   Assault:  The procedure used for assault is identical to that 
  for harass, but with the following modifications:  
   
  a.  
  Casualties are half of normal. 
   
  b.  
  A “Rout” or “-” result indicates that the losers are 
  driven back.  If the defenders lose, they are driven out 
  of the fortification.  If the attackers lose, they are 
  forced back to a bombarding position. 
   
  c.  
  Defender casualties are half the final percent.  If 
  artillery is used, follow the bombard procedure. 
   
  6.  
  Casualties:  Casualties resulting from harass or assault tactics 
  are applied normally. Casualties from artillery bombardment 
  are determined separately, as explained above under 
  bombard.  The casualties from the attacker's artillery may 
  affect both sides, depending on the tactics used by the 
  attacker. 
   
  tactics 
  attackers 
  defenders 
  bombard   
  100% 
  0% 
  harass 
  80% 
  20% 
  assault 
  60% 
  40% 
   
  Divide the total Hit Dice of casualties by the average Hit Dice 
  of the lowest level troops; the result is the actual number of 
  casualties.  As with normal casualties, consider half of them as 
  dead and the other half as wounded. If the  division is not 
  even, do not round off; consider the fraction as one wounded 
  casualty. The exact troops to which casualties are applied can 
  be designated for more realism, but this is not required. 
   
  Special Note: If artillery is used in a War Machine battle 
  (involving no fortifications), double the number of casualties, 
  and apply 100% to the enemy troops. 
   
  Siege Weapons: Siege weapons are large weapons, temporary 
  structures, or pieces of equipment traditionally used in besieging a 
  castle or fortress. 
  Siege weapons require a crew of at least one-quarter the listed size to 
  be usable. If a crew is less than full, but greater than or equal to half 
  the listed number, the BR+ and the Ammo Cost are half normal. If a 
  crew is reduced below half but not below one-fourth, the Ammo Cost 
  and BR + are divided by four. Round all fractions down. See pages 45-
  46 for more notes on siege weapons and equipment. 
   
  weapon 
  crew 
  rate of fire 
  br* 
  ammo cost/week 
  ballista 
  2 
  1/3 
  +2 
  500 gp 
  catapult, heavy 
  6 
  1/3 
  +8 
  1,500 gp 
  catapult, light 
  4 
  1/3 
  +4 
  1,000 gp 
  trebuchet 
  8 
  1/6 
  +12 
  2,000 gp 
  * all bonuses require that there be 1 piece per 1,000 troops 
   
   
  weapon 
  crew 
  br 
  ammo cost/week 
  cauldron, suspended 
  2 
   
  varies 
  gallery, covered 
  8 
  † 
  - 
  hoist 
  4 
  +3 
  - 
  mantlet, movable 
  6 
  +3 
  - 
  weapon 
  crew 
  br 
  ammo cost/week 
  ram 
  10 
  +4 
  - 
  ram catcher 
  2 
  +2 
  - 
  siege tower 
  20 
  +10 
  - 
  sow 
  10 
  +4 
  - 
  † doubles BR value of ram 
   
  Siege Accounting & Costs 
   
   Ammunition:  The missiles used by catapults, trebuchets, and 
  ballistae must be accounted for in siege situations. Ammunition 
  may be one of the largest costs of the siege. 
  Before the battle, each player notes the amount of ammunition 
  available for each siege weapon. The weekly costs are given for 
  each such weapon in the equipment details. Costs should be 
  recorded so that one unit equals a week's worth of ammunition. 
  Note that the costs are subtracted from a dominion treasury and 
  may be considered part cash, part services. 
  In Step 1 of each battle week, both players deduct ammunition 
  to be used in the following turn (week), subtracting 1 (one week's 
  worth) from the total for each siege weapon. 
  Each player then adds a number to reflect ammunition 
  gathered. Ballista ammunition can never be gathered or reused; 
  all missed shots are broken and unusable. Artillery ammunition 
  can be gathered and reused by each side. The details vary for 
  each side, as follows.  
  The defending force can only gather a small amount of spent 
  ammunition. The attacker must first reveal the total number of 
  artillery pieces that fired in the previous week. The defender 
  divides that total by 4; the result is the number of weeks of 
  ammunition that the defenders can gather. 
  The defenders may also choose to destroy stone buildings and 
  use the stone for ammunition.  This can be done quickly by few 
  men. Each stone building yields a number of units (weeks' worth) 
  of ammunition equal to its BR value.  However, the BR bonus for 
  the building must be immediately deducted from the defender's 
  original total. 
  The attacking force can gather a much larger amount of spent 
  artillery ammunition. Ammunition can only be collected from 
  artillery used in the previous week. The amount varies by the 
  tactic used in the current week. 
   
  Bombard:   
  ¾ of the weapons fired  
  Harass:   
   
  ½ of the weapons fired 
  Assault:  
   
  ½ of the weapons fired 
   
  These figures assume that all available troops are employed in 
  gathering ammunition. Troops so employed do not rest enough 
  to offset fatigue, but do not suffer additional fatigue. If a 
  commander allows the troops to rest to offset fatigue, the 
  amount of ammunition gathered is half as much. 
  If a missile weapon runs out of ammunition, it gives no further BR 
  bonuses. If a weapon is left unused to save ammunition, its BR 
  bonus is not counted for that week. 
   
   Payroll: The standard hireling payroll is given in cost per day or 
  month on page 77.  Divide the monthly cost by four to find the 
  cost per week.  To be used for payroll, cash must be either kept 
  at the siege site or delivered at regular intervals (either 
  procedure requiring guards). Cash must be in a physical form 
  suitable for individual payments; mercenaries cannot be 
  expected to make change. Mercenaries may be given large 
  sums as payment in advance of services, but this practice 
  encourages desertion and often causes a drop in morale (due to 
  gambling, theft, accidental loss, etc.). 
   
   Sustenance: A standard ration serves one person for one week, 
  but spoils if kept longer than a week. An iron ration also serves 
  one person for a week, but spoils only if kept for eight weeks.  
  One week's food and water for one person is called a full ration. 
  The prices listed for food in the PLAYER’S HANDBOOK reflect the 
  markups applied to food offered to adventurers or sold in taverns 
  and inns.  When feeding an army and buying food regularly in 
  bulk, divide those listed food costs in half. This reduced price is 
  not available to small parties of traveling adventurers. 
  Anyone not receiving full rations becomes fatigued after one 
  week of less than proper feeding, exhausted after another week 
  (losing 50% of BR).  Morale drops 2 points for each week of less 
  
  Dungeon Master’s Guide    245 
   
  than normal feeding.  Troops not fed at all will desert or rebel 
  after only 1-3 days of such treatment. 
  Horses and other mounts of similar size require triple normal 
  (human) rations. Underfeeding brings the same penalties as for 
  troops; if not fed, the mounts may flee, attack their owners, or 
  simply weaken and die (in 1d6+3 days). 
  Foraging and hunting are virtually useless for armies. Any force of 
  100 or more troops can quickly gather every available food 
  source in an area in only a day, providing food for one week at 
  most, and often less. 
  In Step 1 of each week of siege combat, both players deduct 
  the full rations to be used in the coming week. If less than full 
  rations are issued, fatigue and morale changes are applied 
  immediately. Rations are not deducted for troops supplied by 
  clerics or druids using the create water, create food & water, 
  goodberry or heroes’ feast spells. 
   
   Field Construction:  Siege equipment can be constructed at the 
  site of the siege.  Each piece of equipment must be constructed 
  under the supervision of a siege engineer.   An artillerist is also 
  needed for any artillery under construction.  One siege engineer 
  can supervise up to four constructions at one time.  One artillerist 
  can supervise only two constructions at once. 
  To construct equipment, hardware (metal materials and tools) 
  must be brought to the siege site.  The cost of hardware is 10% of 
  the listed cost of the piece of equipment.   Wood must be in 
  plentiful supply at or near the siege site.  If a forest resource is 
  within 5 miles, 10 men can gather enough wood in one day to 
  make 100 gold pieces of equipment. If the wood is 5-10 miles 
  away, double the time. If 10-15 miles away, triple the time, and if 
  15-20 miles away, quadruple the time needed. 
  Nearby wooden buildings can be a source of some usable 
  wood. Five feet of building wall can be converted into 20 gold 
  pieces of equipment.  (This assumes the use of rafters and beams 
  as well as the walls themselves.)  
  Stone buildings (with wooden roofs) can also yield usable beams, 
  but only 100 gold pieces of equipment per standard stone 
  building. 
  Once materials are at hand, any supervised but untrained 
  person can construct 10 gold pieces of equipment per day. No 
  more than 10 men can work on it at once. For example, if ten 
  men work on a light catapult under proper supervision, they will 
  finish 100 gold pieces per day, taking ten days to complete a 
  1,000 gp light catapult. 
  Ballista ammunition cannot be built in the field except by an 
  armorer. 
   
  Post-Siege Adjustments 
   
   Damage to Fortifications: If siege missiles are used during a siege, 
  fortifications suffer a certain amount of damage.   To determine 
  the state of the walls, towers, and other parts of the fortification, 
  make a damage roll for each attacker siege weapon in use at 
  the end of the siege (example: 3d6 for light catapult).  Add all of 
  these damage rolls together.  Multiply the result by the number of 
  weeks that the siege lasted.  The defender then rolls d% and 
  subtracts the result from the attacker's total.  The result is the 
  number of hit points of damage to the fortification. 
  If the total damage exceeds the original hit points, the 
  fortification is completely reduced to rubble.  Otherwise, first 
  apply damage to 75% of the wall's hit points, and (if any damage 
  needs further accounting) to the following structures, in the order 
  given.  Deduct 20% of each structure's original hit points each 
  time.  If further damage needs accounting, apply 20% more 
  damage to the walls and each item on the following list, in order, 
  going through the list as many times as necessary:  gatehouses, 
  gates and drawbridges, normal buildings, towers, barbicans, 
  keeps 
   
   Attacks Against a Portion of a Fortification: If an attacker wishes 
  to concentrate his assault against a small portion of a fortified 
  position, he can do so under the following conditions:  
   
  a. 
  The attacker can use no more than 300 troops and four 
  siege engines per 100 feet of attack frontage. 
   
  b. 
  The defender gets the full BR benefit from the section of the 
  fortification under attack. He also gets the full BR benefit for 
  any towers with 200 feet of the area under attack. The 
  defender then adds in one-quarter of the BR benefit for the 
  remaining parts of the fortification. 
   
  Additional Details:  These notes are offered as historical information, to 
  stimulate the imagination and give a more detailed view of medieval 
  siege warfare. 
  The siege section of the War Machine already reflects the assumption 
  that some or all siege weapons are being employed, and that some 
  appropriate defenses are at hand and likewise used. 
  For fast resolution of any assault on a fortification (whether walled 
  town or huge fortress), you can still use that system. 
  However, not all attacks on fortresses will result in sieges. This is 
  especially true if powerful magic-users are present, for magic can 
  produce very fast results. When both sides have powerful magic-users, 
  the battle could be quickly resolved in either direction, depending on 
  the tactics used. The War Machine rules are inadequate for such 
  cases. A game session devoted entirely to this sort of battle is 
  recommended.  
  If a long siege situation does arise, one important point should be 
  emphasized: The costs of paying one's forces and maintaining 
  supplies for their use should be strictly applied throughout any siege. 
  Cost was historically (and should remain, in the game) the greatest 
  obstacle to siege warfare. 
   
   
   
  Special Squads:  Either side can use special squads - groups of 
  specialists with exceptional skills who work toward special purposes.  
  Typical purposes are reconnaissance (gathering information about 
  the enemy), demolition (attempting to destroy one or more chosen 
  pieces of equipment), and commando (capturing or killing one or 
  more persons valuable to the enemy). 
  Special squads usually involve magic.  A reconnaissance squad might 
  include persons able to fly invisibly, observing enemy forces at close 
  range, or thieves who are able to sneak quietly.  A demolition squad is 
  usually formed to destroy siege weapons or a belfry.  A commando 
  squad is often formed to remove or capture enemy leaders or magic-
  users. 
  Special squads must be created and defined before the start of the 
  siege.  Their existence should not be revealed to the opposing player.  
  The members of any special squad must be PCs or named NPCs.  War 
  Machine procedures are not applied; these events are played out 
  under normal AD&D rules. 
  Special squads operate between siege battle weeks.  Their activities 
  are played using normal game rules. If the DM is also one of the 
  players in the siege battle, he or she may run the adventure, but 
  should take great care to keep DM knowledge and NPC knowledge 
  separate.  Whenever doubt exists, results should be decided in the 
  player's favor. 
  A group of adventurers can become a special squad for a siege. This 
  is an ideal way to play a normal AD&D game within the siege system. 
  The results of a special squad's mission are applied immediately, 
  before the next siege battle.  
  For example, actions by a special squad that result in the loss of 
  several siege weapons, leaders, clerics, etc., may require the 
  recalculation of any or all combat details (from troop BR onwards). 
   
   
   
   
   
  
  Dungeon Master’s Guide    246 
  APPENDIX B:  RANDOM DUNGEON DESIGN 
  When you need help in designing a dungeon - whether it is a level in 
  your main dungeon or a labyrinth discovered elsewhere - the 
  following random generation system has proven itself to be useful. It 
  must be noted that the system requires time, but it can be used 
  directly in conjunction with actual play. 
  The upper level above the dungeon in which adventures are to take 
  place should be completely planned out, and it is a good idea to 
  use the outdoor encounter matrix to see what lives where (a 
  staircase discovered later just might lead right into the midst of 
  whatever it is). The stairway down to the first level of the dungeon 
  should be situated in the approximate middle of the upper ruins (or 
  whatever you have as upper works). 
  The first level of the dungeon is always begun with a room; that is, the 
  stairway down leads to a room, so you might go immediately to the 
  Table V:  Chambers & Rooms (on page 247) and follow the 
  procedure indicated or use one of the following “starter” areas. 
  Always begin a level in the middle of the sheet of graph paper.  
  Keep a side record of all monsters, treasures, tricks, traps, and 
  whatever normal dungeon matrix.  Discretion must prevail at all 
  times. For example: if you have decided that a level is to be but one 
  sheet of paper in size, and the die result calls for something which 
  goes beyond an edge, amend the result by rolling until you obtain 
  something which will fit with your predetermined limits. 
  Common sense will serve. If a room won’t fit, a smaller one must 
  serve, and any room or chamber which is called for can be 
  otherwise drawn to suit what you believe to be its best positioning. 
   
   
   
   
   
   
   
  Table I:  Dungeon Generator  
   
   
  d20 roll 
  result 
  1-2 
  continue straight - check Table I again in 60' 
  3-5 
  door, check  Table II 
  6-10 
  side passage, check Table III - check Table I again in 30' 
  11-13 
  passage turns, check Table IV and check the width on the 
  appropriate subtable of Table III 
  14-16 
  chamber, Table V - check Table I 30' after leaving 
  17 
  stairs, check Table VIII 
  18 
  dead end (walls left, right, and ahead can be checked for 
  secret doors), see Table VII’s Exit Location subtable for 
  more details 
  19 
  trick/trap, check Table XI,  passage continues - check 
  Table I again in 30' 
  20 
  wandering monster, check again immediately to see what 
  lies ahead so direction of monster's approach can be 
  determined - check Table I again in 30' 
   
   
  Table II:  Doors* (Roll on Both Subtables) 
   
   
  d20 roll 
  location subtable 
  1-6 
  left*  
  7-12 
  right*  
  13-20 
  ahead  
   
   
  d20 roll 
  space beyond door subtable 
  1-4 
  parallel passage**, or 10' x 10' room if door is straight 
  ahead 
  5-8 
  passage straight ahead 
  9 
  passage 45/135 degrees*** 
  10 
  passage 45/135 degrees*** 
  11-18 
  room, check Table V 
  19-20 
  chamber, check Table V 
  * check again immediately on Table I; if another door is indicated, 
  then ignore the result and check again 30’ past the door. If a room 
  or chamber is beyond a door, go to Table V 
  ** Extends 30' in both directions 
  *** the direction will be appropriate to existing circumstances, but 
  use the angle before the slash in preference to the other.  
   
   
  Table III:  Side Passages (Roll on All Applicable Subtables) 
   
   
  d20 roll 
  result 
  1-2 
  left 90 degrees 
  3-4 
  right 90 degrees 
  5 
  left 45 degrees 
  6 
  right 45 degrees 
  7 
  left 135 degrees 
  8 
  right 135 degrees 
  9 
  left curve 45 degrees ahead 
  10 
  right curve 45 degrees ahead 
  11-13 
  passage “T”s 
  14-15 
  passage “Y's 
  16-19 
  four-way intersection 
  20 
  passage “x”s (if present passage is horizontal or vertical it 
  forms a fifth passage into the “x”) 
   
   
  d20 roll 
  passage width subtable 
  1-4 
  5’ 
  5-13 
  10’ 
  14-17 
  20’ 
  18 
  30’’ 
  19-20 
  special passage (roll on the following subtable) 
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    247 
   
  Table III:  Side Passages (continued) 
   
   
  d20 roll 
  special passage subtable 
  1-4 
  40', columns down center 
  5-7 
  40', double row of columns 
  6-10 
  50', double raw of columns 
   
   
  11-12 
  50', columns 10' right & left support 10' wide upper galleries 
  that are 20’ above* 
  13-15 
  10' stream** 
  16-17 
  20' river*** 
  18 
  40'river*** 
  19 
  60' river*** 
  20 
  20', chasm**** 
  * stairs up to gallery will be at end of passage (75%) or at beginning 
  (25%). In the former case if a stairway is indicated in or adjacent to 
  the passage it will replace the end stairs 50% of the time and 
  supplement 50% of the time. 
  ** streams bisect the passage. They will be bridged 75% of the time or 
  be an obstacle 25% of the time. 
  *** rivers bisect the passage. They will be bridged 50% of the time, 
  have a boat 25% of the time (50% chance for either bank), or be an 
  obstacle 25% of the time. 
  **** 150’-200’ deep chasms bisect the passage. They will be bridged 
  50% of the time, have a jumping place 1d6+4 feet wide 25% of the 
  time, or be an obstacle 25% of the time. 
   
   
  Table IV:  Passageway Turns 
   
   
  d20 roll 
  result 
  1-8 
  left 90 degrees 
  9 
  left 45 degrees ahead 
  10 
  left 135 degrees 
  11-18 
  right 90 degrees 
  19 
  right 45 degrees ahead 
  20 
  right 135 degrees 
   
   
  Table V:  Chambers & Rooms* (Roll on All Applicable Subtables) 
   
   
  d20 roll 
  chamber size 
  room size 
  1-2 
  square,20'x20'  
   
   
  square,10'x10' 
  3-4 
  square, 20' x 20'  
  square, 20' x 20' 
  5-6 
  square, 30' x 30'  
  square, 30' x 30' 
  7-8 
  square, 40' x 40'  
  square, 40' x 40' 
  9-10 
  rectangular, 20' x 30' 
  rectangular, 10' x 20' 
  11-13 
  rectangular, 20' x 30' 
  rectangular, 20' x 30' 
  14-15 
  rectangular, 30' x 50' 
  rectangular, 20' x 40' 
  16-17 
  rectangular, 40' x 60' 
   
  rectangular, 30' x 40' 
  18-20 
  unusual shape and size - see both subtables below 
  * you may wish to have “rough-hewn” and natural tunnels in lower 
  levels, and where rooms and chambers are indicated substitute 
  Caves & Caverns (see Table VI). Exits are as per Table VII. 
   
   
  d20 roll 
  unusual shape subtable 
  1-5 
  circular* 
  6-8 
  triangular 
  9-11 
  trapezoidal 
  12-13 
  odd-shaped** 
  14-15 
  oval 
  16-17 
  hexagonal 
  18-19 
  octagonal 
  20 
  cave 
  * has a pool (25%), a well (10%), a shaft (15%) or is normal (50%).  See 
  Table XII:  Pools if a pool is present. 
  ** draw what shape you desire or what will fit the map - it is a special 
  shape if desired. 
   
   
   
   
   
  Table V:  Chambers & Rooms* (continued) 
  d20 roll 
  unusual size subtable 
  1-3 
  about 500 sq. ft 
  4-6 
  about 900 sq. ft 
  7-8 
  about 1,300 sq. ft 
  9-10 
  about 2,000 sq. ft 
  11-12 
  about 2,700 sq. ft 
  13-14 
  about 3,400 sq. ft 
  15-20 
  roll again and add result to 9-10 above (if another 15-20 
  repeat the process, doubling 9-10 above, and so on) 
   
  Use the following chamber & room list to determine what purpose 
  the various dungeon rooms and chambers serve. 
   
  chamber & room list 
  chamber & room list 
  antechamber 
  kitchen 
  armory 
  laboratory 
  audience 
  library 
  aviary 
  lounge 
  banquet 
  meditation 
  barracks 
  observatory 
  bath 
  office 
  bedroom/boudoir 
  pantry 
  bestiary 
  pen/prison 
  cell 
  privy/secret room 
  chantry 
  reception 
  chapel 
  refectory 
  cistern 
  robing room 
  classroom 
  salon 
  closet 
  shrine 
  conjuring 
  sitting room 
  corridor 
  smithy 
  court 
  solar 
  crypt 
  stable 
  dining 
  storage 
  divination 
  strongroom/vault 
  dormitory 
  study 
  dressing room 
  temple 
  entry/vestibule 
  throne room 
  gallery 
  torture chamber 
  game room 
  training/exercise 
  guardroom 
  trophy room/museum 
  hall 
  waiting room 
  hall, great 
  water closet/toilet 
  hallway 
  well 
  harem/seraglio 
  workroom 
  kennel 
  workshop 
   
   
  Table VI:  Caves & Caverns 
   
   
  d20 roll 
  result 
  1-5 
  cave about 40' x 60' 
  6-7 
  cave about 50 x75' 
  8-9 
  double cave: 20' x 30', 60' x 60' 
  10-11 
  double cave: 35' x 50', 80' x 90'* 
  12-14 
  cavern about 95' x 125'* 
  15-16 
  cavern about 120' x 150' 
  17-18 
  cavern about 150' X 2W* 
  19-20 
  mammoth cavern about 250'-300' X 350'-4W** 
  * roll to see if a pool is therein, see Table XII 
  ** roll to see if a lake is therein, see Table XIII 
   
   
   
   
   
  
  Dungeon Master’s Guide    248 
  Table VII:  Area Exits  (Roll on All Applicable Subtables) 
   
   
  d20 roll 
  number of exits* 
  1-3 
  1 exit  (2 if over 600 sq. ft) 
  4-6 
  2 exits (3 if over 600 sq. ft) 
  7-9 
  3 exits (4 if over 600 sq ft) 
  10-12 
  no exit** (1 if over 1,200 sq ft) 
  13-15 
  no exit** (1 if over 1,600 sq ft) 
  16-18 
  1d4 exits 
  19-20 
  1 exit 
  * chamber  exits are usually (75%) a door.  If not, the chamber’s exit is 
  a passageway.  Room exits are usually (75%) passageways.  If not, 
  the room’s exit is a door. 
  ** check once per 10' for secret doors 
   
   
  d20 roll 
  exit location subtable* 
  1-7 
  opposite wall 
  8-12 
  left wall 
  13-17 
  right wall 
  18-20 
  same wall 
  * if a door or passage is indicated on a wall where the space 
  immediately beyond the wall has already been mapped, then the 
  exit is a secret door (25%), a one-way door (25%) or is in the opposite 
  direction (50%). 
   
   
  d20 roll 
  exit direction subtable 
  1-16 
  straight ahead 
  17-18 
  45/135 degrees left* 
  19-20 
  45/135 degrees right* 
  * the exit will be appropriate to existing circumstances, but use the 
  angle before the slash in preference to the other. 
   
  Table VIII:  Stairs (Roll on Table I Upon Ascending/Descending) 
   
   
  d20 
   roll 
  result 
  1-5 
  down 1 level*,  
  6 
  down 2 levels** 
  7 
  down 3 levels*** 
  8 
  up 1 level 
  9 
  up to dead end (1 in 6 change that the dead end has a 
  chute trap, down 2 levels) 
  10 
  down to dead end (1in 6 chance that the dead end has a 
  chute trap, down 1 level) 
  11 
  chimney up 1 level, passage continues, check again in 30’ 
  12 
  chimney up 2 levels, passage continues, check again in 30’ 
  13 
  chimney down 2 levels, passage continues, check again in 
  30’ 
  14-16 
  trap door down 1 level, passage continues, check again in 
  30’ 
  17 
  trap door down 2 levels, passage continues, check again in 
  30’ 
  18-20 
  up 1 level, then down 2 levels with a chamber at the end, 
  check TABLE V 
  * 1 in 20 has a door which closes egress for the day. 
  ** 2 in 20 has a door which closes egress for the day. 
  *** 3 in 20 has a door which closes egress for the day. 
   
  Table IX:  Chamber or Room Contents 
   
   
  d20 roll 
  result 
  1-12 
  empty 
  13-14 
  encounter, check  Dungeon Encounter Tables (p. 267) 
  15-17 
  encounter and treasure, check  Dungeon Encounter 
  Tables on page 267 and see Table X 
  18 
  special* or a stairway up 1 level (25%), up 2 levels (10%), 
  down 1 levels (35%), down 2 levels (25%) or down 3 levels 
  (5%) via 2 flights of stairs and a slanting passage-way. 
  19 
  treasure, see Table X 
  20 
  trick/trap, see Table XI 
  * Determine based on dungeon level or stairs, as desired.   
  Table X:  Treasure (Roll on All Applicable Subtables) 
   
   
  d20 roll 
  result 
  01-25 
  1,000 copper pieces per dungeon level 
  26-50 
  1,000 silver pieces per dungeon level 
  51-65 
  750 electrum pieces per dungeon level 
  66-80 
  250 gold pieces per dungeon level 
  81-90 
  100 platinum pieces per dungeon level 
  91-94 
  1d4 gems per dungeon level (see page 127) 
  95-97 
  1 piece of jewelry per dungeon level (see page 128) 
  98-00 
  magic item, roll once on Magic Item Table on page 129 
  * if treasure found in an area with an encounter roll twice, adding 
  10% to each roll  
   
  d20 roll 
  treasure container subtable 
  1-2 
  bag 
  3-4 
  sacks 
  5-6 
  small coffers 
  7-8 
  chests 
  9-10 
  huge chests 
  11-12 
  pottery jars 
  13-14 
  metal urns 
  15-16 
  stone containers 
  17-18 
  iron trunks 
  19-20 
  loose 
   
  d20 roll 
  treasure protection subtable 
  1-8 
  trapped, see the treasure traps subtable below 
  9-12 
  hidden, see the treasure concealment subtable below 
  13-20 
  none 
   
  d20 roll 
  treasure traps subtable 
  1-2 
  contact poison on container 
  3-4 
  contact poison on treasure 
  5-6 
  poisoned needles in lock 
  7 
  poisoned needles in handles 
  8 
  spring darts firing from front of container 
  9 
  spring darts firing up from top of container 
  10 
  spring darts firing up from inside bottom of container 
  11-12 
  blade scything across inside 
  13 
  poisonous insects or reptiles living inside container 
  14 
  gas released by opening container 
  15 
  trapdoor opening in front of container 
  16 
  trapdoor opening 6’ in front of container 
  17 
  stone block dropping in front of the container 
  18 
  spears released from walls when container opened 
  19 
  explosive runes spell 
  20 
  symbol spell 
   
   
  d20 roll 
  treasure concealment subtable 
  1-3 
  invisibility 
  4-5 
  illusion 
  6 
  secret compartment under container 
  7-8 
  secret compartment in container 
  9 
  inside another, ordinary item that is in plain view 
  10 
  disguised to appear as something else 
  11 
  under a heap of trash or dung 
  12-13 
  under a loose stone in the floor 
  14-15 
  behind a loose stone in the wall 
  16-20 
  in a nearby secret room 
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    249 
   
  Table XI:  Trick/Trap 
   
   
  d20 roll 
  result 
  1-5 
  secret door 
  6-7 
  10’X10’x10’ pit trap opens  
  8 
  10’X10’x10’ pit trap opens 
  9 
  20’x20’ elevator room descends 1 level and will not 
  ascend for 6 hours (36 turns) 
  10 
  20’x20’ elevator room descends 2 levels and will not 
  ascend for 6 hours (36 turns) 
  11 
  20’x20’ elevator room descends 1d4+1 level (once upon 
  entering and once each time the exit door trap is not 
  disarmed… until it descends as far as possible).  It will not 
  ascend for 10 hours (60 turns) 
  12 
  wall 10’ behind trap slides across the passage, blocking 
  retreat until it resets in 1d20+40 turns. 
  13 
  flaming oil pours onto a random person 
  14 
  10’X10’x10’ pit trap opens.  1 round later the pit walls 
  begins closing, crushing those within in 1d4+1 rounds. 
  15 
  arrow trap, 1d3 arrows (1 in 20 is poisoned) 
  16 
  spear trap, 1d3 spears (1 in 20 is poisoned) 
  17 
  gas trap (30’ radius cloud), see the Gas Trap subtable 
  below 
  18 
  stone blocks rain down on those within 5’ of the trap, 
  dealing 2d20 points of damage to those failing a dexterity 
  saving throw. 
  19 
  illusionary wall conceals a pit trap (see 6-7, 8 and 14 
  above) or a chamber with an encounter & treasure (see 
  Table IX result “15-17”) 
  20 
  greased chute trap deposits those within 5’ of the trap 1 
  level deeper in the dungeon. 
   
   
  d20 roll 
  gas trap subtable 
  1-7 
  obscures vision, as the fog cloud spell 
  8-9 
  causes blindness, as the spell, for 1d6 turns 
  10-12 
  causes fear, as the spell 
  13 
  causes sleep, as the deep slumber spell, for 2d6 turns 
  14-18 
  grants strength, as the strength spell, for 1d10 hours 
  19 
  causes sickness, as the stinking cloud spell, for 1d6 turns 
  20 
  poisons those within, as per the reverse of the neutralize 
  poison spell 
   
  Table XII:  Pools 
   
   
  d20 roll 
  result 
  1-8 
  no pool 
  9-10 
  pool, no encounter 
  11-12 
  pool and encounter, check  Dungeon Encounter Tables on 
  page 267 
  13-18 
  pool, encounter and treasure, check  Dungeon Encounter 
  Tables on page 267 and see Table X 
  19-20 
  magical pool, see the magical pool subtable below 
   
   
  d20 roll 
  magical pool subtable* 
   1-8 
  turns gold to platinum (1-10) or lead (11-20) 
  9-15 
  permanently adds 1d3  point to (1-10), or subtracts 1d3 
  points from (11-20), one ability score. Determine randomly 
  on 1d6:  (1) strength, (2) intelligence, (3) wisdom, (4) 
  dexterity, (5) constitution, (6) charisma 
  16-17 
  talking pool which will grant 1 wish to a character of its 
  alignment.  Others are geased.  The pool’s alignment is 
  determined randomly on a d20: (1-6) lawful good, (7-9) 
  lawful evil, (10-12) chaotic good, (13-17) chaotic evil, (18-
  20) neutral  
  18-20 
  transporter pool.  Location is determined randomly on a 
  d20: (1-7) back to the surface, (8-12) elsewhere on the 
  level, (13-16) down 1 dungeon level, (17-20) 100 miles 
  away to some location on the surface.  
  * may be used once per item or person.  In order to find out what the 
  pool’s effect is characters must enter the magic pool. 
   
   
  Table XIII:  Lakes 
   
   
  d20 roll 
  result 
  1-10 
  no lake 
  11-15 
  lake, no encounter 
  16-18 
  lake and encounter, check  Dungeon Encounter Tables on 
  page 267 
  19-20 
  enchanted lake* 
  * an enchanted lake leads any who manage to cross it to another 
  dimension, special temple, etc.  There is a 90% chance that the lake 
  has a guardian, monstrous or otherwise. 
   
  
  Dungeon Master’s Guide    250 
  APPENDIX C:  TRAPS 
  A trap can be either mechanical or magic in nature. Mechanical 
  traps include pits, arrow traps, falling blocks, water-filled rooms, 
  whirling blades, and anything else that depends on a mechanism to 
  operate. Magic traps are further divided into spell traps and magic 
  device traps. Magic device traps initiate spell effects when activated, 
  just as wands, rods, rings, and other magic items do. Creating a magic 
  device trap works just like the creation of a magical item while setting 
  spell traps merely involves the casting of a spell in a particular area or 
  on a specific item. 
  Natural hazards such as pockets of poisonous gas in caverns, patches 
  of quicksand, and avalanches are, mechanically, similar to traps in 
  that they may be detected and avoided by perceptive characters.  
  Their effects are likewise similar. 
   
  TYPES OF TRAPS 
   
  Magic Traps: Many spells or magical devices can be used to create 
  dangerous traps. Unless the spell or item description states otherwise, 
  assume the following to be true: 
   
   Magic traps such as glyph of warding are hard to detect and 
  disable. An assassin or thief can use the find traps ability to find 
  the glyph and thwart it. The check penalty is equal to the caster 
  level of the glyph’s creator.  
   
   Magic traps permit a saving throw in order to avoid the effect, 
  with the saving throw penalty equal to the trap’s creator.  Magic 
  traps may be disarmed by a disable device check.  The check 
  penalty is equal to the caster level of the trap’s creator. 
   
  Mechanical Traps: Dungeons are frequently equipped with deadly 
  mechanical (non-magical) traps. A trap typically is defined by its 
  location and triggering conditions, how hard it is to spot before it goes 
  off, how much damage it deals, and whether or not the heroes 
  receive a saving throw to mitigate its effects. Traps that attack with 
  arrows, sweeping blades, and other types of weaponry make normal 
  attack rolls, with a specific attack bonus dictated by the trap’s design.  
  Creatures who succeed on a perception check can detect simple 
  mechanical traps (those with check penalty of -4 or less).  Simple traps 
  include snares, tripwires, or pit traps.  The find traps ability must be 
  possessed in order to detect well-hidden or complex mechanical 
  traps with a perception check, as such traps are virtually 
  undetectable to those without expertise in the location and disabling 
  of traps. Complex traps are denoted by their triggering mechanisms 
  and involve pressure plates, mechanisms linked to doors, changes in 
  weight, disturbances in the air, vibrations, and other sorts of unusual 
  triggers.  Complex traps have check penalties of -5 or more.   
  The penalty to the perception and/or disable device check for a 
  given trap is equal to trap creator’s level, but may be modified as the 
  DM sees fit.   
   
  Natural Hazards: Natural hazards are, in essence, traps unwittingly set 
  by the forces of nature.  Like any other traps they may be detected 
  by perceptive characters, particularly those whose background skills 
  prepare them for such hazards. 
  Thin ice over a frozen lake, quicksand, avalanches, and pockets of 
  noxious gases in caverns are examples of natural hazards.  Each may 
  be detected by a successful perception or survival check; or by the 
  successful use of a related skill check.  Profession (miner) checks, for 
  example, could be used to notice a pocket of poisonous gas in a 
  cavern or that the ceiling of a mine shaft is about to cave in.  
   
  ELEMENTS OF TRAPS 
  All traps - mechanical or magic - have the following elements: trigger, 
  reset, check penalty (equal to its maker’s level) and damage/effect. 
  Some traps may also include optional elements, such as poison or a 
  bypass. These characteristics are described below.  If a player 
  character wants to design and construct a magic trap, he must able 
  to create magic items, as detailed in the MAGIC ITEM CREATION 
  section of this book. In addition, he must be able to cast the spell or 
  spells that the trap requires - or, failing that, he must be able to hire an 
  NPC to cast the spells for him.  
  If designing a mechanical trap, simply select the elements you want 
  the trap to have, using the sample traps below as a guideline for the 
  cost of constructing the trap.  For each level’s difference in the trap’s 
  effectiveness, increase or decrease the cost by 10%.     
   
  Trigger: A trap’s trigger determines how it is sprung.  Some traps need 
  direct contact in order to be triggered while others are triggered by 
  vibration or by magical sensors, such as those created through the 
  casting or a permanent alarm or magic mouth spell.  Most traps 
  activate as soon as triggered but some have delays built into them or 
  are set to activate automatically after a set duration. Natural hazards, 
  of course, have no true trigger.  
   
  Reset: A reset element is the set of conditions under which a trap 
  becomes ready to trigger again.  Some traps do not reset themselves 
  and need to be rebuilt or repaired in order to be reused.  Typically 
  traps must be manually reset in order to be used more than once, 
  though some mechanisms are able to automatically reset themselves.  
  Natural hazards, of course, cannot be reset.  
   
  Bypass (Optional): If the builder of a trap wants to be able to move 
  past the trap after it is created or placed, it’s a good idea to build in a 
  bypass mechanism - something that temporarily disarms the trap. 
  Bypass elements are typically used only with mechanical traps; spell 
  traps usually have built-in allowances for the caster to bypass them. 
  Sample bypasses for mechanical traps include locks and hidden 
  switches.  For magical traps passwords, items, hand signs or gestures 
  often work as bypasses. 
   
  SPECIAL FEATURES 
  Some traps have miscellaneous features that produce special effects 
  such as drowning, for a water trap, or ability damage from poison. 
  Saving throws and damage depend on the poison or are set by the 
  builder, as appropriate.  
   
  Alchemical Device: Mechanical traps may incorporate alchemical 
  devices or other special substances or items, such as acid, Greek fire, 
  and the like.  
   
  Gas: With a gas trap, the danger is in the inhaled poison it delivers. 
  Traps employing gas usually have a delayed trigger (see ELEMENTS of 
  TRAPS above).  
   
  Liquid: Any trap that involves a danger of drowning is in this category. 
  Traps employing liquid usually have a delayed trigger (see ELEMENTS 
  of TRAPS above).  Quicksand is a type of water trap.  
   
  Poison: Traps that employ poison are deadlier than their non-
  poisonous counterparts.  Only injury, contact, and inhaled poisons are 
  suitable for traps; ingested types are not. Some traps simply deal the 
  poison’s damage. Others deal damage with ranged or melee attacks 
  as well.  
   
  TRAP ATTACK MODES 
   
  Melee Attacks: These traps feature such obstacles as sharp blades 
  that emerge from walls and stone blocks that fall from ceilings. Once 
  again, the builder sets the attack bonus.  These traps deal the same 
  damage as the melee weapons they “wield.” In the case of a falling 
  stone block, you can assign any amount of bludgeoning damage you 
  like, but remember that whoever resets the trap has to lift that stone 
  back into place.  A melee attack trap can be constructed with a 
  built-in bonus on damage rolls, just as if the trap itself had a high 
  strength score.  
   
  Pits: These are holes (covered or not) that characters can fall into and 
  take damage. A pit needs no attack roll, but a successful dexterity 
  save avoids it. Other save-dependent mechanical traps also fall into 
  this category.  
  Pits in dungeons come in three basic varieties: uncovered, covered, 
  and chasms. Pits and chasms can be defeated by judicious 
  application of common sense, climbing or jumping ability checks, or 
  various magical means.  
  Uncovered pits serve mainly to discourage intruders from going a 
  certain way, although they cause much grief to characters who 
  stumble into them in the dark, and they can greatly complicate a 
  melee taking place nearby.  
  Covered pits are much more dangerous. They can be detected with 
  a perception check, but only if the character is taking the time to 
  carefully examine the area before walking across it. A character who 
  fails to detect a covered pit is still entitled to a dexterity save to avoid 
  
  Dungeon Master’s Guide    251 
   
  falling into it. However, if he was running or moving recklessly at the 
  time, he gets no saving throw and falls automatically.  
  Trap coverings can be as simple as piled refuse (i.e. straw, leaves, 
  sticks, and garbage), a large rug, or an actual trapdoor concealed to 
  appear as a normal part of the floor. Such a trapdoor usually swings 
  open when enough weight (usually about 50 to 80 pounds) is placed 
  upon it. Devious trap builders sometimes design trapdoors so that they 
  spring back shut after they open. The trapdoor might lock once it is 
  back in place, leaving the stranded character well and truly trapped. 
  Opening such a trapdoor is just as difficult as opening a regular door 
  (assuming the trapped character can reach it), and a strength check 
  is needed to keep a spring-loaded door open.  
  Falling into a pit deals 1d6 points of damage per 10 feet of depth.   Pit 
  traps often have something nastier than just a hard floor at the 
  bottom. A trap designer may put spikes, monsters, or a pool of acid, 
  lava, or even water at the bottom. Spikes at the bottom of a pit deal 
  an additional 1d6 points of damage. If the pit has multiple spikes, a 
  falling victim is attacked by 1d4 of them. This damage is in addition to 
  any damage from the fall itself.  
  Monsters sometimes live in pits. Any monster that can fit into the pit 
  might have been placed there by the dungeon’s designer, or might 
  simply have fallen in and not been able to climb back out.  
  A secondary trap, mechanical or magical, at the bottom of a pit can 
  be particularly deadly. Activated by a falling victim, the secondary trap 
  attacks the already injured character when she’s least ready for it.  
   
  Ranged Attacks: These traps fling darts, arrows, spears, or the like at 
  whoever activated the trap. The builder sets the attack bonus. A 
  ranged attack trap can be configured to simulate the effect of a 
  composite bow with a high strength rating which provides the trap 
  with a bonus on damage equal to its strength rating.  
  These traps deal whatever damage their ammunition normally would.  
   
  Saving Throws: These traps force the character to roll a saving in order 
  to avoid or lessen their effects.  Poisonous gas traps, poisoned items 
  (doorknobs, locks, articles of clothing, and so on), spell-activation 
  traps and pit traps are examples of traps that may only be avoided or 
  mitigated with a passed saving throw.  The penalty to the saving 
  throw check for any given trap is equal to trap creator’s level if 
  mechanical, the level of caster if a spell or magical item, or the 
  strength of the toxin in the case of poisons.  Saving throw modifiers 
  may be modified as the DM sees fit.   
   
  SAMPLE TRAPS 
  The costs listed for mechanical traps are market prices; those for 
  magic traps are raw material costs. Caster level and class for the 
  spells used to produce the trap effects are provided in the entries for 
  magic device traps and spell traps. For all other spells used (in triggers, 
  for example), the caster level is assumed to be the minimum required.  
  See the Random Trap Generation section below for more sample trap 
  ideas. 
   
   Basic Arrow Trap: Mechanical; proximity trigger; manual reset; 
  +5 BTH, 1d6 damage; creator level 5. Market Price: 1,000 gp.  
   
   Camouflaged Pit Trap: Mechanical; location trigger; manual 
  reset; 10’ fall, 1d6 damage; creator level 5. Market Price: 1,500 
  gp.  
   
   Ceiling Pendulum:  Mechanical; location trigger; automatic 
  reset; +10 BTH, 2d6 damage; creator level 10. Market Price: 
  10,000 gp.  
   
   Compacting Room:  Mechanical; location trigger (delay: 1d4 
  rounds); automatic reset; hidden switch bypass; 12d6 damage; 
  multiple targets (all targets in a 10’ by 10’ room); creator level 10. 
  Market Price: 25,000 gp.  
   
   Crushing Ceiling:  Mechanical; location trigger (delay: 1 round); 
  repair reset; 12d6 damage; multiple targets (all targets in a 10’ by 
  10’ room); creator level 10. Market Price: 12,500 gp.  
   
   Doorknob Smeared with Contact Poison:  Mechanical; touch 
  trigger; manual reset; (poison); creator level 5. Market Price: 250 
  gp + poison cost.  
   
   Falling Block Trap:  Mechanical; proximity trigger; manual reset; 
  +5 BTH, 2d6 damage; multiple targets (targets two adjacent 5-ft. 
  squares); creator level 5. Market Price: 2,500 gp.  
   Fusillade of Darts:  Mechanical; location trigger; manual reset; 
  +5/+5 BTH, 1d4 damage; multiple targets (targets two adjacent 
  5’ squares); creator level 5. Market Price: 1,000 gp.  
   
   Glyph of Warding (Blast):  Spell; spell trigger; no reset; 2d8 
  damage, multiple targets (all targets within 5’); caster level: 5. 
  Market Price: 350 gp to hire NPC spellcaster.  
   
   Large Net Trap: Mechanical; location trigger; manual reset; +5 
  BTH; see PHB p. 45 for effects; multiple targets (all targets in a 10’ 
  square), creator level 5. Market Price: 2,000 gp.  
   
   Moving 
  Executioner 
  Statue: 
  Mechanical; 
  location 
  trigger; 
  automatic reset; hidden switch bypass; +15/+15 BTH, 2d6 
  damage; multiple targets (both arms attack); creator level 15. 
  Market Price: 25,000 gp.  
   
   Poison Needle Trap:  Mechanical; touch trigger; manual reset; +5 
  BTH, 1 damage + (poison); creator level 5. Market Price: 500 gp + 
  poison cost.  
   
   Portcullis Trap:  Mechanical; location trigger; manual reset; +5 
  BTH, 2d6 damage; multiple targets (targets two adjacent 5-ft. 
  squares beneath the portcullis); creator level 5. Note: Portcullis 
  blocks passageway. Market Price: 5,000 gp.  
   
   Razor-Wire Across Hallway:  Mechanical; location trigger; no 
  reset; +5 BTH, 1d6 damage + trip attack; multiple targets (targets 
  two adjacent 5-ft. squares); creator level 5. Market Price: 250 gp.  
   
   Rolling Rock Trap:  Mechanical; location trigger; manual reset; +5 
  BTH, 2d6 damage; multiple targets (targets two adjacent 5’ 
  squares); creator level 5. Market Price: 2,500 gp.  
   
   Scything Blade Trap:  Mechanical; location trigger; automatic 
  reset; +8 BTH, 1d8 damage; creator level 5. Market Price: 1,700 
  gp.  
   
   Spiked Pit Trap:  Mechanical; location trigger; automatic reset; 
  20’ fall, 2d6 + 1d6 damage/spike; multiple targets (targets two 
  adjacent 5’ squares); Note: Each target falls on 1d4 spikes; 
  creator level 5.  Market Price:  5,000 gp.  
   
   Water-Filled Room Trap:  Mechanical; location trigger (delay: 1d6 
  rounds); automatic reset; multiple targets (all targets in a 10’ by 
  10’ room); creator level 9. Market Price: 12,500 gp.  
   
   Whirling Poison Blades:  Mechanical; location trigger; automatic 
  reset; hidden lock bypass, +10 BTH, 1d8 damage + (poison);  
  multiple targets (targets three adjacent 5’ squares); creator level 
  10. Market Price: 22,500 + poison cost.  
   
  RANDOM TRAP GENERATOR 
  The random trap generator chart that follows is not an exhaustive list. 
  In fact, a quick perusal of this chart should readily produce several 
  variations on the themes presented herein. It should also be noted 
  that some traps can be combined to great effect. For instance, a 
  spiked pit trap might trigger a swinging log to “help” the players in. 
  Use your imagination.  There are various possible trap levels 
  appropriate for different situations, as follows: 
   
   Nuisance:  A hidden trap door with a 10’ drop. 
   Hazardous:  A hidden trap door with a 10’ drop onto spikes. 
   Dangerous: A hidden trap door with a 10’ drop onto poisoned 
  spikes (for extra nastiness, have the pit lock shut after the victim 
  falls in). 
   Fatal:  All of the above plus a 10 ton stone block the exact shape 
  of the pit that drops down from the ceiling into the pit. 
   
  Note on Trap Placement:  Generally traps should be suited to the 
  dungeon level on which they are situated and the potential treasure 
  they guard. Thus a trap on the first dungeon level that leads to an 
  area infested with ferocious but poverty-stricken monsters should be 
  nuisance, while a trap on the sixteenth dungeon level that protects a 
  pair of dragons’ treasure hoard while the dragons are out hunting 
  should be fatal. 
  Intelligent creatures that live near a trap will always have some means 
  of avoiding or disarming it; whether this is an alternative route they 
  habitually take or some mechanical or magical means of bypassing it. 
  If they use the trap to protect their lair, treasure or young, they will 
  maintain the trap to the best of their ability (perhaps cleaning away 
  
  Dungeon Master’s Guide    252 
  bloodstains or other evidence of its existence, for example). And if the 
  player characters learn to bypass the trap, intelligent monsters may try 
  to find a way of making it effective again - perhaps by moving it or 
  adding additional features, according to their ability and resources. 
  When placing traps, think about their purpose in the game and the 
  effect they will have on playing style. Traps are there to increase the 
  risk of dungeoneering and to encourage skilled play; good dungeons 
  have a judicious mixture of monsters, traps and roleplaying 
  encounters. 
   
   
   
   
   
   
   
   
   
   
  Random Trap Generator 
   
   
  d% roll 
  result 
  d% roll 
  result 
  01-02 
  acid spray 
  46 
  gas, weakness 
  03-04 
  arrow trap 
  47-48 
  greased chute 
  05 
  arrow trap (poisoned) 
  49-50 
  jaw trap 
  06 
  bridge, collapsing 
  51 
  lightning bolt 
  07 
  bridge, illusory 
  52-53 
  log trap, swinging 
  09-10 
  caltrops drop from ceiling 
  54-56 
  obscuring fog 
  10 
  caltrops (poisoned) drop from ceiling 
  57 
  oil-filled pit with dropping lit torch 
  11 
  ceiling block drops behind players 
  58-59 
  pendulum, ball or blade 
  12 
  ceiling blocks drop in front of and behind players 
  60-62 
  pit trap triggered by false door 
  13 
  ceiling block drops in front of players 
  63-64 
  pit with dropping ceiling block 
  14-15 
  ceiling block drops on players 
  65-66 
  pit with locking trap door 
  16 
  ceiling block seals players in room or area 
  67 
  pit (flooding) with locking trap door  
  17 
  ceiling lowers to floor in 1d6 rounds 
  68-71 
  pit, 10’ 
  18 
  door, falling 
  72-74 
  pit, 10’, with spikes 
  19-20 
  door, one way 
  75 
  pit, 10’, with spikes (poisoned) 
  21-23 
  door, resists opening 
  76-78 
  portcullis drops behind players 
  24 
  door, specific 
  79-80 
  portcullises drop in front of and behind players 
  25 
  elevator room 
  81-82 
  portcullis drops in front of players 
  26 
  elevator room, deactivates for 24 hours 
  83-84 
  rolling stone ball, height and width of corridor 
  27 
  elevator room, one way 
  85-86 
  scything blade, ankle-high 
  28-29 
  flame jets 
  87-88 
  scything blade, neck-high 
  30-31 
  flooding room fills in 1d6 rounds 
  89 
  sliding room changes facing or location 
  32 
  floor, collapsing 
  90-91 
  spear trap 
  33 
  floor, illusory 
  92 
  spear trap (poisoned) 
  34-35 
  gas, acid cloud 
  93 
  spiked log trap 
  36 
  gas, blinding 
  94 
  spring-loaded pile-driver disguised as a door 
  37 
  gas, fear 
  95 
  stairs fold flat into a sliding chute 
  38-39 
  gas, flammable 
  96-97 
  stairs collapse 
  40-41 
  gas, poison 
  98 
  teleporter 
  42-43 
  gas, sickening 
  99 
  trip wire 
  44 
  gas, sleep 
  00 
  wire, neck high 
  45 
  gas, slowing 
   
   
   
   
   
  
  Dungeon Master’s Guide    253 
   
  APPENDIX D:  TRICKS 
  As with traps, there are nearly endless numbers of tricks which can be 
  devised and used in the campaign. Most experienced Dungeon 
  Masters will probably already hove a proud repertoire of clever and 
  innovative (not to mention unique and astounding) artifices, 
  deceptions, conundrums, and sundry tricks which will put to shame 
  the humble offering which follows.  
  Nonetheless, this enumeration might serve for those who have not yet 
  had the experience and seasoning necessary to invent more clever 
  devices to bring consternation to overbold and incautious characters. 
  Even if you are fairly conversant with the idea of tricks in the dungeon, 
  check the lists anyway, for you might find one or two useful ideas 
  there. 
  The first list is features commonly found in a dungeon. Thereafter is a 
  longer list of attributes. Select a feature or several, as desired. Assign 
  one or more attributes to each feature, or combination thereof, in 
  order to develop an interesting trick which will challenge the players 
  and yet not be too difficult for the level of experience of their 
  characters. When you come to an appropriate spot in your dungeon 
  (or elsewhere for that matter), enliven the place with the addition of a 
  few tricky attributes to an otherwise unremarkable or now ordinary 
  feature. 
  FEATURES 
   
   
  altar 
  fire or fireplace 
  machine 
  room 
  arch 
  force field 
  monster 
  stairway 
  ceiling 
  fountain 
  passage 
  statue 
  container (barrel, jar, vase, etc.) fresco, mosaic, or painting 
  pedestal 
  tapestry 
  dome 
  furnishings 
  pillar or column 
  vegetation 
  door 
  idol 
  pit 
  wall 
  door, secret 
  illusion 
  pool 
  well or pool 
   
  ATTRIBUTES 
   
   
  ages 
  disintegrates 
  intelligent 
  shoots 
  animated 
  distorted width/length 
  invisible 
  sliding 
  antimagic 
  distorted height/depth 
  move/rolls 
  sloping 
  appearing/disappearing 
  enlarges/reduces 
  one-way 
  spinning 
  asks 
  enrages 
  parasitic 
  symbiotic 
  attacks 
  electrical shock 
  releases coins 
  takes/steals 
  changes alignment 
  false 
  releases counterfeit coins 
  talks intelligently/normally 
  changes ability score 
  flesh to stone 
  releases gems/jewelry 
  talks nonsense 
  changes class 
  fruit 
  releases magic item 
  talks in verse/rhyme 
  changes sex 
  gaseous 
  releases map 
  talks melodically /sings 
  combination 
  geases 
  resists examination 
  talks in order to cast spell 
  collapsing 
  gravity increases 
  resists specific action 
  talks in a booming voice/screams 
  directs 
  gravity decreases 
  rising/sinking 
  teleports 
  greed-producing 
  gravity is nullified 
  suggests 
  wish fulfillment 
  shifting 
  gravity varies 
  suspends animation 
  wish fulfillment, reversal 
   
  SAMPLE TRICKS 
  The following examples of tricks are offered as a guide only. Vary such 
  tricks in order to avoid the possibility of player knowledge: 
   
   Altar: Touching this feature without uttering the name of the deity 
  to which it is dedicated will alternately do the following: age the 
  character 10 years, animate his or her weapons for 4 rounds and 
  cause them to attack their owner (cf. Sword of Dancing), or 
  cause cancellation (as the rod) to drain his or her most powerful 
  magic item of all of its dweomer. If the deity's name is uttered 
  when the altar is touched, then characters of neutral alignment 
  will have a wish granted if it is made within the turn; characters of 
  other alignment will have a geas laid upon them to go and slay 
  a monster who is inimical to the deity, but upon successful 
  completion of this duty they too will be granted a wish. 
   
   Arch:  This feature will exist when the party first enters the place, 
  but thereafter it will appear and disappear on a random basis on 
  a 1 in 20 chance for either. It will alternately do one of the 
  following: change sex, enlarge/reduce to giant/brownie size 
  (assuming man size upon entry), or teleport the individual to an 
  area where gems grow on plants. Those within the arch when it 
  disappears are trapped until it reappears again, and exiting does 
  not cause any of its functions to operate.  
   
   Container:  This is a jar which is alternately a polymorphed black 
  pudding which the touch of a character will dispel to its normal 
  form, or an obsidian vase of the finest workmanship which is 
  worth 5,000 gold pieces.  If a polymorph spell is cast upon the jar 
  form, or a dispel magic is cast upon the vase form, then the vase 
  will become a normal item of great worth. Otherwise, each time 
  it is touched there are equal chances for either form to exist. 
   
   Door, Secret:  This pivoting stone portal will always swing open to 
  the left, giving egress to an area guarded by a basilisk. However, 
  if a second hidden stud is found (-15 to perception checks), then 
  it will pivot to the right and allow entry to a chamber containing 
  a magical fountain. 
   
   Fountain:  This feature is a beautiful work of onyx and jet black 
  stone. A grinning gargoyle and a lovely nymph are depicted, the 
  former with an open mouth, the latter with a pitcher. As soon as 
  the party enters, the gargoyle will ask a riddle, and if it is not 
  answered it will spray poison upon the group (save at -10 or suffer 
  3d6 CON damage). If answered, the nymph will then recite a 
  poem which is a clue to a special treasure. 
   
   Monster:  The shriekers found in the area have a heavy growth of 
  yellow mold upon them and if they are struck, the spores will 
  spread in their usual poisonous cloud. These creatures totally 
  surround a pedestal. 
   
   Pedestal:  This short, thick cylinder has six knobs in the shape of 
  flowers. Atop the pedestal lies a strangely wrought crown, but it is 
  untouchable due to a force field. Turning the knobs will 1) lower 
  one attribute of the character by 1 point, 2) give a magical 
  shock for 5d10 hit points, 3) turn the character to gaseous form, 
  4) deliver a scroll upon which is a clue as to how to lower the 
  force field, 5) turn the character permanently invisible, and 6) 
  open a trap door in the floor which drops all in the room down a 
  chute to a level far beneath the place. 
   
  From these examples, you will note that nearly endless combinations 
  are possible even without your own ideas for additions - and these will 
  surely come. There can be monsters hidden by illusion, illusory 
  monsters, symbiotic monsters, monsters in combined pairs or trios or 
  whatever, parts of the dungeon which are distorted, invisible, shifting, 
  slanting, spinning, and so on.  
  
  Dungeon Master’s Guide    254 
   
  APPENDIX E: DUNGEON DRESSING  
  Use these tables for miscellaneous items and points of interest for corridors and unpopulated areas, or to round out otherwise drab places. 
   
  Air & Odors 
   
   
  d% roll 
  air currents 
  d% roll 
  odors 
  d% roll 
  air quality 
  01-05 
  breeze, slight 
  01-03 
  acrid 
  01-70 
  clear 
  06-10 
  breeze, slight, damp 
  04-05 
  chlorine 
  71-75 
  foggy 
  11-12 
  breeze, gusting 
  06-39 
  dank, moldy 
  76-80 
  steamy 
  13-18 
  cold current 
  40-49 
  earthy 
  81-88 
  floor-to-waist-height obscured in mist 
  19-20 
  downdraft, slight 
  50-57 
  manure 
  89-90 
  hazy with dust 
  21-22 
  downdraft, strong 
  58-61 
  metallic 
  91-98 
  hazy with smoke 
  23-69 
  still 
  62-65 
  ozone 
  99-00 
  misted 
  70-75 
  still, very chill 
  66-70 
  putrid 
   
   
  76-85 
  still, warm (or hot) 
  71-75 
  rotting vegetation 
   
   
  86-87 
  updraft, slight 
  76-77 
  salty, wet 
   
   
  88-89 
  updraft, strong 
  78-82 
  smoky 
   
   
  90-93 
  wind, strong 
  83-89 
  stale, fetid 
   
   
  94-95 
  wind, strong, gusting 
  90-95 
  sulphorous 
   
   
  96-00 
  wind, strong, moaning 
  96-00 
  urine 
   
   
   
   
   
   
   
   
  Note air and odor information in level keys. If random determination is used, be sure that some logic prevails in the overall scheme. 
   
   
  General Descriptors 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01 
  arrow, broken 
  34-40 
  dripping 
  62-64 
  leaves (dry) & twigs 
  84 
  stones, small 
  02-04 
  ashes 
  41 
  dried blood 
  65-68 
  mold (common) 
  85 
  straw 
  05-06 
  bones 
  42-44 
  dung 
  69 
  pick handle 
  86 
  sword blade, broken 
  07 
  bottle, broken 
  45-49 
  dust 
  70 
  pole, broken (5'8”) 
  87 
  teeth/fangs, scattered 
  08 
  chain, corroded 
  50 
  flask, cracked 
  71 
  pottery shards 
  88 
  torch stub 
  09 
  club, splintered 
  51 
  food scraps 
  72-73 
  rags 
  89 
  wall scratchings 
  10-19 
  cobwebs 
  52 
  fungi, common 
  74 
  rope, rotten 
  90-91 
  water, small puddle 
  20 
  coin, copper (bent) 
  53-55 
  guano 
  75-76 
  rubble & dirt 
  92-93 
  water, large puddle 
  21-22 
  cracks, ceiling 
  56 
  hair/fur bits 
  77 
  sack, torn 
  94-95 
  water, trickle 
  23-24 
  cracks, floor 
  57 
  hammer head, cracked 
  78 
  slimy coating, ceiling 
  96 
  wax drippings 
  25-26 
  cracks, wall 
  58 
  helmet, badly dented 
  79 
  slimy coating, floor 
  97 
  wax blob (candle stub) 
  27 
  dagger hilt 
  59 
  iron bar, bent, rusted 
  80 
  slimy coating, wall 
  98-00 
  wood pieces, rotting 
  28-29 
  dampness, ceiling 
  60 
  javelin head, blunt 
  81 
  spike, rusted 
   
   
  30-33 
  dampness, wall 
  61 
  leather boot 
  82-83 
  sticks 
   
   
   
   
   
   
  Distribute these items randomly, by choice, or by dice roll. An interval of 60' or more between each placement is suggested. 
   
   
   
  Unexplained Sounds & Weird Noises 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-05 
  bang, slam 
  27-29 
  footsteps behind 
  54-55 
  laughter 
  83 
  sobbing 
  06 
  bellow(ing) 
  30-31 
  footsteps receding 
  56-57 
  moaning 
  84 
  splashing 
  07 
  bong 
  32-33 
  footsteps off to the side 
  58-60 
  murmuring 
  85 
  splintering 
  08 
  buzzing 
  34-35 
  giggling (faint) 
  61 
  music 
  86-87 
  squeaking 
  09-10 
  chanting 
  36 
  gong 
  62 
  rattling 
  88 
  squealing 
  11 
  chiming 
  37-39 
  grating 
  63 
  ringing 
  89-90 
  tapping 
  12 
  chirping 
  40-41 
  groaning 
  64 
  roar(ing) 
  91-92 
  thud 
  13 
  clanking 
  42 
  grunting 
  65-68 
  rustling 
  93-94 
  thumping 
  14 
  clashing 
  43-44 
  hissing 
  69-72 
  scratching/scrabbling 
  95 
  tinkling 
  15 
  clicking 
  45 
  hooting 
  73-74 
  scream(ing) 
  96 
  twanging 
  16 
  coughing 
  46 
  horn/trumpet sounding 
  75-77 
  scuttling 
  97 
  whining 
  17-18 
  creaking 
  47 
  howling 
  78 
  shuffling 
  98 
  whispering 
  19 
  drumming 
  48 
  humming 
  79-80 
  slithering 
  99-00 
  whistling 
  20-23 
  footsteps ahead 
  49 
  jingling 
  81 
  snapping 
   
   
  24-26 
  footsteps approaching 50-53 
  knocking 
  82 
  sneezing 
   
   
   
   
   
   
  Select noises as desired.  Locate in 20'-40' areas for detection.  Have at least 120' intervals between each. 
   
   
   
   
  
  Dungeon Master’s Guide    255 
   
   
  Furnishings & Appointments, General 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01 
  altar 
  25 
  chair, padded 
  50 
  hogshead 
  79 
  sideboard 
  02 
  armchair 
  26 
  chair, padded, arm 
  51 
  idol (largish) 
  80 
  sofa 
  03 
  armoire 
  27 
  chest, large 
  52 
  keg 
  81 
  staff, normal 
  04 
  arras 
  28 
  chest, medium 
  53 
  loom 
  82 
  stand 
  05 
  bag 
  29 
  chest of drawers 
  54 
  mat 
  83 
  statue 
  06 
  barrel 
  30 
  closet (wardrobe) 
  55 
  mattress 
  84 
  stool, high 
  07-08 
  bed 
  31 
  coal 
  56 
  pail 
  85 
  stool, normal 
  09 
  bench 
  32-33 
  couch 
  57 
  painting 
  86 
  table, large 
  10 
  blanket 
  34 
  crate 
  58-60 
  pallet 
  87 
  table, long 
  11 
  box (large) 
  35 
  cresset 
  61 
  pedestal 
  88 
  table, low 
  12 
  brazier & charcoal 
  36 
  cupboard 
  62-64 
  pegs 
  89 
  table, round 
  13 
  bucket 
  37 
  cushion 
  65 
  pillow 
  90 
  table, small 
  14 
  buffet 
  38 
  dais 
  66 
  pipe (large cask) 
  91 
  table, trestle 
  15 
  bunks 
  39 
  desk 
  67 
  quilt 
  92 
  tapestry 
  16 
  butt (large barrel) 
  40-42 
  fireplace & wood 
  68-70 
  rug (small-medium) 
  93 
  throne 
  17 
  cabinet 
  43 
  fireplace with mantle 
  71 
  rushes 
  94 
  trunk 
  18 
  candelabrum 
  44 
  firkin 
  72 
  sack 
  95 
  tub 
  19 
  carpet (largish) 
  45 
  fountain 
  73 
  sconce, wall 
  96 
  tun 
  20 
  cask 
  46 
  fresco 
  74 
  screen 
  97 
  urn 
  21 
  chandelier 
  47 
  grindstone 
  75 
  sheet 
  98 
  wall basin and font 
  22 
  charcoal 
  48 
  hamper 
  76-77 
  shelf 
  99 
  wood billets 
  23-24 
  chair 
  49 
  hassock 
  78 
  shrine 
  00 
  workbench 
   
   
   
   
  Use this list to select furnishings. Random use is suggested only for rounding out the furnishings of an area. 
   
   
   
  General Description of Container Contents 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-03 
  ash 
  27-28 
  fibers 
  49-56 
  liquid 
  84-85 
  skin/hide 
  04-06 
  bark 
  29-31 
  gelatin 
  57-58 
  lump(s) 
  86-87 
  splinters 
  07-09 
  bone 
  32-33 
  globes 
  59-61 
  oily 
  88-89 
  stalks 
  10-14 
  chunks 
  34-37 
  grains 
  62-65 
  paste 
  90-92 
  strands 
  15-17 
  cinders 
  38-40 
  greasy 
  66-68 
  pellets 
  93-95 
  strips 
  18-22 
  crystals 
  41-43 
  husks 
  69-81 
  powder 
  96-00 
  viscous 
  23-26 
  dust 
  44-48 
  leaves 
  82-83 
  semi-liquid 
   
   
   
   
   
   
  Use these lists for direct selection.  Random determination is useful only for adding items in odd situations. 
   
   
   
  Magic-User Furnishings 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-03 
  alembic 
  33 
  crystal ball 
  55 
  mortar & pestle 
  76 
  spatula 
  04-05 
  balance & weights 
  34 
  decanter 
  56 
  pan 
  77 
  spoon, measuring 
  06-09 
  beaker 
  35 
  desk 
  57-58 
  parchment 
  78 
  stand 
  10 
  bellows 
  36 
  dish 
  59 
  pentacle 
  79 
  stool 
  11 
  bladder 
  37-38 
  flask 
  60 
  pentagram 
  80 
  stuffed animal 
  12-13 
  bottle 
  39 
  funnel 
  61 
  phial 
  81 
  tank (container) 
  14-16 
  book 
  40 
  furnace 
  62 
  pipette 
  82 
  tongs 
  17 
  bowl 
  41-44 
  herbs 
  63 
  pot 
  83 
  tripod 
  18 
  box 
  45 
  horn 
  64 
  prism 
  84 
  tube (container) 
  19-22 
  brazier 
  46 
  hourglass 
  65 
  quill 
  85-86 
  tube (piping) 
  24-25 
  cauldron 
  47-48 
  jar 
  66-68 
  retort 
  87 
  tweezers 
  26 
  candle 
  49 
  jug 
  69 
  rod, mixing/stirring 
  88-90 
  vial 
  27 
  candlestick 
  50 
  kettle 
  70-71 
  scroll 
  91 
  waterclock 
  28 
  carafe 
  51 
  ladle 
  72 
  scroll tubes 
  92 
  wire 
  29-30 
  chalk 
  52 
  lamp 
  73 
  sheet 
  93-00 
  workbench 
  31 
  crucible 
  53 
  lens (concave, convex) 
  74 
  skin 
   
   
  32 
  cruet 
  54 
  magic circle 
  75 
  skull 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    256 
   
   
  Religious Articles & Furnishings 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-05 
  altar 
  25 
  drum 
  56-58 
  offertory container 
  77 
  side chair(s) 
  06-08 
  bell(s) 
  26-27 
  font 
  59 
  paintings/frescoes 
  78-79 
  stand 
  09-11 
  brazier(s) 
  28-29 
  gong 
  60-61 
  pews 
  80-82 
  statue(s) 
  12 
  candelabra 
  30-35 
  holy/unholy symbol(s) 
  62 
  pipes (musical) 
  83 
  throne 
  13-14 
  candles 
  36-37 
  holy/unholy writing 
  63 
  prayer rug 
  84-85 
  thurible 
  15 
  candlesticks 
  38-43 
  idol(s) 
  64 
  pulpit 
  86-88 
  tripod 
  16 
  cassocks 
  44-48 
  incense burner(s) 
  65 
  rail 
  89-90 
  vestry 
  17 
  chime(s) 
  49 
  kneeling bench 
  66-67 
  robes 
  91-97 
  vestments 
  18-19 
  cloth (altar) 
  50-53 
  lamps(s) 
  68-69 
  sanctuary 
  98-99 
  votive light 
  20-23 
  columns/pillars 
  54 
  lectern 
  70-71 
  screen 
  00 
  whistle 
  24 
  curtain/tapestry 
  55 
  mosaics 
  72-76 
  shrine 
   
   
   
   
   
   
  Select from the above list. Use random determination only to round out or fill in. 
   
   
   
   
  Temple Trappings 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-05 
  altar 
  23-25 
  flame pit 
  53-54 
  mosaics 
  80 
  sacrifice 
  06-07 
  bells 
  26-27 
  font/immersion chamber 
  55-56 
  offertory 
  83 
  scroll 
  08-09 
  brazier 
  28-29 
  gong 
  57-61 
  paintings 
  84-86 
  shrine 
  10-11 
  candlesticks 
  30-35 
  holy/unholy tomes 
  62-63 
  pedal organ 
  87 
  stained glass 
  12-14 
  chimes 
  36-40 
  holy/unholy inscriptions 
  64 
  pews 
  88-91 
  statue 
  15-16 
  choir area 
  46 
  holy/unholy relics 
  65-68 
  prayer wheels 
   
  treasure  
  17 
  cassocks 
  47-48 
  idol/icon 
  69 
  pulpit 
  96 
  throne 
  18-20 
  cloth, altar 
  49-53 
  incense burners 
  70-74 
  reliquary 
  97-98  
  vestry 
  21-22 
  crypt 
  51-52 
  lectern/dais 
  75-79 
  robes 
  99-00 
  vestments 
   
   
   
   
  The DM should choose from the list to stock the temple, using random selection only to fill in details or in spur-of-the-moment situations.  Note that 
  some of the items below will not be applicable to certain religions (e.g., no flame pit for living sacrifice in a lawful good temple). 
   
   
   
   
   
  Torture Chamber Furnishings 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-02 
  bastinadoes 
  29-31 
  cressets 
  49-50 
  pillory 
  79-80 
  table 
  03 
  bell (huge) 
  32 
  fetters 
  51-54 
  pincers 
  81 
  thongs 
  04-06 
  bench 
  33-35 
  fire pits 
  55-56 
  pliers 
  82-85 
  thumb screws 
  07-10 
  boots (iron) 
  36 
  grill 
  57-58 
  pot (huge) 
  86-88 
  torches 
  11-15 
  branding irons 
  37-38 
  hooks 
  59-66 
  rack 
  89-90 
  “u” rack 
  16-20 
  brazier 
  39-43 
  iron maiden 
  67-68 
  ropes 
  91 
  vice 
  21-22 
  cage 
  44 
  knives 
  69 
  stocks 
  92-93 
  well 
  23-26 
  chains 
  45 
  manacles 
  70-71 
  stool 
  94-96 
  wheel 
  27 
  chair with straps 
  46 
  oubliette (pits) 
  72-75 
  strappado 
  97-00 
  whips 
  28 
  clamps 
  47-48 
  oil (barrel of) 
  76-78 
  straw 
   
   
   
   
   
   
  Use this list to select from. Random selection by dice roll is useful only to fill in. 
   
   
   
  Clothing & Footwear 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-02 
  apron 
  23-24 
  frock/pinafore 
  47-48 
  kirtle 
  78-79 
  shift 
  03-04 
  belt 
  25-26 
  gauntlets 
  49-50 
  leggings 
  80-83 
  slippers 
  05 
  blouse 
  27-28 
  girdle 
  51-54 
  linens (drawers) 
  84-86 
  smock 
  06-08 
  boots 
  29 
  gloves 
  55-58 
  linen (undershirt) 
  87-89 
  stockings 
  09 
  buskins 
  30-31 
  gown 
  59 
  mantle 
  90 
  surcoat 
  10-11 
  cap 
  32-34 
  hat 
  60 
  pantaloons 
  91 
  toga 
  12-13 
  cape 
  35 
  habit 
  61-62 
  petticoat 
  92-94 
  trousers 
  14-16 
  cloak 
  36-39 
  hood 
  63-66 
  pouch/purse 
  95-96 
  tunic 
  17-18 
  coat 
  40-41 
  hose 
  67-70 
  robe 
  97 
  veil 
  19 
  coif 
  42-43 
  jerkin 
  71-74 
  sandals 
  98 
  vest 
  20 
  doublet 
  44 
  jupon 
  75-76 
  scarf 
  99 
  wallet 
  21-22 
  dress 
  45-46 
  kerchief 
  77 
  shawl 
  00 
  wrapper 
   
   
   
   
   
   
   
   
  Select from this list for wardrobe items.  Use random determination only to round out or find odd articles. 
   
   
  
  Dungeon Master’s Guide    257 
   
  Jewelry & Items Typically Bejeweled 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-02 
  anklet 
  27 
  choker 
  41-45 
  earring 
  76-78 
  pendant 
  03-06 
  armband 
  28-30 
  clasp 
  46-47 
  fob 
  79-83 
  pin 
  07-09 
  belt 
  31-32 
  coffer 
  48-52 
  goblet 
  84 
  orb 
  10-12 
  box (small) 
  33 
  collar 
  53-54 
  headband (fillet) 
  85-93 
  ring 
  13-16 
  bracelet 
  34-35 
  comb 
  55-57 
  idol 
  94 
  scepter 
  17-19 
  broach 
  36 
  coronet 
  58-59 
  locket 
  95-96 
  seal 
  20-21 
  buckle 
  37 
  crown 
  60-62 
  medal 
  97-99 
  statuette 
  22-25 
  chain 
  38-39 
  decanter 
  63-68 
  medallion 
  00 
  tiara 
  26 
  chalice 
  40 
  diadem 
  69-75 
  necklace 
   
   
   
   
   
   
   
   
   
   
  Select from this list for wardrobe items.  Use random determination only to round out or find odd articles. 
   
  Miscellaneous Utensils & Personal Items 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01 
  awl 
  27 
  dish 
  51 
  oil, fuel 
  74 
  spoon 
  02 
  bandages 
  28 
  earspoon 
  52 
  oil, scented 
  75 
  stopper 
  03 
  basin 
  29 
  ewer 
  53 
  pan 
  76 
  statuette/figurine 
  04-05 
  basket 
  30 
  flagon 
  54 
  parchment 
  77 
  strainer 
  06 
  beater 
  31 
  flask 
  55 
  pitcher 
  78 
  tankard 
  07 
  book 
  32 
  food 
  56 
  pipe, musical 
  79 
  thongs 
  08-09 
  bottle 
  33 
  fork 
  57 
  pipe, smoking 
  80 
  thread 
  10 
  bowl 
  34 
  grater 
  58 
  plate 
  81-84 
  tinderbox (flint & steel) 
  11 
  box (small) 
  35 
  grinder 
  59 
  platter 
  85-86 
  towel 
  12-13 
  brush 
  36 
  hourglass 
  60 
  pot 
  87 
  tray 
  14 
  candle 
  37 
  jack (container) 
  61 
  pouch 
  88 
  trivet 
  15 
  candle snuffer 
  38 
  jar 
  62 
  puff 
  89 
  tureen 
  16 
  candlestick 
  39 
  jug 
  63 
  quill 
  90-91 
  twine 
  17 
  cane (walking stick) 
  40 
  kettle 
  64 
  razor 
  92 
  unguent 
  18 
  case 
  41 
  knife 
  65 
  rope 
  93 
  vase 
  19 
  casket (small) 
  42 
  knucklebones 
  66 
  salve 
  94 
  vial 
  20 
  chopper 
  43 
  ladle 
  67 
  saucer 
  95 
  wallet 
  21 
  coffer 
  44-45 
  lamp/lantern 
  68 
  scraper 
  96 
  washcloth 
  22 
  cologne 
  46 
  masher 
  69 
  scroll 
  97 
  whetstone 
  23 
  comb 
  47 
  mirror 
  70 
  shaker 
  98 
  wig 
  24 
  cup 
  48 
  mug 
  71 
  sifter 
  99 
  wool 
  25 
  decanter 
  49 
  needle(s) 
  72 
  soap 
  00 
  yarn 
  26 
  dipper 
  50 
  oil, cooking 
  73 
  spigot 
   
   
   
   
   
   
   
   
   
   
  Use this list to select miscellaneous items in an area.  Random use is suggested only to fill in after selection. 
   
  Food & Drink 
   
   
   
   
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  d% roll 
   
  01-02 
  ale 
  25 
  cookies 
  39-42 
  mead 
  70 
  pie 
  03 
  apricots 
  26 
  eggs 
  43-46 
  meal (grain) 
  71 
  plums 
  04-05 
  apples 
  27 
  fish* 
  47-56 
  meat* 
  72-74 
  porridge 
  06 
  beans 
  28 
  fish, shell* 
  57 
  milk 
  75 
  prunes 
  07-10 
  beer 
  29-30 
  fowl* 
  58 
  muffins 
  76 
  pudding 
  11 
  berries 
  31 
  grapes 
  59 
  mushrooms 
  77 
  raisins 
  12 
  biscuits 
  32 
  greens* 
  60-62 
  nuts* 
  78-80 
  soup 
  13 
  brandy 
  33 
  gruel 
  63-64 
  onions 
  81-82 
  stew 
  14-18 
  bread 
  34 
  honey 
  65 
  pastries 
  83 
  sweetmeats 
  19 
  broth 
  35 
  jam 
  66 
  peaches 
  84-87 
  tea 
  20 
  butter 
  36 
  jelly 
  67 
  pears 
  88-89 
  tubers/roots* 
  21 
  cakes 
  37 
  leeks 
  68 
  peas 
  90-95 
  water 
  22-24 
  cheese* 
  38 
  lentils 
  69 
  pickles 
  96-00 
  wine 
   
   
   
   
   
   
   
   
  Varieties of the items marked with an asterisk (*) have been omitted, for they are generally well-known and can be enumerated by the DM with little or no 
  difficulty.  Use the lists above for the stocking of kitchens, store rooms, etc.  Random selection is suggested only to round out an already stocked area. 
   
  Condiments & Seasonings 
    
   
  d% roll 
   
  d% roll 
   
  01-15 
  garlic 
  56-58 
  pepper 
  16-50 
  herbs* 
  59-85 
  salt 
  51-55 
  mustard 
  86-00 
  vinegar 
   * a listing of herbs and associated vegetable matter is given below, along with the purported uses for herbs with regard to healing, magic, 
  poisons, etc. 
  
  Dungeon Master’s Guide    258 
  HERBS, SPICES & MEDICINAL VEGETABLES 
  There are hundreds of different vegetable flavorings and seasonings which were or are reputed to have medicinal and/or magic properties. It is not 
  within the scope of this work to detail all of these herbs and spices, particularly as regards their description, habitat, and the many uses claimed for 
  most. An alphabetical listing with one or two comments on each is presented. The dedicated herbalist will have to pursue his or her research in 
  scholarly texts. 
   
  plant and/or special part 
  uses and/or powers 
  abscess root (sweet root) 
  respiratory disorders 
  acacia (Gum Arabic) 
  tissue repair 
  aconite (monkshood, wolfsbane) 
  sedative, wards off werewolves 
  acorn 
  tissue hardening 
  adder’s tongue 
  emetic, emollient 
  adrue 
  anti-vomiting, sedative 
  agar-agar (jelly) 
  anti-inflammation, nutrient 
  agaric 
  astringent, purgative 
  agrimony (cocklebur, stickwort) muscle toner 
  alder 
  anti-inflammation, tonic 
  alkanet root 
  antiseptic, emollient, wormer 
  all-heal (wound-wort) 
  antiseptic, anti-spasmodic 
  almond milk or powder 
  nutrient, emollient 
  aloe (bitter aloe) 
  bites, burns, laxative, tonic, repels 
  insects 
  amaranth (red cockscomb,  
  love-lies-bleeding) 
  astringent, anti-hemorrhaging 
  ammoniacum (Persian Gum) 
  stimulant, respiratory aid 
  angelica 
  lung, liver, spleen, vision, hearing 
  anise 
  antacid,  digestion, coughing 
  arbutus (mayflower) 
  astringent, bladder infection 
  areca nut (betel nut) 
  astringent, tape wormer 
  arenaria rubra (sandwort) 
  diuretic, urinary diseases 
  arrach (goosefoot) 
  sedative (nervous tension, hysteria) 
  artichoke juice 
  jaundice curative 
  asafetida (devil’s dung, food of 
  the gods) 
  aphrodisiac, brain and nervous 
  stimulant, tonic, many others 
  asarabacca (hazelwort, wild nard) emetic, purgative 
  ash (bark and leaves of) 
  laxative, anti-inflammation, fever 
  asparagus juice or root 
  sedative, heart problems, anti-
  oxalic acid 
  avens (calewort, herb bennet) 
  astringent, anti-hemorrhaging, 
  anti-weakness, tonic, more 
  bael 
  anti-inflammation, ulcers  
  balm (sweet balm) leaves 
  calms nerves, fevers 
  balm of gilead 
  nutrient, general organ stimulant 
  balmony (bitter herd, snake head) tissue builder and strengthener, 
  liver ailments, wormer 
  barley 
  nutrient (recuperative) 
  basil 
  nervous disorders, digestion 
  bay leaf (bay laurel) 
  anti-gas, astringent, digestion, diuretic 
  beet 
  organic cleanser 
  belladonna (deadly nightshade, 
  dwale, black cherry root) 
  diuretic, sedative, pain reliever, 
  anti-opiate, circulation, stimulant, 
  poison/lycanthropy cure 
  benne (sesam, sesame) 
  respiratory disorders, eye infections 
  benzoin (gum benzain) 
  expectorant, stimulant, anti-septic, 
  wounds and sores 
  berberis 
  fevers 
  beth root (lamb’s quarters) 
  astringent, coughs, tonic, anti-
  hemorrhaging, more 
  bilberry (huckleberry, hurtleberry, 
  whortleberry) 
  anti-thirst, dropsy, typhoid, more 
  birch (white birch) 
  anti-inflammation, astringent, 
  fever, intestines and stomach, 
  venereal diseases, skin conditions, 
  birthwort 
  circulatory stimulant 
  bistort (adderwort) 
  astringent 
  bittersweet (felonwort, scarlet 
  berry, woody nightshade) 
  abscesses, lymph infections, 
  swelling and inflammation 
  blackberry (dewberry) 
  astringent, tonic, dysentery 
  plant and/or special part 
  uses and/or powers 
  black currant 
  antiseptic, blood purifier, diuretic 
  black willow (pussy willow) bark 
  astringent, antiseptic 
  blueberry 
  anti-thirst, dropsy, typhoid, more 
  blue flag (flag lily, poison flag, 
  water flag, water lily) 
  diuretic, cathartic, blood purifier 
  (against poison), wound healing, 
  venereal disease, much more 
  blue mallow (common mallow) 
  coughs, cold 
  boneset (thoughtwort) 
  fevers, tonic, skin diseases 
  borage 
  coughs, lung infections 
  box leaves 
  tonic, blood purifier 
  bryony 
  paralysis, bruises 
  bugle 
  hemorrhaging,  gastrointestinal 
  disorders 
  burdock 
  laxative, tuberculosis, more 
  butterbur 
  fevers, urinary complaints 
  cabbage juice 
  ulcer and stomach treatment 
  calotopis (mudar bark) 
  skin leprosy, elephantiasis, more 
  camphor (gum camphor) 
  bruises, sprains, chills, fever, 
  cardiac stimulant 
  caraway 
  antacid, aids digestion 
  cardamom seeds 
  anti-gas, stimulant 
  carrot juice and seeds 
  health tonic 
  castor oil 
  purgative, cathartic 
  catnip 
  colds, fevers, anti-spasmodic, 
  hysteria 
  cayenne 
  stimulant 
  celery 
  liver functions, tonic, stimulant 
  chamomile 
  nervous conditions, ear & toothaches 
  chaulmoogra oil 
  fevers, sedative, skin eruptions 
  cherry gum 
  respiratory infections 
  chervil 
  diuretic, kidney stones, gout 
  chives 
  colds, general diseases/evil eye 
  cinnamon 
  disinfectant, nausea, preservative 
  cleavers (goosegrass) 
  fevers, circulation, blood purifier, 
  wounds, liver disease 
  clover 
  tonic 
  cloves 
  anesthetic, circulation, germicide, 
  disinfectant 
  comfrey root (healing herb) 
  bone fractures, colds, respiratory 
  ailments,  wounds, gangrene, more 
  coriander 
  tonic 
  couchgrass 
  bladder and urinary infections 
  cucumber 
  inflammation 
  cumin seed 
  stimulant 
  dandelion 
  diuretic, purgative, tonic 
  digitalis (dead men’s bells, fairy 
  bells, fairy cap, foxglove, etc.) 
  heart stimulant, tonic, kidney 
  treatment (poison) 
  dill 
  nausea 
  ergot (rye smut) 
  hemorrhaging, venereal diseases 
  eyebright 
  astringent, eye infections 
  fennel 
  digestion, weight control, muscle 
  tone, reflexes, vision,  much more 
  fenugreek 
  stimulant 
  fig 
  demulcent 
  figwort (scrofula plant, throatwort) 
  abscesses, wounds, pain killer 
  fireweed 
  astringent, anti-spasmodic 
  fluellin 
  astringent, tissue strengthener 
  garden burnet (burnet) 
  relieves diarrhea, bleeding, insect 
  bites, burns 
  garlic 
  kills parasites, coughs, colds, blood 
  purifier, detoxifier, wards off vampires 
  
  Dungeon Master’s Guide    259 
   
  plant and/or special part 
  uses and/or powers 
  gelsemium (wild woodbine) 
  sedative, nerve tonic, fevers, more 
  gentian (bitter root, felwort) 
  tonic, fevers, anti-venom 
  geranium (sweet geranium) 
  alkalizer 
  ginger 
  stimulant, colds, cramps 
  ginseng 
  glandular stimulant, vision, 
  dizziness, headaches, weakness 
  goat’s rue 
  diuretic, wormer (vermifuge) 
  grape juice 
  blood fortifier 
  hartstongue 
  cough, liver, spleen, bladder 
  hawthown 
  heart, arteries 
  hedge mustard 
  throat, lungs 
  hellebore 
  heart tonic (rootlets are poison) 
  honeysuckle 
  liver, spleen, respiratory disorders 
  horehound, white 
  coughs, pulmonary diseases, anti-
  venom 
  horehound, black 
  stimulant, wormer, hemorrhaging 
  horseradish 
  tonic, antiseptic, wormer 
  hyssop 
  respiratory 
  ailments, 
  jaundice, 
  blood purifier, tonic, cuts and 
  wounds, more 
  ipecac 
  dysentery, mouth infections, more 
  Irish moss 
  coughs, scalds, burns 
  jambul seeds 
  blood purifier, diabetes 
  jewel weed (balsam weed, pale 
  touch-me-not) 
  diuretic, 
  kidneys, 
  skin 
  growths, 
  fungus, infections, liver 
  juniper berry 
  aphrodisiac, stimulant, disinfectant, 
  venereal disease, more 
  juruberia 
  anemia 
  kelp (seawrack) 
  thyroid, heart, arteries, much more 
  larkspur (knight’s spur) 
  external parasites 
  leek 
  colds, general diseases/evil eye 
  lily of the valley 
  heart tonic 
  lotus 
  health tonic, diarrhea relief, mild 
  sedative 
  lucerne (alfalfa) 
  strength 
  lycopodium (common club 
  moss, fox tail, lamb’s tail) 
  wounds, lungs, kidneys, more 
  mace 
  stimulant 
  marigold 
  fevers, varicosities, eyes, heart 
  marjoram 
  melancholia, 
  dizziness, 
  brain 
  disorders, toothaches 
  masterwort 
  stimulates organs, anti-spasmodic, 
  more 
  mistletoe 
  convulsions, hysteria, narcotic, 
  tonic, typhoid fever, heart 
  muira-puama 
  aphrodisiac  
  mustard 
  emetic, counter irritant, colds, 
  fevers 
  nutmeg 
  nausea, vomiting, diarrhea 
  nux vomica (poison nut) 
  stimulant, debility tonic 
  onion 
  poultice, colds (as chives) 
  oregano 
  germicide, pain killer 
  paprika 
  stimulant, poultice 
  parsley 
  blood purifier 
  peach seed 
  fevers, blood tonic 
  pepper, black 
  sprains, neuritis 
  peppermint 
  indigestion, digestive aid, soothes 
  skin and stomach/bowels, cold 
  and flu relief, headaches 
  pitcher plant 
  small pox preventative and cure, 
  stomach, liver, kidney 
  plantain (ripple grass, waybread) 
  minor wounds, stings, rashes 
  pomegranate 
  nerve sedative, wormer 
  poppy 
  pain relief, sedation 
  pumpkin seed 
  virility, organ tonic 
  quince 
  eye disease, dysentery, skin disorders 
  plant and/or special part 
  uses and/or powers 
  radish 
  blood purifier, liver 
  raspberry 
  fevers, tonic 
  rhubarb 
  astringent, cathartic 
  rose 
  colds, fevers 
  rosemary 
  germicide, muscle tonic, drives off 
  evil spirits 
  saffron 
  scarlet fever, measles, respiratory, 
  infections 
  sage 
  tonic, wounds 
  sarsaparilla (china root, spikenard) 
  system balance, blood purifier, 
  venereal disease, many more 
  scopolis 
  nerve and muscle sedative, pain 
  killer, coughs 
  skullcap (madweed) 
  nervous disorders, rabies 
  senna 
  purgative 
  spearmint 
  indigestion, digestive aid, soothes 
  skin and stomach/bowels 
  strawberry 
  vision, swelling and inflammation 
  summer savory 
  blood purifier, palsy 
  tamarind 
  infection, gangrene 
  tansy 
  tonic, narcotic, wormer, digestion, 
  fevers, insect repellent, joint pain 
  tarragon 
  digestive aid, mild sedative 
  tea 
  poison antidote 
  thyme 
  antiseptic, blood purifier 
  turmeric 
  flu and cold relief, antiseptic, 
  insect repellent, anti-inflammatory  
  turnip 
  mouth disease, throat 
  watercress 
  blood tonic 
  white bryony (mandragora) 
  cathartic, respiratory diseases, 
  heart, kidneys 
   
  It is suggested that you use the above list as a guide to which herbs, 
  spices, or vegetable you will require for various magical effects 
  desired from potions, scroll inks, and other magic items. You may add 
  to or delete from the list as you desire. Reputed folk uses are not 
  detailed with respect to magic in most cases, as this decision is the 
  purview of the DM. 
   
   
   
  
  Dungeon Master’s Guide    260 
  DESCRIBING MAGICAL SUBSTANCES 
  Some Dungeon Masters have difficulty describing the contents of potion bottles, magical elixirs, and like liquid substances. The lists below give the 
  appearances of liquids, colors, tastes, and smells.  These various descriptive words will serve the DM in good stead when preparing level keys or when 
  “winging it.” 
   
  Appearance/Consistency 
   
  bubbling 
  smoky 
  cloudy 
  syrupy 
  effervescent 
  vaporous 
  fuming 
  viscous 
  oily 
  watery 
   
   
   
   
   
   
   
   
   
   
  Transparent or Opaque 
   
  clear (transparent) 
  opaque 
  cloudy (semi-transparent) 
  phosphorescent (either) 
  flecked (transparent) 
  rainbowed (transparent) 
  layered (semi-transparent) 
  ribboned (semi-transparent) 
  luminous (either) 
  translucent(semi-transparent) 
  opaline(opaque) 
  variegated (determine colors) 
   
   
  Taste or Odor 
   
  acidic 
  metallic 
  bilious 
  milky 
  bitter 
  musty 
  burning/biting 
  oniony 
  buttery 
  peppery 
  cloying 
  perfumy 
  dusty 
  salty 
  earthy 
  savory 
  fiery 
  soothing 
  fishy 
  sour 
  greasy 
  spicy 
  herbal 
  sweet 
  honeyed 
  tart 
  lemony 
  vinegary 
  meaty 
  watery 
   
   
   
   
   
   
   
   
   
   
   
   
  Color Categories 
   
  metallic 
   
  brassy 
  old 
  bronze 
  silvery 
  coppery 
  steely 
   
   
  reds 
   
  carmine 
  pink 
  cerise 
  rose 
  cherry 
  ruby 
  cinnabar 
  russet 
  coral 
  rust 
  crimson 
  sanguine 
  madder 
  scarlet 
  maroon 
  vermillion 
  peach 
   
  yellows 
   
  amber 
  flaxen 
  buff 
  lemon 
  citrine 
  ochre 
  cream 
  saffron 
  fallow 
   
   
   
  oranges 
   
  apricot 
  pumpkin 
  flame 
  salmon 
  golden 
  tawny 
   
   
  greens 
   
  aquamarine 
  pine 
  emerald 
  olive 
  grass 
  teal 
  mint 
   
  blues 
   
  azure 
  sapphire 
  cerulean 
  turquoise 
  indigo 
  ultramarine  
   
   
  violet 
   
  eggplant 
  magenta 
  fuchsia 
  mauve 
  heliotrope 
  plum 
  lake 
  puce 
  lavender 
  purple 
  lilac 
   
   
   
  browns 
   
  chocolate 
  mahogany 
  ecru 
  tan 
  fawn 
  terra cotta 
   
   
  greys 
   
  dove 
  neutral 
  dun 
  smoke 
   
   
  whites 
   
  bone 
  ivory 
  chalky 
  pearl 
  eggshell 
  snow 
   
   
  blacks 
   
  ebony 
  sable 
  inky 
  sooty 
  pitch 
   
   
   
  
  Dungeon Master’s Guide    261 
   
  APPENDIX F:  RANDOM WILDERNESS TERRAIN 
  If a wilderness expedition moves into an area where no detailed map 
  has been prepared in advance, the random terrain determination 
  system below can be utilized with relative ease for a 1 hex = 1 mile, or 
  larger, scale. In using it, however, common sense must prevail.  
   
  For example, if the expedition is in the north country the forest will 
  be pine or possibly scrub, while in tropical regions it will be jungle. 
  Similarly, if a pond is indicated in two successive spaces, the two 
  should be treated as one larger body of water.  
   
  The Dungeon Master must also feel free to add to the random terrain 
  as he sees fit in order to develop a reasonable configuration.  In any 
  event, the DM must draw in rivers, large lakes, seas, oceans, and 
  islands as these features cannot easily be generated by a random 
  method. Glens in forests, paths or tracks, and streams can be included 
  as desired.  Paths or tracks and streams must lead to or from 
  unmapped spaces, of course. 
  As the party enters each space, generate a random number from 1 
  to 20.  Find the type of terrain the party is currently on by reading 
  across the following table then read down the column until you find 
  the line where the random number generated falls, and simply move 
  left to determine the terrain that predominates in the new space. 
  If a pond is indicated, the terrain it is in is the same as that of the 
  previous space. If a depression is indicated, the referee must decide 
  as to its nature and extent.  Generally, the terrain it is in must be the 
  same as the previous space. A depression in a marsh is some form of 
  lake. 
   
  Terrain Types 
  Plain:  
  Tundra, steppe, savanna, prairie, heath, moor, downs, 
  meadow 
  Scrub:   
   
  Brush, veldt, bush, thickets, brackens 
  Forest:   
   
  Woods, jungle, groves and copses (light forest) 
  Rough:   
   
  Badlands 
  Desert:   
   
  Barrens, waste, flat, snowfield 
  Hills:  
   
   
  Ridges, bluffs, dunes 
  Mountains:   
  Mesas, glacier, tors 
  Marsh:   
   
  Fen, slough, swamp, bog, mire, quagmire, morass 
  Pond:   
   
  Pools, tarn, lake 
  Depression:  
  Gorge, rift, valley, canyon 
   
   
  plain 
  scrub 
  forest 
  rough 
  desert 
  hills 
  mountains 
  marsh 
  plains 
  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 are forested hills 
  ** 1 in 20 mountain ranges have a pass that leads through the range 
   
  SETTLEMENTS 
  Check each space for the possibility of inhabitation.  Use d% to 
  determine whether or not a space is inhabited and, if so, the type of 
  habitation present.   
   
  settlements 
   
   
   
  d% roll 
  type of settlement 
  population 
  01-03 
  single dwelling 
  1-8 
  04-05 
  thorpe 
  20-80 
  06-07 
  hamlet 
  81-400 
  08-09 
  village 
  401-900 
  10 
  town 
  901-2,000 
  11 
  city (see the city subtable below) 
  see below 
  12-14 
  castle (see the castle subtable below) 
  see below* 
  15-16 
  ruins (see ruins table on page 262) 
  none 
  17-00 
  uninhabited 
  none 
   
  city subtable 
   
   
   
  d% roll 
  type of city 
  population 
  01-50 
  small city 
  5,001-12,001 
  51-94 
  large city 
  12,001-25,000 
  95-00 
  metropolis 
  25,001+ 
   
  castle subtable* 
   
   
   
  d% roll 
  size of castle 
  type 
  01-10 
  small 
  keep 
  11-25 
  small 
  tower 
  26-35 
  small 
  moathouse 
  36-45 
  medium 
  keep 
  46-65 
  medium 
  walled castle with keep 
  66-80 
  medium 
  walled castle with keep 
  81-88 
  large 
  concentric castle 
  89-95 
  large 
  walled castle with keep 
  96-00 
  large 
  fortress complex (see below) 
  * check the castle inhabitants table below 
   
  Fortress Complex: Inhabited fortress complexes have hired soldiers 
  serving within them, in addition to the inhabitants indicated on the 
  Castle Inhabitants table below.  These men-at-arms include: 
   
   1d4+8 heavy horsemen: 
  Splint mail, lance, longsword, mace 
   
   1d8+8 light horsemen: 
   Studded 
  leather, 
  light 
  crossbow,   
  longsword 
   
   1d12+12 spearmen: 
  Scalemail, shield, spear, handaxe 
   
   1d6+6 crossbowmen: 
  Scalemail, heavy crossbow, morning 
   
  star 
   
   1d4+1 garrison: 
  Scalemail, shield, spear, shortsword 
   
  Cavalry will be stabled and man the walls when necessary.  Each of 
  the above units is led by a fighter of 3rd or 4th level. 
   
  castle inhabitants 
   
  small castle 
   
   
   
  d% roll 
  inhabitants 
  d% roll 
  inhabitants 
  01-45 
  totally deserted 
  61-70 
  humans 
  46-60 
  monster occupied* 
  71-00 
  character-types 
   
   
   
   
  medium castle 
   
   
   
   
  d% roll 
  inhabitants 
  d% roll 
  inhabitants 
  01-30 
  totally deserted 
  51-65 
  humans 
  31-50 
  monster occupied* 
  66-00 
  character-types 
   
   
   
   
  large castle 
   
   
   
   
  d% roll 
  inhabitants 
  d% roll 
  inhabitants 
  01-15 
  totally deserted 
  41-60 
  humans 
  16-40 
  monster occupied* 
  61-00 
  character-types 
  * roll on the appropriate Outdoor Encounter Table in APPENDIX J, 
  ignoring any rolls that indicate men. 
   
  Totally Deserted: Indicates the construction is in disrepair and upon 
  close inspection appears empty. 
   
  Monster Occupied: These castle appear as totally deserted ones, 
  even upon close inspection.  Entry in to the construction will discover 
  monster inhabitants. 
   
  Humans: This indicates that the place is occupied by bandits, 
  brigands, etc, as indicated by the following d% die roll.  A die roll 01-25 
  indicates that bandits hold the castle.  A result of 26-85 indicates that 
  
  Dungeon Master’s Guide    262 
  brigands occupy the stronghold.  A die roll of 86-97 indicates that 
  berserkers dwell in the castle.  Finally, a roll of 98-00 means that 
  dervishes hold the castle.  See the Monster Manual for number 
  appearing and other details for these results. 
   
  Character-Types: This result indicates the stronghold of an 10th-15th 
  level (9+1d6) NPC with character class levels.  See the table below to 
  determine to the class this NPC: 
   
  d% roll 
  class 
  d% roll 
  class 
  01-02 
  antipaladin 
  53 
  hedge wizard 
  03-05 
  assassin 
  54-56 
  illusionist 
  06-07 
  barbarian 
  57-71 
  magic-user 
  10 
  bard 
  72-75 
  monk 
  11-19 
  cavalier 
  76-78 
  necromancer 
  20-29 
  cleric 
  79-84 
  paladin 
  30 
  cloistered cleric 
  85 
  psionicist 
  31 
  druid 
  86-87 
  ranger 
  32-33 
  duelist 
  88-89 
  scout 
  34-52 
  fighter 
  90-00 
  thief 
   
  Determine the followers for stronghold holders as per the rules for 
  FOLLOWERS on pages 80-83 of this tome.  Determine the siege 
  equipment for the stronghold as  per the guidelines given below.  
  To determine if the occupants of the stronghold are aware of the 
  party of adventurers, roll a perception check for the latter.  If the 
  check is failed the adventurers have not been detected and may opt 
  to pass the place by or go and investigate it.  If the check succeeds 
  the fortress occupants know they are there. 
  The reactions of the castle or other type of stronghold to the 
  adventurer party are discovered as normally done. Friendly or hostile 
  reactions will be dictated by the alignment, culture and society of the 
  inhabitants.  
  For instance, if you have the area as a typical medieval European 
  fantasy one, a friendly reaction will result in the host party welcoming 
  the adventurers, feting them, and offering an escort to the borders of 
  their territory when they choose to leave (but meanwhile entertaining 
  them royally with hunts, drinking bouts, etc.) a neutral reaction would 
  be refusal to allow them into the place without facing one or more of 
  their fighters in some form of non-lethal combat (such as jousting), and 
  taking armor and weapons from them if they lose; or it could as well 
  be a demand for a toll to pass through, meanwhile keeping the castle 
  gates shut tight. A hostile reaction could be feigning good fellowship, 
  getting the adventurers drunk, and then stripping them and 
  imprisoning them for ransom; or it could result in immediate attack. 
  You must decide. 
  Castles are stocked with food, water and supplies on arms and 
  ammunition.  Each will have siege equipment and sufficient crew to 
  operate each engine as follows: 
   
  Moathouse: 
   
   
   
  2 ballistae, 1 oil cauldron 
  Tower:  
   
   
   
   
  1 ballista, 1 oil cauldron 
  Small Keep:  
   
   
   
  1 light catapult, 2 oil cauldrons 
  Medium Keep:  
   
   
  2 ballistae, 1 light catapult, 4 oil cauldron 
  Medium Walled Castle:  
  2 ballistae, 2 light catapults, 5 oil cauldrons 
  Large Concentric Castle: 
  4 ballistae, 2 light catapults, 6 oil cauldrons   
  Large Walled Castle:    
  4 ballistae, 4 light catapults, 8 oil cauldrons 
  Fortress Complex: 
   
   
  6 ballistae, 4 light catapults, 8 oil cauldrons 
   
  ruins 
   
  d% roll 
  type of ruins 
  01-30 
  village 
  31-60 
  city 
  61-85 
  shrine 
  86-00 
  tomb 
   
   
  
  Dungeon Master’s Guide    263 
   
  APPENDIX G:  GAMBLING 
   
  This pastime is common in all taverns, inns, and just about any 
  barracks.  You may, of course, make up any games for wagering 
  purposes you wish. 
  Here are some few for those of you who are unfamiliar with basic 
  dice games.  Cards are too involved to go into here except as 
  noted. 
   
  DICE GAMES 
   
  Craps:  The shooter wins on a first roll (2d6) of 7 or 11, or loses on 2, 3, 
  or 12.  Otherwise the shooter rolls until the number first rolled is rolled a 
  second time (a win) or a 7 is rolled  (a loss).  
  Shooters bet before rolling, as others may.  Side bets may be made 
  thereafter as applicable, if there are takers.  The fancy line play of 
  modern casinos is ignored.  Dice pass clockwise to next player when 
  the shooter loses. 
   
  Horse:  The first roller is determined by whatever means is desired. 5d6 
  are used, 6 high, 1 low. Lowest to highest hands are:  
   
   pair 
   two pair 
   three of a kind 
   straight (1-5 or 2-6) 
   full house (triplet and pair) 
   four of a kind 
   five of a kind 
   
  The first roller may elect to roll once or twice. If only once, all other 
  players may roll only once to beat him or her.  If two rolls are made, 
  the roller may retain none, one, two, three, or four of the dice of the 
  first toss, rolling the remainder.  Winner becomes the “boss” - first 
  roller. 
   
  Knucklebones: Again, this is a crop-type game, but the object is to 
  score the highest total. A variant allows a second roll of the dice by 
  the first shooter, retaining none or one of them, if he or she so desires, 
  but then all other players are entitled to do the same. Winner rolls first. 
   
  Slot Variant:  Use 3d6, one roll only, the wager being made prior to 
  the roll. The table below is weighted in favor of the “house”.  You 
  may, of course, devise your own tables: 
   
  dice results 
  pays 
  symbol 
  6-6-1 
  2-1 
  1 = lemon 
  6-6-2 
  3-1 
  2 = orange 
  6-6-3 
  4-1 
  3 = bar 
  6-6-4 
  5-1 
  4 = bell 
  6-6-5 
  6-1 
  5 = plum 
  1-1-1 
  4-1 
  6 = cherries 
  2-2-2 
  8-1 
   
  3-3-3 
  10-1 
   
  4-4-4 
  12-1 
   
  5-5-5 
  24-1 (little jackpot) 
   
  6-6-6 
  36-1 (big jackpot) 
   
   
  Zowie Slot Variant: Use 3d8 instead of 3d6.  The odds on any given 
  combination are changed from 1:216 to 1:512.  Payoffs are as 
  follows: 
   
  dice results 
  pays 
  symbol 
  6-6-1 
  2-1 
  1 = lemon 
  6-6-2 
  4-1 
  2 = orange 
  6-6-3 
  6-1 
  3 = bar 
  6-6-4 
  8-1 
  4 = bell 
  6-6-5 
  10-1 
  5 = plum 
  6-6-7 
  12-1 
  6 = cherries 
  6-6-8 
  15-1 
  7 = anchor 
  1-1-1 
  8-1 
  8 = crown 
  2-2-2 
  12-1 
   
  3-3-3 
  14-1 
   
  4-4-4 
  16-1 
   
  5-5-5 
  20-1 
   
  6-6-6 
  24-1 
   
  7-7-7 
  50-1 (jackpot) 
   
  8-8-8 
  100-1 (zowie jackpot) 
   
   
  Dice Racing:  Use a checker board. Four players maximum place 
  their tokens on alternate rows.  The object is to move the token to the 
  end of the board, sideways one, and then back on the adjacent file 
  to the first row. A roll of 1d6 determines the number of spaces each 
  player moves. Wagers are to be made prior to commencement of 
  game. 
   
  In Between:  Roll 3d20 (2 white and 1 of a different color).  The player 
  must roll in between the 2 white dice with the colored die.  Equaling 
  a number is a loss.  If the 2 white dice equal each other, the loss is 
  automatic.  Odds are always 5:2 before dice are cast.   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  CARD GAMES 
   
  Twenty-One:  A 52 card deck is used, each player betting against the 
  “house” dealer (the DM).  Two cards are dealt to each player and 
  the dealer.  Players in turn elect to take additional cards up to a total 
  of five.  Hands totaling over 21 automatically lose, hands of five cards 
  under 22 automatically win double their wager (exception: dealer).  
  The object is to come as close to 21 as possible.  Ties go to the 
  “house”. 
  Aces count either 1 or 11 at the holding player's option, face cards 
  count as 10, and numbered cards are as marked.  Players get first 
  two cards down; others are dealt face up.  Dealer gets second card 
  face up.  Dealer must take a hit (additional card) on any total under 
  17, and cannot take a card on any total of 17 or better (this rule is 
  not per Hoyle.)  
  Dealer gets cards last, bets are made after the first two cards are 
  dealt around.  If a player has a natural pair he or she may elect to 
  “go double”, flipping them up, asking for two additional face down 
  cards (one for each face up card), and betting on each hand.  The 
  “house” always retains the deal. 
   
  High-Low:  Each player gets two cards face down.  Prior to dealing 
  some stake is placed in the pot.  After looking at the cards, each 
  player turns one up, and the player with the highest up card bets.  A 
  three raise limit is suggested.  
  Each player has the option of changing his or her up or down card 
  for a fresh one from the deck.  This takes place three times going 
  around the table, with a betting interval after each round.  A 2 is low, 
  an ace is high.  
  The object is to have the highest hand (a pair on down) to a 2-3 
  (lowest possible hand, followed by 2-4, 3-4, 2-5, 3-5, 4-5, 2-6, 3-6, 4-6, 
  5-6, 2-7, and so forth). High and low hands split the pot equally, odd 
  money going to high. 
   
  Other gambling games can be devised on principles of colors, 
  shapes, position or whatever. 
   
   
   
   
  
  Dungeon Master’s Guide    264 
  APPENDIX H: CREATING HIGH-LEVEL PLAYER CHARACTERS 
   
  There are times when you will want a player to create a new 
  character who starts at higher than 1st level. This situation usually 
  comes up in one of the following circumstances: 
   
  1. When the DM believes that 1st level characters are too weak or 
  unskilled for the type of campaign he wants to run.  The desired 
  campaign may be high-action and high-danger, or based on a 
  movie or book where the characters are all very powerful.  Third 
  level or higher is a recommended starting experience level. 
   
  2. When the new character is joining an older, established, high-
  level group of PCs due to the death of an older character.  It is 
  recommended that his starting experience level be anywhere 
  from half the level of the least experienced existing character to 
  two experience levels below the least-experienced existing 
  character. 
   
  3. When the DM wants to run an AD&D game module written for 
  high-level characters, or an adventure of his own creation for 
  high level PCs, but none of the characters in his campaign is at 
  that level.  In this case, whatever is indicated on the cover of the 
  module is the appropriate level to play.  In cases such as these, 
  it's perfectly appropriate to start off characters at higher than 1st 
  level.  But be warned: If the DM allows inexperienced players to 
  do so, he must be careful that the game does not degenerate 
  into a series of combat exercises with little real roleplaying and 
  altogether too much rules-searching.  If you and your players 
  want to give high-level play a try, use the following system to 
  generate high-level characters that can easily fit into your 
  campaign. Review the whole procedure carefully before 
  starting. 
   
  STEP 1:  CHOOSE RACE, CLASS, AND ALIGNMENT 
  The player must first choose a race and profession for the character. 
  The DM may disallow certain classes depending on the needs of the 
  campaign, the adventure, or other limitations.  The player should 
  choose his character's alignment at this time; which may be dictated 
  by the choice of class. 
   
  class 
  prohibited races 
  required alignment  
  CLERIC 
  wild elf 
  none 
    bard 
  half-ogre 
  any neutral 
    cloistered cleric 
  wild elf 
  none 
    druid 
  none 
  any neutral 
  FIGHTER 
  none 
  none 
    anti-paladin 
  wild elf 
  chaotic evil 
    barbarian 
  gray dwarf, dark elf, 
  grey elf, high elf, wood 
  elf, gnome (all), 
  halfling (all) 
  any non-lawful 
    cavalier 
  dwarf (all), wild elf, 
  gnome (all), halfling 
  (all), half-ogre 
  any non-chaotic 
    duelist 
  half-ogre 
  none 
    paladin 
  wild elf 
  lawful good 
    ranger 
  none 
  any neutral or 
  good 
    warden 
  none 
  none 
  MAGIC-USER 
  dwarf (all), wild elf, 
  halfling (all), half-ogre 
  none 
    hedge wizard 
  dwarf (all), wild elf, 
  halfling (all), half-ogre 
  none 
    illusionist 
  dwarf (all), wild elf, 
  halfling (all), half-ogre 
  none 
    necromancer 
  dwarf (all), wild elf, 
  halfling (all), half-ogre 
  any non-good 
  MONK 
  dwarf (all), elf (all), 
  gnome (all), halfling 
  (all), half-ogre 
  any lawful 
  PSIONICIST 
  none 
  none 
  THIEF 
  none 
  none 
    assassin 
  none 
  any non-good 
    scout 
  none 
  any 
   
   
  STEP 2:  GENERATE ABILITY SCORES 
  The DM may require the player to roll up a character as with 
  beginning characters, but this arbitrary method may result in conflicts 
  with the class chosen. Instead, you might think about using one of 
  these methods to generate ability scores: 
   
  First Method: Rolling and Assigning Scores:  Pages 1 and 2 of this tome 
  detail various methods of rolling ability scores.  The default method for 
  ability score generation is Method V. 
   
  Second Method: Point Allocation:  The DM may also give the player a 
  point total and allow the player to choose specific ability scores to fit 
  the character being created. The DM could give each player 60 + 
  5d6 points (that is, the player rolls 5d6, adds 60 to the total, and gets 
  that as his number of points), or could give each player an equal 
  number of points - at least 60, but no more than 90. The player assigns 
  these points to his character's abilities.  Of course, the range limitation 
  of 3 to 18 for ability scores still applies. 
   
  STEP 3: APPLY RACIAL ADJUSTMENTS TO ABILITY SCORES 
  After determining the characters ability scores, apply any racial 
  adjustments to them, as per pages 5 of this book and page 6 of the 
  PLAYER’S HANDBOOK. 
   
  STEP 4: DETERMINE CHARACTER LEVEL AND EXPERIENCE POINT TOTAL 
  The DM decides the experience level at which the character starts. 
  He should decide by gauging what character levels his adventures 
  require; if he doesn't want all the characters to start at exactly the 
  same level, he could vary the character range by a random 1d4 die 
  roll.  
   
  For example, if he needs characters close to 12th level, the DM 
  could tell each player to roll 1d4 and add 10 to it for his 
  character's level; the characters would then be from levels 11 to 
  14.  
   
  If the campaign already has high-level PCs and new PCs are joining 
  them, the characters should start no higher than two levels below the 
  lowest-level existing PC. DMs should be sure that the introduction of 
  new experienced PCs will not anger the players who've slowly and 
  painfully built their characters up through the experience levels. 
   
  STEP 5: FIND CURRENT GOLD TOTAL 
  Assign each new character gold equal to 1% of his experience points 
  in gold pieces.  This money is not used for purchasing items. It is the 
  amount the character has left over when fully equipped, and we'll 
  deal with equipping the characters below.  DMs may adjust the 
  percentage to fit your campaign, but the amount should be a 
  function of the experience point total.  
  If characters are poor in this campaign (through taxes, thieves, etc.), 
  the percentage may be as low as ½ of 1% of the experience point 
  total.   
   
  STEP 6: FIND TOTAL HIT POINTS 
  Have each player, within your sight, roll his character's hit points for 
  levels 2 through 9, as applicable.  At level 10 and higher characters 
  get a set number of hit points per level. 
  After finding the total hit points modify them according to the 
  Constitution bonus or penalty. Take the adjustment for the 
  Constitution, multiply it by the level of the character and apply that 
  bonus or penalty to the hit point total (making sure that the character 
  receives at least 1 hit point at each level of experience). 
   
  STEP 7: CHOOSE NORMAL EQUIPMENT 
  A high-level character should be given any non-magical items he 
  desires, within reason. A powerful character would have acquired a 
  lot of property in the course of a long and fruitful career. The player 
  should eventually make a complete list of all these items, but a partial 
  list will suffice for the moment. Note that characters keep many 
  common supplies in storage and don't carry them around on 
  adventures.  
  The DM may forbid or limit large or unusual items (sailing vessels, 
  strongholds, etc.), but remember that high-level characters often own 
  such things.  
  If the DM decides, for any plot-related reason, that the character has 
  any outstanding debts (either ones he owes or ones owed to him), he 
  must inform the player. 
  
  Dungeon Master’s Guide    265 
   
   
  Alternate Equipping Method:  Alternatively, the DM may give each 
  character an amount of cash (such as 20,000 gp total, or 1,000 gp per 
  experience level) to spend on non-magical supplies.  The DM may set 
  the prices of supplies to suit the campaign, making some items 
  common, therefore cheap, and other items rare and expensive. 
   
   
  STEP 8: FIND MAGICAL EQUIPMENT 
  Any character of 5th level or greater should possess several magical 
  items. The exact number depends on your style of play and personal 
  preferences. Here are two methods to find the number and type of 
  magical items a new high-level character possesses. One or the other 
  of these two methods should work in most campaigns. 
   
  1. Buying Equipment:  All characters get a number of gold pieces 
  equal to their number of experience points. This money is to be 
  spent on magical items alone. Give the players a list of available 
  magical items. The price for each item may be determined using 
  the following list. A player may spend his funds for any number 
  and type of magical items. This method is the most popular. A 
  player may choose to buy a very powerful item (a staff of 
  wizardry, for example), paying an exorbitant price for it, and 
  taking fewer items overall as a consequence. The buying 
  method allows for great freedom in developing a character.  
   
  2. Assigned Equipment:  Each player may take a number (selected 
  by the DM) of potions, scrolls, wands (or staves or rods), rings, 
  miscellaneous items, armor and shield, and weapons.  The 
  combined  value for these items can be no more than the 
  characters experience point total.   
  The assortment method gives all characters a fairly even starting 
  point.  On the average, a character has a number of magical 
  items equal to half of his or her level of experience, half of which 
  are permanent magical items.  
  Though this may seem quite generous, remember that a high-
  level fighter (for example) often has a set of magical armor, a 
  magical shield, one or two permanent magical weapons, and a 
  few temporary ones (usually missiles) - plus a few potions, a useful 
  scroll or two (often protection), a ring, and possibly a few 
  miscellaneous magical items.  
  The actual types and functions of most of the magical items 
  should be known by the player. Assume that all cursed or 
  otherwise 
  harmful 
  items 
  have 
  been 
  discovered 
  and 
  appropriately cleansed or disposed of. The DM may indicate the 
  number of charges remaining in applicable items such as wands, 
  but should only give approximate numbers - the DM should tell 
  the player how many charges remain within a plus or minus 10% 
  range, to cause uncertainty.  
  When in doubt as to the amount of magic to give out, be stingy. 
  If characters have too little magic, the DM can always add more 
  during an adventure. It is far more difficult to take away items 
  already in play. 
   
  STEP 9: CALCULATE ARMOR CLASS, SAVING THROWS & ATTACK MODIFIERS 
  Use the standard means to determine these pieces of information, as 
  per the rules in the PLAYER’S HANDBOOK.  Expanded information on 
  attack rolls and their modifiers can be found on pages 87-88 of this 
  book.  Expanded information on armor class can be found on pages 
  88-89 of the DUNGEON MASTER’S GUIDE.  Notes on saving throws can 
  be found on pages 48-49 of this book. 
   
   
   
  STEP 10:  NOTE RACIAL ABILITIES & BACKGROUND SKILLS 
  The player should review all the class abilities of the character's class. 
  A cleric's turn undead abilities along with spells, special fighter attack 
  modifiers, magic-user spells, thief skill percentages, and demihuman 
  special abilities should be written down on a player record sheet.  If 
  using background skills, note them on your character sheet as well.  
  Review and note down pertinent details on all magical items owned 
  and spells known.  For arcane casters, the DM must decide which 
  spells the character knows and record them in the character's spell 
  book. An arcane caster should have 3 spells at first level plus 1 spell 
  per level after 1st level.  This number is adjusted by the caster’s 
  intelligence modifier.  Spells can be added for 50 gold pieces per 
  spell/spell level (i.e. a 9th level spell would cost 450 gp). 
   
  STEP 11: REVEAL CAMPAIGN DETAILS 
  The DM may choose to prepare a detailed background for each new 
  character. The character may be on a special quest, or perhaps 
  affected by a curse or other external force. The DM should also list 
  current rumors, mysteries, or clues of which the player character is 
  aware.  
  The DM should create any retainers associated with the PC. If the 
  character is a ruler, the DM should have a general idea of the 
  location of the character's castle and the size, location, population, 
  and resources of the dominion. Using these basic dominion details 
  (see pages 120-123), you can quickly calculate the net monthly 
  incomes (resource, tax, and standard).  
  For an established dominion, assume that the current treasury total is 
  equal to three months' unmodified income. The dominion confidence 
  level starts at 250 (average). If the character rules lesser dominions, 
  the DM should determine their details. 
   
  Followers:  A character may gain retainers as per the rules given on 
  pages 80-83. 
   
   
   
  STEP 12: ESTABLISH CHARACTER BACKGROUND & PERSONALITY 
  The player should name their character and may want to create the 
  following details of the character's background: 
   
   place and time of birth 
   social and financial status of parents 
   early training and cultural exposure 
   times, locations, and results of noteworthy adventures 
   recent conflicts, successes, etc. 
   
  The player should also think about ways to establish and develop the 
  character's personality, including such factors as: 
   
   physical attributes 
   mental attitudes 
   likes and dislikes 
   personal quirks 
   lifestyle 
   religious beliefs 
   preferred companions 
   preferred weapons and methods of combat 
   ambitions, hopes, goals, and future plans.  
   
  He should discuss all these choices with the DM and even with the 
  other players, so that they can establish prior links and relationships 
  between all the new characters. With all that accomplished, the new 
  high-level characters can begin play. 
   
   
  
  Dungeon Master’s Guide    266 
  APPENDIX I: QUICK ADVENTURING PARTY CREATION 
   
  There are times when you will have a group of players desiring to 
  adventure in your campaign who have no suitable characters with 
  which to do so. You might want only low, medium or high level 
  characters far the particular scenario you have in mind, and 
  regardless of level it is certain that you will not wish to have ultra-
  powerful (considering character level) or strange magic items in the 
  group.  
  The following method of character creation may be used to quickly 
  generate player characters, as well as NPCs, of any level for your 
  AD&D game.   
   
  ABILITY SCORES 
  Roll 4d6 for each ability score, discarding the low die and arranging 
  the scores as you wish. 
   
  RACE 
  After generating ability scores select the race of the character, 
  making ability score adjustments accordingly. 
   
  CLASS 
  After choosing a race, select the (class or classes) of the character.  
  Randomly encountered parties should have at least one CLERIC, 
  FIGHTER, MAGIC-USER and THIEF (secondary classes may be used in 
  place of these primary classes).  Encountered parties with more than 4 
  members roll percentile dice to determine the primary class of each 
  additional member (once again, secondary classes may be used in 
  place of the primary classes listed below):  
   
   
  01-25   CLERIC 
  02-65  FIGHTER 
  66-75  MAGIC-USER 
  76-95  THIEF 
  96-99  MONK 
  00    
  PSIONICIST   
   
  ALIGNMENT 
  Make certain that the alignments allowed to participants are not so 
  diverse as to cause a breakdown in the game due to player quarrels. 
  You may require players to select from two or three compatible 
  alignment types if you think best - such as neutral, neutral good, and 
  lawful neutral, for example. 
   
  LEVEL 
  For low level characters, you might use a d4 to determine the player 
  characters’ levels.  For mid-level characters roll 1d4+4, while upper 
  level characters would roll 1d4+8.   
  For randomly encountered parties, the level of each party member is 
  equal to that of the level of the dungeon on which the party was 
  encountered (up to level 4 of the dungeon).  Outdoor encounters, 
  and encounters made on deeper dungeon levels, are with parties 
  with an average level of 1d6+6. 
  To determine the level of the multiclassed party members, look at the 
  experience points needed to reach the level of the single-classed 
  party members and divide that number by two.  Use that number to 
  determine the level of both classes of the multiclassed character.  
  Split-classed characters’ combined levels must equal the level of 
  each single-classed character (i.e.  a split-classed fighter 6/thief 3 
  would work with a 9th level party of adventurers. 
   
  EQUIPMENT 
  Assuming that these are not 1st level characters you will probably find 
  it best to allow players to choose whatever mundane equipment they 
  desire, so long as the equipment suits their character and the 
  campaign setting (items that the DM deems  unsuitable can always 
  be refused to the party).  
   
  MAGIC ITEMS 
  If the party is assumed to have been adventuring for some time it is 
  probable that one or more of their number would have acquired 
  certain magic items.    
   
  Miscellaneous Items:  If the party is generally above 5th level you 
  might determine it advantageous to award 1d4 miscellaneous magic 
  items according to the following list.  Adventuring parties with more 
  than 7 members may add 1 to the result.   
  Selection can be by you or by the party, as you deem best.  You may 
  add or delete items as desired.  The purchase cost of the items 
  cannot exceed 500 gold pieces for each level of the party members 
  (i.e. a party of five, 7th level, adventurers could not have 
  miscellaneous magic items with a total worth of more than 17,500 
  gold pieces). 
   
   Bag of Holding (500 pound capacity) 
   Boat, Folding (small rowboat) 
   Boots of Levitation 
   Brooch of Shielding 
   Cloak and Boots of Elvenkind 
   Figurine of Wondrous Power (golden lions) 
   Helm of Underwater Action 
   Necklace of Adaptation 
   Ring of Feather Falling 
   Ring of Warmth 
   Ring of Water Walking 
   Robe of Useful Items 
   Rope of Climbing 
   Wings of Flying 
   
  Potions:  All characters above 1st level have a 15% chance per level of 
  having 1d6 potions.  If more than 1 potion is indicated on the d6 roll, 
  roll percentile dice for each potential potion.  Roll a d10 to determine 
  what each potion is: 
   
  d10 roll 
  potion type 
  d10 roll 
  potion type 
  1 
  diminution 
  6 
  growth 
  2 
  extra-healing 
  7 
  healing 
  3 
  fire resistance 
  8 
  invisibility 
  4 
  flying 
  9 
  polymorph self 
  5 
  gaseous form 
  10 
  speed 
   
   
  Protective Devices:  All characters above 1st level have a 10% chance 
  per level of having 1d2 protective devices.  If more than 1 item is 
  indicated on the d2 roll, roll percentile dice for each potential item.  
  Protective magic items include armor, shields, cloaks of protection, 
  rings of protection and/or bracers of defense.   
  These items should be usable by the character and should be able to 
  work in conjunction with other protective devices the character 
  employs.  Magical bonuses for protective devices should be no higher 
  than:  (level/5)+1; rounding all fractions down.  For protective devices 
  with no bonuses, limit item worth to 1,000 gold pieces (purchase cost, 
  not creation cost) per level of the character. 
   
  Scrolls:  All characters above 1st level have a 15% chance per level of 
  having 1 or more magical scrolls.  Spellcasters roll 1d4+3 to determine 
  the possible number of scroll, semi-spellcasters (anti-paladins, paladins 
  and rangers) and thieves roll 1d4, and all other characters roll 1d2.  If 
  more than 1 scroll is indicated on the 1d4+3, 1d4 or 1d2 die rolls, roll 
  percentile dice for each potential scroll.   
  Non-spellcasters can only have non-spell scrolls, such as scrolls of 
  protection.  Spellcasters usually have spell scrolls, with each scroll 
  have 1d4 spells of spell level 1-6 (roll a d6 to determine the spell level 
  of each spell).  The spells on the scroll must be useable by the caster.   
   
  Weapons, Rod, Staves & Wands:  Likewise all characters above 1st 
  level have a 10% chance per level of having 1 or more magical 
  weapons.  Fighter-types (fighters, duelists, rangers, et al.) roll 1d2+2 to 
  determine the possible number of magical weapons, while all other 
  characters roll 1d2.  If more than 1 item is indicated on the 1d2+2 or 
  1d2 roll, roll percentile dice for each potential weapon.   
  These weapons should be usable by the character.  Magical bonuses 
  for weapons should be no higher than:  (level/4)+1; rounding all 
  fractions down.   
  Spellcasters may substitute a rod, staff or wand in place of any 
  magical weapon that is rolled for.  For items, such as rods, staves or 
  wands, limit item worth to 5,000 gold pieces (purchase cost, not 
  creation cost) per level of the character. 
  
  Dungeon Master’s Guide    267 
   
  APPENDIX J:  RANDOM ENCOUNTER TABLES 
  The tables below are to be used in conjunction with the MONSTER MANUAL and the information presented within this book.  See pages 59-64 for 
  guidelines concerning both the frequency of encounter checks and likelihood of facing an encounter.  This is not a complete listing of all the 
  creatures of all the creatures listed in the MONSTER MANUAL but “typical” encounters for easy use by the DM. Modification of these tables or 
  creation of new ones for special areas can be undertaken by the DM as per guidelines provided on pages 60-62.   
   
  DUNGEON ENCOUNTER TABLES 
   
  DUNGEON LEVEL I 
  2d10 roll 
  encounter 
  # app 
  2 
  ant, giant 
  1d4 
  3 
  webbird 
  2d6 
  4 
  bullywug 
  3d6 
  5 
  pedipalp, large 
  2d6 
  6 
  bowler 
  1d3 
  7 
  bat, giant 
  1d4 
  8 
  goblin 
  1d10+5 
  9 
  men, bandit 
  2d6+3 
  10 
  bat 
  2d10 
  11 
  character party* 
   
  12 
  orc 
  1d6+6 
  13 
  rat, giant 
  5d4 
  14 
  kobold 
  1d12+5 
  15 
  piercer 
  1d4 
  16 
  skeleton 
  1d4 
  17 
  norker 
  2d4 
  18 
  vulching 
  2d6 
  19 
  gnome 
  2d6+3 
  20 
  demon, nupperibo 
  1d3 
   
  DUNGEON LEVEL II 
  2d10 roll 
  encounter  
  # app 
  2 
  azer 
  1d6 
  3 
  duergar 
  2d6 
  4 
  coffer corpse 
  1 
  5 
  gas spore 
  1 
  6 
  lizard man 
  1d12 
  7 
  gnoll 
  2d4+2 
  8 
  land lamprey 
  2d4 
  9 
  centipede, giant 
  2d4 
  10 
  toad, giant 
  1d4 
  11 
  character party* 
   
  12 
  troglodyte 
  2d4 
  13 
  centipede, huge 
  3d6 
  14 
  grimlock 
  2d6 
  15 
  stirge 
  2d6+3 
  16 
  mongrelman 
  2d6 
  17 
  quaggoth 
  2d4+2 
  18 
  pedipalp, huge 
  2d4 
  19 
  frog, killer 
  1d6+1 
  20 
  firebat 
  1d4 
   
  DUNGEON LEVEL III 
  2d10 roll 
  encounter  
  # app 
  2 
  leprechaun 
  1 
  3 
  mephit, fire or smoke 
  1d3 
  4 
  phantom 
  1 
  5 
  ankheg, 4-5 HD 
  1d3 
  6 
  ochre jelly 
  1 
  7 
  kenku 
  2d4 
  8 
  luck eater 
  1 
  9 
  character party* 
   
  10 
  ogre 
  1d4 
  11 
  beetle, giant boring 
  1d3 
  12 
  spider, large 
  1d4 
  13 
  scorpion, large 
  1d4 
  14 
  bugbear 
  1d6+1 
  15 
  gelatinous cube 
  1 
  16 
  ustilagor 
  1d3 
  17 
  shocker 
  1d3 
  18 
  weasel, giant 
  1d4 
  19 
  thoquaa 
  1d2 
  20 
  elf, drow 
  2d4 
   
  DUNGEON LEVEL IV 
  2d10 roll 
  encounter  
  # app 
  2 
  ape, carnivorous 
  1d3 
  3 
  meenlock 
  1d4+1 
  4 
  hook horror 
  1d4+1 
  5 
  pech 
  3d4 
  6 
  owlbear 
  1d2 
  7 
  rust monster 
  1d2 
  8 
  shadow 
  1d3 
  9 
  character party* 
   
  10 
  yellow mold 
  1 
  11 
  scorpion, huge 
  1d6 
  12 
  toad, poisonous 
  1d4 
  13 
  gargoyle 
  1d2 
  14 
  hornet, giant 
  1d2 
  15 
  hydra, 5-6 heads 
  1 
  16 
  ghast 
  1d4 
  17 
  caterwaul 
  1 
  18 
  solifugid, giant 
  1d4 
  19 
  spectator 
  1 
  20 
  githyanki 
  1d4 
  DUNGEON LEVEL V 
  2d10 roll 
  encounter  
  # app 
  2 
  grue, chaggrin 
  1 
  3 
  cloaker 
  1 
  4 
  algoid 
  1d2 
  5 
  phycomid 
  1d4 
  6 
  minotaur 
  1d3 
  7 
  snake, giant poisonous 
  1d3 
  8 
  lizard, subterranean 
  1d3 
  9 
  bear, cave 
  1d2 
  10 
  character party* 
   
  11 
  cockatrice 
  1d2 
  12 
  spider, giant 
  1d4 
  13 
  giant, verbeeg 
  1d4+1 
  14 
  hydra, 7 heads 
  1 
  15 
  snake, poisonous 
  1d4+1 
  16 
  margoyle 
  1d2 
  17 
  rock reptile 
  1d2 
  18 
  doppleganger 
  1d3 
  19 
  solifugid, giant 
  1d3 
  20 
  hydra, pyro- (5 heads) 
  1 
   
  DUNGEON LEVEL VI 
  2d10 roll 
  encounter  
  # app 
  2 
  drider 
  1d3 
  3 
  rakshasa 
  1 
  4 
  green slime 
  1 
  5 
  basilisk 
  1 
  6 
  grell 
  1 
  7 
  otyugh 
  1 
  8 
  wyvern 
  1 
  9 
  wraith 
  1d2 
  10 
  wight 
  1d4 
  11 
  character party* 
   
  12 
  lycanthrope, weretiger 
  1d2 
  13 
  carrion crawler 
  1d2 
  14 
  scorpion, giant 
  1d2 
  15 
  troll 
  1d3 
  16 
  devil, abishai 
  1d2 
  17 
  dragon, black - old 
  1 
  18 
  ogre mage 
  1d2 
  19 
  yuan-ti 
  1d3 
  20 
  slaad, red 
  1 
   
  DUNGEON LEVEL VII 
  2d10 roll 
  encounter  
  # app 
  2 
  dao 
  1 
  3 
  basilisk, greater 
  1 
  4 
  umber hulk 
  1 
  5 
  mimic 
  1 
  6 
  chimera 
  1 
  7 
  lurker above 
  1 
  8 
  giant, frost or fire 
  1d3 
  9 
  character party* 
   
  10 
  pudding, black 
  1 
  11 
  giant, hill 
  1d4 
  12 
  will-o-wisp 
  1d3 
  13 
  slug, giant 
  1 
  14 
  giant, hill or stone 
  1d3 
  15 
  sundew, giant 
  1 
  16 
  mummy 
  1d2 
  17 
  spectre 
  1 
  18 
  invisible stalker 
  1 
  19 
  diakk 
  1d4 
  20 
  daemon, mezzo- 
  1 
   
  DUNGEON LEVEL VIII 
  2d10 roll 
  encounter  
  # app 
  2 
  foo lion 
  1 
  3 
  xag-ya 
  1 
  4 
  demon, chasme 
  1d2 
  5 
  aurumvorax 
  1d2 
  6 
  vampire 
  1 
  7 
  pudding, deadly brown 
  1 
  8 
  demon, alu- 
  1d2 
  9 
  character party* 
   
  10 
  hydra, 13-16 heads 
  1 
  11 
  mind flayer 
  1d4 
  12 
  rust monster 
  1d2 
  13 
  will-o-wisp 
  1 
  14 
  trapper 
  1 
  15 
  demon, type V 
  1 
  16 
  purple worm 
  1 
  17 
  ghost 
  1 
  18 
  dragon, black - ancient 
  1 
  19 
  xeg-yi 
  1 
  20 
  daemon, charona 
  1 
   
  DUNGEON LEVEL IX 
  2d10 roll 
  encounter  
  # app 
  2 
  demon, type VI 
  1 
  3 
  deva, monadic 
  1 
  4 
  devil, pit fiend 
  1 
  5 
  dragon, red -ancient 
  1 
  6 
  hydra, pyro, 12 heads 
  1 
  7 
  slaad, grey 
  1 
  8 
  titan, minor 
  1 
  9 
  character party* 
   
  10 
  deva, movanic 
  1 
  11 
  thessalhydra 
  1 
  12 
  vampire cleric, level 7-10 
  1 
  13 
  golem, stone 
  1 
  14 
  dragon, black – ancient & old 
  2 
  15 
  demodand, Kelubar 
  1d2 
  16 
  daemon, nyca- 
  1 
  17 
  titan, major 
  1 
  18 
  baku 
  1 
  19 
  daemon, ultro- 
  1 
  20 
  demilich 
  1 
   
  DUNGEON LEVEL X 
  2d10 roll 
  encounter  
  # app 
  2 
  demon prince 
  1^ 
  3 
  elemental prince of evil 
  1^ 
  4 
  modron, quarton 
  1 
  5 
  tarrasque 
  1 
  6 
  dragon, red – ancient & very old 
  2 
  7 
  dragon, blue – ancient & very old 
  2 
  8 
  solar 
  1 
  9 
  golem, iron 
  1 
  10 
  planetar 
  1 
  11 
  slaad, death 
  1 
  12 
  beholder 
  1 
  13 
  character party* 
   
  14 
  lich 
  1 
  15 
  vampire magic-user, level 9-12 
  1 
  16 
  dragon, cloud - ancient 
  1 
  17 
  modron, quinton 
  1 
  18 
  titan, elder 
  1 
  19 
  daemon, charon 
  1^ 
  20 
  devil, duke or arch- 
  1^ 
   
  NOTES 
  * character parties will consist of 1d3+4 
  party members. See page 266 for more 
  guidelines on the quick creation of 
  character parties. 
   
  ^ powerful, unique creatures such as 
  demon princes, daemon masters, and 
  dukes 
  of 
  the 
  hells 
  will 
  always 
  be 
  accompanied by a court of servants and 
  vassals.  For example, Orcus will be found 
  with undead, Tiamat with her abishai devils 
  and 
  several 
  ancient 
  dragons, 
  and 
  Athraxus 
  the 
  Oinodaemon 
  with 
  less 
  powerful daemons.  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    268 
  OUTDOOR ENCOUNTER TABLES 
  These tables cover 6 main areas: cold wilderness (including arctic and subarctic), cold civilized regions, temperate wilderness, temperate civilized 
  regions, warm (including tropical and subtropical) wilderness, and warm civilized regions.  Civilized regions include inhabited and patrolled areas. 
  Each of the 6 main areas is subdivided into mountains, hills and rough terrain, forest, swamp and marsh, plains and scrub, and desert.  Encounters in 
  each terrain are typical to it. Feel free to modify or replace these tables, using the suggestions in the section on creating tables on pages 60-62. 
  See page 59-64 for guidelines concerning both the frequency of encounter checks and likelihood of facing an encounter.   
   
  COLD WILDERNESS (MOUNTAINS) 
  2d10 roll 
  encounter 
  2 
  giant, mountain 
  3 
  hoar fox 
  4 
  galeb duhr 
  5 
  toad, ice 
  6 
  lycanthrope, werebear 
  7 
  dragon, white 
  8 
  wolverine 
  9 
  dwarf, mountain 
  10 
  rhinoceros, woolly 
  11 
  mammoth 
  12 
  raven, normal 
  13 
  ogre 
  14 
  lion, mountain 
  15 
  giant, hill 
  16 
  giant, frost 
  17 
  castle† 
  18 
  taer 
  19 
  yeti 
  20 
  dragon, red 
   
  COLD WILDERNESS (HILLS & ROUGH TERRAIN) 
  2d10 roll 
  encounter  
  2 
  wolf, winter 
  3 
  owl, giant 
  4 
  badger 
  5 
  character party* 
  6 
  bear, northern 
  7 
  troll, ice 
  8 
  mammoth 
  9 
  giant, hill 
  10 
  herd animal 
  11 
  wolf 
  12 
  orc 
  13 
  dwarf, hill 
  14 
  bear, cave 
  15 
  snake, poisonous (white furred) 
  16 
  boar, wild 
  17 
  wolverine, giant 
  18 
  Irish deer 
  19 
  remorhaz 
  20 
  elf, grugach 
   
  COLD WILDERNESS (FOREST) 
  2d10 roll 
  encounter  
  2 
  giant, frost 
  3 
  forlarren 
  4 
  treant 
  5 
  pudding, white 
  6 
  bear, northern 
  7 
  porcupine, giant 
  8 
  bugbear 
  9 
  wolf 
  10 
  ogre 
  11 
  orc 
  12 
  dog, wild 
  13 
  lycanthrope, werewolf 
  14 
  manticore 
  15 
  dragon, white 
  16 
  baluchitherium 
  17 
  ogrillon 
  18 
  grim 
  19 
  korred 
  20 
  lycanthrope, foxwoman 
   
  COLD WILDERNESS (SWAMP & MARSH) 
  2d10 roll 
  encounter  
  2 
  troll, ice 
  3 
  wolf, winter 
  4 
  wolf, dire 
  5 
  tiger or spectre (night) 
  6 
  crystal ooze 
  7 
  gnoll 
  8 
  hydra 
  9 
  dog, wild 
  10 
  orc 
  11 
  white pudding 
  12 
  ogre 
  13 
  rat, giant 
  14 
  volt or ghoul (night) 
  15 
  herd animal 
  16 
  Irish deer 
  17 
  moon dog 
  18 
  dragon, white 
  19 
  owl, giant 
  20 
  black willow 
   
  COLD WILDERNESS (PLAINS & SCRUB) 
  2d10 roll 
  encounter  
  2 
  gorgon 
  3 
  yeth hound 
  4 
  troll, ice 
  5 
  men, dervishes 
  6 
  giant, hill 
  7 
  snake, poisonous (white furred) 
  8 
  men, bandit 
  9 
  mammoth 
  10 
  mastodon 
  11 
  herd animal 
  12 
  ogre 
  13 
  camel, bactrian 
  14 
  men, nomad 
  15 
  dragon, white 
  16 
  devil dog 
  17 
  wolf 
  18 
  wolfwere 
  19 
  lynx, giant 
  20 
  remorhaz 
   
  COLD WILDERNESS (DESERT) 
  2d10 roll 
  encounter  
  2 
  dragon, gold 
  3 
  hobgoblin 
  4 
  rock reptile 
  5 
  sandling 
  6 
  hoar fox 
  7 
  men, nomad 
  8 
  scorpion, huge 
  9 
  dog, wild 
  10 
  camel, bactrian 
  11 
  herd animal 
  12 
  scorpion, giant 
  13 
  raven 
  14 
  tiger 
  15 
  raven, giant 
  16 
  wolf 
  17 
  devil dog 
  18 
  bugbear 
  19 
  owl, giant 
  20 
  succubus 
   
  COLD CIVILIZED (MOUNTAINS) 
  2d10 roll 
  encounter  
  2 
  denzellian 
  3 
  xorn 
  4 
  aarakocra 
  5 
  men, berserker 
  6 
  quaggoth 
  7 
  goblin 
  8 
  bugbear 
  9 
  men, bandit 
  10 
  character party* 
  11 
  men, patrol 
  12 
  dwarf, mountain 
  13 
  falcon, small 
  14 
  hobgoblin 
  15 
  men, pilgrim 
  16 
  men, merchant 
  17 
  minotaur 
  18 
  castle† 
  19 
  wolf, dire 
  20 
  vampire 
   
  COLD CIVILIZED (HILLS & ROUGH TERRAIN) 
  2d10 roll 
  encounter  
  2 
  vampire 
  3 
  toad, ice 
  4 
  snyad 
  5 
  wolf, dire 
  6 
  men, berserker 
  7 
  troll 
  8 
  hobgoblin 
  9 
  men, bandit 
  10 
  men, patrol 
  11 
  character party* 
  12 
  men, merchant 
  13 
  dwarf, hill 
  14 
  mammoth 
  15 
  bat 
  16 
  halfling 
  17 
  goblin 
  18 
  gnome 
  19 
  bugbear 
  20 
  xaren 
   
  COLD CIVILIZED (FOREST) 
  2d10 roll 
  encounter  
  2 
  shedu 
  3 
  groaning spirit 
  4 
  castle† 
  5 
  lycanthrope, werebear 
  6 
  hobgoblin 
  7 
  bat 
  8 
  bugbear 
  9 
  men, patrol 
  10 
  boar, wild 
  11 
  wolf 
  12 
  ogre 
  13 
  men, bandit 
  14 
  elf, wood 
  15 
  character party* 
  16 
  goblin 
  17 
  shadow 
  18 
  norker 
  19 
  bookworm 
  20 
  shadow mastiff or ghost (night) 
   
  COLD CIVILIZED (SWAMP & MARSH) 
  2d10 roll 
  encounter  
  2 
  demon, alu- 
  3 
  poltergeist 
  4 
  luck eater 
  5 
  men, berserker 
  6 
  crab, giant 
  7 
  hobgoblin 
  8 
  men, patrol 
  9 
  centipede, giant 
  10 
  rat, giant 
  11 
  men, bandit 
  12 
  ogre 
  13 
  character party* 
  14 
  ghoul 
  15 
  men, tribesmen 
  16 
  ghast 
  17 
  penanggalan 
  18 
  coffer corpse 
  19 
  bugbear 
  20 
  grue, varrdig 
   
  COLD CIVILIZED (PLAINS & SCRUB) 
  2d10 roll 
  encounter  
  2 
  disenchanter 
  3 
  hollyphant 
  4 
  dragon, earth 
  5 
  wolf, dire 
  6 
  quaggoth 
  7 
  osquip 
  8 
  owl 
  9 
  men, bandit 
  10 
  men, patrol 
  11 
  men, merchant 
  12 
  ogre 
  13 
  wolf 
  14 
  bugbear 
  15 
  character party* 
  16 
  lycanthrope, werewolf 
  17 
  goblin 
  18 
  men, dervish 
  19 
  lycanthrope, wererat 
  20 
  tween 
   
  COLD CIVILIZED (DESERT) 
  2d10 roll 
  encounter  
  2 
  shedu, greater 
  3 
  vortex 
  4 
  dragon, gold 
  5 
  falcon, large 
  6 
  wolf, dire 
  7 
  character party* 
  8 
  men, pilgrim 
  9 
  men, merchant 
  10 
  men, bandit 
  11 
  goblin 
  12 
  raven 
  13 
  camel, bactrian 
  14 
  character party* 
  15 
  wolf 
  16 
  men, dervish 
  17 
  men, berserker 
  18 
  griffon 
  19 
  crypt thing 
  20 
  deva, movanic 
  
  Dungeon Master’s Guide    269 
   
   
   
   
  TEMPERATE WILDERNESS (MOUNTAINS) 
  2d10 roll 
  encounter  
  2 
  cave fisher 
  3 
  gorgimera 
  4 
  dragon, red 
  5 
  lion, spotted 
  6 
  bat, giant 
  7 
  giant, stone 
  8 
  bloodhawk 
  9 
  vulture 
  10 
  spider, large 
  11 
  dwarf, mountain 
  12 
  bat 
  13 
  orc 
  14 
  lion, mountain 
  15 
  cockatrice 
  16 
  bear, black 
  17 
  men, cave- 
  18 
  chimera 
  19 
  wind walker 
  20 
  galeb duhr 
   
  TEMPERATE WILDERNESS (HILLS & ROUGH TERRAIN) 
  2d10 roll 
  encounter  
  2 
  gorgon 
  3 
  displacer beast 
  4 
  ant lion, giant 
  5 
  bee, bumble, giant- 
  6 
  harpy 
  7 
  giant, verbeeg 
  8 
  scorpion, large 
  9 
  giant, hill 
  10 
  wolf 
  11 
  orc 
  12 
  ogre 
  13 
  lycanthrope, werewolf 
  14 
  tiger 
  15 
  spider, huge 
  16 
  mantis, giant 
  17 
  aspis 
  18 
  hybsil 
  19 
  vulture, giant 
  20 
  manticore 
   
  TEMPERATE WILDERNESS (FOREST) 
  2d10 roll 
  encounter  
  2 
  beetle, deathwatch 
  3 
  elf, grugach 
  4 
  atomie 
  5 
  bee, honey, giant- 
  6 
  dragon, green 
  7 
  boar, giant 
  8 
  kobold 
  9 
  boar, warthog 
  10 
  rhinoceros 
  11 
  centipede, huge 
  12 
  bear, black 
  13 
  beetle, stag, giant- 
  14 
  porcupine, giant 
  15 
  clubneck 
  16 
  owlbear 
  17 
  kech 
  18 
  hag, green 
  19 
  cat, elfin 
  20 
  basilisk, greater 
   
  TEMPERATE WILDERNESS (SWAMP & MARSH) 
  2d10 roll 
  encounter  
  2 
  algoid 
  3 
  dragon, green 
  4 
  troll, giant 
  5 
  shambling mound 
  6 
  phycomid 
  7 
  toad, poisonous 
  8 
  lizard, giant 
  9 
  toad, giant 
  10 
  vulture 
  11 
  spider, huge 
  12 
  crocodile 
  13 
  orc 
  14 
  wyvern 
  15 
  basidirond 
  16 
  caterwaul 
  17 
  eblis 
  18 
  troglodyte 
  19 
  crayfish, giant 
  20 
  beholder 
   
   
   
   
   
   
   
  TEMPERATE WILDERNESS (PLAINS & SCRUB) 
  2d10 roll 
  encounter  
  2 
  ascomoid 
  3 
  giant, firbolg 
  4 
  xvart 
  5 
  troll 
  6 
  fly, tiger 
  7 
  kenku 
  8 
  lion 
  9 
  boar, wild 
  10 
  cattle, wild 
  11 
  wolf 
  12 
  jackal 
  13 
  scorpion, huge 
  14 
  shadow mastiff 
  15 
  titanothere 
  16 
  bee, bumble, giant- 
  17 
  blink dog 
  18 
  gnoll 
  19 
  yeth hound 
  20 
  bullette 
   
  TEMPERATE WILDERNESS (DESERT) 
  2d10 roll 
  encounter  
  2 
  giant, fire 
  3 
  dune stalker 
  4 
  lammasu 
  5 
  purple worm 
  6 
  fly, horse, giant- 
  7 
  scorpion, giant 
  8 
  dustdigger 
  9 
  camel, bactrian 
  10 
  spider, large 
  11 
  jackal 
  12 
  vulture 
  13 
  scorpion 
  14 
  ogre 
  15 
  snake, poisonous, giant- 
  16 
  ant lion, giant 
  17 
  men, dervish 
  18 
  thunderherder 
  19 
  lamia 
  20 
  wind walker 
   
  TEMPERATE CIVILIZED (MOUNTAINS) 
  2d10 roll 
  encounter  
  2 
  dragonnel 
  3 
  spider, giant 
  4 
  minotaur 
  5 
  ghouls with ghast 
  6 
  dragon, earth 
  7 
  gnoll 
  8 
  bugbear 
  9 
  men, bandit 
  10 
  character party* 
  11 
  dwarf, mountain 
  12 
  ogre 
  13 
  spider, large 
  14 
  goblins 
  15 
  men, patrol 
  16 
  norker 
  17 
  spider, phase 
  18 
  vampire 
  19 
  rakshasa 
  20 
  ki-rin 
   
  TEMPERATE CIVILIZED (HILLS & ROUGH TERRAIN) 
  2d10 roll 
  encounter  
  2 
  hollyphant 
  3 
  obliviiax 
  4 
  scarecrow 
  5 
  snyad 
  6 
  beetle, fire, giant- 
  7 
  basilisk 
  8 
  killmouli 
  9 
  men, bandit 
  10 
  lycanthrope, werewolf 
  11 
  men, merchant 
  12 
  men, patrol 
  13 
  wolf 
  14 
  gnoll 
  15 
  hobgoblin 
  16 
  jackal 
  17 
  pedipalp, large 
  18 
  wolf, dire 
  19 
  jackalwere 
  20 
  huecuva 
   
   
   
   
   
   
   
  TEMPERATE CIVILIZED (FOREST) 
  2d10 roll 
  encounter  
  2 
  vampire 
  3 
  bullette 
  4 
  centipede, megalo- 
  5 
  ankheg 
  6 
  men, berserker 
  7 
  troll 
  8 
  leprechaun 
  9 
  beetle, stag, giant- 
  10 
  elf, wood 
  11 
  men, bandit 
  12 
  spider, large 
  13 
  men, patrol 
  14 
  character party* 
  15 
  men, pilgrim 
  16 
  thessalhydra 
  17 
  spider, giant 
  18 
  demon, bar-lgura 
  19 
  norker 
  20 
  shedu, greater 
   
  TEMPERATE CIVILIZED (SWAMP & MARSH) 
  2d10 roll 
  encounter  
  2 
  kelpie 
  3 
  crayfish, giant 
  4 
  goblin 
  5 
  frog, poison 
  6 
  boar, wild 
  7 
  lycanthrope, wererat 
  8 
  men, patrol 
  9 
  men, bandit 
  10 
  rat, giant 
  11 
  centipede, giant 
  12 
  vulture 
  13 
  spider, giant 
  14 
  vulture, giant 
  15 
  basilisk 
  16 
  men, berserker 
  17 
  crane, giant 
  18 
  crab, giant 
  19 
  mud-man 
  20 
  zygom 
   
  TEMPERATE CIVILIZED (PLAINS & SCRUB) 
  2d10 roll 
  encounter  
  2 
  lammasu, greater 
  3 
  ghost 
  4 
  lycanthrope, wererat 
  5 
  castle† 
  6 
  ankheg 
  7 
  owl 
  8 
  men, pilgrim 
  9 
  men, bandit 
  10 
  cattle, wild 
  11 
  men, merchant 
  12 
  falcon 
  13 
  men, patrol 
  14 
  character party* 
  15 
  bugbear 
  16 
  halfling 
  17 
  men, dervish 
  18 
  goblin 
  19 
  oliphant 
  20 
  quasi-elemental, light 
   
  TEMPERATE CIVILIZED (DESERT) 
  2d10 roll 
  encounter  
  2 
  dragon, copper 
  3 
  hellhound 
  4 
  bat 
  5 
  goblins & barghest 
  6 
  men, dervish 
  7 
  lion 
  8 
  character party* 
  9 
  men, bandit 
  10 
  men, merchant 
  11 
  spider, large 
  12 
  camel, bactrian 
  13 
  jackal 
  14 
  men, pilgrim 
  15 
  osquip 
  16 
  falcon 
  17 
  pedipalp, large 
  18 
  vortex 
  19 
  griffon 
  20 
  demon, type I 
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    270 
   
  WARM WILDERNESS (MOUNTAINS) 
  2d10 roll 
  encounter  
  2 
  aaracokra 
  3 
  dragon, black 
  4 
  wind walker 
  5 
  dragon, red 
  6 
  men, cave- 
  7 
  dragon, copper 
  8 
  bugbear 
  9 
  spider, large 
  10 
  pterodactyl, small 
  11 
  dog, wild 
  12 
  bat 
  13 
  ogre 
  14 
  giant, fire 
  15 
  manticore 
  16 
  firedrake 
  17 
  giant, storm 
  18 
  pyrolisk 
  19 
  ogre magi 
  20 
  grue, elemental 
   
  WARM WILDERNESS (HILLS & ROUGH TERRAIN) 
  2d10 roll 
  encounter  
  2 
  zorbo 
  3 
  hangman tree 
  4 
  firenewt 
  5 
  bee, bumble, giant- 
  6 
  ant, giant 
  7 
  witherweed 
  8 
  kenku 
  9 
  cattle, wild 
  10 
  giant, hill 
  11 
  lycanthrope, werewolf 
  12 
  spider, large 
  13 
  wolf 
  14 
  basilisk 
  15 
  scorpion, large 
  16 
  hyena 
  17 
  sphinx, hieraco- 
  18 
  assassin bug 
  19 
  axebeak 
  20 
  vilstrak 
   
  WARM WILDERNESS (FOREST) 
  2d10 roll 
  encounter  
  2 
  dragon, green 
  3 
  bloodthorn 
  4 
  grippli 
  5 
  ettercap 
  6 
  baluchitherium 
  7 
  ophidian 
  8 
  kobold 
  9 
  baboon 
  10 
  boar, warthog 
  11 
  flightless bird 
  12 
  elephant, African 
  13 
  ogre 
  14 
  beetle, rhinoceros, giant- 
  15 
  jaguar 
  16 
  basidirond 
  17 
  buckawn 
  18 
  forester’s bane 
  19 
  choke creeper 
  20 
  centipede, stego- 
   
  WARM WILDERNESS (SWAMP & MARSH) 
  2d10 roll 
  encounter  
  2 
  basilisk, greater 
  3 
  crabman 
  4 
  shambling mound 
  5 
  mongrelman 
  6 
  muckdweller 
  7 
  basilisk 
  8 
  meazel 
  9 
  centipede, huge 
  10 
  scorpion, giant 
  11 
  spider, huge 
  12 
  toad, giant 
  13 
  rat, giant 
  14 
  sundew, giant 
  15 
  troll 
  16 
  caterwaul 
  17 
  will-o-wisp 
  18 
  dragonfly, giant 
  19 
  naga, guardian 
  20 
  dragon, black 
   
  WARM WILDERNESS (PLAINS & SCRUB) 
  2d10 roll 
  encounter  
  2 
  ascomid 
  3 
  cockatrice 
  4 
  wyvern 
  5 
  thri-kreen 
  6 
  hybsil 
  7 
  dakon 
  8 
  owl 
  9 
  baboon 
  10 
  boar, wild 
  11 
  cattle, wild 
  12 
  ogre 
  13 
  scorpion, large 
  14 
  men, nomad 
  15 
  ghoul 
  16 
  cheetah 
  17 
  axebeak 
  18 
  giant, hill 
  19 
  dragon, blue 
  20 
  deva, movanic 
   
  WARM WILDERNESS (DESERT) 
  2d10 roll 
  encounter  
  2 
  giant, fire 
  3 
  boalisk 
  4 
  sphinx, gyno- 
  5 
  sandman 
  6 
  pudding, dun 
  7 
  kenku 
  8 
  flightless bird 
  9 
  camel 
  10 
  hyena 
  11 
  jackal 
  12 
  scorpion, giant 
  13 
  spider, large 
  14 
  dustdigger 
  15 
  scorpion, large 
  16 
  ant lion, giant 
  17 
  moon dog 
  18 
  dune stalker 
  19 
  formian 
  20 
  jann 
   
  WARM CIVILIZED (MOUNTAINS) 
  2d10 roll 
  encounter  
  2 
  xaren 
  3 
  castle† 
  4 
  lammasu 
  5 
  norker 
  6 
  quaggoth 
  7 
  character party* 
  8 
  bugbear 
  9 
  men, bandit 
  10 
  bat 
  11 
  ogre 
  12 
  vulture 
  13 
  spider, large 
  14 
  men, patrol 
  15 
  men, pilgrim 
  16 
  dwarf, hill 
  17 
  dragon, earth 
  18 
  rothe 
  19 
  lycanthrope, wererat 
  20 
  hellhound 
   
  WARM CIVILIZED (HILLS & ROUGH TERRAIN) 
  2d10 roll 
  encounter  
  2 
  penanggalen 
  3 
  lycanthrope, wereboar 
  4 
  beetle, fire 
  5 
  boar, wild 
  6 
  falcon 
  7 
  men, pilgrim 
  8 
  leucrotta 
  9 
  cattle, wild 
  10 
  dwarf, hill 
  11 
  lycanthrope, werewolf 
  12 
  men, patrol 
  13 
  men, merchant 
  14 
  character party* 
  15 
  hobgoblin 
  16 
  giant, hill 
  17 
  pedipalp, huge 
  18 
  shedu 
  19 
  rakshasa 
  20 
  lammasu, greater 
   
  WARM CIVILIZED (FOREST) 
  2d10 roll 
  encounter  
  2 
  shadow demon 
  3 
  snake, amphisbaena, giant- 
  4 
  goblin 
  5 
  hobgoblin 
  6 
  cattle, wild 
  7 
  men, merchant 
  8 
  stirge 
  9 
  men, bandit 
  10 
  elephant 
  11 
  herd animal 
  12 
  men, patrol 
  13 
  bull 
  14 
  character party* 
  15 
  elf, wood 
  16 
  shadow 
  17 
  jackal 
  18 
  halfling 
  19 
  centipede, megalo- 
  20 
  revenant 
   
  WARM CIVILIZED (SWAMP & MARSH) 
  2d10 roll 
  encounter  
  2 
  haunt 
  3 
  crayfish, giant 
  4 
  mud-man 
  5 
  frog, poisonous 
  6 
  men, patrol 
  7 
  lion 
  8 
  crane, giant 
  9 
  men, bandit 
  10 
  centipede, huge 
  11 
  rat, giant 
  12 
  spider, large 
  13 
  toad, giant 
  14 
  lycanthrope, wererat 
  15 
  ghoul 
  16 
  vapor rat 
  17 
  zombie, juju 
  18 
  skeleton, animal 
  19 
  vampire 
  20 
  shade 
   
  WARM CIVILIZED (PLAINS & SCRUB) 
  2d10 roll 
  encounter  
  2 
  tween 
  3 
  zygom 
  4 
  snake, amphisbaena, giant- 
  5 
  jackalwere 
  6 
  ankheg 
  7 
  lion 
  8 
  character party* 
  9 
  men, bandit 
  10 
  men, patrol 
  11 
  men, merchant 
  12 
  herd animal 
  13 
  jackal 
  14 
  men, pilgrim 
  15 
  snake, poisonous 
  16 
  troll 
  17 
  shedu 
  18 
  basilisk 
  19 
  disenchanter 
  20 
  dragon, gold 
   
  WARM CIVILIZED (DESERT) 
  2d10 roll 
  encounter  
  2 
  thunderherder 
  3 
  griffon 
  4 
  vortex 
  5 
  jermlaine 
  6 
  dervish 
  7 
  snake, constrictor 
  8 
  character party* 
  9 
  men, bandit 
  10 
  men, merchant 
  11 
  jackal 
  12 
  camel 
  13 
  vulture 
  14 
  osquip 
  15 
  snake, poisonous 
  16 
  men, berserker 
  17 
  snake, constrictor, giant- 
  18 
  lycanthrope, weretiger 
  19 
  jann 
  20 
  demon, succubus 
   
  NOTES  
   
  *  Character Party: Character parties consist of 1d3+4 party members.  See page 266 for other details on the creation of character parties. 
   
  †  Castle:   See the Castle table on page 261-262 to determine the type of castle encountered and its inhabitants. 
  
  Dungeon Master’s Guide    271 
   
  AQUATIC ENCOUNTER TABLES 
   
  Aquatic regions are broken down into 6 main areas: cold (arctic and 
  subarctic) 
  freshwater; 
  cold 
  saltwater; 
  temperate 
  freshwater; 
  temperate saltwater; warm (tropical and subtropical) freshwater; 
  and warm saltwater.  Each of these 6 areas is subdivided into water 
  at the surface and in the depths.   
  Special aquatic encounters, such as ice, are described below. Feel 
  free to modify or replace these tables, using the suggestions in the 
  section on creating tables on pages 60-62. 
  See pages 59-64 for guidelines concerning both the frequency of 
  encounter checks and likelihood of facing an encounter.   
   
  Ice:  Ships can encounter ice floes in freshwater and icebergs in salt, 
  the latter ranging from single mountains of ice to fields of 2d6+8 small 
  ice mountains that continually break against each other and 
  anything that gets in their way. The chief danger to ships from ice is 
  damage to the hull.  In addition, icebergs at sea have a 10% chance 
  of putting a hole in the ship. 
   
  Ghost Ships:  Many ships have been lost at sea and on hidden rivers.  
  These ships still sail, manned by undead sailors and commanded by 
  the more powerful of their kind. A ghost ship can be sighted in 
  daylight and at night but will usually only attack at night, when the 
  ship's masters are at full power.  A ghost ship can be any type of ship 
  from galley to warship. On a percentile die, the crew will be:   
   
  01-40 = 10d4 skeletons;  
  41-80 = 10d4 zombies;  
  81-00 = 2d6+8 juju zombies. 
   
  The commanding officers will be:  
   
  01-30 = 1d4 wights;  
  31-40 = 1d3 wraiths;  
  41-80 = 1d2 spectres;  
  81-95 = 1d2 ghosts;  
  95-00 = 1 lich.  
   
  Sunken Ships: These victims of storms, ice, or hostile ships can be any 
  type of ship. They often still bear their original merchandise and 
  treasure and just as often have inhabitants, either new creatures 
  moving in or remains of the original crew. On a percentile die the 
  inhabitants are as follows:  
   
  01-20 = carries merchant treasure (see "Man, Merchants"); 
  11-20 = no treasure; 
  21-60 = 2d12 lacedons from the original crew; 
  61-00 = other monsters (roll on main chart). 
   
  Floating Seaweed: Floating seaweed is a hazard and sometimes 
  serves as a lair for creatures like sea hags.  Any ship entering an area 
  of floating seaweed is slowed by 50%, and there is a 40% chance of 
  its having another encounter while among the mass of sea plants. 
   
  Seaweed Beds: The underwater equivalent of surface seaweed, 
  these beds are rooted to the sea floor and are 3d10x10 feet high. 
  Vision is reduced to 10 feet in beds of seaweed, which offers 50% 
  concealment, and there is a 30% chance of another encounter in 
  the area. 
   
  Surface Encounters: Roll on the appropriate table for the terrain 
  nearest the water. If not applicable, treat as no encounter. 
   
  Islands:  Freshwater game can be found on islands, as can unfriendly 
  creatures and tribesmen, (treat as land encounter). Islands have 
  surrounding reefs 10% of the time that can damage ships’ hulls.  
  There is a 20% chance they will put a hole in the ship. 
   
   
  Whirlpools:  The whirlpool is a trap for the unwary. 75% can drag 
  down only small craft (50’ or smaller), while 25% can drag any size 
  ship to the bottom. Ships are dragged into the whirlpool at 10’ per 
  round, cumulative (10’ the 1st round, 20’ the 2nd, 30’ the 3rd, etc).  A 
  ship must exceed the speed of the flow to escape. Otherwise, it will 
  be dragged to the bottom in 6 rounds. 
   
   
   
  COLD FRESHWATER (SURFACE) 
  2d10 roll 
  encounter  
  2 
  dragon turtle 
  3 
  harpy 
  4 
  greenhag 
  5 
  naga, water 
  6 
  lacedon 
  7 
  turtle, snapper, giant- 
  8 
  swan 
  9 
  ice 
  10 
  surface encounter 
  11 
  men, merchant 
  12 
  surface encounter 
  13 
  crystal ooze or island 
  14 
  buccaneer 
  15 
  merrow 
  16 
  scrag 
  17 
  nixie 
  18 
  falcon 
  19 
  dragon, sea 
  20 
  swanmay 
   
  COLD FRESHWATER (DEPTHS) 
  2d10 roll 
  encounter  
  2 
  giant, storm 
  3 
  verme 
  4 
  quipper 
  5 
  vodyanoi 
  6 
  sirine 
  7 
  lacedon 
  8 
  kopoacinth 
  9 
  crab, giant or scrag 
  10 
  pike, giant or nixie 
  11 
  otter or dragonfish 
  12 
  octopus or sunken ship 
  13 
  gar, giant or nixie 
  14 
  merrow 
  15 
  turtle, snapper, giant- 
  16 
  lamprey 
  17 
  hippocampus 
  18 
  morkoth 
  19 
  otter, giant 
  20 
  nereid 
   
   
   
   
  TEMPERATE FRESHWATER (SURFACE) 
  2d10 roll 
  encounter  
  2 
  dragonfly, giant 
  3 
  dragon, carp 
  4 
  lizardman 
  5 
  crystal ooze 
  6 
  buccaneer 
  7 
  merrow 
  8 
  swan 
  9 
  crocodile 
  10 
  men, merchant 
  11 
  throat leech 
  12 
  crane, giant or dragon, mist 
  13 
  surface encounter 
  14 
  crayfish, giant 
  15 
  frog, giant 
  16 
  sirine 
  17 
  otter, giant 
  18 
  scrag 
  19 
  dragon, red 
  20 
  boobrie 
   
  TEMPERATE FRESHWATER (DEPTHS) 
  2d10 roll 
  encounter  
  2 
  mud-man 
  3 
  muckdweller 
  4 
  beaver, giant 
  5 
  lamprey, giant 
  6 
  lizard man 
  7 
  turtle, snapper, giant- 
  8 
  kopoacinth 
  9 
  beetle, water, giant- 
  10 
  spider, water, giant- 
  11 
  throat leech 
  12 
  crocodile 
  13 
  other, giant or nymph 
  14 
  crayfish, giant 
  15 
  lamprey 
  16 
  dragon, carp 
  17 
  gar, giant 
  18 
  octopus 
  19 
  algoid 
  20 
  lizard men with lizard king 
   
   
   
   
  WARM FRESHWATER (SURFACE) 
  2d10 roll 
  encounter  
  2 
  froghemoth 
  3 
  couatl 
  4 
  catfish, giant 
  5 
  crystal ooze 
  6 
  dragon, mist 
  7 
  spider, water, giant- 
  8 
  crayfish, giant 
  9 
  men, merchant 
  10 
  surface encounter 
  11 
  crocodile 
  12 
  throat leech 
  13 
  behemoth or crane, giant 
  14 
  frog, giant 
  15 
  hippopotamus 
  16 
  sirine 
  17 
  merman 
  18 
  manticore 
  19 
  kelpie 
  20 
  thork 
   
  WARM FRESHWATER (DEPTHS) 
  2d10 roll 
  encounter  
  2 
  verme 
  3 
  eel, weed 
  4 
  kelpie 
  5 
  vodyanoi 
  6 
  behemoth 
  7 
  merman 
  8 
  turtle, snapper, giant- 
  9 
  beetle, water, giant- 
  10 
  dinosaur, dinichtys 
  11 
  spider, water, giant- 
  12 
  throat leech 
  13 
  dragon fish or scrag 
  14 
  dinosaur, archelon ischyras 
  15 
  kopoacinth 
  16 
  bunyip 
  17 
  lizardman 
  18 
  dragon, spirit 
  19 
  sea hag 
  20 
  water weird 
   
   
   
  
  Dungeon Master’s Guide    272 
   
   
  COLD SALTWATER (SURFACE) 
  2d10 roll 
  encounter  
  2 
  wind walker 
  3 
  whirlpool 
  4 
  dragon, white 
  5 
  ghost ship 
  6 
  narwhale 
  7 
  turtle, sea, giant- 
  8 
  sea lion 
  9 
  men, merchant 
  10 
  shark 
  11 
  whale 
  12 
  men, pirate or hollyphant 
  13 
  ice 
  14 
  dolphin 
  15 
  island 
  16 
  scrag 
  17 
  will-o-wisp 
  18 
  seawolf, greater 
  19 
  selkie 
  20 
  dragon turtle 
   
  COLD SALTWATER (DEPTHS) 
  2d10 roll 
  encounter  
  2 
  verme 
  3 
  water weird 
  4 
  seawolf, lesser 
  5 
  urchin, green 
  6 
  urchin, red 
  7 
  dolphin 
  8 
  elf, aquatic 
  9 
  shark 
  10 
  crab, giant or nixie 
  11 
  narwhale or naga, water 
  12 
  octopus or shark, giant 
  13 
  whale 
  14 
  sea lion 
  15 
  kopoacinth 
  16 
  squid, giant 
  17 
  octopus 
  18 
  slime, green 
  19 
  titan 
  20 
  dragon, sea 
  TEMPERATE SALTWATER (SURFACE) 
  2d10 roll 
  encounter  
  2 
  ki-rin 
  3 
  dragon, cloud 
  4 
  ghost ship 
  5 
  whirlpool 
  6 
  crabman 
  7 
  eel, giant 
  8 
  island 
  9 
  dinosaur, plesiosaurus 
  10 
  men, merchant 
  11 
  shark 
  12 
  whale 
  13 
  seaweed, floating 
  14 
  dinosaur, elasmosaur 
  15 
  will-o-wisp 
  16 
  crab, giant 
  17 
  lacedon 
  18 
  dragon, bronze 
  19 
  seawolf, greater 
  20 
  verme 
   
  TEMPERATE SALTWATER (DEPTHS) 
  2d10 roll 
  encounter  
  2 
  morkoth 
  3 
  kraken 
  4 
  narwhale 
  5 
  lamprey, giant 
  6 
  shark, giant 
  7 
  sea lion 
  8 
  urchin, black 
  9 
  dinosaur, plesiosaurus 
  10 
  sea horse 
  11 
  shark 
  12 
  whale 
  13 
  seaweed 
  14 
  masher 
  15 
  eel, giant 
  16 
  dragon turtle 
  17 
  mottled worm 
  18 
  seawolf, lesser 
  19 
  eye of the deep 
  20 
  titan 
  WARM SALTWATER (SURFACE) 
  2d10 roll 
  encounter  
  2 
  wereshark 
  3 
  seawolf, greater 
  4 
  roc 
  5 
  whirlpool 
  6 
  sahuagin 
  7 
  man-o-war 
  8 
  sea hag 
  9 
  crocodile, giant 
  10 
  dinosaur, plesiosaurus 
  11 
  men, merchant 
  12 
  shark 
  13 
  shale 
  14 
  men, pirate 
  15 
  dinosaur, mosasaurus 
  16 
  ghost ship 
  17 
  shark, giant 
  18 
  sphinx, andro- 
  19 
  ixitxachitl 
  20 
  triton 
   
  WARM SALTWATER (DEPTHS) 
  2d10 roll 
  encounter  
  2 
  morkoth 
  3 
  urchin, silver 
  4 
  crocodile, giant 
  5 
  octopus 
  6 
  ray, pungi 
  7 
  sahuagin 
  8 
  urchin, black 
  9 
  dinosaur, dinichtys 
  10 
  ray, sting 
  11 
  shark 
  12 
  seaweed 
  13 
  strangleweed 
  14 
  barracuda 
  15 
  dinosaur, nothosaurus 
  16 
  eel, electric 
  17 
  triton 
  18 
  wereshark 
  19 
  kraken 
  20 
  ixitxachitl 
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    273 
   
   
  ASTRAL & ETHEREAL ENCOUNTER TABLES 
  Encounters on either the Astral or Ethereal Plane occur on a die roll of “1” on a d20.  Checks are made at the beginning, midpoint, and end of the 
  journey. If an encounter is indicated consult the appropriate table and roll 2d10 to determine the encounter.  Evasion is possible only if the 
  adventurers are able to move more quickly than the monster encountered.  Feel free to modify or replace these tables, using the suggestions in the 
  section on creating tables on pages 60-62.   
   
  ASTRAL ENCOUNTERS 
  2d10 roll 
  encounter  
  2 
  arch devil 
  3 
  githyanki 
  4 
  foo dog 
  5 
  demon, greater 
  6 
  modron, hierarch 
  7 
  pyrolisk* 
  8 
  basilisk* 
  9 
  demon, lesser 
  10 
  devil, minor 
  11 
  character party** 
  12 
  daemon, minor 
  13 
  deva, astral 
  14 
  medusa* 
  15 
  cockatrice* 
  16 
  devil, major 
  17 
  daemon, greater 
  18 
  planetar 
  19 
  solar 
  20 
  demon prince 
  * these creatures do not travel on the Astral and Ethereal Planes, but 
  their perceptions (and magical attack forms) extend there. Their 
  possible appearance applies only to interaction with the Prime 
  Material Plane; otherwise, ignore the result and roll again. 
  ** character parties will consist of 1d3+4 party members, with an 
  average level of 9-16 (1d8+8).  At least one magic-user or cleric will 
  be in the party. See page 266 for more guidelines on the quick 
  creation of character parties. 
  ETHEREAL ENCOUNTERS 
  2d10 roll 
  encounter  
  2 
  intellect devourer 
  3 
  terethian 
  4 
  basilisk, greater* 
  5 
  salamander 
  6 
  xorn 
  7 
  para-elemental 
  8 
  daemon, charona- 
  9 
  character party** 
  10 
  elemental 
  11 
  genie-kind 
  12 
  cerebral parasite 
  13 
  deva, monadic 
  14 
  gorgon* 
  15 
  medusa* 
  16 
  planetar 
  17 
  wind walker 
  18 
  xeg-yi or xag-ya 
  19 
  pyrolisk* 
  20 
  lammasu, greater 
  * these creatures do not travel on the Astral and Ethereal Planes, but 
  their perceptions (and magical attack forms) extend there. Their 
  possible appearance applies only to interaction with the Prime 
  Material Plane; otherwise, ignore the result and roll again. 
  ** character parties will consist of 1d3+4 party members, with an 
  average level of 9-16 (1d8+8).  At least one magic-user or cleric will 
  be in the party. See page 266 for more guidelines on the quick 
  creation of character parties. 
   
  PSYCHIC WIND AND THE ETHER CYCLONE 
  While navigating the Astral or Ethereal Plane there is a 5% of encountering the Psychic Wind (on the Astral Plane) or Ether Cyclone (on the Ethereal 
  Plane).  The effects of these forces are determined before further encounters are diced for, as both storms may change the number of encounters 
  faced upon their respective plane. 
   
  Psychic Wind 
  d20 roll   
   
  effect 
  1-12 
   
   
  slows travel only, incurs 1 additional check for random encounter. 
  13-16   
   
  blows off course, and party is lost for 2d10 days’ time, then must return to starting place. 
  17-19   
   
  blows off course so that party arrives at a different destination as determined by random method. 
  20  
  storm blows.  Each party member must make a charisma saving throw at -10 or suffer a severed silver cord, resulting in irrevocable 
  death*.   Those saving are lost for 4d10 days and must return to the starting place thereafter. 
   
  * Ignore the need for this saving throw if astral projection does not involve a silver cord attachment 
   
  Ether Cyclone 
  d20 roll   
   
  effect 
  1-10 
   
  slows travel only, incurs 1 additional check for random encounter. 
  11-15 
   
  Blows to different plane than that the party is on or desires to travel to; usual encounter checks must be made.  
  16-18 
  Blows so as to cause party to be lost for 5d12 days, and when no longer lost the party will arrive at a different plane as determined by 
  random means. 
  19-20 
  Storm cyclone causes party to be lost for 10d12 days and, unless the caster who initiated ethereal travel makes a wisdom saving 
  throw at -10, the party is blown to the Astral Plane.  If a save is successful the party will still arrive at a randomly determined plane 
  touched by the ether. 
  
  Dungeon Master’s Guide    274 
   
  PSIONIC ENCOUNTER TABLE 
  If you opt to include psionic powers (see APPENDIX M, pages 299-320) in your campaign, then certain random encounters will be with psionically-
  empowered creatures.  Check for random encounters as is normal, but if the player party has used psionic powers during the last turn, or spells 
  resembling psionic powers during the last round, then the chance for a psionic encounter will be 1 in 10 if an encounter is otherwise indicated.   
  After checking for a random encounter, roll a d10 to find if the encounter is psionic, with the roll of “1” indicating that a psionic encounter takes 
  place instead of a standard encounter.  If a psionic encounter is indicated, go to the PSlONlC ENCOUNTER TABLE below and check thereon to find 
  what creature is involved. Unlike most encounter tables the psionic encounter table uses percentile dice to determine the random encounter, in 
  order to allow for a greater variety of encounters. 
   
  Spells Resembling Psionic Powers:  Spells belonging to the following schools of magic typically resemble psionic powers when used: alteration, 
  divination and enchantment/charm.  In addition, any cure spells and spells enabling planar travel (i.e. astral spell, ethereal jaunt, etherealness, and 
  plane shift) resemble psionic powers.  Magic items using these spells may also attract psionic encounters. 
   
  PSIONIC ENCOUNTER TABLE 
  % roll 
  encounter  
  # app 
  01-05 
  brain mole 
  1d3 
  06-12 
  cerebral parasite 
  3d4 
  13-15 
  couatl 
  1d4 
  16-18 
  demon, major 
  1d2 
  19-24 
  demon, minor 
  1d4 
  25-26 
  demon prince^ 
  1 
  27-28 
  devil, arch-^ 
  1 
  29-34 
  devil, greater 
  1d2 
  35-38 
  gray ooze 
  1d3 
  39-48 
  intellect devourer 
  1d2 
  49-51 
  ki-rin 
  1 
  l52-56 
  lich 
  1 
  57-62 
  character party* 
   
  63-69 
  mind flayer 
  1d4 
  70-72 
  mold, yellow 
  1 
  73-82 
  shedu 
  2d4 
  83-92 
  su-monster 
  1d12 
  93-98 
  titan 
  1d2 
  99-00 
  triton (1d3 are psionic) 
  10d6 
   
  NOTES 
  * character parties will consist of 1d3+4 party members, with at least 
  one psionicist in the party. See page 266 for more guidelines on the 
  quick creation of character parties. 
   
  ^ powerful, unique creatures such as demon princes, daemon 
  masters, and dukes of the hells will always be accompanied by a 
  court of servants and vassals.  For example, Orcus will be found with 
  undead, Tiamat with her abishai devils and several ancient dragons, 
  and Athraxus the Oinodaemon with less powerful daemons. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    275 
   
  URBAN ENCOUNTER TABLE 
  A sample Urban Encounter Table is provided below.  See pages 59-64 for guidelines concerning both the frequency of encounter checks and 
  likelihood of facing an encounter.  Feel free to modify or replace this table, using the suggestions in the section on creating encounter tables on 
  pages 60-62.  Unlike most tables the urban encounter table uses percentile dice to determine the random encounter, in order to allow for greater 
  variety. 
   
  URBAN ENCOUNTER TABLE 
  daytime (% roll) 
  nighttime (% roll) 
  result 
  01 
  01-03 
  assassin 
  02 
  04 
  barbarian 
  03-12 
  05-07 
  beggar 
  13 
  08-10 
  brigand or bandit 
  14-18 
  11 
  city guard 
  19-21 
  12 
  city official 
  22-23 
  13-21 
  city watchman 
  24-25 
  22 
  cleric 
  - 
  23 
  demon 
  - 
  24 
  devil 
  - 
  25 
  doppleganger 
  26 
  26 
  druid 
  27 
  27-31 
  drunk 
  28-29 
  32-33 
  fighter or duelist 
  30-33 
  34-35 
  gentleman 
  - 
  36 
  ghast or ghoul 
  - 
  37 
  ghost 
  34 
  38-42 
  giant rats 
  35-39 
  43 
  goodwife 
  40-41 
  44-50 
  harlot 
  42 
  51 
  illusionist or necromancer 
  43-50 
  52 
  laborer or peddler 
  51 
  53 
  magic-user 
  52-55 
  54-58 
  mercenary 
  56-62 
  59-60 
  merchant 
  63 
  61 
  monk or bard 
  - 
  62 
  night hag 
  64-65 
  63-64 
  noble 
  66 
  65 
  paladin or anti-paladin 
  67-69 
  66 
  pilgrim 
  70 
  67 
  press gang 
  71-72 
  68-71 
  rake 
  - 
  72 
  rakshasa 
  73 
  73 
  ranger or scout 
  74-78 
  74-80 
  ruffian 
  - 
  81 
  shadow 
  - 
  82 
  spectre 
  79-82 
  83-88 
  thief 
  83-97 
  89-90 
  tradesman 
  98 
  91-93 
  wererat 
  99 
  94 
  weretiger 
  00 
  95-96 
  were wolf 
  - 
  97 
  wight 
  - 
  98 
  will-o-wisp 
  - 
  99 
  wraith 
  - 
  00 
  vampire or lich 
   
  Assassin encounters are dependent upon the locale. Normally 1d3 
  assassins will be encountered, but near the Thieves' Quarter the 
  encounter could be with many assassins - at the guild, for instance. 
  Assassins will typically ignore passers-by or act as thieves, but are as likely 
  to slay first and steal afterwards as to simply pick a pocket or two. 
   
  Barbarian encounters are with 1d3 barbarian warriors (roll 2d4 for 
  level).  They are typically seeking employment as mercenaries. 
   
  Beggar encounters are with but 1 (or possibly 2) person(s); young or 
  old; maimed, diseased, or whole; religious or otherwise; male or 
  female beseeching alms. There is a 10% chance that a beggar will be 
  a thief. A beggar has a slight chance of knowing information of 
  interest to the character encountering him or her (give them a +3 
  bonus to all knowledge: local area skill checks that they make), but 
  payment must be made. Any gratuity or gift given to a beggar will 
  immediately attract the attention of 1d10-1 nearby beggars. 
   
  Brigand encounters in daylight hours will simply be a case of a 
  nondescript group being seen - the bandits will perhaps be watching 
  the encountered party as a future prospect. Nighttime encounters will 
  typically be with 3d4 bandits with 1 or more leaders. Bandit 
  encounters are synonymous with brigand encounters. 
   
  City guard encounters are with 2d8 mercenary soldiers in the employ 
  of the city as gate and wall guards or in a police function. There will 
  always be 1 higher level leader - 2 if more than 8 guards, 3 if more 
  than 12 – in addition to the 1st level NPC guardsmen. Leaders are of 
  2nd to 5th level fighting ability. They will question suspicious persons, 
  arrest law breakers, etc. In addition, the guard party will sometimes 
  (50%) be accompanied by a magic-user of 1st to 4th level who is 
  indentured for 1 year for some service rendered to him by the city 
  which was not repayable in some other manner (bad debts, 
  resurrection, infraction of city rules, non-payment of taxes, etc.). 
   
  City official encounters will be with some minor bureaucrat such as a 
  tax collector, customs officer, guard or watch lieutenant, deputy 
  bailiff, or assistant magistrate. A 10% chance for an encounter with a 
  major official exists, however, such as meeting a steward, alderman, 
  justice, guard or watch captain, chamberlain, or magistrate. Major 
  officials will have 2d4 city guards with them, as detailed above. 
  Officials will resent unwarranted intrusion, but they will speak with 
  persons regarding important matters. Any official will have 1d4 fighters 
  as personal guards (roll a d4 to determine each guard’s level). 
   
  City watchman encounters are with squads of the watch (five 1st level 
  NPCs plus a 1st to 3rd level sergeant during daylight; double numbers, 
  plus a 4th or 5th level lieutenant at night). These squads will sometimes 
  (50%) be accompanied by a cleric of 2nd to 5th level indentured to the 
  city as magic-users are to the city guards. They will generally act as do 
  city guards, and at night these patrols will be ready to aid attacked 
  persons and arrest lawbreakers. 
   
  Cleric encounters will be with either a cleric (75%) or cloistered cleric 
  (25%) of 6th to 11th level. There will be 1d6-1 lesser clerics (roll 1d4 for 
  level) with the major character. Alignment be rolled for or dictated by 
  area or race. Encountered clerics will typically try to convert the party, 
  ask for contributions, or try to dupe the party becoming sacrificial 
  victims. 
   
  Demon or devil encounters must be carefully restricted, and they may 
  be ignored entirely if desirable. For example, near an evil temple there 
  may well be a demon or devil, a succubus may be roaming at night, 
  a wizard may have conjured a demon, etc. Treat these encounters as 
  highly special.  Only 1 demon or devil will be encountered. 
   
  
  Dungeon Master’s Guide    276 
  Doppleganger encounters will normally take place only near deserted 
  places where there are entrances to the underworld, ruins, and the 
  like.  1d4+2 dopplegangers will be encountered. 
   
  Druid encounters will be with a druid (roll 1d6+5 for level) with 1d4-1 
  lesser druids (roll 1d4 for level) 50% of the time and 1d4 rangers (roll 
  1d6 for level) 50% of the time.  Druids will generally shun conversation 
  with the encountering party. 
   
  Drunk encounters are typically with 1d4 tipsy revelers or wine-sodden 
  bums (50% chance for either). In the former case the type of 
  character(s) found drunk should be diced for: 
  % roll 
  drunk encountered 
  % roll 
  drunk encountered 
  01-02 
  assassin 
  46-48 
  illusionist/necromancer 
  03-15 
  brigand 
  49-63 
  laborer 
  16-17 
  city guard 
  64-65 
  magic-user 
  18-19 
  city official 
  66-73 
  mercenary 
  20-22 
  city watchman 
  74-80 
  merchant 
  23-24 
  cleric 
  81-82 
  noble 
  25-28 
  duelist 
  83-90 
  rake 
  29 
  druid 
  91-95 
  ruffian 
  30-38 
  fighter 
  96-97 
  thief 
  39-45 
  gentleman 
  98-00 
  tradesman 
   
  When an encounter with a drunk occurs, reaction for the latter will 
  dictate what is said to the party. The drunk character(s) will become 
  sober on a roll of 10% or less (out of 100%) if threatened. 
   
  Fighter or duelist encounters will be with a 6th to 12th level fighter (85%) 
  or duelist (15%) accompanied by 1d4-1 henchmen (roll 1d4 for level). 
   
  Gentleman encounters are with a foppish dandy and 1d4 sycophants 
  of the time, a gentlewoman 20% of the time, and 40% of the time well-
  dressed fighter-types of 7th to 10th level (1d4+6) with 1d4 friends of the 
  same abilities. Any rude remarks will give offense, of course. Fops seek 
  revenge by causing trouble for the party with officials, gentlewoman 
  will send a champion, fighters will challenge the offenders. 
   
  Ghast or ghoul encounters must be near charnel houses, graveyards, 
  and the like.  30% of the time 2d4 ghasts will be encountered. 70% of 
  the time 4d4 ghouls will be encountered. 
   
  Ghost encounters are treated in a fashion similar to ghast encounters, 
  but of course a locale or two can be haunted. One ghost will be 
  encountered. 
   
  Giant rats are encountered throughout any inhabited place, using 
  their own tunneled warrens, sewers, cellars, etc. In daylight such 
  encounters will take place only in dim alleys or dark buildings and 
  similar places. The number encountered will be 2d4 in daylight, 4d6 at 
  night. 
   
  Goodwife encounters are with a single woman, often indistinguishable 
  from any other type of female (such as a magic-user, harlot, etc.). 
  Any offensive treatment or seeming threat will be likely to cause the 
  woman to scream for help, accusing the offending party of any 
  number of crimes, i.e. assault, rape, theft, or murder. Goodwives gain 
  a +5 bonus to all knowledge: local area skill checks that they make in 
  order to know interesting gossip. 
   
  Harlot encounters can be with brazen strumpets or haughty 
  courtesans, thus making it difficult for the party to distinguish each 
  encounter for what it is.  In fact, the encounter could be with a 
  dancer only prostituting herself as it pleases her, an elderly madam, or 
  even a pimp.  In addition to the offering of the usual fare, the harlot 
  gains a +5 bonus to all knowledge: local area skill checks they make. 
   If they don’t have any valuable information they are likely to make 
  something up in order to gain a reward.  20% work with a thief. You 
  may find it useful to use the subtable below to see which sort of harlot 
  encounter takes place: 
  % roll 
  harlot encountered 
  % roll 
  harlot encountered 
  01-10 
  slovenly trull 
  76-85 
  expensive doxy 
  11-25 
  brazen strumpet 
  86-90 
  haughty courtesan 
  26-35 
  cheap trollop 
  91-92 
  aged madam 
  36-50 
  typical streetwalker 
  93-94 
  wealthy procuress 
  51-65 
  saucy tart 
  95-98 
  sly pimp 
  66-75 
  wanton wench 
  99-00 
  rich panderer 
   
  An expensive doxy will resemble a gentlewoman, a haughty 
  courtesan a noblewoman, the other harlots might be mistaken for 
  goodwives, and so forth. 
   
  Illusionist or necromancer encounters will be with an illusionist (75%) or 
  necromancer (25%) of 7th to 10th level (roll 1d4+6 for level).  The 
  spellcaster will be accompanied by 1d4-1 apprentices (roll 1d4 for 
  level) 50% of the time or 1d3 fighter guards (roll 1d6 for level) 50% of 
  the time. The caster typically wishes to be left alone. 
   
  Laborer encounters are with a group of 3d4 nondescript persons 
  loitering or on their way to or from work. These fellows will be rough 
  customers in a brawl. There is a 10% chance for each to be a levy in 
  the city watch, with commensurate friends and knowledge. 
   
  Magic-user encounters will be with a magic-user of 7th to 12th level (roll 
  1d6+6) and 1d4 henchmen:  either apprentice magic-users (roll 1d6 
  for level) – 45% chance, fighter guards (roll 1d4 + 3 for level) – 30% 
  chance or a mixture of the two (25% chance providing that there is 
  more than one henchman accompanying the magic-user.  As with 
  illusionists, magic-users wish to mind their own affairs and like others to 
  do likewise. 
   
  Mercenary encounters are with 3d4 nondescript men. There will be a 
  1st level fighter for every 3 level 1 NPCs and a 2nd to 5th level leader 
  (roll1d4+1 for level) if there are 10 or more mercenaries encountered. 
  There is a 70% likelihood that they are already in the employ of 
  someone. 
   
  Merchant encounters are with 1d3 purveyors or factors in the daytime, 
  but at night there will be 2d4 mercenary guards with the merchant(s) 
  if the encounter is in a dangerous sector. Guards will be 1st level NPCs, 
  with one leader (a fighter of 1st to 4th level.  A merchant will fear 
  robbery, but is may be able to offer useful knowledge for a price (they 
  get a +3 bonus to knowledge: local area skill checks).  10% of 
  merchants encountered will be rich, thus indistinguishable from an 
  important city official or noble. 
  Monk or bard encounters will be with a single monk (25%) or bard 
  (75%) of 7th to 10th level.  The monk might appear as a beggar or other 
  character. The business of the monk is typically that of travelling from 
  point a to point B.  A bard, on the other may appear to be nothing 
  more than a wandering minstrel or performer.  Bards may (75%) be 
  accompanied by 2d4 fighter-types. 
   
  Night hag encounters are treated similar to demon and devil 
  encounters, i.e. the area must suit the encounter. From 1 to 2 night 
  hags will be encountered. 
   
  
  Dungeon Master’s Guide    277 
   
  Noble encounters are with a nobleman (75%) or noblewoman (25%).  
  A noble will have 1d4 guards of 1st to 4th level fighting ability and 1d2 
  servants with him.  A noblewoman will have a sedan chair, carriers 
  and linkboys (at night) 75% of the time. Noblemen can easily be 
  mistaken for important city officials or very rich merchants; 
  noblewomen can likewise be mistaken for a courtesan or procuress. 
  Any insult will be taken seriously. Nobles are 50% likely to be:  fighters 
  (40%), duelists (20%), cavaliers (25%) or clerics (15%) of 5th to 12th level 
  of ability (1d8+4). 
   
  Paladin or antipaladin encounters will be with a paladin (75%) or 
  antipaladin (25%) of 6th to 9th level of ability (1d4+5). The paladin or 
  antipaladin will be indistinguishable from any other fighter. 
   
  Pilgrim encounters are with 3d4 persons bent upon a journey to some 
  religious or quasi-religious site. The alignment of pilgrims is variable, but 
  that of a group is always homogeneous. For every 4 pilgrims there will 
  be 1 of unusual type (cleric, fighter, etc.).  As pilgrims are nondescript, 
  it is quite probable that they can be confused with other groups 
  (bandits, laborers, and so on). 
   
  Press gang encounters will involve 2d8 burly sailors or soldiers armed 
  with swords but wielding clubs. Gang members will be 1st level, with 
  one leader of level 2-5 (1d4+1). Outnumbered or incapacitated 
  characters may be “shanghaied” into the local navy or militia. 
   
  Rake encounters are with 1d4+1 young gentlemen fighters (40%) or 
  duelists (60%) of 2nd to 8th level. The rakes will always be aggressive, 
  rude, and sarcastic. There is a 25% chance they will be drunk. 
   
  Rakshasa encounters are treated the same as demon or devil 
  encounters, i.e. the area must suit the encounter. 1d3 will be 
  encountered. 
   
  Ranger or scout encounters will be with a ranger (85%) or scout (15%) 
  of 7th to 10th level.  Wardens character may be used in place of 
  rangers. 
   
  Ruffian encounters will be with 1d6+6 fellows of shabby appearance 
  and mean disposition. They will be 2nd level NPCs armed with clubs 
  and daggers. There is a 5% chance per ruffian encountered that an 
  assassin of 5th to 8th level will be with the group. All weapons will be 
  concealed. 
   
  Shadow encounters are treated the same as those of demon and 
  devil, except that there is a small likelihood of shadows being 
  encountered in 
  any 
  deserted place. 
  2d4 
  shadows 
  will 
  be 
  encountered. 
   
  Spectre encounters are treated in the same fashion as those with a 
  ghost.  1d3 spectres will be encountered. 
   
   
  Thief encounters will be with an 8th to 11th level thief with 1d3-1 
  apprentices of 1st to 4th level.  If there is but 1 thief, he or she will be an 
  adventurer, merely stopping for a short time in the city or town. Other 
  thieves encountered will be on guild business, or “working”, or both. 
   
  Tradesman encounters are with 2d4 nondescript tradesmen (smiths, 
  coopers, etc.) on their way to or from their work. They are greatly 
  valued citizens and generally friendly with city guards and watch. 
   
  Wererat encounters will be with 1d4+1 of the creatures. In daylight, it is 
  90% likely that the wererats will be in human form, at night it is 50% 
  likely they will be in human form, 50% for giant rat form. Wererats can 
  be any type of human, if desired. They will intelligently try to set up, 
  ambush, or otherwise react to the encountering party. 
   
  Weretiger encounters will be with 1 or 2 weretigers. All day, and 90% of 
  the night, encounters will be with creatures in their human form. The 
  weretiger(s) will be 90% likely to be temporary residents of the city or 
  town and on some errand rather than seeking to prey upon passers-
  by. 
   
  Werewolf encounters are with 1d4+1 werewolves. All day, and 50% of 
  the night, encounters will be with creatures in their human form. The 
  werewolves will generally be seeking prey, although there is a 20% 
  chance that they will be on some special errand and ignore the 
  encountered party. 
   
  Wight encounters are the same as ghost encounters, except that 
  1d4+1 wights will be encountered. 
   
  Will-o-wisp encounters are the same as ghost encounters, except 1d2 
  will-o-wisps can be encountered. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    278 
  APPENDIX K:  MONSTER FREQUENCY BY LOCATION 
   
  MONSTER FREQUENCY BY DUNGEON LEVEL 
   
  LEVEL I MONSTERS 
   
  Common 
  Bandit 
  Bat 
  Beetle, Giant Fire 
  Character Party 
  Dwarf, Hill 
  Dwarf, Mountain 
  Goblin 
  Orc 
  Rat 
  Rat, Giant 
  Shrieker 
  Throat Leech 
   
  Uncommon 
  Bat, Giant 
  Booka 
  Bowler 
  Cat, Wild 
  Gibberling 
  Hobgoblin 
  Jermlaine 
  Kobold 
  Piercer 
  Rothe 
  Scum Creeper 
  Skunk 
  Snyad 
  Xvart 
   
  Rare 
  Ant, Giant 
  Badger 
  Berserker 
  Bookworm 
  Bullywug 
  Cave Cricket, Giant 
  Caveman 
  Jaculi 
  Killmoulis 
  Mite 
  Norker 
  Pedipalp, Large 
  Rot Grub 
  Skeleton 
  Vilstrak 
  Vulchling 
  Zombie 
   
  Very Rare 
  AI-mi'raj 
  Berserker 
  Demon, Manes 
  Devil, Nupperibo 
  Ear Seeker 
  Elf, Wood 
  Gnome 
  Halfling 
  Larva 
  Skeleton, Animal 
  Squirrel, Giant Black 
  Squirrel, Normal 
  Termite, Giant Harvest 
  Tween 
  Webbirds 
   
  LEVEL II MONSTERS 
   
  Common 
  Centipede, Giant 
  Centipede, Huge 
  Character Party 
  Gnoll 
  Stirge 
  Toad, Giant 
  Troglodyte 
   
  Uncommon 
  Frog, Giant 
  Grimlock 
  Land Lamprey 
  Lizard man 
  Piercer 
  Volt 
   
  Rare 
  Coffer Corpse 
  Crabman 
  Flind 
  Flumph 
  Fly, Giant Bluebottle 
  Formian 
  Frog, Poisonous 
  Gas Spore 
  Goldbug 
  Mongrelman 
  Myconid 
  Obliviax 
  Ogrillon 
  Owl 
  Pedipalp, Huge 
  Poltergeist 
  Quaggoth 
  Skulk 
  Troll, Ice 
  Vapor Rat 
  Wolf 
  Zombie, Yellow Musk 
   
  Very Rare 
  Assassin Bug 
  Azer 
  Brain Mole 
  Duergar 
  Firebat 
  Firefriend 
  Frog, Killer 
  Galltrit 
  Githzerai 
  Kuo-toa 
  Modron, Duodrone 
  Modron, Monodrone 
  Mud-Man 
  Vagabond 
  Vortex 
   
  LEVEL III MONSTERS 
   
  Common 
  Beetle, Giant Boring 
  Bugbear 
  Ghoul 
  Character Party 
  Ogre 
  Scorpion, Large 
  Spider, Huge 
  Spider, Large 
   
  Uncommon 
  Bat, Mobat 
  Fire Snake 
  Gelatinous Cube 
  Kenku 
  Lizard, Giant 
  Lycanthrope, Wererat 
  Meazel 
  Ochre Jelly 
  Osquip 
  Piercer 
  Snake, Constrictor 
  Whipweed 
   
  Rare 
  Anhkheg (4-5 HD) 
  Bee, Giant Honey 
  Cave Fisher 
  Cave Moray 
  Cyclopskin 
  Dark Creeper 
  Devil, Lemure 
  Dragon, Black, VY 
  Dragon, White, VY 
  Firedrake 
  Fungi, Violet 
  Garbug, Black 
  Land Urchin 
  Luck Eater 
  Qullan 
  Sandling 
  Screaming Devilkin 
  Shocker 
  Solifugid, Large 
  Stunjelly 
  Tick, Giant 
  Ustilagor 
  Weasel, Giant 
  Witherstench 
  Witherweed 
  Wolverine 
  Yellow Musk Creeper 
  Zygom 
   
  Very Rare 
  Berbalang 
  Boggle 
  Centipede, Megalo- 
  Death Dog 
  Dragon, Brass, W 
  Dragon, Coiled, VY 
  Elf, Drow 
  Eye Killer 
  Firenewt 
  Forlarren 
  Frost Man 
  Gryph 
  Harpy 
  Huecuva 
  Iron Cobra 
  Leprechaun 
  Magmen 
  Mantari 
  Mephit, Fire 
  Mephit, Lava 
  Mephit, Smoke 
  Modron, Tridrone 
  Necrophidius 
  Needleman 
  Ophidian 
  Phantom 
  Stench Kow 
  Taer 
  Thoqqua 
  Vargouille 
  Vegepygmy 
  Wolf, Dire 
  Wolf, Winter 
  Worg 
  Zombie, Juju 
  Zombie, Monster 
   
  LEVEL IV MONSTERS 
   
  Common 
  Character Party 
  Gargoyle 
  Hornet, Giant 
  Hydra (5-6 heads) 
  Mold, Yellow 
  Rust Monster 
  Scorpion, Huge 
  Snake, Giant Constrictor 
  Toad, Poisonous 
   
  Uncommon 
  Demon, Dretch 
  Ghast 
  Gray Ooze 
  Lycanthrope, Werewolf 
  Owlbear 
  Shadow Mastiff 
  Su-monster 
   
  Rare 
  Bloodworm 
  Caterwaul 
  Devil, Spined 
  Dragon, Red, W/Y 
  Dragon, White, Y/SA 
  Ettercap 
  Firetoad 
  Garbug, Violet 
  Hell Hound 
  Hook Horror 
  Leech, Giant 
  Pech 
  Pyrolisk 
  Sandman 
  Toad, Ice 
   
  Very Rare 
  Anhkheg (6 HD) 
  Ape, Carnivorous 
  Blink Dog 
  Dark Stalker 
  Derro 
  Disenchanter 
  Dragon, Black, Y/SA 
  Dragon, Blue, W/SA 
  Dragon, Brass, Y/SA 
  Dragon, Bronze, VY/Y 
  Dragon, Coiled, Y/SA 
  Dragon, Copper, VY/Y 
  Dragon, Earth, W/Y 
  Dragon, Gold, VY/Y 
  Dragon, Green, W/Y 
  Dragon, Mist, W/Y 
  Dragon, Silver, W/Y 
  Flail Snail 
  Fly, Giant Horsefly 
  Gibbering Mouther 
  Githyanki 
  Grim 
  Grue, Harginn 
  Grue, lldriss 
  Meenlock 
  Mephit, Steam 
  Modron, Quadrone 
  Mold, Russet 
  Pedipalp, Giant 
  Quickling 
  Scarecrow 
  Shadow Dragon 
  Solifugid, Huge 
  Son of Kyuss 
  Spectator 
  Wolverine, Giant 
  Yeth Hound 
   
  LEVEL V MONSTERS 
   
  Common 
  Bear, Cave 
  Character Party 
  Cockatrice 
  Giant, Verbeeg 
  Lizard, Subterranean 
  Snake, Poisonous 
  Spider, Giant 
   
  Uncommon 
  Hydra (7 heads) 
  Leucrotta 
  Margoyle 
  Minotaur 
  Rock Reptile 
  Snake, Giant Poisonous 
   
  Rare 
  Aspis 
  Bee, Giant Bumble- 
  Beetle, Giant Slicer 
  Boalisk 
  Daemon, Pisco-demon 
  Displacer Beasts 
  Doombat 
  Doppleganger 
  Dragon, Black, YA/A 
  Dragon, Blue, SA/YA 
  Executioner's Hood 
  Imp 
  Lion, Spotted 
  Phycomid 
  Rutterkin 
  Quasit 
  Shadow 
  Snake, Giant Spitting 
  Tentamort 
  Zorbo 
   
  Very Rare 
  Algoid 
  Anhkheg (7 HD) 
  Caryatid Columns 
  Cloaker 
  Crypt Thing 
  Dragon, Brass, YA/A 
  Dragon, Bronze, SA/YA 
  Dragon, Cloud, VY/Y 
  Dragon, Coiled, YA/A 
  Dragon, Copper, SA/YA 
  Dragon, Earth, SA/YA 
  Dragon, Gold, SA/YA 
  Dragon, Green, SA/YA 
  Dragon, Mist, SA/YA 
  Dragon, Red, SA/YA 
  Dragon, Silver, SA/YA 
  Dragon, White, YA/A 
  Grue, Chaggrin 
  Haunt 
  Hydra, Pryo- (5 heads) 
  Ice Lizard 
  Khargra 
  Modron, Petadrone 
  Slime Creature 
  Slime, Olive 
  Snake, Giant Amphisbaena 
  Solifugid, Giant 
  Svirfneblin 
  Umpleby 
  Water Weird 
  Xill 
  Yeti 
   
  LEVEL VI MONSTERS 
   
  Common 
  Character Party 
  Carrion Crawler 
  Manticore 
  Otyugh 
  Scorpion, Giant 
  Troll 
  Wight 
  Wraith 
   
  Uncommon 
  Basilisk 
  Green Slime 
  Hydra (8-9 heads) 
  Rakshasa 
  Salamander 
  Wyvern 
   
  Rare 
  Anhkheg (8 HD) 
  Boggart 
  Devil, Abishai 
  Devil, Erinyes 
  Dragon, Black, O 
  Dragon, Blue, A 
  Gloomwing 
  Grell 
  Hellcat 
  Jelly, Mustard 
  Lizard, Minotaur 
  Medusa 
  Penanggalan 
  Slaad, Red 
  Spider, Phase 
  Storoper 
  Thri-kreen 
  Troll, Giant 
  Wind Walker 
  Wolfwere 
  Yuan Ti 
   
  Very Rare 
  Ant Lion, Giant 
  Apparition 
  Basidirond 
  Cerebral Parasite 
  Crysmal 
  Devil, Bearded 
  Djinn 
  Dragon, Brass, O 
  Dragon, Bronze, A 
  Dragon, Cloud, SMA 
  Dragon, Coiled, O 
  Dragon, Copper, A 
  Dragon, Earth, A 
  Dragon, Gold, A 
  Dragon, Green, A 
  Dragon, Mist, A 
  Dragon, Red, A 
  Dragon, Silver, A 
  Dragon, White, O 
  Drelb 
  Drider 
  Grue, Varrdig 
  Hordlings 
  Hydra, Pyro- (6 heads) 
  Jackalwere 
  Jann 
  Korred 
  Lammasu 
  Lizard King 
  Lycanthrope, Werebear 
  Mold, Brown 
  Nightmare 
  Ogre Mage 
  Shadow Demon 
  Sphinx, Hieraco- 
  Spriggan 
  Stone Guardian 
  Sussurus 
  Terithran 
  Thunder Beast 
  Troll, Spirit 
  Vision 
  Xaren 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    279 
   
  LEVEL VII MONSTERS 
   
  Common 
  Character Party 
  Giant, Hill 
  Black Pudding 
  Giant, Fire 
  Giant, Fomorian 
  Giant, Stone 
  Slug, Giant 
  Tunnel Worm 
  Will-o-wisp 
   
  Uncommon 
  Chimera 
  Hydra (10-12 heads) 
  Giant, Frost 
  Lurker Above 
  Mimic 
  Spectre 
  Sphinx, Crio- 
  Sundew, Giant 
   
  Rare 
  Behir 
  Demon, Babau 
  Demon, Bar-Lgura 
  Demon, Hezrou (Type II) 
  Demon, Succubus 
  Demon, Vrock (Type I) 
  Diakk 
  Foo Dog 
  Mind Flayer 
  Moon Dog 
  Mummy 
  Naga, Spirit 
  Neo-otyugh 
  Roper 
  Shambling Mound 
  Slaad, Blue 
  Trapper 
  Umber Hulk 
   
  Very Rare 
  Aboleth 
  Achaieria 
  Agathion 
  Annis 
  Ascomoid 
  Basilisk, Greater 
  Beetle, Death Watch 
  Bodak 
  Couatl 
  Dao 
  Demon, Glabrezu (Ill) 
  Demon, Nabassu 
  Devil, Barbed 
  Devil, Bone 
  Devil, Horned 
  Devil, Styx 
  Dragon, Black, VO 
  Dragon, Blue, O 
  Dragon, Brass, VO 
  Dragon, Bronze, O 
  Dragon, Cloud, A 
  Dragon, Coiled, VO 
  Dragon, Copper, O 
  Dragon, Earth, O 
  Dragon, Gold, O 
  Dragon, Green, O 
  Dragon, Mist, O 
  Dragon, Red, O 
  Dragon, Silver, O 
  Dragon, White, VO 
  Dragonne 
  Efreeti 
  Elemental, Air 
  Elemental, Earth 
  Elemental, Fire 
  Elemental, Water 
  Ettin 
  Eye of Fear and Flame 
  Galeb Duhr 
  Gorgimera 
  Gorgon 
  Greenhag 
  Groaning Spirit 
  Guardian Daemon 
  Guardian Familiar 
  Hydra, Pyro- (7-9 heads) 
  Intellect Devourer 
  Invisible Stalker 
  Lamia Noble 
  Lizard, Fire 
  Lycanthrope, Foxwoman 
  Mezzodaemon 
  Mihstu 
  Modron, Decaton 
  Night Hag 
  Nonafel 
  Para-elemental, Cold 
  Para-elemental, Dust 
  Para-elemental, Heat 
  Para-elemental, Vapor 
  Remorhaz 
  Revenant 
  Shedu 
  Sphinx, Andro- 
  Sphinx, Gyno- 
  Squealer 
  Stegocentipede 
  Tenebrous Worm 
  Troll, Giant Two-headed 
  Xorn 
  Yochlol 
   
  LEVEL VIII MONSTERS 
   
  Common 
  Character Party 
  Hydra, (13,16 heads) 
  Pudding, Brown 
  Rust Monster 
  Trapper 
  Will-o-wisp 
   
  Uncommon 
  Demon, Alu- 
  Pudding, Dun 
  Purple Worm 
  Shade 
  Vampire 
   
  Rare 
  Daemon, Charona- 
  Daemon, Hydro- 
  Demon, Nalfeshness (IV) 
  Dragon, Black, AN 
  Dragon, Brass, A 
  Dragon, Celestial, O 
  Dragon, Cloud, O 
  Ghost 
  Golem, Flesh 
  Slaad, Green 
  Slug, Giant 
   
  Very Rare 
  Aurumvorax 
  Barghest 
  Death Knight 
  Demodand, Farastu 
  Demon, Cambion 
  Demon, Chasme 
  Demon, Marilith (Type V) 
  Devil, Ice 
  Dracolisk 
  Dragon, Blue, VO 
  Dragon, Bronze, VO 
  Dragon, Coiled, AN 
  Dragon, Cooper, VO 
  Dragon, Earth, VO 
  Dragon, Gold, VO 
  Dragon, Green, VO 
  Dragon, Mist, VO 
  Dragon, Red, VO 
  Dragon, Silver, VO 
  Dragon, White, AN 
  Foo Lion 
  Giant, Firebolg 
  Golem, Clay 
  Hydra, Lernaean 
  Marid 
  Modron, Nonaton 
  Modron, Octon 
  Naga, Guardian 
  Pudding, White 
  Retriever 
  Skeleton Warrior 
  Time Elemental 
  Trilloch 
  Xag-ya 
  Xeg-yi 
   
  LEVEL IX MONSTERS 
   
  Common 
  Baku 
  Character Party 
  Daemon, Dergho- 
  Demodand, Kelubar 
  Deva, Movanic 
  Thessalhydra 
  Vampire, Cleric (7-10) 
   
  Uncommon 
  Daemon, Yagno- 
  Deva, Astral 
  Dragon, Blue, AN 
  Dragon, Celestial, An 
  Dragon, Earth, AN 
  Dragon, Green, AN 
  Dragon, Red, AN 
  Shade 
   
  Rare 
  Daemon, Ultro- 
  Dragon, Bronze, AN 
  Dragon, Cloud, VO 
  Dragon, Copper, AN 
  Dragon, Gold, AN 
  Dragon, Mist, AN 
  Dragon, Silver, AN 
  Golem, Stone 
  Nycadaemon 
  Titan, Lesser 
   
  Very Rare 
  Daemon, Arcana- 
  Demilich 
  Demodand, Shator 
  Demon, Balor (Type VI) 
  Deva, Monadic 
  Devil, Pit Fiend 
  Dragon, 2 Black, AN & O 
  Dragon, 2 Brass, AN & O 
  Dragon, 2 White, AN & O 
  Dragon, 2 Coiled, AN & O 
  Hydra, Pyro- (12 heads) 
  Modron, Hexton 
  Modron, Septon 
  Slaad, Grey 
  Titan, Malor 
   
  LEVEL X MONSTERS 
   
  Common 
  Beholder 
  Character Party 
  Golem, Iron 
  Planetar 
  Slaad, Death 
  Vampire, M-U, 9-12 
   
  Uncommon 
  Dragon, 2 Blue, AN & VO 
  Dragon, 2 Celest, AN & A 
  Dragon, 2 Earth, AN & VO 
  Dragon, 2 Green, AN & VO 
  Dragon, 2 Red, AN & VO 
  Dragon, Cloud, AN 
  Lich 
  Solar 
   
  Rare 
  Dragon, 2 Bronze, AN & V 
  Dragon, 2 Copper, AN & VO 
  Dragon, 2 Gold, AN & O 
  Dragon, 2 Silver, AN & O 
  Modron, Quarton 
  Modron, Quinton 
  Modron, Tertian 
  Titan, Elder 
   
  Very Rare 
  Daemon, Charon 
  Daemon, Onino- 
  Demon Prince or Lord 
  Devil, Duke or Arch- 
  Dragon, Chromatic 
  Dragon, Platinum 
  Elemental Prince 
  Modron, Primus 
  Modron, Secundus 
  Slaad Lord 
  Tarrasque 
   
   
   
  
  Dungeon Master’s Guide    280 
  MONSTER FREQUENCY BY TERRAIN TYPE 
   
  COLD, CIVILIZED, 
  MOUNTAINS 
   
  Common 
  Bandit 
  Bat 
  Dwarf, Mountain 
  Falcon, Small 
  Mammoth 
  Ogre 
  Raven, Normal 
   
  Uncommon 
  Bugbear 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Large 
  Ghoul 
  Goblin 
  Griffon 
  Herd Animal 
  Hobgoblin 
  Owl 
  Patrol 
  Pilgrim 
  Ram 
  Snake, Poisonous 
  Squirrel, Normal 
  Wolf 
   
  Rare 
  Berserker 
  Dragon, Earth 
  Dwarf, Hill 
  Ghast 
  Horse 
  Jermlaine 
  Killmoulis 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Merchant 
  Minotaur 
  Mule 
  Norker 
  Ogrillon 
  Quaggoth 
  Rat 
  Rat, Giant 
  Shadow 
  Shadow Mastiff 
  Shedu 
  Toad, Ice 
  Troll 
  Vapor Rat 
   
  Very Rare 
  Aarakocra 
  Barghest 
  Brain Mole 
  Castle 
  Cave Fisher 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Dragon, Gold 
  Ghost 
  Gnome 
  Grue, Ghaggrin 
  Grue, lldriss 
  Haunt 
  Hollyphant 
  Ki-rin 
  Luck Eater 
  Lycanthrope, Wererat 
  Obliviax 
  Oliphant 
  Otyugh 
  Penanggalan 
  Poltergeist 
  Rothe 
  Shade 
  Shadow Demon 
  Shedu, Greater 
  Snyad 
  Vagabond 
  Vampire 
  Wolf, Dire 
  Xaren 
  Xorn 
  Zombie 
  Zombie, Juju 
  COLD, CIVILIZED, HILLS 
   
  Common 
  Bandit 
  Dwarf, Hill 
  Herd Animal 
  Lycanthrope, Werewolf 
  Merchant 
  Mule 
  Ogre 
  Patrol 
  Raven, Normal 
  Squirrel, Normal 
  Wolf 
   
  Uncommon 
  Bat 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Small 
  Ghoul 
  Hobgoblin 
  Horse 
  Killmoulis 
  Mammoth 
  Owl 
  Pilgrim 
  Ram 
  Rat 
  Rat, Giant 
  Snake, Poisonous 
   
  Rare 
  Berserker 
  Boar, Wild 
  Camel, Bactrian 
  Castle 
  Dwarf, Mountain 
  Falcon, Large 
  Ghast 
  Gnome 
  Goblin 
  Halfling 
  Jermlaine 
  Lycanthrope, Werebear 
  Minotaur 
  Norker 
  Ogrillon 
  Oliphant 
  Shadow Mastiff 
  Shedu 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Aarakocra 
  Barghest 
  Brain Mole 
  Bugbear 
  Centipede, Giant 
  Coffer Corpse 
  Deva, Movanic 
  Dragon, Earth 
  Dragon, Gold 
  Elf, Wood 
  Ghost 
  Griffon 
  Groaning Spirit 
  Grue, Chaggrin 
  Hollyphant 
  Ki-rin 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Wererat 
  Obliviax 
  Penanggalan 
  Quaggoth 
  Revenant 
  Shedu, Greater 
  Snyad 
  Toad, Ice 
  Vampire 
  Xaren 
  Xorn 
  Zombie 
   
   
   
   
   
   
  COLD, CIVILIZED, FOREST 
   
  Common 
  Bandit 
  Boar, Wild 
  Centipede, Giant 
  Centipede, Huge 
  Falcon, Small 
  Herd Animal 
  Lycanthrope, Werewolf 
  Mammoth 
  Ogre 
  Patrol 
  Rat 
  Raven, Normal 
  Squirrel, Normal 
  Wolf 
   
  Uncommon 
  Bat 
  Bugbear 
  Character Party 
  Dog, War 
  Elf, Wood 
  Falcon, Large 
  Horse 
  Jermlaine 
  Killmoulis 
  Merchant 
  Owl 
  Pilgrim 
  Rat, Giant 
  Snake, Poisonous 
  Stirge 
  Troll 
   
  Rare 
  Berserker 
  Camel, Bactrian 
  Castle 
  Dwarf, Hill 
  Dwarf, Mountain 
  Goblin 
  Halfling 
  Hobgoblin 
  Luck Eater 
  Lycanthrope, Werebear 
  Lycanthrope, Wereboar 
  Minotaur 
  Mule 
  Obliviax 
  Ogrillon 
  Oliphant 
  Penanggalan 
  Shadow 
  Toad, ice 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Barghest 
  Bookworm 
  Brain Mole 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Dragon, Gold 
  Ear Seeker 
  Ghost 
  Gnome 
  Groaning Spirit 
  Lycanthrope, Wererat 
  Norker 
  Poltergeist 
  Quaggoth 
  Revenant 
  Shadow Demon 
  Shadow Mastiff 
  Shedu 
  Shedu, Greater 
  Vampire 
  Zombie 
   
   
   
   
   
   
   
   
   
   
   
   
  COLD, CIVILIZED,  
  SWAMP 
   
  Common 
  Bandit 
  Centipede, Giant 
  Centipede, Huge 
  Mule 
  Ogre 
  Rat 
  Rat Giant 
  Raven, Normal 
   
  Uncommon 
  Buccaneer (Pirate) 
  Character Party 
  Dog, War 
  Falcon Small 
  Ghoul 
  Herd Animal 
  Hobgoblin 
  Jermlaine 
  Lycanthrope, Wererat 
  Mammoth 
  Patrol 
  Pilgrim 
  Snake, Poisonous 
  Squirrel, Normal 
  Troll 
  Wolf 
   
  Rare 
  Bat 
  Berserker 
  Boar, Wild 
  Camel, Bactrian 
  Crab, Giant 
  Falcon, Large 
  Ghast 
  Goblin 
  Horse 
  Killmoulis 
  Luck Eater 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Merchant 
  Minotaur 
  Norker 
  Obliviax 
  Owl 
  Penanggalan 
  Quaggoth 
  Shadow 
  Shadow Mastiff 
  Skeleton 
  Toad, Ice 
  Vapor Rat 
  Zombie 
   
  Very Rare 
  Barghest 
  Bookworm 
  Bugbear 
  Castle 
  Coffer Corpse 
  Demon, Alu- 
  Demon Cambion 
  Deva, Movanic 
  Dragon, Gold 
  Elf, Wood 
  Ghost 
  Grue, Varrdig 
  Haunt 
  Hollyphant 
  Lycanthrope, Wereboar 
  Oliphant 
  Poltergeist 
  Revenant 
  Shade 
  Shedu 
  Shedu, Greater 
  Skeleton, Animal 
  Vampire 
  Wolf, Dire 
  Zombie, Juju 
  Zombie, Monster 
   
   
   
   
   
   
   
  COLD, CIVILIZED, PLAINS 
   
  Common 
  Bandit 
  Boar, Wild 
  Camel, Bactrian 
  Centipede, Giant 
  Centipede, Huge 
  Falcon, Small 
  Herd Animal 
  Mammoth 
  Merchant 
  Mule 
  Ogre 
  Patrol 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Squirrel, Normal 
  Wolf 
   
  Uncommon 
  Bugbear 
  Character Party 
  Dog, War 
  Falcon, Large 
  Ghoul 
  Horse 
  Jermlaine 
  Killmoulis 
  Osquip 
  Owl 
  Pilgrim 
  Ram 
  Shadow Mastiff 
  Snake, Poisonous 
   
  Rare 
  Bat 
  Berserker 
  Castle 
  Dervishes 
  Dwarf, Hill 
  Dwarf, Mountain 
  Ghast 
  Goblin 
  Halfling 
  Hobgoblin 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Werewolf 
  Ogrillon 
  Penanggalan 
  Poltergeist 
  Quaggoth 
  Shedu 
  Toad, Ice 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Barghest 
  Bookworm 
  Brain Mole 
  Demon, Alu- 
  Demon, Cambion 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Ghost 
  Groaning Spirit 
  Grue, Harginn 
  Grue, lldriss 
  Hollyphant 
  Lycanthrope, Wererat 
  Norker 
  Oliphant 
  Shade 
  Shedu, Greater 
  Tween 
  Vagabond 
  Vampire 
  Vortex 
  Zombie 
  Zombie, Juju 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    281 
   
  COLD, CIVILIZED, DESERT 
   
  Common 
  Bandit 
  Camel, Bactrian 
  Herd Animal 
  Merchant 
  Raven, Normal 
   
  Uncommon 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Small 
  Horse 
  Ogre 
  Osquip 
  Owl 
  Patrol 
  Pilgrim 
  Rat 
  Shadow Mastiff 
  Snake, Poisonous 
  Squirrel, Normal 
  Wolf 
   
  Rare 
  Berserker 
  Boar, Wild 
  Dervishes 
  Dwarf, Hill 
  Dwarf, Mountain 
  Falcon, Large 
  Goblin 
  Jermlaine 
  Killmoulis 
  Lycanthrope, Werewolf 
  Poltergeist 
  Rat, Giant 
  Shedu 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Barghest 
  Bat 
  Bugbear 
  Castle 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Succubus 
  Demon, Vrock (Type I) 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Griffon 
  Groaning Spirit 
  Grue, Harginn 
  Hobgoblin 
  Hollyphant 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Wererat 
  Norker 
  Oliphant 
  Penanggalan 
  Quaggoth 
  Ram 
  Shade 
  Shedu, Greater 
  Vampire 
  Vortex 
  Zombie 
   
  COLD, WILDERNESS, 
  MOUNTAINS 
   
  Common 
  Bat 
  Dog, Wild 
  Dwarf, Mountain 
  Falcon, Small 
  Mammoth 
  Ogre 
  Orc 
  Raven, Normal 
  Rhinoceros, Wooly 
   
  Uncommon 
  Bandit 
  Bear, Cave 
  Bowler 
  Bugbear 
  Cat, Wild 
  Centipede, Huge 
  Dragon, White 
  Falcon, Large 
  Ghoul 
  Giant, Fire 
  Giant, Formorian 
  Giant, Hill 
  Giant, Stone 
  Goat 
  Goblin 
  Griffon 
  Herd Animal 
  Hobgoblin 
  Lion, Mountain 
  Manticore 
  Owl 
  Pilgrim 
  Ram 
  Scorpion, Huge 
  Scorpion, Large 
  Snake, Poisonous 
  Squirrel, Normal 
  Tiger 
  Weasel 
  Wolf 
  Wolverine 
   
  Rare 
  Bat, Giant 
  Bear, Black 
  Bear, Brown 
  Bear, Northern 
  Caterwaul 
  Caveman 
  Character Party 
  Cyclopskin 
  Devil Dog 
  Dragon, Earth 
  Dragon, Red 
  Dwarf, Hill 
  Eagle 
  Eagle, Giant 
  Fly, Giant Bluebottle 
  Fortress 
  Ghast 
  Giant, Cloud 
  Giant, Frost 
  Giant, Storm 
  Giant, Verbeeg 
  Gorgon 
  Harpy 
  Hippogriff 
  Horse 
  Jermlaine 
  Leucrotta 
  Lion, Spotted 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Margoyle 
  Mastodon 
  Minotaur 
  Mongrelman 
  Moon Dog 
  Mule 
  Norker 
  Ogrillon 
  Owl, Giant 
  Peryton 
  Pudding, White 
  Quaggoth 
  Ram, Giant 
  Rat 
  Rat, Giant 
  Raven, Giant 
  Raven, Huge 
  Rock Reptile 
  Scorpion, Giant 
  Screaming Devilkin 
  Shadow 
  Shadow Mastiff 
  Shedu 
  Shocker 
  Skulk 
  Spectre 
  Toad, Ice 
  Troll 
  Troll, Giant 
  Troll, Ice 
  Tunnel Worm 
  Vapor Rat 
  Vilstrak 
  Volt 
  Wight 
  Wind Walker 
  Wolfwere 
  Wolverine, Giant 
  Worg 
  Xvart 
   
  Very Rare 
  Aarakocra 
  Annis 
  Badger 
  Barghest 
  Berserker 
  Boggart 
  Boggle 
  Brain Mole 
  Cave Fisher 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Bar-Lgura 
  Demon, Nabassu 
  Deva, Movanic 
  Doppleganger 
  Dragon, Gold 
  Dragon, Silver 
  Elf, Valley 
  Ettin 
  Fly, Giant Horse 
  Forlarren 
  Galeb Duhr 
  Gargoyle 
  Ghost 
  Giant, Firbolg 
  Giant, Mountain 
  Gloomwing 
  Gnome 
  Grim 
  Grue, Chaggrin 
  Grue, lldriss 
  Haunt 
  Hoar Fox 
  Hydra 
  Ice Lizard 
  Khargra 
  Ki-rin 
  Kobold 
  Land Urchin 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Lynx, Giant 
  Mantari 
  Medusa 
  Mummy 
  Naga, Guardian 
  Naga, Spirit 
  Night Hag 
  Nightmare 
  Nymph 
  Obliviax 
  Ogre Mage 
  Oliphant 
  Otyugh 
  Pech 
  Pegasus 
  Porcupine, Giant 
  Quasi-elemental, Lightning 
  Quickwood 
  Remorhaz 
  Rothe 
  Shade 
  Shedu, Greater 
  Skunk 
  Spriggan 
  Squirrel, Carniv, Flying 
  Storoper 
  Sylph 
  Taer 
  Taer 
  Tenebrous Worm 
  Trapheg 
  Titan, Elder 
  Titan, Lesser 
  Titan, Major 
  Troll, Giant Two-headed 
  Vagabond 
  Vampire 
  Vargouille 
  Will-o-wisp 
  Wolf, Dire 
  Wolf, Winter 
  Wraith 
  Xaren 
  Xill 
  Xorn 
  Yeth Hound 
  Yeti 
  Zombie 
  Zombie, Juju 
  COLD, WILDERNESS, HILLS 
   
  Common 
  Bear, Black 
  Bear, Brown 
  Dog, Wild 
  Dwarf, Hill 
  Giant, Hill 
  Herd Animal 
  Lycanthrope, Werewolf 
  Mule 
  Ogre 
  Orc 
  Raven, Normal 
  Rhinoceros, Wooly 
  Squirrel, Normal 
  Wolf 
   
  Uncommon 
  Bandit 
  Bat 
  Bear, Cave 
  Cat, Wild 
  Centipede, Huge 
  Falcon, Small 
  Ghoul 
  Giant, Verbeeg 
  Goat 
  Hobgoblin 
  Horse 
  Kenku 
  Mammoth 
  Mastodon 
  Owl 
  Pilgrim 
  Ram 
  Rat 
  Rat, Giant 
  Scorpion, Large 
  Skunk 
  Snake, Poisonous 
  Tiger 
  Wolverine 
   
  Rare 
  Bat, Giant 
  Bear, Northern 
  Beetle, Giant Bombardier 
  Boar, Wild 
  Bowler 
  Camel, Bactrian 
  Caveman 
  Character Party 
  Cyclopskin 
  Dragon, Red 
  Dwarf, Mountain 
  Falcon, Large 
  Fortress 
  Ghast 
  Giant, Cloud 
  Gnome 
  Goblin 
  Harpy 
  Hoar Fox 
  Jermlaine 
  Lion, Mountain 
  Lycanthrope, Werebear 
  Minotaur 
  Norker 
  Ogrillon 
  Oliphant 
  Patrol 
  Peryton 
  Porcupine, Giant 
  Pudding, Deadly (White) 
  Purple Worm 
  Raven, Giant 
  Raven, Huge 
  Rock Reptile 
  Scorpion, Huge 
  Shadow Mastiff 
  Shedu 
  Skulk 
  Troll 
  Troll, Giant 
  Troll, Ice 
  Vapor Rat 
  Volt 
  Weasel 
  Wolf, Dire 
  Wolverine, Giant 
  Worg 
  Xvart 
   
   
   
  Very Rare 
  Aarakocra 
  Badger 
  Barghest 
  Beaver, Giant 
  Berserker 
  Boar, Giant 
  Boggle 
  Brain Mole 
  Brownie 
  Bugbear 
  Castle 
  Centipede, Giant 
  Coffer Corpse 
  Cooshee 
  Deva, Movanic 
  Devil Dog 
  Dragon, Earth 
  Dragon, Gold 
  Dragon, Green 
  Dragon, White 
  Elf, Grugach 
  Elf, Wood 
  Fly, Giant Bluebottle 
  Forlarren 
  Galeb Duhr 
  Ghost 
  Giant, Fire 
  Giant, Fog 
  Giant, Frost 
  Giant, Stone 
  Gorgon 
  Griffon 
  Grim 
  Groaning Spirit 
  Grue, Chaggrin 
  Grue, Harginn 
  Hippogriff 
  Hollyphant 
  Ice Lizard 
  Irish Deer 
  Ki-rin 
  Kobold 
  Lycanthrope, Foxwoman 
  Lycanthrope, Wereboar 
  Lycanthrope, Weretiger 
  Lynx, Giant 
  Manticore 
  Margoyle 
  Medusa 
  Moon Dog 
  Mummy 
  Nymph 
  Obliviax 
  Owl, Giant 
  Pegasus 
  Quasi-elemental, Lightning 
  Quaggoth 
  Quickwood 
  Ram, Giant 
  Remorhaz 
  Screaming Devilkin 
  Shedu, Greater 
  Shocker 
  Spriggan 
  Storoper 
  Tenebrous Worm 
  Toad, Ice 
  Vampire 
  Vargouille 
  Vilstrak 
  Wolf, Winter 
  Wolfwere 
  Xaren 
  Xorn 
  Yeth Hound 
  Zombie 
   
  COLD, WILDERNESS, 
  FOREST 
   
  Common 
  Bear, Black 
  Bear, Brown 
  Beetle, Giant Bombardier 
  Boar, Wild 
  Centipede, Giant 
  Centipede, Huge 
  Dog, Wild 
  Falcon, Small 
  Herd Animal 
  Lycanthrope, Werewolf 
  Mammoth 
  Mastodon 
  
  Dungeon Master’s Guide    282 
  Ogre 
  Orc 
  Rat 
  Raven, Normal 
  Squirrel, Normal 
  Wolf 
   
  Uncommon 
  Badger 
  Bandit 
  Bat 
  Boar, Giant 
  Bugbear 
  Cat, Wild 
  Dragon, White 
  Elf, Wood 
  Falcon, Large 
  Horse 
  Jermlaine 
  Kobold 
  Lion, Mountain 
  Manticore 
  Owl 
  Pilgrim 
  Porcupine, Giant 
  Rat, Giant 
  Rhinoceros, Woolly 
  Scorpion, Large 
  Snake, Poisonous 
  Stirge 
  Tiger 
  Troll 
  Weasel 
  Wolverine 
  Xvart 
   
  Rare 
  Baluchitherium 
  Bear, Northern 
  Brownie 
  Camel, Bactrian 
  Caveman 
  Character Party 
  Cooshee 
  Dragon, Green 
  Dwarf, Hill 
  Dwarf, Mountain 
  Elf, Gray 
  Fly, Giant Bluebottle 
  Fortress 
  Giant, Hill 
  Goblin 
  Harpy 
  Hoar Fox 
  Hobgoblin 
  Irish Deer 
  Kech 
  Lycanthrope, Werebear 
  Lycanthrope, Wereboar 
  Lynx, Giant 
  Medusa 
  Miner 
  Minotaur 
  Mule 
  Obliviax 
  Ogrillon 
  Oliphant 
  Owl, Giant 
  Patrol 
  Pudding, White 
  Raven, Huge 
  Scorpion, Giant 
  Screaming Devilkin 
  Shadow 
  Skulk 
  Squirrel, Carniverous Flying 
  Tenebrous Worm 
  Toad, Ice 
  Treant 
  Vapor Rat 
  Volt 
  Vulchling 
  Wolf, Dire 
  Wolfwere 
  Wolverine, Giant 
  Worg 
   
  Very Rare 
  Annis 
  Aurumvorax 
  Barghest 
  Bat, Giant 
  Bear, Cave 
  Beaver, Giant 
  Berserker 
  Brain Mole 
  Castle 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Devil Dog 
  Dragon, Gold 
  Dragon, Red 
  Eagle 
  Ear Seeker 
  Elf, Grugach 
  Elf, Valley 
  Faerie Dragon 
  Fly, Horse 
  Forlarren 
  Gargoyle 
  Ghost 
  Giant, Firbolg 
  Giant, Fire 
  Giant, Frost 
  Giant, Verbeeg 
  Gnome 
  Gorgon 
  Greenhag 
  Grim 
  Groaning Spirit 
  Hydra 
  Kenku 
  Korred 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Mantari 
  Mihstu 
  Mongrelman 
  Moon Dog 
  Mummy 
  Needleman 
  Norker 
  Nymph 
  Pegasus 
  Phoenix 
  Pixie 
  Quaggoth 
  Quickling 
  Quickwood 
  Raven, Giant 
  Shadow Mastiff 
  Shedu 
  Shedu, Greater 
  Shocker 
  Skunk 
  Swanmay 
  Troll, Giant 
  Troll, Ice 
  Vampire 
  Vargouille 
  Willow, Black 
  Wolf, Winter 
  Zombie 
   
  COLD, WILDERNESS, 
  SWAMPS 
   
  Common 
  Centipede, Giant 
  Centipede, Huge 
  Crocodile, Normal 
  Dog, Wild 
  Mule 
  Ogre 
  Orc 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Scorpion, Large 
   
  Uncommon 
  Buccaneer (Pirate) 
  Cat, Wild 
  Falcon, Small 
  Ghoul 
  Herd Animal 
  Hobgoblin 
  Hydra 
  Jermlaine 
  Mammoth 
  Mastodon 
  Pilgrim 
  Rhinoceros, Wooly 
  Scorpion, Giant 
  Scorpion, Huge 
  Snake, Poisonous 
  Squirrel, Normal 
  Troll 
  Volt 
  Weasel 
  Will-o-wisp 
  Wolf 
   
  Rare 
  Bandit 
  Bat 
  Bear, Black 
  Bear, Brown 
  Beetle, Giant Bombardier 
  Boar, Wild 
  Boggart 
  Camel, Bactrian 
  Caterwaul 
  Character Party 
  Crab, Giant 
  Crystal Ooze 
  Falcon, Large 
  Fly, Giant Bluebottle 
  Fortress 
  Ghast 
  Giant, Hill 
  Goblin 
  Harpy 
  Hoar Fox 
  Horse 
  Irish Deer 
  Leucrotta 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Medusa 
  Minotaur 
  Mongrelman 
  Moon Dog 
  Norker 
  Obliviax 
  Ogre, Aquatic 
  Owl 
  Porcupine, Giant 
  Pudding, White 
  Quaggoth 
  Raven, Huge 
  Screaming Devilkin 
  Shadow 
  Shadow Mastiff 
  Skeleton 
  Spectre 
  Tiger 
  Toad, Ice 
  Troll, Giant 
  Urchin, Black 
  Vapor Rat 
  Wolfwere 
  Worg 
  Xvart 
  Zombie 
   
  Very Rare 
  Annis 
  Badger 
  Barghest 
  Bat, Giant 
  Berserker 
  Boar, Giant 
  Brain Mole 
  Brownie 
  Bugbear 
  Coffer Corpse 
  Cooshee 
  Death, Crimson 
  Demon Alu- 
  Demon, Cambion 
  Demon, Nabassu 
  Deva, Movanic 
  Devil Dog 
  Doppleganger 
  Dragon, Gold 
  Dragon, Green 
  Dragon, White 
  Elf, Wood 
  Fly, Giant Horse 
  Gargoyle 
  Ghost 
  Giant, Fog 
  Giant, Verbeeg 
  Gloomwing 
  Gorgon 
  Greenhag 
  Grim 
  Grue, Varrdig 
  Haunt 
  Hollyphant 
  Hydra, Lernaean 
  Kech 
  Kobold 
  Land Urchin 
  Lion, Spotted 
  Lycanthrope, Wereboar 
  Lycanthrope, Weretiger 
  Mantari 
  Manticore 
  Mihstu 
  Miner 
  Mummy 
  Naga, Guardian 
  Naga, Spirit 
  Night Hag 
  Ogre Magi 
  Oliphant 
  Owl, Giant 
  Phantom 
  Quickling 
  Quickwood 
  Raven, Giant 
  Shade 
  Shedu 
  Shedu, Greater 
  Skeleton, Animal 
  Skulk 
  Skunk 
  Son of Kyuss 
  Tenebrous Worm 
  Treant 
  Trilloch 
  Troll, Ice 
  Urchin, Green 
  Urchin, Red 
  Vampire 
  Vulchling 
  Wight 
  Black Willow 
  Wolf, Dire 
  Wolf, Winter 
  Wraith 
  Zombie, Juju 
  Zombie, Monster 
   
  COLD, WILDERNESS, 
  PLAINS 
   
  Common 
  Boar, Wild 
  Camel, Bactrian 
  Centipede, Giant 
  Centipede, Huge 
  Dog, Wild 
  Falcon, Small 
  Herd Animal 
  Mammoth 
  Mastodon 
  Mule 
  Ogre 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Rhinoceros, Woolly 
  Scorpion, Large 
  Squirrel, Normal 
  Wolf 
   
  Uncommon 
  Badger 
  Bandit 
  Bugbear 
  Cat, Wild 
  Dragon, White 
  Falcon, Large 
  Ghoul 
  Goat 
  Horse 
  Jermlaine 
  Kenku 
  Nomad 
  Owl 
  Pilgrim 
  Ram 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Snake, Poisonous 
  Tiger 
  Weasel 
  Wolverine 
   
  Rare 
  Baluchitherium 
  Bat 
  Bear, Northern 
  Character Party 
  Dervishes 
  Devil Dog 
  Dwarf, Hill 
  Dwarf, Mountain 
  Fly, Giant Bluebottle 
  Fortress 
  Ghast 
  Giant, Hill 
  Goblin 
  Hoard Fox 
  Hobgoblin 
  Lion, Mountain 
  Lion, Spotted 
  Lycanthrope, Wereboar 
  Lycanthrope, Werewolf 
  Moon Dog 
  Mummy 
  Ogrillon 
  Orc 
  Patrol 
  Pudding, White 
  Quaggoth 
  Raven, Giant 
  Raven, Huge 
  Shedu 
  Toad, Ice 
  Troll 
  Troll, Ice 
  Vapor Rat 
  Volt 
  Wolf, Dire 
  Wolfwere 
  Wolverine, Giant 
  Xvart 
   
  Very Rare 
  Aurumvorax 
  Barghest 
  Bat, Giant 
  Berserker 
  Brain Mole 
  Castle 
  Caterwaul 
  Demon, Alu- 
  Demon, Cambion 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Fly, Giant Horse 
  Forlarren 
  Ghost 
  Giant, Firbolg 
  Giant, Fire 
  Giant, Fog 
  Giant, Verbeeg 
  Gorgon 
  Greenhag 
  Grim 
  Groaning Spirit 
  Grue, Harginn 
  Grue, lldriss 
  Harpy 
  Hollyphant 
  Hydra 
  Irish Deer 
  Land Urchin 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Lynx, Giant 
  Manticore 
  Medusa 
  Miner 
  Mongrelman 
  Norker 
  Oliphant 
  Owl, Giant 
  Phoenix 
  Porcupine, Giant 
  Purple Worm 
  Quickwood 
  Remorhaz 
  Sandling 
  Screaming Devilkin 
  Shade 
  Shedu, Greater 
  Shocker 
  Skulk 
  Spriggan 
  Troll, Giant 
  Vagabond 
  Vampire 
  Vargouille 
  Vortex 
  Willow, Black 
  Worg 
  Yeth Hound 
  Zombie 
  Zombie, Juju 
   
  
  Dungeon Master’s Guide    283 
   
  COLD, WILDERNESS, DESERT 
   
  Common 
  Camel, Bactrian 
  Dog, Wild 
  Herd Animal 
  Raven, Normal 
  Scorpion, Large 
   
  Uncommon 
  Bandit 
  Cat, Wild 
  Centipede, Huge 
  Falcon, Small 
  Fly, Giant Bluebottle 
  Horse 
  Kenku 
  Lion, Mountain 
  Nomad 
  Ogre 
  Owl 
  Pilgrim 
  Rat 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Snake, Poisonous 
  Squirrel, Normal 
  Wolf 
   
  Rare 
  Boar, Wild 
  Character Party 
  Dervishes 
  Devil Dog 
  Dwarf, Hill 
  Dwarf, Mountain 
  Falcon, Large 
  Fly, Giant Horse 
  Fortress 
  Goblin 
  Hoar Fox 
  Jermlaine 
  Lycanthrope, Werewolf 
  Mastodon 
  Moon Dog 
  Mummy 
  Orc 
  Pudding, White 
  Purple Worm 
  Rat, Giant 
  Raven, Giant 
  Raven, Huge 
  Rhinoceros, Woolly 
  Sandling 
  Shedu 
  Shocker 
  Tiger 
  Troll 
  Vapor Rat 
  Weasel 
  Wolf, Dire 
  Wolfwere 
   
  Very Rare 
  Badger 
  Barghest 
  Bat 
  Berserker 
  Bugbear 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, succubus 
  Demon, Vrock (Type I) 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Dragon, White 
  Giant, Fire 
  Goat 
  Gorgon 
  Griffon 
  Groaning Spirit 
  Grue, Harginn 
  Harpy 
  Hobgoblin 
  Hollyphant 
  Lion, Spotted 
  Lycanthrope, Foxwoman 
  Lycanthrope, Wereboar 
  Manticore 
  Medusa 
  Mongrelman 
  Norker 
  Oliphant 
  Owl, Giant 
  Pegasus 
  Quaggoth 
  Ram 
  Remorhaz 
  Rock Reptile 
  Screaming Devilkin 
  Shade 
  Shedu, Greater 
  Skulk 
  Troll, Giant 
  Troll, Ice 
  Vampire 
  Vargouille 
  Volt 
  Vortex 
  Wind Walker 
  Worg 
  Yeth Hound 
  Zombie 
   
  TEMPERATE, CIVILIZED, 
  MOUNTAINS 
   
  Common 
  Bandit 
  Bat 
  Dwarf, Mountain 
  Falcon, Small 
  Ogre 
  Raven, Normal 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Bugbear 
  Cat, Domestic 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, large 
  Ghoul 
  Gnoll 
  Goblin 
  Griffon 
  Herd Animal 
  Hobgoblin 
  Lion 
  Owl 
  Patrol 
  Pilgrim 
  Ram 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Spider, Huge 
  Squirrel, Normal 
  Wolf 
   
  Rare 
  Beetle, Giant Fire 
  Berserker 
  Cattle, Wild 
  Dragon, Earth 
  Dwarf, Hill 
  Ghast 
  Horse 
  Jermlaine 
  Killmoulis 
  Lammasu 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Merchant 
  Minotaur 
  Mule 
  Norker 
  Ogrillion 
  Pedipalp, Huge 
  Pedipalp, Large 
  Quaggoth 
  Rat 
  Rat, Giant 
  Shadow 
  Shadow Mastiff 
  Shedu 
  Snake, Giant Constrictor 
  Spider, Phase 
  Toad, Giant 
  Troll 
  Vapor Rat 
   
  Very Rare 
  Aarakocra 
  Barghest 
  Basilisk 
  Brain Mole 
  Carrion Crawler 
  Castle 
  Cave Fisher 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Dragon, Gold 
  Dragonnel 
  Flind 
  Ghost 
  Gnome 
  Grue, Chaggrin 
  Grue, lldriss 
  Haunt 
  Hell Hound 
  Hollyphant 
  Ki-rin 
  Lammasu, Greater 
  Luck Eater 
  Lycanthrope, Wererat 
  Obliviax 
  Oliphant 
  Otyugh 
  Penanggalan 
  Poltergeist 
  Rakshasa 
  Rothe 
  Shade 
  Shadow Demon 
  Shedu, Greater 
  Snake, Giant Amphisbaena 
  Snyad 
  Spider, Giant 
  Thessalhydra 
  Vagabond 
  Vampire 
  Wolf, Dire 
  Xaren 
  Xorn 
  Zombie 
  Zombie, Juju 
  Zygom 
   
  TEMPERATE, CIVILIZED, 
  HILLS 
   
  Common 
  Bandit 
  Cat, Domestic 
  Cattle, Wild 
  Dwarf, Hill 
  Herd Animal 
  Lycanthrope, Werewolf 
  Merchant 
  Mule 
  Ogre 
  Patrol 
  Raven, Normal 
  Spider, Large 
  Squirrel, Normal 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Basilisk 
  Bat 
  Booka 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Small 
  Ghoul 
  Gnoll 
  Hobgoblin 
  Horse 
  Killmoulis 
  Leprechaun 
  Lion 
  Owl 
  Pilgrim 
  Ram 
  Rat 
  Rat, Giant 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Spider, Huge 
   
  Rare 
  Beetle, Giant Fire 
  Beetle, Giant Stag 
  Berserker 
  Boar, Wild 
  Camel, Bactrian 
  Castle 
  Dwarf, Mountain 
  Falcon, Large 
  Ghast 
  Gnome 
  Goblin 
  Halfling 
  Jackal 
  Jermlaine 
  Lammasu 
  Lycanthrope, Werebear 
  Minotaur 
  Norker 
  Ogrillon 
  Oliphant 
  Pedipalp, Huge 
  Pedipalp, Large 
  Shadow Mastiff 
  Shedu 
  Snake, Giant Constrictor 
  Toad, Giant 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Aarakocra 
  Barghest 
  Brain Mole 
  Bugbear 
  Bulette 
  Bull 
  Centipede, Giant 
  Coffer Corpse 
  Deva, Movanic 
  Dragon, Earth 
  Dragon, Gold 
  Dragonnel 
  Elf, Wood 
  Flind 
  Ghost 
  Griffon 
  Groaning Spirit 
  Grue, Chaggrin 
  Grue, Harginn 
  Hell Hound 
  Hollyphant 
  Huecuva 
  Jackalwere 
  Ki-rin 
  Lammasu, Greater 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Wererat 
  Obliviax 
  Penanggalan 
  Poltergeist 
  Quaggoth 
  Rakshasa 
  Revenant 
  Scarecrow 
  Shedu, Greater 
  Snyad 
  Spider, Giant 
  Spider, Phase 
  Vampire 
  Xaren 
  Xorn 
  Zombie 
  Zygom 
   
  TEMPERATE, CIVILIZED, 
  FOREST 
   
  Common 
  Bandit 
  Beetle, Giant Fire 
  Beetle, Giant Stag 
  Boar, Wild 
  Bull 
  Centipede, Giant 
  Centipede, Huge 
  Falcon, Small 
  Herd Animal 
  Lycanthrope, Werewolf 
  Ogre 
  Patrol 
  Rat 
  Raven, Normal 
  Spider, Large 
  Squirrel, Normal 
  Toad, Giant 
   
  Uncommon 
  Basilisk 
  Bat 
  Booka 
  Bugbear 
  Cat, Domestic 
  Character Party 
  Dog, War 
  Elf, Wood 
  Falcon, Large 
  Gnoll 
  Horse 
  Jermlaine 
  Killmoullis 
  Leprechaun 
  Lion 
  Merchant 
  Owl 
  Pilgrim 
  Rat, Giant 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake, Giant Poisonous 
  Spider, Giant 
  Spider, Huge 
  Stirge 
  Troll 
  Vulture, Normal  
  Wolf 
   
  Rare 
  Anhkheg 
  Berserker 
  Camel, Bactrian 
  Castle 
  Cattle, Wild 
  Dwarf, Hill 
  Dwarf, Mountain 
  Goblin 
  Halfling 
  Hobgoblin 
  Jackal 
  Lammasu 
  Luck Eater 
  Lycanthrope, Werebear 
  Lycanthrope, Wereboar 
  Minotaur 
  Mule 
  Obliviax 
  Ogrillon 
  Oliphant 
  Pedipalp, Huge 
  Penanggalan 
  Rakshasa 
  Shadow 
  Spider, Phase 
  Thessalhydra 
  Tick, Giant 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Barghest 
  Bookworm 
  Brain Mole 
  Bulette 
  Centipede, Megalo- 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Dragon, Gold 
  Ear Seeker 
  Flind 
  Frog, Giant 
  Ghost 
  Gnome 
  Groaning Spirit 
  Jackalwere 
  Lammasu, Greater 
  Lycanthrope, Wererat 
  Norker 
  Pedipalp, Large 
  Poltergeist 
  Quaggoth 
  Revenant 
  Shadow Demon 
  Shadow Mastiff 
  Shedu 
  Shedu, Greater 
  Snake, Giant Amphisbaena 
  Vampire 
  Zombie 
  Zygom 
   
  TEMPERATE, CIVILIZED, 
  SWAMP 
   
  Common 
  Bandit 
  Centipede, Giant 
  
  Dungeon Master’s Guide    284 
  Centipede, Huge 
  Mule 
  Ogre 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Spider, Huge 
  Spider, Large 
  Toad, Giant 
  Vulture, Normal 
   
  Uncommon 
  Basilisk 
  Buccaneer (Pirate) 
  Cat, Domestic 
  Character Party 
  Dog, War 
  Falcon, Small 
  Frog, Giant 
  Ghoul 
  Gnoll 
  Herd Animal 
  Hobgoblin 
  Jermlaine 
  Lion 
  Lycanthrope, Wererat 
  Patrol 
  Pilgrim 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake, Giant Poisonous 
  Squirrel, Normal 
  Troll 
  Wolf 
   
  Rare 
  Bat 
  Beetle, Giant Fire 
  Berserker 
  Boar, Wild 
  Camel, Bactrian 
  Cattle, Wild 
  Crab, Giant 
  Crane, Giant 
  Falcon, Large 
  Frog, Poisonous 
  Ghast 
  Goblin 
  Horse 
  Jackal 
  Killmoulis 
  Luck Eater 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Merchant 
  Minotaur 
  Norker 
  Obliviax 
  Owl 
  Pedipalp, Huge 
  Pedipalp, large 
  Penanggalan 
  Quaggoth 
  Rakshasa 
  Shadow 
  Shadow Mastiff 
  Skeleton 
  Thessalhydra 
  Vapor Rat 
  Zombie 
   
  Very Rare 
  Anhkheg 
  Barghest 
  Bookworm 
  Brain Mole 
  Bugbear 
  Bull 
  Castle 
  Centipede, Megalo- 
  Coffer Corpse 
  Crayfish, Giant 
  Demon, Alu- 
  Demon, Cambion 
  Deva, Movanic 
  Dragon, Gold 
  Elf, Wood 
  Flind 
  Ghost 
  Grue, Varrdig 
  Haunt 
  Hell Hound 
  Hollyphant 
  Huecuva 
  Jackalwere 
  Kelpie 
  Lammasu 
  Lycanthrope, Wereboar 
  Mud-Man 
  Oliphant 
  Poltergeist 
  Revenant 
  Shade 
  Shedu 
  Shedu, Greater 
  Skeleton, Animal 
  Snake, Giant Amphisbaena 
  Tick, Giant 
  Vampire 
  Wolf, Dire 
  Zombie, Juju 
  Zombie, Monster 
  Zygom 
   
  TEMPERATE, CIVILIZED, 
  PLAINS 
   
  Common 
  Bandit 
  Beetle, Giant Stag 
  Boar, Wild 
  Bull 
  Camel, Bactrian 
  Cat, Domestic 
  Cattle, Wild 
  Centipede, Giant 
  Centipede, Huge 
  Falcon, Small 
  Herd Animal 
  Jackal 
  Merchant 
  Mule 
  Ogre 
  Patrol 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Spider, Huge 
  Spider, Large 
  Squirrel, Normal 
  Toad, Giant 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Booka 
  Bugbear 
  Character Party 
  Dog, War 
  Falcon, Large 
  Ghoul 
  Horse 
  Jermlaine 
  Killmoulis 
  Lion 
  Osquip 
  Owl 
  Pilgrim 
  Ram 
  Shadow Mastiff 
  Snake, Poisonous 
  Snake, Giant Poisonous 
   
  Rare 
  Anhkheg 
  Bat 
  Berserker 
  Castle 
  Dervishes 
  Dwarf, Hill 
  Dwarf, Mountain 
  Ghast 
  Goblin 
  Halfling 
  Hobgoblin 
  Jackalwere 
  Lammasu 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Werewolf 
  Ogrillon 
  Pedipalp, Huge 
  Pedipalp, Large 
  Penanggalan 
  Quaggoth 
  Shedu 
  Snake, Giant Constrictor 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
   
   
  Very Rare 
  Barghest 
  Basilisk 
  Bookworm 
  Brain Mole 
  Bulette 
  Centipede, Megalo- 
  Demon, Alu- 
  Demon, Cambion 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Flind 
  Frog, Giant 
  Ghost 
  Gnoll 
  Groaning Spirit 
  Grue, Harginn 
  Grue, lldriss 
  Hollyphant 
  Huecuva 
  Lammasu, Greater 
  Leprechaun 
  Lycnathrope, Wererat 
  Norker 
  Oliphant 
  Rakshasa 
  Scarecrow 
  Shade 
  Shedu, Greater 
  Snake, Giant Amphisbaena 
  Tween 
  Vagabond 
  Vampire 
  Vortex 
  Zombie 
  Zombie, Juju 
  Zygom 
   
  TEMPERATE, CIVILIZED, 
  DESERT 
   
  Common 
  Bandit 
  Camel, Bactrian 
  Herd Animal 
  Jackal 
  Merchant 
  Raven, Normal 
  Spider, Huge 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Cat, Domestic 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Small 
  Horse 
  Lion 
  Ogre 
  Osquip 
  Owl 
  Patrol 
  Pilgrim 
  Rat 
  Shadow Mastiff 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Squirrel, Normal 
  Wolf 
   
  Rare 
  Berserker 
  Boar, Wild 
  Cattle, Wild 
  Dervishes 
  Dwarf, Hill 
  Dwarf, Mountain 
  Falcon, Large 
  Flind 
  Goblin 
  Jackalwere 
  Jermlaine 
  Lammasu 
  Lycanthrope, Werewolf 
  Pedipalp, Huge 
  Pedipalp, Large 
  Poltergeist 
  Rat, Giant 
  Shedu 
  Snake, Giant Constrictor 
  Toad, Giant 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Barghest 
  Bat 
  Booka 
  Bugbear 
  Bulette 
  Bull 
  Castle 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Succubus 
  Demon, Vrock (Type I) 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Griffon 
  Groaning Spirit 
  Grue, Harginn 
  Hell Hound 
  Hobgoblin 
  Hollyphant 
  Huecuva 
  Lammasu, Greater 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Wererat 
  Norker 
  Oliphant 
  Penanggalan 
  Quaggoth 
  Rakshasa 
  Ram 
  Shade 
  Shedu, Greater 
  Vampire 
  Vortex 
  Zombie 
   
  TEMPERATE, WILDERNESS, 
  MOUNTAINS 
   
  Common 
  Bat 
  Dog, Wild 
  Dwarf, Mountain 
  Falcon, Small 
  Ogre 
  Orc 
  Raven Normal 
  Skunk 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Bandit 
  Bear, Cave 
  Bloodhawk 
  Bugbear 
  Cat, Wild 
  Centipede, Huge 
  Cockatrice 
  Falcon, Large 
  Ghoul 
  Giant, Fire 
  Giant, Fomorian 
  Giant, Hill 
  Giant, Stone 
  Gnoll 
  Goat 
  Goblin 
  Griffon 
  Herd Animal 
  Hobgoblin 
  Lion 
  Lion, Mountain 
  Manticore 
  Owl 
  Pilgrim 
  Ram 
  Scorpion, Huge 
  Scorpion, Large 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Spider, Huge 
  Squirrel, Huge 
  Squirrel, Normal 
  Tiger 
  Weasel 
  Witherweed 
  Wolf 
   
   
  Rare 
  Bat, Giant 
  Bear, Black 
  Bear, Brown 
  Bear, Northern 
  Bee, Giant Bumble- 
  Bee, Giant Honey 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Blink Dog 
  Caterwaul 
  Cattle, Wild 
  Caveman 
  Character Party 
  Chimera 
  Cyclopskin 
  Dakon 
  Dragon, Earth 
  Dragon, Red 
  Dwarf, Hill 
  Eagle 
  Eagle, Giant 
  Firedrake 
  Fly, Giant bluebottle 
  Fortress 
  Ghast 
  Giant, Cloud 
  Giant, Frost 
  Giant, Storm 
  Giant, Verbeeg 
  Gorgon 
  Hippogriff 
  Horse 
  Harpy 
  Jermlaine 
  Lammasu 
  Leucrotta 
  Lion, Spotted 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Margoyle 
  Mastodon 
  Minotaur 
  Mongrelman 
  Moon Dog 
  Mule 
  Norker 
  Ogrillon 
  Owl, Giant 
  Owlbear 
  Pedipalp, Huge 
  Pedipalp, Large 
  Peryton 
  Phycomid 
  Pyrolisk 
  Quaggoth 
  Ram, Giant 
  Rat 
  Rat, Giant 
  Raven, Giant 
  Raven, Huge 
  Rhinoceros 
  Rock Reptile 
  Screaming Devilkin 
  Shadow 
  Shadow Mastiff 
  Shedu 
  Shocker 
  Skulk 
  Snake, Giant Constrictor 
  Spectre 
  Spider, Phase 
  Stag, Giant 
  Su-monster 
  Toad, Giant 
  Tunnel Worm 
  Vapor Rat 
  Vilstrak 
  Volt 
  Wasp, Giant 
  Whipweed 
  Wight 
  Wind Walker 
  Wolfwere 
  Worg 
  Wyvern 
  Xvart 
  Zorbo 
   
  Very Rare 
  Aarakocra 
  Achaieria 
  Annis 
  Ascomoid 
  Badger 
  
  Dungeon Master’s Guide    285 
   
  Barghest 
  Basilisk 
  Behir 
  Berserker 
  Black Pudding 
  Boggart 
  Boggle 
  Brain Mole 
  Carrion Crawler 
  Cave Fisher 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Bar-Lgura 
  Demon, Nabassu 
  Deva, Movanic 
  Displacer Beast 
  Doppleganger 
  Dragon, Black 
  Dragon, Bronze 
  Dragon, Cloud 
  Dragon, Gold 
  Dragon, Silver 
  Dragon Horse 
  Dragonnel 
  Elf, Valley 
  Ettercap 
  Ettin 
  Executioner's Hood 
  Firefriend 
  Flind 
  Fly, Giant Horsefly 
  Forlarren 
  Galeb Duhr 
  Gargoyle 
  Gelatinous Cube 
  Ghost 
  Giant, Firebolg 
  Giant, Mountain 
  Gibberling 
  Gloomwing 
  Gnome 
  Gorgimera 
  Grim 
  Grue, Chaggrin 
  Grue, lldriss 
  Haunt 
  Hell Hound 
  Hollyphant 
  Hornet, Giant 
  Hydra 
  Hydra, Pyro- 
  Khargra 
  Ki-rin 
  Kobold 
  Lammasu, Greater 
  Land Lamprey 
  Land Urchin 
  Lizard, Fire 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Mantari 
  Meazel 
  Medusa 
  Meenlock 
  Mummy 
  Naga, Guardian 
  Naga, Spirit 
  Night Hag 
  Nightmare 
  Nymph 
  Obliviax 
  Ogre Mage 
  Oliphant 
  Otyugh 
  Pech 
  Pegasus 
  Porcupine, Giant 
  Pseudo Dragon 
  Quickwood 
  Rothe 
  Sandman 
  Shade 
  Shedu, Greater 
  Skunk 
  Snake, Giant Amphisbaena 
  Snake, Giant Spitting Spider, 
  Giant 
  Spriggan 
  Squirrel, Carniv, Flying 
  Stegocentipede 
  Storoper 
  Sundew, Giant 
  Sussurus 
  Sylph 
  Tenebrous Worm 
  Tentamort 
  Thessalhydra 
  Titan, Elder 
  Titan, Lesser 
  Titan, Major 
  Toad, Poisonous 
  Troll, Giant Two-headed 
  Umpleby 
  Ustilagor 
  Vagabond 
  Vampire 
  Vargouille 
  Vulchling 
  Vulture, Giant 
  Will-o-wisp 
  Witherstench 
  Wolf, Dire 
  Wraith 
  Xaren 
  Xill 
  Xorn 
  Yellow Musk Creeper 
  Yeth Hound 
  Zombie 
  Zombie, Juju 
  Zombie, Yellow Musk 
  Zygom 
   
  TEMPERATE, WILDERNESS, 
  HILLS 
   
  Common 
  Bear, Black 
  Bear, Brown 
  Cattle, Wild 
  Dog, Wild 
  Dwarf, Hill 
  Giant, Hill 
  Herd Animal 
  Lycanthrope, Werewolf 
  Mule 
  Ogre 
  Orc 
  Raven, Normal 
  Skunk 
  Spider, Large 
  Squirrel, Normal 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Bandit 
  Basilisk 
  Bat 
  Bear, Cave 
  Cat, Wild 
  Centipede, Huge 
  Dakon 
  Falcon, Small 
  Ghoul 
  Giant, Verbeeg 
  Gnoll 
  Goat 
  Hobgoblin 
  Horse 
  Kenku 
  Leprechaun 
  Lion 
  Mastodon 
  Owl 
  Pilgrim 
  Ram 
  Rat 
  Rat, Giant 
  Rhinoceros 
  Satyr 
  Scorpion, Large 
  Skunk 
  Snake, poisonous 
  Snake, Giant Poisonous 
  Spider, Huge 
  Stag 
  Tiger 
  Witherweed 
   
  Rare 
  Ant Lion, Giant 
  Ant, Giant 
  Aspis 
  Bat, Giant 
  Bear, Northern 
  Bee, Giant Bumble- 
  Bee, Giant Honey 
  Beetle, Giant Bombardier 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Beetle, Giant Stag 
  Blink Dog 
  Bloodhawk 
  Boar, Warthog 
  Boar, Wild 
  Bowler 
  Camel, Bactrian 
  Caveman 
  Centaur 
  Character Party 
  Chimera 
  Choke Creeper 
  Cyclopskin 
  Dragon, Red 
  Dwarf, Mountain 
  Falcon, Large 
  Firedrake 
  Fortress 
  Ghast 
  Giant, Cloud 
  Gnome 
  Goblin 
  Harpy 
  Jackal 
  Jermlaine 
  Lammasu 
  Lion, Mountain 
  Lycanthrope, Werebear 
  Mantis, Giant 
  Minotaur 
  Norker 
  Ogrillon 
  Oliphant 
  Patrol 
  Pedipalp, Huge 
  Pedipalp, Large 
  Peryton 
  Porcupine, Giant 
  Purple Worm 
  Raven, Giant 
  Raven, Huge 
  Rock Reptile 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Shedu 
  Skulk 
  Snake, Giant Constrictor 
  Stag, Giant 
  Su-monster 
  Titanothere 
  Toad, Giant 
  Troll 
  Troll, Giant 
  Unicorn 
  Vapor Rat 
  Volt 
  Wasp, Giant 
  Weasel 
  Whipweed 
  Wolf, Dire 
  Worg 
  Xvart 
   
  Very Rare 
  Aarakocra 
  Achaieria 
  Ascomoid 
  Assassin Bug 
  Atomie 
  Axebeak 
  Badger 
  Barghest 
  Basidirond 
  Basilisk, Greater 
  Beaver, Giant 
  Beetle, Giant Slicer 
  Behir 
  Berserker 
  Boar, Giant 
  Boggle 
  Brain Mole 
  Brownie 
  Bugbear 
  Bulette 
  Bull 
  Castle 
  Centipede, Giant 
  Clubneck 
  Cockatrice 
  Coffer Corpse 
  Cooshee 
  Deva, Movanic 
  Displacer Beasts 
  Dragon, Earth 
  Dragon, Gold 
  Dragon, Green 
  Dragonnel 
  Elf, Grugach 
  Elf, Wood 
  Ettercap 
  Flind 
  Fly, Giant Bluebottle 
  Forlarren 
  Galeb Duhr 
  Ghost 
  Giant, Fire 
  Giant, Fog 
  Giant, Frost 
  Giant, Stone 
  Gibberling 
  Gorgimera 
  Gorgon 
  Griffon 
  Grig 
  Grim 
  Groaning Spirit 
  Grue, Chaggrin 
  Grue, Harginn 
  Hangman Tree 
  Hell Hound 
  Hippogriff 
  Hollyphant 
  Hornet, Giant 
  Huecuva 
  Hybsil 
  Irish Deer 
  Jackalwere 
  Ki-rin 
  Kobold 
  Lammasu, Greater 
  Land Lamprey 
  Lycanthrope, Foxwoman 
  Lycanthrope, Wereboar 
  Lycanthrope, Weretiger 
  Manticore 
  Margoyle 
  Medusa 
  Mongrelman 
  Moon Dog 
  Mummy 
  Nymph 
  Obliviax 
  Owl, Giant 
  Pegasus 
  Pseudo Dragon 
  Pyrolisk 
  Quasi-elemental, Lightning 
  Quaggoth 
  Quickwood 
  Ram, Giant 
  Screaming Devilkin 
  Shedu, Greater 
  Shocker 
  Snake, Giant Spitting 
  Spider, Giant 
  Spider, Phase 
  Spriggan 
  Stegocentipede 
  Sundew, Giant 
  Tenebrous Worm 
  Toad, Poisonous 
  Vampire 
  Vargouille 
  Vilstrak 
  Vulture, Giant 
  Wolf-in-Sheep's Clothing 
  Wolfwere 
  Xaren 
  Xorn 
  Yeth Hound 
  Zombie 
  Zorbo 
  Zygom 
   
  TEMPERATE, WILDERNESS, 
  FOREST 
   
  Common 
  Bear, Black 
  Bear, Brown 
  Beetle, Giant Bombardier 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Beetle, Giant Stag 
  Boar, Warthog 
  Boar, Wild 
  Bull 
  Centipede, Giant 
  Centipede, Huge 
  Dog, Wild 
  Falcon, Small 
  Herd Animal 
  Lycanthrope, Werewolf 
  Mastodon 
  Ogre 
  Orc 
  Rat 
  Raven, Normal 
  Rhinoceros 
  Skunk 
  Spider, Large 
  Squirrel, Normal 
  Stag 
  Toad, Giant 
  Wolf 
   
  Uncommon 
  Badger 
  Bandit 
  Basilisk 
  Bat 
  Boar, Giant 
  Bugbear 
  Cat, Wild 
  Clubneck 
  Dakon 
  Elf, Wood 
  Falcon, Large 
  Gibberling 
  Gnoll 
  Hornet, Giant 
  Horse 
  Jermlaine 
  Kobold 
  Leprechaun 
  Lion 
  Lion, Mountain 
  Manticore 
  Owl 
  Pilgrim 
  Porcupine, Giant 
  Rat, Giant 
  Scorpion, Huge 
  Scorpion, Large 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake, Giant Poisonous 
  Spider, Giant 
  Spider, Huge 
  Stirge 
  Su-monster 
  Sundew, Giant 
  Tiger 
  Toad, Poisonous 
  Troll 
  Vulture, Normal 
  Weasel 
  Whipweed 
  Witherweed 
  Wyvern 
  Xvart 
   
  Rare 
  Ant Lion, Giant 
  Ant, Giant 
  Aspis 
  Atomie 
  Axebeak 
  Baluchitherium 
  Barkburr 
  Basidirond 
  Bear, Northern 
  Bee, Giant Honey 
  Beetle, Giant Slicer 
  Blink Dog 
  Brownie 
  Buckawn 
  Bullywug 
  Camel, Bactrian 
  Cattle, Wild 
  Caveman 
  Centaur 
  Character Party 
  Choke Creeper 
  Cooshee 
  Dragon, Green 
  Dwarf, Hill 
  Dwarf, Mountain 
  Elf, Gray 
  Ettercap 
  Executioner's Hood 
  
  Dungeon Master’s Guide    286 
  Fly, Giant Bluebottle 
  Fortress 
  Giant, Hill 
  Goblin 
  Harpy 
  Hobgoblin 
  Irish Deer 
  Jackal 
  Kech 
  Lammasu 
  Land Lamprey 
  Lycanthrope, Werebear 
  Lycanthrope, Wereboar 
  Mantis, Giant 
  Medusa 
  Miner 
  Minotaur 
  Mule 
  Obliviax 
  Ogrillon 
  Oliphant 
  Owl, Giant Owlbear 
  Patrol 
  Pedipalp, Huge 
  Raven, Huge 
  Scorpion, Giant 
  Screaming Devilkin 
  Shadow 
  Skulk 
  Spider, Phase 
  Sprite 
  Squirrel, Carniv, Flying 
  Squirrel, Giant Black 
  Tenebrous Worm 
  Thessalhydra 
  Tick, Giant 
  Titanothere 
  Treant 
  Volt 
  Vulchling 
  Wasp, Giant 
  Weasel, Giant 
  Wolf, Dire 
  Wolfwere 
  Worg 
  Yellow Musk Creeper 
  Zombie, Yellow Musk 
   
  Very Rare 
  Achaieria 
  AI-mi-raj 
  Annis 
  Assassin Bug 
  Aurumvorax 
  Barghest 
  Basilisk, Greater 
  Bat, Giant 
  Bear, Cave 
  Beaver, Giant 
  Bee, Giant Bumble- 
  Beetle, Death Watch 
  Berserker 
  Bloodhawk 
  Bloodthorn 
  Boobrie 
  Brain Mole 
  Bulette 
  Castle 
  Catoblepas 
  Centipede, Megalo- 
  Cockatrice 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Displacer Beasts 
  Dragon, Coiled 
  Dragon, Gold 
  Dragon, Mist 
  Dragon, Red 
  Dryad 
  Eagle 
  Ear Seeker 
  Elf, Grugach 
  Elf, Valley 
  Elfin Cat 
  Faerie Dragon 
  Firefriend 
  Flind 
  Fly, Giant Horse 
  Forester's Bane 
  Forlarren 
  Frog, Giant 
  Gargoyle 
  Ghost 
  Giant, Firebolg 
  Giant, Fire 
  Giant, Frost 
  Giant, Verbeeg 
  Gnome 
  Gorgon 
  Greenhag 
  Grim 
  Groaning Spirit 
  Hangman Tree 
  Hybsil 
  Hydra 
  Jackalwere 
  Kampfult 
  Kenku 
  Korred 
  Lammasu, Greater 
  Lizard, Giant 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Mandragora 
  Mantari 
  Meazel 
  Mihstu 
  Mongrelman 
  Moon Dog 
  Mummy 
  Needleman 
  Norker 
  Nymph 
  Pedipalp, Large 
  Pegasus 
  Phoenix 
  Pixie 
  Pseudo Dragon 
  Pudding, Deadly (Brown) 
  Pyrolisk 
  Quaggoth 
  Quickling 
  Quickwood 
  Qullan 
  Raven, Giant 
  Scum Creeper 
  Shadow Mastiff 
  Shedu 
  Shedu, Greater 
  Shocker 
  Skunk 
  Snake, Giant Amphisbaena 
  Snake, Giant Spitting 
  Squealer 
  Stegocentipede 
  Sussurus 
  Swanmay 
  Troll, Giant 
  Umpleby 
  Ustilagor 
  Vampire 
  Vargouille 
  Vegepygmy 
  Willow, Black 
  Witherstench 
  Wolf-in-Sheep's clothing 
  Zombie 
  Zorbo 
  Zygom 
   
  TEMPERATE, WILDERNESS, 
  SWAMP 
   
  Common 
  Centipede, Giant 
  Centipede, Huge 
  Crocodile, Normal 
  Dog, Wild 
  Mule 
  Ogre 
  Orc 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Rhinoceros 
  Scorpion, Large 
  Skunk 
  Spider, Huge 
  Spider, Large 
  Throat Leech 
  Toad, Giant 
  Vulture, Normal 
   
  Uncommon 
  Axebeak 
  Basilisk 
  Buccaneer (Pirate) 
  Cat, Wild 
  Cockatrice 
  Falcon, Small 
  Frog, Giant 
  Ghoul 
  Gnoll 
  Herd Animal 
  Hobgoblin 
  Hornet, Giant 
  Hydra 
  Jermlaine 
  Land Lamprey 
  Leech, Giant 
  Lion 
  Lizard, Giant 
  Mastodon 
  Meazel 
  Pilgrim 
  Pudding, Deadly Brown 
  Scorpion, Huge 
  Scum Creeper 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake Giant Poisonous 
  Squirrel, Normal 
  Su-monster 
  Sundew, Giant 
  Toad, Poisonous 
  Troll 
  Volt 
  Weasel 
  Whipweed 
  Will-o-wisp 
  Witherweed 
  Wolf 
  Wyvern 
   
  Rare 
  Assassin Bug 
  Bandit 
  Basidirond 
  Bat 
  Bear, Black 
  Bear, Brown 
  Beetle, Giant Bombardier 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Beetle, Giant Stag 
  Bloodhawk 
  Boar, Warthog 
  Boar, Wild 
  Boggart 
  Boobrie 
  Bullywug 
  Bunyip 
  Camel, Bactrian 
  Caterwaul 
  Cattle, Wild 
  Character Party 
  Crab, Giant 
  Crane, Giant 
  Crystal Ooze 
  Dragon, Coiled  
  Dragonfly, Giant 
  Falcon, Large 
  Fly, Giant Bluebottle 
  Fortress 
  Frog, Poisonous 
  Gas Spore 
  Ghast 
  Giant, Hill 
  Goblin 
  Harpy 
  Horse 
  Hybsil 
  Irish Deer 
  Jackal 
  Leucrotta 
  Lizard Man 
  Lycanthrope, Werebear 
  Lycanthrope, Werewolf 
  Medusa 
  Minotaur 
  Mongrelman 
  Moon Dog 
  Muckdweller 
  Norker 
  Obliviax 
  Ogre, Aquatic 
  Owl 
  Owlbear 
  Pedipalp, Huge 
  Pedipalp, Large 
  Phycomid 
  Porcupine, Giant 
  Pyrolisk 
  Quaggoth 
  Raven, Huge 
  Screaming Devilkin 
  Shadow 
  Shadow Mastiff 
  Shambling Mound 
  Skeleton 
  Snake, Giant Spitting 
  Spectre 
  Thessalhydra 
  Tiger 
  Titanothere 
  Troll, Giant 
  Urchin, Black 
  Ustilagor 
  Vapor Rat 
  Wasp, Giant 
  Weasel, Giant 
  Wolfwere 
  Worg 
  Xvart 
  Zombie 
   
  Very Rare 
  Achaierai 
  Algoid 
  Annis 
  Badger 
  Barghest 
  Barkburr 
  Basilisk, Greater 
  Bat, Giant 
  Bee, Giant Bumble- 
  Bee, Giant Honey 
  Beetle, Death Watch 
  Beetle, Giant Slicer 
  Beholder 
  Berserker 
  Boar, Giant 
  Brain Mole 
  Brownie 
  Bugbear 
  Bull 
  Centipede, Megalo- 
  Clubneck 
  Coffer Corpse 
  Cooshee 
  Crabman 
  Crayfish, Giant 
  Death, Crimson 
  Demon, Alu- 
  Demon, Cambion 
  Demon, Nabassu 
  Deva, Movanic 
  Displacer Beasts 
  Doppleganger 
  Dracolisk 
  Dragon, Black 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Mist 
  Eblis 
  Elf, Wood 
  Firefriend 
  Flind 
  Fly, Giant Horsefly 
  Forester's Bane 
  Galltrit 
  Gargoyle 
  Ghost 
  Giant, Fog 
  Giant, Verbeeg 
  Gibberling 
  Gloomwing 
  Gorgon 
  Greenhag 
  Grim 
  Grue, Varrdig 
  Hangman Tree 
  Haunt 
  Hell Hound 
  Hollyphant 
  Huecuva 
  Hydra, Pryo- 
  Jackalwere 
  Kech 
  Kelpie 
  Kenku 
  Kobold 
  Lammasu 
  Land Urchin 
  Lion, Spotted 
  Lizard King 
  Lycanthrope, Wereboar 
  Lycanthrope, Weretiger 
  Mandragora 
  Mantari 
  Manticore 
  Mihstu 
  Miner 
  Mud-man 
  Mummy 
  Naga, Guardian 
  Naga, Spirit 
  Night Hag 
  Ogre Magi 
  Oliphant 
  Owl, Giant 
  Phantom 
  Quickling 
  Quickwood 
  Qullan 
  Raven, Giant 
  Shade 
  Shedu 
  Shedu, Greater 
  Skeleton, Animal 
  Skulk 
  Skunk 
  Snake, Giant Amphisbaena 
  Son of Kyuss 
  Squealer 
  Stegocentipede 
  Sussurus 
  Tenebrous Worm 
  Tentamort 
  Tick, Giant 
  Treant 
  Trilloch 
  Umpleby 
  Urchin, Green 
  Urchin, Red 
  Vampire 
  Vegepygmy 
  Vulchling 
  Vulture, Giant 
  Wight 
  Willow, Black 
  Witherstench 
  Wolf, Dire 
  Wraith 
  Zombie, Juju 
  Zombie, Monster 
  Zygom 
   
  TEMPERATE, WILDERNESS, 
  PLAINS 
   
  Common 
  Beetle, Giant Stag 
  Boar, Wild 
  Bull 
  Camel, Bactrian 
  Cattle, Wild 
  Centipede, Giant 
  Centipede, Huge 
  Dog, Wild 
  Falcon, Small 
  Herd Animal 
  Jackal 
  Mastodon 
  Mule 
  Ogre 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Rhinoceros 
  Scorpion, Large 
  Skunk 
  Spider, Huge 
  Spider, Large 
  Squirrel, Normal 
  Stag 
  Toad, Giant 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Badger 
  Bandit 
  Bugbear 
  Cat Wild 
  Clubneck 
  Dakon 
  Falcon, Large 
  Ghoul 
  Goat 
  Horse 
  Jermlaine 
  Kenku 
  Lion 
  Nomad 
  
  Dungeon Master’s Guide    287 
   
  Owl 
  Pilgrim 
  Ram 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Tiger 
  Titanothere 
  Weasel 
  Witherweed 
   
  Rare 
  Ant Lion, Giant 
  Ant, Giant 
  Aspis 
  Axebeak 
  Baluchitherium 
  Bat 
  Bear, Northern 
  Bee, Giant Bumble- 
  Beetle, Giant Slicer 
  Blink Dog 
  Centaur 
  Character Party 
  Dervishes 
  Dwarf, Hill 
  Dwarf, Mountain 
  Fly, Giant Bluebottle 
  Fortress 
  Ghast 
  Giant, Hill 
  Goblin 
  Hobgoblin 
  Hybsil 
  Lammasu 
  Land Lamprey 
  Lion, Mountain 
  Lion, Spotted 
  Lycanthrope, Wereboar 
  Lycanthrope, Werewolf 
  Moon Dog 
  Mummy 
  Ogrillon 
  Orc 
  Patrol 
  Pedipalp, Huge 
  Pedipalp, Large 
  Quaggoth 
  Raven, Giant 
  Raven, Huge 
  Shedu 
  Snake, Giant Constrictor 
  Troll 
  Vapor Rat 
  Volt 
  Wasp, Giant 
  Whipweed 
  Wolf, Dire 
  Wolfwere 
  Wyvern 
  Xvart 
   
  Very Rare 
  AI-mi'raj 
  Ascomoid 
  Assassin Bug 
  Atomie 
  Aurumvorax 
  Barghest 
  Basidirond 
  Basilisk 
  Bat, Giant 
  Bee, Giant Honey 
  Berserker 
  Bloodhawk 
  Brain Mole 
  Bulette 
  Castle 
  Caterwaul 
  Centipede, Megalo- 
  Cockatrice 
  Death Watch 
  Demon, Alu- 
  Demon, Cambion 
  Deva, Movanic 
  Disenchanter 
  Displacer Beasts 
  Dragon, Coiled 
  Dragon, Earth 
  Dragon, Gold 
  Dustdigger 
  Firefriend 
  Flind 
  Flumph 
  Fly, Giant Horse 
  Forester's Bane 
  Forlarren 
  Frog, Giant 
  Ghost 
  Giant, Firbolg 
  Giant, Fire 
  Giant, Fog 
  Giant, Verbeeg 
  Gnoll 
  Gorgon 
  Greenhag 
  Grim 
  Groaning, Spirit 
  Grue, Harginn 
  Grue, lldriss 
  Harpy 
  Hollyphant 
  Hornet, Giant 
  Huecuva 
  Hydra, 
  Hydra, Pyro- 
  Irish Deer 
  Lammasu, Greater 
  Land Urchin 
  Leprechaun 
  Lizard, Giant 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Manticore 
  Meazel 
  Medusa 
  Meenlock 
  Miner 
  Mongrelman 
  Norker 
  Oliphant 
  Owl, Giant 
  Phoenix 
  Porcupine, Giant 
  Pudding, Deadly (Brown) 
  Purple Worm 
  Pyrolisk 
  Quickwood 
  Qullan 
  Sandling 
  Sandman 
  Screaming Devilkin 
  Scum Creeper 
  Shade 
  Shedu, Greater 
  Shocker 
  Skulk 
  Snake, Giant Amphisbaena 
  Snake, Giant Spitting 
  Spriggan 
  Stegocentipede 
  Su-monster 
  Sundew, Giant 
  Sussurus 
  Thunderherder 
  Toad, Poisonous 
  Troll, Giant 
  Ustilagor 
  Vagabond 
  Vampire 
  Vargouille 
  Vortex 
  Vulture, Giant 
  Weasel, Giant 
  Wemic 
  Willow, Black 
  Witherstench 
  Wolf-in-Sheep's-clothing 
  Worg 
  Yeth Hound 
  Zombie 
  Zombie, Juju 
  Zorbo 
  Zygom 
   
  TEMPERATE, WILDERNESS, 
  DESERT 
   
  Common 
  Camel, Bactrian 
  Dog, Wild 
  Herd Animal 
  Jackal 
  Raven, Normal 
  Scorpion, Large 
  Spider, Huge 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Bandit 
  Cat, Wild 
  Centipede, Huge 
  Dustdigger 
  Falcon, Small 
  Fly, Giant Bluebottle 
  Horse 
  Kenku 
  Lion 
  Lion, Mountain 
  Nomad 
  Ogre 
  Owl 
  Pilgrim 
  Rat 
  Rhinoceros 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Skunk 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Squirrel, Normal 
  Toad, Poisonous 
  Wolf 
   
  Rare 
  Ant Lion, Giant 
  Aspis 
  Bee, Giant Bumble- 
  Blink Dog 
  Boar, Wild 
  Cattle, Wild 
  Character Party 
  Chimera 
  Dervishes 
  Dwarf, Hill 
  Dwarf, Mountain 
  Falcon, Large 
  Firetoad 
  Flind 
  Fly, Giant Horse 
  Fortress 
  Goblin 
  Jackalwere 
  Jermlaine 
  Lammasu 
  Lycanthrope, Werewolf 
  Mastodon 
  Moon Dog 
  Mummy 
  Orc 
  Pedipalp, Huge 
  Pedipalp, Large 
  Purple Worm 
  Rat, Giant 
  Raven, Giant 
  Raven, Huge 
  Sandling 
  Sandman 
  Shedu 
  Shocker 
  Snake, Giant Constrictor 
  Thunderherder 
  Tiger 
  Titanothere 
  Toad, Giant 
  Troll 
  Vapor Rat 
  Weasel 
  Whipweed 
  Witherweed 
  Wolf, Dire 
  Wolfwere 
   
  Very Rare 
  Ascomoid 
  Badger 
  Barghest 
  Bat 
  Berserker 
  Bloodhawk 
  Bugbear 
  Bull 
  Bulette 
  Centipede, Giant 
  Clubneck 
  Cockatrice 
  Coffer Corpse 
  Crypt Thing 
  Dakon 
  Death Dog 
  Demon, Succubus 
  Demon, Vrock (Type I) 
  Deva, Movanic 
  Disenchanter 
  Displacer Beasts 
  Dragon, Earth 
  Dragon, Gold 
  Dune Stalker 
  Flumph 
  Giant, Fire 
  Goat 
  Gorgimera 
  Gorgon 
  Griffon 
  Groaning Spirit 
  Grue, Harginn 
  Harpy 
  Hell Hound 
  Hobgoblin 
  Hollyphant 
  Hornet, Giant 
  Huecuva 
  Lamia 
  Lamia Noble 
  Lammasu, Greater 
  Lion, Spotted 
  Lycanthrope, Foxwoman 
  Lycanthrope, Wereboar 
  Manticore 
  Medusa 
  Meenlock 
  Mongrelman 
  Norker 
  Oliphant 
  Opinicus 
  Owl, Giant 
  Pegasus 
  Pyrolisk 
  Quaggoth 
  Ram 
  Rock Reptile 
  Screaming Devilkin 
  Shade 
  Shedu, Greater 
  Skulk 
  Snake, Giant Spitting 
  Stegocentipede 
  Troll, Giant 
  Vampire 
  Vargouiile 
  Volt 
  Vortex 
  Vulture, Giant 
  Wemic 
  Wind Walker 
  Worg 
  Wyvern 
  Yeth Hound 
  Zombie 
  Zorbo 
   
  WARM, CIVILIZED, 
  MOUNTAINS 
   
  Common 
  Bandit 
  Bat 
  Falcon, Small 
  Ogre 
  Raven, Normal 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Bugbear 
  Cat, Domestic 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Large 
  Ghoul 
  Gnoll 
  Goblin 
  Griffon 
  Herd Animal 
  Hobgoblin 
  Lion 
  Owl 
  Patrol 
  Pilgrim 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Spider, Huge 
  Wolf 
   
   
  Rare 
  Beetle, Giant Fire 
  Berserker 
  Cattle, Wild 
  Dragon, Earth 
  Dwarf, Hill 
  Ghast 
  Horse 
  Jermlaine 
  Killmoulis 
  Lammasu 
  Lycanthrope, Werewolf 
  Merchant 
  Minotaur 
  Mule 
  Norker 
  Ogrillon 
  Pedipalp, Huge 
  Pedipalp, Large 
  Quaggoth 
  Rat 
  Rat, Giant 
  Shadow 
  Shadow Mastiff 
  Shedu 
  Snake, Giant Constrictor 
  Spider, Phase 
  Toad, Giant 
  Troll 
  Vapor Rat 
   
  Very Rare 
  Aarakocra 
  Barghest 
  Basilisk 
  Brain Mole 
  Castle 
  Cave Fisher 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Dragon, Gold 
  Dragonnel 
  Flind 
  Ghost 
  Gnome 
  Grue, Chaggrin 
  Grue, lldriss 
  Haunt 
  Hell Hound 
  Hollyphant 
  Ki-rin 
  Lammasu, Greater 
  Luck Eater 
  Lycanthrope, Wererat 
  Obliviax 
  Oliphant 
  Otyugh 
  Pedipalp, Giant 
  Penanggalan 
  Poltergeist 
  Rakshasa 
  Rothe 
  Shade 
  Shadow demon 
  Shedu, Greater 
  Snake, Giant Amphisbaena 
  Snyad 
  Spider, Giant 
  Thessalhydra 
  Vagabond 
  Vampire 
  Wolf, Dire 
  Xaren 
  Xorn 
  Zombie 
  Zombie, Juju 
  Zygom 
   
  WARM, CIVILIZED, HILLS 
   
  Common 
  Bandit 
  Cat, Domestic 
  Cattle, Wild 
  Dwarf, Hill 
  Herd Animal 
  Lycanthrope, Werewolf 
  Merchant 
  Mule 
  Ogre 
  Patrol 
  Raven, Normal 
  
  Dungeon Master’s Guide    288 
  Spider, Large 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Basilisk 
  Bat 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Small 
  Ghoul 
  Gnoll 
  Hobgoblin 
  Horse 
  Killmoulis 
  Lion 
  Owl 
  Pilgrim 
  Rat 
  Rat, Giant 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Spider, Huge 
   
  Rare 
  Beetle, Giant Fire 
  Berserker 
  Boar, Wild 
  Camel, Bactrian 
  Castle 
  Elephant, African 
  Elephant, Asian 
  Falcon, Large 
  Ghast 
  Gnome 
  Goblin 
  Halfling 
  Jackal 
  Jermlaine 
  Lammasu 
  Minotaur 
  Norker 
  Ogrillon 
  Oliphant 
  Pedipalp, Huge 
  Pedipalp, Large 
  Shadow Mastiff 
  Shedu 
  Snake, Giant Constrictor 
  Toad, Giant 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Aarakocra 
  Baku 
  Barghest 
  Brain Mole 
  Bugbear 
  Bull 
  Centipede, Giant 
  Coffer Corpse 
  Deva, Movanic 
  Dragon, Earth 
  Dragon, Gold 
  Dragonnel 
  Elf, Wood 
  Flind 
  Ghost 
  Griffon 
  Groaning Spirit 
  Grue, Chaggrin 
  Grue, Harginn 
  Hell Hound 
  Hollyphant 
  Huecuva 
  Jackalwere 
  Ki-rin 
  Lammasu, Greater 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Wererat 
  Obliviax 
  Pedipalp, Giant 
  Penanggalan 
  Poltergeist 
  Quaggoth 
  Rakshasa 
  Revenant 
  Shedu, Greater 
  Snyad 
  Spider, Giant 
  Spider, Phase 
  Vampire 
  Xaren 
  Xorn 
  Zombie 
  Zygom 
   
  WARM, CIVILIZED, 
  FOREST 
   
  Common 
  Bandit 
  Beetle, Giant Fire 
  Boar, Wild 
  Bull 
  Centipede, Giant 
  Centipede, Huge 
  Elephant, African 
  Elephant, Asian 
  Falcon, Small 
  Herd Animal 
  Lycanthrope, Werewolf 
  Ogre 
  Patrol 
  Rat 
  Raven, Normal 
  Spider, Large 
  Toad, Giant 
  Wolf 
   
  Uncommon 
  Basilisk 
  Bat 
  Bugbear 
  Cat, Domestic 
  Character Party 
  Dog, War 
  Elf, Wood 
  Falcon, Large 
  Gnoll 
  Horse 
  Jermlaine 
  Killmoulis 
  Lion 
  Merchant 
  Owl 
  Pilgrim 
  Rat, Giant 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake, Giant Poisonous 
  Spider, Giant 
  Spider, Huge 
  Stirge 
  Troll 
  Vulture, Normal 
   
  Rare 
  Anhkheg 
  Baku 
  Berserker 
  Camel, Bactrian 
  Castle 
  Cattle, Wild 
  Dwarf, Hill 
  Goblin 
  Halfling 
  Hobgoblin 
  Jackal 
  Lammasu 
  Luck Eater 
  Lycanthrope, Wereboar 
  Minotaur 
  Mule 
  Obliviax 
  Ogrillon 
  Oliphant 
  Pedipalp, Huge 
  Penanggalan 
  Rakshasa 
  Shadow 
  Spider, Phase 
  Thessalhydra 
  Tick, Giant 
  Vapor Rat 
  Wolf, Dire 
   
  Very Rare 
  Barghest 
  Bookworm 
  Brain Mole 
  Centipede, Megalo 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Dragon, Gold 
  Ear Seeker 
  Flind 
  Frog, Giant 
  Ghost 
  Gnome 
  Groaning Spirit 
  Jackalwere 
  Lammasu, Greater 
  Lycanthrope, Wererat 
  Norker 
  Pedipalp, Giant 
  Pedipalp, Large 
  Poltergeist 
  Quaggoth 
  Revenant 
  Shadow Demon 
  Shadow Mastiff 
  Shedu 
  Shedu, Greater 
  Snake, Giant Amphisbaena 
  Vampire 
  Zombie 
  Zygom 
   
  WARM, CIVILIZED, 
  SWAMP 
   
  Common 
  Bandit 
  Centipede, Giant 
  Centipede, Huge 
  Mule 
  Ogre 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Spider, Huge 
  Spider, Large 
  Toad, Giant 
  Vulture, Normal 
   
  Uncommon 
  Basilisk 
  Buccaneer (Pirate) 
  Cat, Domestic 
  Character Party 
  Dog, War 
  Falcon, Small 
  Frog, Giant 
  Ghoul 
  Gnoll 
  Herd Animal 
  Hobgoblin 
  Jermlaine 
  Lion 
  Lycanthrope, Wererat 
  Patrol 
  Pilgrim 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake, Giant Poisonous 
  Troll 
  Wolf 
   
  Rare 
  Bat 
  Beetle, Giant Fire 
  Berserker 
  Boar, Wild 
  Camel, Bactrian 
  Cattle, Wild 
  Crab, Giant 
  Crane, Giant 
  Elephant, African 
  Elephant, Asian 
  Falcon, Large 
  Frog, Poisonous 
  Ghast 
  Goblin 
  Horse 
  Jackal 
  Killmoulis 
  Luck Eater 
  Lycanthrope, Werewolf 
  Merchant 
  Minotaur 
  Norker 
  Obliviax 
  Owl 
  Pedipalp, Huge 
  Pedipalp, Large 
  Penanggalan 
  Quaggoth 
  Rakshasa 
  Shadow 
  Shadow Mastiff 
  Skeleton 
  Thessalhydra 
  Vapor Rat 
  Zombie 
   
  Very Rare 
  Anhkheg 
  Baku 
  Barghest 
  Bookworm 
  Brain Mole 
  Bugbear 
  Bull 
  Castle 
  Centipede, Megalo 
  Coffer Corpse 
  Crayfish, Giant 
  Demon, Alu 
  Demon, Cambion 
  Deva, Movanic 
  Dragon, Gold 
  Elf, Wood 
  Flind 
  Ghost 
  Grue, Varrdig 
  Haunt 
  Hell Hound 
  Hollyphant 
  Huecuva 
  Jackalwere 
  Kelpie 
  Lammasu 
  Lycanthrope, Wereboar 
  Mud-man 
  Oliphant 
  Pedipalp, Giant 
  Poltergeist 
  Revenant 
  Shade 
  Shedu 
  Shedu, Greater 
  Skeleton, Animal 
  Snake, Giant Amphisbaena 
  Tick, Giant 
  Vampire 
  Wolf, Dire 
  Zombie, Juju 
  Zombie, Monster 
  Zygom 
   
  WARM, CIVILIZED, 
  PLAINS 
   
  Common 
  Bandit 
  Boar, Wild 
  Bull 
  Camel, Bactrian 
  Cat, Domestic 
  Cattle, Wild 
  Centipede, Giant 
  Centipede, Huge 
  Elephant, African 
  Elephant, Asian 
  Falcon, Small 
  Herd Animal 
  Jackal 
  Merchant 
  Mule 
  Ogre 
  Patrol 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Spider, Huge 
  Spider, Large 
  Toad Giant 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Bugbear 
  Character Party 
  Dog, War 
  Falcon, Large 
  Ghoul 
  Horse 
  Jermlaine 
  Killmoulis 
  Lion 
  Osquip 
  Owl 
  Pilgrim 
  Shadow Mastiff 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Poisonous 
   
  Rare 
  Anhkheg 
  Bat 
  Berserker 
  Camel, Dromedary 
  Castle 
  Dervishes 
  Dwarf, Hill 
  Ghast 
  Goblin 
  Halfling 
  Hobgoblin 
  Jackalwere 
  Lammasu 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Werewolf 
  Ogrillon 
  Pedipalp, Huge 
  Pedipalp, Large 
  Penanggalan 
  Poltergeist 
  Quaggoth 
  Shedu 
  Snake, Giant Constrictor 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Vary Rare 
  Barghest 
  Basilisk 
  Bookworm 
  Brain Mole 
  Centipede, Megalo 
  Demon, Alu 
  Demon, Cambion 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Flind 
  Frog, Giant 
  Ghost 
  Gnoll 
  Groaning Spirit 
  Grue Harginn 
  Grue, lldriss 
  Hollyphant 
  Huecuva 
  Lammasu, Greater 
  Lycanthrope, Wererat 
  Norker 
  Oliphant 
  Pedipalp, Giant 
  Rakshasa 
  Shade 
  Shedu, Greater 
  Snake, Giant Amphisbaena 
  Tween 
  Vagabond 
  Vampire 
  Vortex 
  Zombie 
  Zombie, Juju 
  Zygom 
   
  WARM, CIVILIZED, 
  DESERT 
   
  Common 
  Bandit 
  Camel, Bactrian 
  Camel, Dromedary 
  Herd Animal 
  Jackal 
  Merchant 
  Raven, Normal 
  Spider, Huge 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Cat, Domestic 
  Centipede, Huge 
  Character Party 
  Dog, War 
  Falcon, Small 
  Horse 
  Lion 
  Ogre 
  Osquip 
  Owl 
  Patrol 
  Pilgrim 
  Rat 
  
  Dungeon Master’s Guide    289 
   
  Shadow Mastiff 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Wolf 
   
  Rare 
  Berserker 
  Boar, Wild 
  Cattle, Wild 
  Dervishes 
  Dwarf, Hill 
  Elephant, African 
  Elephant, Asian 
  Falcon, Large 
  Flind 
  Goblin 
  Jackalwere 
  Jermlaine 
  Killmoulis 
  Lammasu 
  Lycanthrope, Werewolf 
  Pedipalp, Huge 
  Pedipalp, Large 
  Poltergeist 
  Rat, Giant 
  Shedu 
  Snake, Giant Constrictor 
  Toad, Giant 
  Troll 
  Vapor Rat 
  Wolf, Dire 
   
  Vary Rare 
  Barghest 
  Bat 
  Bugbear 
  Bull 
  Castle 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Succubus 
  Demon, Vrock (Type I) 
  Deva, Movanic 
  Disenchanter 
  Dragon, Earth 
  Dragon, Gold 
  Griffon 
  Groaning Spirit 
  Grue, Harginn 
  Hell Hound 
  Hobgoblin 
  Hollyphant 
  Huecuva 
  Jann 
  Lammasu, Greater 
  Luck Eater 
  Lycanthrope, Wereboar 
  Lycanthrope, Wererat 
  Norker 
  Oliphant 
  Pedipalp, Giant 
  Penanggalan 
  Quaggoth 
  Rakshasa 
  Shade 
  Shedu, Greater 
  Vampire 
  Vortex 
  Zombie 
   
  WARM, WILDERNESS, 
  MOUNTAINS 
   
  Common 
  Bat 
  Dinosaur, Euparkeria 
  Dinosaur, Pteranodon 
  Dinosaur, Small Pterodactyl 
  Dog, Wild 
  Falcon, Small 
  Ogre 
  Orc 
  Raven, Normal 
  Skunk 
  Small Prehist, Reptiles 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Bandit 
  Bugbear 
  Cat, Wild 
  Centipede, Huge 
  Cockatrice 
  Dragon, Copper 
  Falcon, Large 
  Ghoul 
  Giant, Fire 
  Giant, Fomorian 
  Giant, Hill 
  Giant, Stone 
  Gnoll 
  Goblin 
  Griffon 
  Herd Animal 
  Hobgoblin 
  Lion 
  Lion, Mountain 
  Manticore 
  Owl 
  Pilgrim 
  Scorpion, Huge 
  Scorpion, Large 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Spider, Huge 
  Tiger 
  Witherweed 
  Wolf 
   
  Rare 
  Bat, Mobat 
  Bat, Giant 
  Bee, Giant Bumble- 
  Bee, Giant Honey 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Caterwaul 
  Cattle, Wild 
  Caveman 
  Character Party 
  Chimera 
  Cyclopskin 
  Dakon 
  Dinosaur, Ankisaurus 
  Dinosaur, Camptosaurus 
  Dinosaur, Compsognathus 
  Dinosaur, Dilophosaurus 
  Dinosaur, Giant Pterosaur 
  Dinosaur, lguanadon 
  Dinosaur, Pentaceratops 
  Dinosaur, Phororhacos 
  Dinosaur, Plateosaurus 
  Dinosaur, Stegosaurus 
  Dinosaur, Triceratops 
  Dragon, Earth 
  Dragon, Red 
  Dwarf, Hill 
  Firedrake 
  Firenewt 
  Fly, Giant Bluebottle 
  Fortress 
  Ghast 
  Giant Strider 
  Giant, Cloud 
  Giant, Storm 
  Giant, Verbeeg 
  Gorgon 
  Harpy 
  Hippogriff 
  Horse 
  Jermlaine 
  Lammasu 
  Leucrotta 
  Lion Spotted 
  Lizard, Minotaur 
  Lycanthrope, Werewolf 
  Margoyle 
  Minotaur 
  Mongrelman 
  Moon Dog 
  Mule 
  Norker 
  Ogrillon 
  Owl Giant 
  Pedipalp, Huge 
  Pedipalp, Large 
  Peryton 
  Phycomid 
  Pyrolisk 
  Quaggoth 
  Rat 
  Rat, Giant 
  Raven, Huge 
  Rhinoceros 
  Roc 
  Rock Reptile 
  Salamander 
  Scorpion, Giant 
  Shadow 
  Shadow Mastiff 
  Shedu 
  Shocker 
  Skulk 
  Snake, Giant Constrictor 
  Spectre 
  Sphinx, Gyno- 
  Spider, Phase 
  Su-monster 
  Tiger, Sabre-tooth 
  Toad, Giant 
  Troll 
  Troll, Giant 
  Tunnel Worm 
  Vapor Rat 
  Vilstrak 
  Volt 
  Wasp, Giant 
  Whipweed 
  Wight 
  Wind Walker 
  Wolfwere 
  Worg 
  Wyvern 
  Xvart 
  Zorbo 
   
  Very Rare 
  Aarakocra 
  Achaieria 
  Ascomoid 
  Barghest 
  Basilisk 
  Behir 
  Berserker 
  Black Pudding 
  Boalisk 
  Boggart 
  Boggle 
  Brain Mole 
  Cave Fisher 
  Centipede, Giant 
  Coffer Corpse 
  Crypt Thing 
  Demon, Bar-Lgura 
  Demon, Nabassu 
  Deva, Movanic 
  Dinosaur, Ankylosaurus 
  Dinosaur, Ceratosaurus 
  Dinosaur, Gorgosaurus 
  Dinosaur, Paleoscincus 
  Dinosaur, Tyrannosaurus Rex 
  Displacer Beasts 
  Doppleganger 
  Dragon, Black 
  Dragon, Brass 
  Dragon, Bronze 
  Dragon, Cloud 
  Dragon, Gold 
  Dragon, Silver 
  Dragon-Horse 
  Dragonne 
  Dragonnel 
  Elf, Valley 
  Ettercap 
  Ettin 
  Executioner’s Hood 
  Flind 
  Fly, Giant Horse 
  Forlarren 
  Formian 
  Frost Man 
  Galeb Duhr 
  Gargoyle 
  Gelatinous Cube 
  Ghost 
  Giant, Mountain 
  Gloomwing 
  Gnome 
  Gorgimera 
  Grim 
  Grue, Chaggrin 
  Grue, lldriss 
  Haunt 
  Hell Hound 
  Hollyphant 
  Hornet, Giant 
  Hydra, 
  Hydra, Pyro 
  Hyenadon 
  Khargra 
  Ki-rin 
  Kobold 
  Lammasu, Greater 
  Land Lamprey 
  Land Urchin 
  Lizard, Fire 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Magmen 
  Mantari 
  Meazel 
  Medusa 
  Meenlock 
  Mummy 
  Naga, Guardian 
  Naga, Spirit 
  Night Hag 
  Nightmare 
  Nymph 
  Obliviax 
  Ogre Mage 
  Oliphant 
  Otyugh 
  Pech 
  Pedipalp, Giant 
  Pegasus 
  Quasi-elemental, Lightning 
  Quickwood 
  Retchplant 
  Rothe 
  Sandman 
  Shade 
  Shedu, Greater 
  Skunk 
  Snake, Giant Amphisbaena 
  Snake, Giant Spitting 
  Sphinx, Andro- 
  Sphinx, Crio- 
  Sphinx, Hieraco- 
  Spider, Giant 
  Stegocentipede 
  Storoper 
  Sundew, Giant 
  Sussurus 
  Sylph 
  Tenebrous Worm 
  Tentamort 
  Thessalhydra 
  Thoqqua 
  Titan, Elder 
  Titan, Lesser 
  Titan, Major 
  Toad, Poisonous 
  Troll, Giant Two-headed 
  Umpleby 
  Ustilagor 
  Vagabond 
  Vampire 
  Vargouille 
  Vulture, Giant 
  Will-o-wisp 
  Wolf, Dire 
  Wraith 
  Xaren 
  Xill 
  Xorn 
  Yellow Musk Creeper 
  Zombie 
  Zombie, Juju 
  Zombie, Yellow Musk 
  Zygom 
   
  WARM, WILDERNESS, HILLS 
   
  Common 
  Cattle, Wild 
  Dinosaur, Ankisaurus 
  Dinosaur, Camptosaurus 
  Dinosaur, Euparkeria 
  Dinosaur, lguanadon 
  Dinosaur, Monoclonius 
  Dinosaur, Pentaceratops 
  Dinosaur, Plateosaurus 
  Dinosaur, Small Pterodactyl 
  Dinosaur, Triceratops 
  Dog, Wild 
  Dwarf, Hill 
  Giant, Hill 
  Herd Animal 
  Lycanthrope, Werewolf 
  Mule 
  Ogre 
  Raven, Normal 
  Skunk 
  Small Prehist, Reptiles 
  Spider, Large 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Bandit 
  Basilisk 
  Bat 
  Cat, Wild 
  Centipede, Huge 
  Dakon 
  Dinosaur, Ankylosaurus 
  Dinosaur, Ceratosaurus 
  Dinosaur, Compsognathus 
  Dinosaur, Gorgosaurus 
  Dinosaur, Megalosaurus 
  Dinosaur, Paleoscincus 
  Dinosaur, Tyrannosaurus Rex 
  Falcon, Small 
  Ghoul 
  Giant, Verbeeg 
  Gnoll 
  Hobgoblin 
  Horse 
  Kenku 
  Lion 
  Owl 
  Pilgrim 
  Rat 
  Rat, Giant 
  Rhinoceros 
  Scorpion, Large 
  Skunk 
  Snake, Constrictor 
  Snake, Giant Poisonous 
  Spider, Huge 
  Tiger 
  Witherweed 
   
  Rare 
  Ant Lion, Giant 
  Ant, Giant 
  Aspis 
  Baboon 
  Bat, Giant 
  Bee, Giant Bumble- 
  Bee, Giant Honey 
  Beetle, Giant Bombardier 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Boar, Warthog 
  Boar, Wild 
  Camel, Bactrian 
  Caveman 
  Character Party 
  Chimera 
  Choke Creeper 
  Cyclopskin 
  Dinosaur, Dacentrurus 
  Dinosaur, Deinonychus 
  Dinosaur, Dilophosaurus 
  Dinosaur, Dimetrodon 
  Dinosaur, Kentrosaurus 
  Dinosaur, Phororhacos 
  Dinosaur, Podokesaurus 
  Dinosaur, Stegosaurus 
  Dinosaur, Struthoimimus 
  Dinosaur, Styracosaurus 
  Dragon, Copper 
  Dragon, Red 
  Elephant, African 
  Elephant, Asian 
  Falcon, Large 
  Firedrake 
  Firenewt 
  Flightless Bird 
  Fortress 
  Ghast 
  Giant, Cloud 
  Gnome 
  Goblin 
  Harpy 
  Hyena 
  Jackal 
  Jermlaine 
  Lammasu 
  Lion, Mountain 
  Lizard, Minotaur 
  Mantis, Giant 
  Minotaur 
  Norker 
  Ogrillon 
  Oliphant 
  Patrol 
  Pedipalp, Huge 
  Pedipalp, Large 
  
  Dungeon Master’s Guide    290 
  Peryton 
  Purple Worm 
  Raven, Huge 
  Rock Reptile 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Shedu 
  Skulk 
  Snake, Giant Constrictor 
  Sphinx, Hieraco- 
  Su-monster 
  Tabaxi 
  Tiger, Sabre-tooth 
  Toad, Giant 
  Troll 
  Troll, Giant 
  Vapor Rat 
  Volt 
  Wasp, Giant 
  Whipweed 
  Wolf, Dire 
  Worg 
  Xvart 
   
  Very Rare 
  Aarakocra 
  Achaieria 
  Ape, Carnivorous 
  Ascomoid 
  Assassin Bug 
  Atomie 
  Axebeak 
  Baku 
  Barghest 
  Basidirond 
  Basilisk, Greater 
  Bat, Mobat 
  Beetle, Giant Rhino 
  Behir 
  Berserker 
  Boalisk 
  Boar, Giant 
  Boggle 
  Brain Mole 
  Brownie 
  Bugbear 
  Bull 
  Castle 
  Centipede, Giant 
  Cockatrice 
  Coffer Corpse 
  Cooshee 
  Couatl 
  Deva, Movanic 
  Dinosaur, Giant Pterosaur 
  Dinosaur, Ornitholestes 
  Dinosaur, Pteranadon 
  Dinosaur, Teratosaur 
  Displacer Beasts 
  Dragon, Earth 
  Dragon, Gold 
  Dragon, Green 
  Dragonnel 
  Elf, Grugach 
  Elf, Wood 
  Ettercap 
  Flind 
  Fly, Giant Bluebottle 
  Forlarren 
  Formian 
  Frost Man 
  Galeb Duhr 
  Ghost 
  Giant, Fire 
  Giant, Fog 
  Giant, Stone 
  Gorgimera 
  Gorgon 
  Griffon 
  Grim 
  Groaning Spirit 
  Grue, Chaggrin 
  Grue, Harginn 
  Hangman Tree 
  Hell Hound 
  Hippogriff 
  Hollyphant 
  Hornet, Giant 
  Huecuva 
  Hybsil 
  Jackalwere 
  Jaguar 
  Ki-rin 
  Kobold 
  Lammasu, Greater 
  Land Lamprey 
  Leopard 
  Lycanthrope, Foxwoman 
  Lycanthrope, Wereboar 
  Lycanthrope, Weretiger 
  Manticore 
  Mantrap 
  Margoyle 
  Medusa 
  Mongrelman 
  Moon Dog 
  Mummy 
  Obliviax 
  Nymph 
  Owl, Giant 
  Pedipalp, Giant 
  Pegasus 
  Pyrolisk 
  Quasi-elemental, Lightning 
  Quaggoth 
  Quickwood 
  Retchplant 
  Shedu, Greater 
  Shocker 
  Snake, Giant Spitting 
  Sphinx, Crio- 
  Spider, Giant 
  Spider, Phase 
  Stegocentipede 
  Storoper 
  Sundew, Giant 
  Tenebrous Worm 
  Thoqqua 
  Toad, Poisonous 
  Vampire 
  Vargouille 
  Vilstrak 
  Vulture, Giant 
  Wolfwere 
  Xaren 
  Xorn 
  Zombie 
  Zorbo 
  Zygom 
   
  WARM, WILDERNESS, 
  FOREST 
   
  Common 
  Baboon 
  Beetle, Giant Bombardier 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Boar, Warthog 
  Boar, Wild 
  Bull 
  Centipede, Giant 
  Centipede, Huge 
  Dinosaur, Ankisaurus 
  Dinosaur, Camptosaurus 
  Dinosaur, Compsognathus 
  Dinosaur, Euparkeria 
  Dinosaur, Monoclonius 
  Dinosaur, Plateosaurus 
  Dinosaur, Small Pterodactyl 
  Dinosaur, Stegosaurus 
  Dinosaur, Styracosaurus 
  Dog, Wild 
  Elephant, African 
  Elephant, Asian 
  Falcon, Small 
  Flightless Bird 
  Herd Animal 
  Lycanthrope, Werewolf 
  Ogre 
  Orc 
  Rat 
  Raven, Normal 
  Rhinoceros 
  Skunk 
  Small Prehist, Reptiles 
  Spider, Large 
  Toad, Giant 
  Wolf 
   
  Uncommon 
  Bandit 
  Basilisk 
  Bat 
  Beetle, Giant Rhino 
  Boar, Giant 
  Bugbear 
  Cat, Wild 
  Dakon 
  Dinosaur, Dacentrurus 
  Dinosaur, Kentrosaurus 
  Dinosaur, Megalosaurus 
  Dinosaur, Phororhacos 
  Dinosaur, Teratosaurus 
  Dinosaur, Tyrannosaurus Rex 
  Elf, Wood 
  Falcon, Large 
  Gnoll 
  Hornet, Giant 
  Horse 
  Jaguar 
  Jermlaine 
  Kobold 
  Leopard 
  Lion 
  Lion, Mountain 
  Manticore 
  Ophidian 
  Owl 
  Pilgrim 
  Rat, Giant 
  Scorpion, Huge 
  Scorpion, Large 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake, Giant Poisonous 
  Spider, Giant 
  Spider, Huge 
  Stirge 
  Su-monster 
  Sundew, Giant 
  Tiger 
  Toad, Poisonous 
  Troll 
  Vulture, Normal 
  Whipweed 
  Witherweed 
  Wyvern 
  Xvart 
   
  Rare 
  Ant Lion, Giant 
  Ant, Giant 
  Aspis 
  Atomie 
  Axebeak 
  Baku 
  Baluchitherium 
  Basidirond 
  Bee, Giant Honey 
  Boalisk 
  Brownie 
  Buckawn 
  Bullywug 
  Camel, Bactrian 
  Cattle, Wild 
  Caveman 
  Character Party 
  Choke Creeper 
  Cooshee 
  Dinosaur, Anatosaurus 
  Dinosaur, Apatosaurus 
  Dinosaur, Camarasaurus 
  Dinosaur, Deinonychus 
  Dinosaur, Diplodocus 
  Dinosaur, lguanadon 
  Dinosaur, Lambeosaurus 
  Dinosaur, Pentaceratops 
  Dinosaur, Triceratops 
  Dragon, Green 
  Dwarf, Hill 
  Elf, Gray 
  Ettercap 
  Executioner’s Hood 
  Fly, Giant Bluebottle 
  Fortress 
  Giant, Hill 
  Goblin 
  Grippli 
  Harpy 
  Hobgoblin 
  Hyena 
  Jackal 
  Jaculi 
  Kech 
  Lammasu 
  Land Lamprey 
  Lycanthrope, Wereboar 
  Mantis, Giant 
  Medusa 
  Minotaur 
  Mule 
  Obliviax 
  Ogrillon 
  Oliphant 
  Owl, Giant 
  Patrol 
  Pedipalp, Huge 
  Raven, Huge 
  Retchplant 
  Scorpion, Giant 
  Shadow 
  Skulk 
  Sphinx, Crio- 
  Spider, Phase 
  Tasloi 
  Tenebrous Worm 
  Termite, Giant Harvest 
  Thessalhydra 
  Tick, Giant 
  Tiger, Sabre-tooth 
  Treant 
  Tribesmen 
  Vapor Rat 
  Volt 
  Wasp, Giant 
  Wolf, Dire 
  Wolfwere 
  Worg 
  Yellow Musk Creeper 
  Zombie, Yellow Musk 
   
  Very Rare 
  Achaierai 
  Ape, Carnivorous 
  Ape, Gorilla 
  Assassin Bug 
  Banderlog 
  Barghest 
  Basilisk, Greater 
  Bat, Mobat 
  Bat, Giant 
  Bee, Giant Bumble- 
  Berserker 
  Bloodthorn 
  Boobrie 
  Brain Mole 
  Castle 
  Catoblepas 
  Centipede, Megalo- 
  Cockatrice 
  Demon, Bar-Lgura 
  Deva, Movanic 
  Dinosaur, Ankylosaurus 
  Dinosaur, Brachiosaurus 
  Dinosaur, Ceratosaurus 
  Dinosaur, Cetiosaurus 
  Dinosaur, Giant Pterosaur 
  Dinosaur, Gorgosaurus 
  Dinosaur, Mamenchisaurus 
  Dinosaur, Massopondylus 
  Dinosaur, Paleoscincus 
  Dinosaur, Podokesaurus 
  Dinosaur, Struthoimimus 
  Displacer Beasts 
  Dragon, Coiled 
  Dragon, Gold 
  Dragon, Mist 
  Dragon, Red 
  Ear Seeker 
  Elf, Grugach 
  Elf, Valley 
  Faerie Dragon 
  Flind 
  Fly, Giant Horse 
  Forester’s Bane 
  Forlarren 
  Frog, Giant 
  Gargoyle 
  Ghost 
  Giant, Fire 
  Giant, Verbeeg 
  Gnome 
  Gorgon 
  Grim 
  Groaning Spirit 
  Hangman Tree 
  Hybsil 
  Hydra, 
  Jackalwere 
  Kenku 
  Lammasu, Greater 
  Lizard, Giant 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Mandragora 
  Mantari 
  Mantrap 
  Meazel 
  Mihstu 
  Mongrelman 
  Moon Dog 
  Mummy 
  Nonafel 
  Norker 
  Nymph 
  Pedipalp, Giant 
  Pedipalp, Large 
  Pegasus 
  Phoenix 
  Pixie 
  Pudding, Brown 
  Pyrolisk 
  Quaggoth 
  Quickling 
  Quickwood 
  Quillan 
  Scum Creeper 
  Shadow Mastiff 
  Shedu 
  Shedu, Greater 
  Shocker 
  Skunk 
  Snake, Giant Amphisbaena 
  Snake, Giant Spitting 
  Sphinx, Hieraco- 
  Squealer 
  Stegocentipede 
  Sussurus 
  Tabaxi 
  Tri-flower Frond 
  Troll, Giant 
  Twilight Bloom 
  Umpleby 
  Ustilagor 
  Vampire 
  Vargouille 
  Webbirds 
  Yuan Ti 
  Zombie 
  Zorbo 
  Zygom 
   
  WARM, WILDERNESS, 
  SWAMP 
   
  Common 
  Centipede, Giant 
  Centipede, Huge 
  Crocodile, Normal 
  Dinosaur, Anatosaurus 
  Dinosaur, Apatosaurus 
  Dinosaur, Camarasaurus 
  Dinosaur, Diplodocus 
  Dinosaur, Euparkeria 
  Dinosaur, lguanadon 
  Dinosaur, Lambeosaurus 
  Dinosaur, Plateosaurus 
  Dinosaur, Styracosaurus 
  Dog, Wild 
  Mule 
  Ogre 
  Orc 
  Pterodactyl, Small 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Rhinoceros 
  Scorpion, Large 
  Skunk 
  Small Prehist, Reptiles 
  Spider, Huge 
  Spider, Large 
  Throat Leech 
  Toad, Giant 
  Vulture, Normal 
   
  Uncommon 
  Axebeak 
  Basilisk 
  Buccaneer (Pirate) 
  Cat, Wild 
  Cockatrice 
  Dinosaur, Ankisaurus 
  Dinosaur, Brachiosaurus 
  Dinosaur, Camptosaurus 
  Dinosaur, Ceratosaurus 
  Dinosaur, Cetiosaurus 
  Dinosaur, Dimetrodon 
  Dinosaur, Gorgosaurus 
  Dinosaur, Mamenchisaurus 
  Dinosaur, Massopondylus 
  Dinosaur, Megalosaurus 
  
  Dungeon Master’s Guide    291 
   
  Dinosaur, Phororhacos 
  Falcon, Small 
  Frog, Giant 
  Ghoul 
  Gnoll 
  Herd Animal 
  Hippopotamus 
  Hobgoblin 
  Hornet, Giant 
  Hydra, 
  Jermlaine 
  Land Lamprey 
  Leech, Giant 
  Leopard 
  Lion 
  Lizard, Giant 
  Meazel 
  Pilgrim 
  Pudding, Deadly (Brown) 
  Scorpion, Giant 
  Scorpion, Huge 
  Scum Creeper 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Constrictor 
  Snake, Giant Poisonous 
  Su-monster 
  Sundew, Giant 
  Toad, Poisonous 
  Troll 
  Volt 
  Whipweed 
  Will-o-wisp 
  Witherweed 
  Wolf 
  Wyvern 
   
  Rare 
  Assassin Bug 
  Baboon 
  Bandit 
  Basidirond 
  Bat 
  Beetle, Giant Bombardier 
  Beetle, Giant Boring 
  Beetle, Giant Fire 
  Boalisk 
  Boar, Warthog 
  Boar, Wild 
  Boggart 
  Boobrie 
  Bullywug 
  Bunyip 
  Camel, Bactrian 
  Caterwaul 
  Cattle, Wild 
  Character Party 
  Crab, Giant 
  Crane, Giant 
  Crystal Ooze 
  Dinosaur, Compsognathus 
  Dinosaur, Giant Pterosaur 
  Dinosaur, Monoclonius 
  Dinosaur, Pentaceratops 
  Dinosaur, Stegosaurus 
  Dinosaur, Struthoimimus 
  Dinosaur, Tanystropheus 
  Dinosaur, Triceratops 
  Dragon, Coiled 
  Dragonfly, Giant 
  Elephant, African 
  Elephant, Asian 
  Falcon, Large 
  Flightless Bird 
  Fly, Giant Bluebottle 
  Fortress 
  Frog, Poisonous 
  Ghast 
  Giant, Hill 
  Goblin 
  Grippli 
  Horse 
  Hybsil 
  Hyena 
  Jackal 
  Leucrotta 
  Lizard Man 
  Lycanthrope, Werewolf 
  Medusa 
  Minotaur 
  Mongrelman 
  Moon Dog 
  Muckdweller 
  Norker 
  Obliviax 
  Ogre, Aquatic 
  Ophidian 
  Owl 
  Pedipalp, Huge 
  Pedipalp, Large 
  Phycomid 
  Pyrolisk 
  Quaggoth 
  Raven, Huge 
  Retchplant 
  Shadow 
  Shadow Mastiff 
  Shambling Mound 
  Skeleton 
  Snake, Giant Spitting 
  Spectre 
  Thessalhydra 
  Tiger 
  Tribesmen 
  Troll, Giant 
  Urchin, Black 
  Ustilagor 
  Vapor Rat 
  Wasp, Giant 
  Wolfwere 
  Worg 
  Xvart 
  Zombie 
   
  Very Rare 
  Achaierai 
  Algoid 
  Ape, Carnivorous 
  Baku 
  Barghest 
  Basilisk, Greater 
  Bat, Giant 
  Bee, Giant Bumble- 
  Bee, Giant Honey 
  Beetle, Giant Rhino 
  Berserker 
  Boar, Giant 
  Brain Mole 
  Brownie 
  Buffalo 
  Bugbear 
  Bull 
  Centipede, Megalo- 
  Coffer Corpse 
  Cooshee 
  Crabman 
  Crayfish, Giant 
  Crocodile, Giant 
  Death, Crimson 
  Demon, Alu- 
  Demon, Cambion 
  Demon, Nabassu 
  Deva, Movanic 
  Dinosaur, Ankylosaurus 
  Dinosaur, Antrodemus 
  Dinosaur, Deinonychus 
  Dinosaur, Paleosaurus 
  Dinosaur, Tyrannosaurus Rex 
  Displacer Beasts 
  Doppleganger 
  Dracolisk 
  Dragon, Black 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Mist 
  Eblis 
  Elf, Wood 
  Flind 
  Fly, Giant Horse 
  Forester's Bane 
  Frog, Killer 
  Froghemoth 
  Galltrit 
  Harpy 
  Gargoyle 
  Ghost 
  Giant, Fog 
  Giant, Verbeeg 
  Gloomwing 
  Gorgon 
  Grim 
  Grue, Varrdig 
  Hangman Tree 
  Haunt 
  Hell Hound 
  Hollyphant 
  Huecuva 
  Hydra, Lernaean 
  Hydra, Pyro 
  Hyenadon 
  Jackalwere 
  Jaguar 
  Kech 
  Kelpie 
  Kenku 
  Kobold 
  Lammasu 
  Land Urchin 
  Lion, Spotted 
  Lizard, King 
  Lycanthrope, Wereboar 
  Lycanthrope, Weretiger 
  Mandragora 
  Mantari 
  Manticore 
  Mihstu 
  Mud-man 
  Mummy 
  Naga, Guardian 
  Naga, Spirit 
  Night Hag 
  Ogre Mage 
  Oliphant 
  Owl, Giant 
  Pedipalp, Giant 
  Phantom 
  Quickling 
  Quickwood 
  Qullan 
  Shade 
  Shedu 
  Shedu, Greater 
  Skeleton, Animal 
  Skulk 
  Skunk 
  Snake, Giant Amphisbaena 
  Son of Kyuss 
  Sphinx, Crio- 
  Squealer 
  Stegocentipede 
  Sussurus 
  Tenebrous Worm 
  Tentamort 
  Thork 
  Tick, Giant 
  Tiger, Sabre-tooth 
  Treant 
  Tri-flower Frond 
  Trilloch 
  Twilight Bloom 
  Umpleby 
  Urchin, Green 
  Urchin, Red 
  Vampire 
  Vulture, Giant 
  Webbirds 
  Wight 
  Wolf, Dire 
  Wraith 
  Zombie, Juju 
  Zombie, Monster 
  Zygom 
   
  WARM, WILDERNESS, 
  PLAINS 
   
  Common 
  Baboon 
  Boar, Wild 
  Bull 
  Camel, Bactrian 
  Cattle, Wild 
  Centipede, Giant 
  Centipede, Huge 
  Dinosaur, Ankisaurus 
  Dinosaur, Camptosaurus 
  Dinosaur, Euparkeria 
  Dinosaur, lguanadon 
  Dinosaur, Lambeosaurus 
  Dinosaur, Monoclonius 
  Dinosaur, Pentaceratops 
  Dinosaur, Small Pteradactyl 
  Dinosaur, Stegosaurus 
  Dinosaur, Styracosaurus 
  Dinosaur, Triceratops 
  Dog, Wild 
  Elephant, African 
  Elephant, Asian 
  Falcon, Small 
  Flightless Bird 
  Herd Animal 
  Hyena 
  Jackal 
  Mule 
  Ogre 
  Rat 
  Rat, Giant 
  Raven, Normal 
  Rhinoceros 
  Scorpion, Large 
  Skunk 
  Small Prehist, Reptiles 
  Spider, Huge 
  Spider, Large 
  Toad, Giant 
  Vulture, Normal 
  Wolf 
   
  Uncommon 
  Bandit 
  Buffalo 
  Bugbear 
  Cat, Wild 
  Dakon 
  Dinosaur, Ankylosaurus 
  Dinosaur, Antrodemus 
  Dinosaur, Dimetrodon 
  Dinosaur, Paleoscincus 
  Dinosaur, Podokesaurus 
  Dinosaur, Struthoimimus 
  Dinosaur, Teratosaurus 
  Dinosaur, Tyrannosaurus Rex 
  Falcon, Large 
  Ghoul 
  Horse 
  Jermlaine 
  Kenku 
  Lion 
  Nomad 
  Owl 
  Pilgrim 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Tiger 
  Witherweed 
   
  Rare 
  Ant Lion, Giant 
  Ant, Giant 
  Aspis 
  Axebeak 
  Baluchiterium 
  Bat 
  Bee, Giant Bumble- 
  Camel, Dromedary 
  Character Party 
  Cheetah 
  Dervish 
  Dinosaur, Anatosaurus 
  Dinosaur, Apatosaurus 
  Dinosaur, Camarasaurus 
  Dinosaur, Dacentrurus 
  Dinosaur, Deinonychus 
  Dinosaur, Dilophosaurus 
  Dinosaur, Diplodocus 
  Dinosaur, Kentrosaurus 
  Dinosaur, Ornitholestes 
  Dinosaur, Plateosaurus 
  Dwarf, Hill 
  Fly, Giant Bluebottle 
  Fortress 
  Ghast 
  Giant, Hill 
  Goblin 
  Hobgoblin 
  Hybsil 
  Jackalwere 
  Lammasu 
  Land Lamprey 
  Lion, Mountain 
  Lion, Spotted 
  Lizard, Minotaur 
  Lycanthrope, Wereboar 
  Lycanthrope, Werewolf 
  Moon Dog 
  Mummy 
  Ogrillon 
  Orc 
  Patrol 
  Pedipalp, Huge 
  Pedipalp, Large 
  Quaggoth 
  Raven, Huge 
  Shedu 
  Snake, Giant Constrictor 
  Thri-kreen 
  Tiger, Sabre-tooth 
  Troll 
  Vapor Rat 
  Volt 
  Wasp, Giant 
  Whipweed 
  Wolf, Dire 
  Wolfwere 
  Wyvern 
  Xvart 
   
  Very Rare 
  Ascomoid 
  Assassin Bug 
  Atomie 
  Barghest 
  Basidirond 
  Basilisk 
  Bat, Giant 
  Bee, Giant Honey 
  Berserker 
  BoaIisk 
  Brain Mole 
  Castle 
  Caterwaul 
  Centipede, Megalo- 
  Cockatrice 
  Demon, Alu- 
  Demon, Cambion 
  Deva, Movanic 
  Dinosaur, Brachiosaurus 
  Dinosaur, Ceratosaurus 
  Dinosaur, Cetiosaurus 
  Dinosaur, Giant Pterosaur 
  Dinosaur, Gorgosaurus 
  Dinosaur, Mamenchisaurus 
  Dinosaur, Massopondylus 
  Dinosaur, Megalosaurus 
  Disenchanter 
  Displacer Beast 
  Dragon, Blue 
  Dragon, Brass 
  Dragon, Coiled 
  Dragon, Earth 
  Dragon, Gold 
  Dustdigger 
  Firetoad 
  Flind 
  Flumph 
  Fly, Giant Horsefly 
  Forester's Bane 
  Forlarren 
  Formian 
  Frog, Giant 
  Ghost 
  Giant, Fire 
  Giant, Fog 
  Giant, Verbeeg 
  Gnoll 
  Gorgon 
  Grim 
  Groaning Spirit 
  Grue, Harginn 
  Grue, lldriss 
  Harpy 
  Hollyphant 
  Hornet, Giant 
  Huecuva 
  Hydra, 
  Hydra, Pyro 
  Hyenadon 
  Lammasu, Greater 
  Land Urchin 
  Leopard 
  Lizard, Giant 
  Lycanthrope, Foxwoman 
  Lycanthrope, Weretiger 
  Manticore 
  Meazel 
  Medusa 
  Meenlock 
  Mongrelman 
  Nonafel 
  Norker 
  Oliphant 
  Owl, Giant 
  Pedipalp, Giant 
  Phoenix 
  Pudding, Deadly (Brown) 
  Pudding, Deadly (Dun) 
  Purple Worm 
  Pyrolisk 
  Quickwood 
  Qullan 
  
  Dungeon Master’s Guide    292 
  Retchplant 
  Sandling 
  Sandman 
  Scum Creeper 
  Shade 
  Shedu, Greater 
  Shocker 
  Skulk 
  Snake, Giant Amphisbaena 
  Snake, Giant Spitting 
  Solifugid, Large 
  Sphinx, andro- 
  Sphinx, Gyno- 
  Stegocentipede 
  Su-monster 
  Sundew, Giant 
  Sussurus 
  Thunderherder 
  Toad, Poisonous 
  Troll, Giant 
  Ustilagor 
  Vagabond 
  Vampire 
  Vargouille 
  Vortex 
  Vulture, Giant 
  Webbird 
  Worg 
  Zombie 
  Zombie, Juju 
  Zorbo 
  Zygom 
   
  WARM, WILDERNESS, 
  DESERT 
   
  Common 
  Camel, Bactrian 
  Common 
  Camel, Dromedary 
  Dinosaur, Euparkeria 
  Dog, Wild 
  Herd Animal 
  Hyena 
  Jackal 
  Raven, Normal 
  Scorpion, Large 
  Small Prehist, Reptile 
  Spider, Huge 
  Spider, Large 
  Vulture, Normal 
   
  Uncommon 
  Bandit 
  Cat, Wild 
  Centipede, Huge 
  Dinosaur, Camptosaurus 
  Dinosaur, Compsognathus 
  Dragon, Brass 
  Dustdigger 
  Falcon, Small 
  Flightless Bird 
  Fly, Giant Bluebottle 
  Horse 
  Kenku 
  Lion 
  Lion, Mountain 
  Nomad 
  Ogre 
  Owl 
  Pilgrim 
  Rat 
  Rhinoceros 
  Scorpion, Giant 
  Scorpion, Huge 
  Shadow Mastiff 
  Skunk 
  Snake, Constrictor 
  Snake, Poisonous 
  Snake, Giant Poisonous 
  Toad, Poisonous 
  Wolf 
   
  Rare 
  Ant Lion, Giant 
  Aspis 
  Baboon 
  Bee, Giant Bumble- 
  Boar, Wild 
  Cattle, Wild 
  Character Party 
  Cheetah 
  Chimera 
  Dervishes 
  Dinosaur, Ankisaurus 
  Dinosaur, Deinonychus 
  Dinosaur, Dilophosaurus 
  Dinosaur, Dimetrodon 
  Dinosaur, lguanadon 
  Dinosaur, Lambeosaurus 
  Dinosaur, Monoclonius 
  Dinosaur, Pentaceratops 
  Dinosaur, Phororhacos 
  Dinosaur, Small Pterodactyl 
  Dinosaur, Stegosaurus 
  Dinosaur, Styracosaurus 
  Dinosaur, Triceratops 
  Dragon, Blue 
  Dwarf, Hill 
  Elephant, African 
  Elephant, Asian 
  Falcon, Large 
  Firenewt 
  Firetoad 
  Flind 
  Fly, Giant Horse 
  Fortress 
  Giant Strider 
  Goblin 
  Jackalwere 
  Jermlaine 
  Lammasu 
  Lizard, Minotaur 
  Lycanthrope, Werewolf 
  Moon Dog 
  Mummy 
  Orc 
  Pedipalp, Huge 
  Pedipalp, Large 
  Pernicon 
  Pudding, Deadly (Dun) 
  Purple Worm 
  Rat, Giant 
  Raven, Huge 
  Salamander 
  Sandling 
  Sandman 
  Shedu 
  Shocker 
  Snake, Giant Constrictor 
  Solifugid, Large 
  Sphinx, Gyno- 
  Thri-kreen 
  Thunderherder 
  Tiger 
  Toad, Giant 
  Troll 
  Vapor Rat 
  Whipweed 
  Witherweed 
  Wolf, Dire 
  Wolfwere 
   
  Very Rare 
  Ascomoid 
  Barghest 
  Bat 
  Berserker 
  Boalisk 
  Buffalo 
  Bugbear 
  Bull 
  Centipede, Giant 
  Cockatrice 
  Coffer Corpse 
  Crypt Thing 
  Dakon 
  Death Dog 
  Demon, Succubus 
  Demon, Vrock (Type I) 
  Deva, Movanic 
  Dinosaur, Ankylosaurus 
  Dinosaur, Antrodemus 
  Dinosaur, Ceratosaurus 
  Dinosaur, Dacentrurus 
  Dinosaur, Giant Pterosaur 
  Dinosaur, Gorgosaurus 
  Dinosaur, Ornitholestes 
  Dinosaur, Paleoscincus 
  Dinosaur, Podokesaurus 
  Dinosaur, Teratosaurus 
  Dinosaur, Tyrannosaurus Rex 
  Disenchanter 
  Displacer Beast 
  Dragon, Copper 
  Dragon, Earth 
  Dragon, Gold 
  Dune Stalker 
  Firebat 
  Flumph 
  Formian 
  Giant, Fire 
  Gorgimera 
  Gorgon 
  Griffon 
  Groaning Spirit 
  Grue, Harginn 
  Harpy 
  Hell Hound 
  Hobgoblin 
  Hollyphant 
  Hornet, Giant 
  Huecuva 
  Jann 
  Lamia 
  Lammasu, Greater 
  Lion, Spotted 
  Lycanthrope, Foxwoman 
  Lycanthrope, Wereboar 
  Manticore 
  Medusa 
  Meenlock 
  Mongrelman 
  Nonafel 
  Norker 
  Oliphant 
  Opinicus 
  Owl, Giant 
  Pedipalp, Giant 
  Pegasus 
  Pyrolisk 
  Quaggoth 
  Retchplant 
  Rock Reptile 
  Shade 
  Shedu, Greater 
  Skulk 
  Snake, Giant Spitting 
  Solifugid, Giant 
  Solifugid, Huge 
  Sphinx, Andro- 
  Stegocentipede 
  Tiger, Sabre-tooth 
  Troll, Giant 
  Vampire 
  Vargouille 
  Volt 
  Vortex 
  Vulture, Giant 
  Wind Walker 
  Worg 
  Wyvern 
  Zombie 
  Zorbo 
   
   
   
  
  Dungeon Master’s Guide    293 
   
  AQUATIC MONSTER FREQUENCY BY CLIMATE, WATER TYPE & DEPTH 
   
  COLD, FRESHWATER, 
  SURFACE 
   
  Common 
  Ice 
  Land Encounter 
  Merchant 
   
  Uncommon 
  Buccaneer (Pirate) 
  Falcon, Small 
  Ogre, Aquatic 
  Otter 
  Swan 
  Turtle, Giant Snapping 
   
  Rare 
  Boggart 
  Northern Bear 
  Crab, Giant 
  Crystal Ooze 
  Dragon, Red 
  Dragonfish 
  Falcon, Large 
  Gar, Giant 
  Hollyphant 
  Island 
  Lacedon 
  Naga, Water 
  Nixie 
  Otter, Giant 
  Sirine 
  Troll, Marine 
   
  Very Rare 
  Aarakocra 
  Beaver, Giant 
  Deva, Movanic 
  Dragon Turtle 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Sea 
  Dragon, Silver 
  Dragon, White 
  Eagle 
  Eagle, Giant 
  Gargoyle 
  Ghost Ship 
  Giant, Storm 
  Greenhag 
  Griffon 
  Grue, Varrdig 
  Harpy 
  Hippocampus 
  Hippogriff 
  Ki-rin 
  Kopoacinth 
  Lamprey, Normal 
  Manticore 
  Nereid 
  Octopus 
  Pegasus 
  Pike, Giant 
  Quipper 
  Shedu 
  Shedu, Greater 
  Swanmay 
  Troll, Ice 
  Verme 
  Vodyanoi 
  Water Weird 
  Whirlpool 
   
  COLD, FRESHWATER, DEPTHS 
   
  Common 
  No common encounters 
   
  Uncommon 
  Kopoacinth 
  Lacedon 
  Lamprey, Normal 
  Naga, Water 
  Ogre, Aquatic 
  Turtle, Giant Snapping 
   
  Rare 
  Crab, Giant 
  Crocodile, Normal 
  Dragonfish 
  Gar, Giant 
  Green Slime 
  Hippocampus 
  Nixie 
  Octopus 
  Otter 
  Pike, Giant 
  Sirine 
  Sunken Ship 
  Troll, Marine 
  Vodyanoi 
   
  Very Rare 
  Beaver, Giant 
  Bloodworm 
  Dragon Turtle 
  Dragon, Sea 
  Giant, Storm 
  Greenhag 
  Morkoth 
  Nereid 
  Nymph 
  Otter, Giant 
  Quipper 
  Verme 
  Water Weird 
   
  COLD, SALTWATER, SURFACE 
   
  Common 
  Merchant 
  Shark 
  Whale 
   
  Uncommon 
  Buccaneer (Pirate) 
  Dolphin 
  Island 
  Sea Lion 
  Swordfish 
  Troll, Marine 
  Turtle, Giant Sea 
  Will-o-wisp 
   
  Rare 
  Crab, Giant 
  Dragon, Red 
  Falcon, Small 
  Ghost Ship 
  Hollyphant 
  Lacedon 
  Naga, Water 
  Narwhale 
  Nixie 
  Otter 
  Shark, Giant 
  Squid, Giant 
  Whirlpool 
   
  Very Rare 
  Aarakocra 
  Afanc 
  Deva, Movanic 
  Dragon Turtle 
  Dragon, Celestial 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Sea 
  Dragon, Silver 
  Dragon, White 
  Eagle 
  Eagle, Giant 
  Eel, Electric Marine 
  Elf, Aquatic 
  Falcon, Large 
  Giant, Storm 
  Greenhag 
  Griffon 
  Grue, Varrdig 
  Harpy 
  Hippocampus 
  Hippogriff 
  Ki-rin 
  Kapoacinth 
  Kraken 
  Lamprey, Normal 
  Lycanthrope, Seawolf, G 
  Lycanthrope, Seawolf, L 
  Manticore 
  Nereid 
  Pegasus 
  Selkie 
  Shedu 
  Shedu, Greater 
  Sirine 
  Titan, Lesser 
  Titan, Major 
  Verme 
  Water Weird 
  Wind Walker 
   
   
   
  COLD, SALTWATER, DEPTHS 
   
  Common 
  Shark 
  Whale 
   
  Uncommon 
  Dolphin 
  Elf, Aquatic 
  Kopoacinth 
  Lacedon 
  Lamprey, Normal 
  Naga, Water 
  Sea Lion 
  Swordfish 
  Troll, Marine 
  Turtle, Giant Sea 
  Urchin, Black 
   
  Rare 
  Crab, Giant 
  Eel, Electric Marine 
  Ghost Ship 
  Hippocampus 
  Narwhale 
  Nixie 
  Octopus 
  Shark, Giant 
  Squid, Giant 
  Urchin, Green 
  Urchin, Red 
   
  Very Rare 
  Afanc 
  Dragon Turtle 
  Dragon, Sea 
  Giant, Storm 
  Kraken 
  Lycanthrope, Seawolf, L 
  Lycanthrope, Seawolf, G 
  Morkoth 
  Nereid 
  Nymph 
  Otter 
  Selkie 
  Sirine 
  Titan, Elder 
  Titan, Lesser 
  Titan, Major 
  Urchin, Silver 
  Urchin, Yellow 
  Verme 
  Water Weird 
   
  TEMPERATE, FRESHWATER, 
  SURFACE 
   
  Common 
  Crocodile, Normal 
  Merchant 
  Throat Leech 
   
  Uncommon 
  Crayfish, Giant 
  Dinosaur, Elasmosaurus 
  Falcon, Small 
  Frog, Giant 
  Leech, Giant 
  Ogre, Aquatic 
  Otter 
  Spider, Giant Water 
  Swan 
  Turtle, Giant Snapping 
   
  Rare 
  Beetle, Giant Water 
  Boggart 
  Buccaneer (Pirate) 
  Crab, Giant 
  Crane, Giant 
  Crystal Ooze 
  Dragon, Bronze 
  Dragon, Carp 
  Dragon, Mist 
  Dragon, Red 
  Dragon, Spirit 
  Dragonfish 
  Falcon, Large 
  Frog, Poisonous 
  Gar, Giant 
  Hollyphant 
  Island 
  Lacedon 
  Lizard Man 
  Naga, Water 
  Nixie 
  Otter, Giant 
  Sirine 
  Troll, Marine 
   
  Very Rare 
  Aarakocra 
  Algoid 
  Beaver, Giant 
  Boobrie 
  Bunyip 
  Catfish, Giant 
  Cockatrice 
  Deva, Movanic 
  Dragon Turtle 
  Dragon, Black 
  Dragon, Cloud 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Sea 
  Dragon, Silver 
  Dragon, Horse 
  Dragonfly, Giant 
  Dragonnel 
  Eagle 
  Eagle, Giant 
  Eblis 
  Eel, Giant 
  Gargoyle 
  Ghost Ship 
  Giant, Storm 
  Greenhag 
  Griffon 
  Grue, Varrdig 
  Harpy 
  Hippocampus 
  Hippogriff 
  Kelpie 
  Ki-rin 
  Kapoacinth 
  Lammasu 
  Lammasu, Greater 
  Lamprey, Giant 
  Lamprey, Normal 
  Lizard King 
  Manticore 
  Muckdweller 
  Nereid 
  Octopus 
  Pegasus 
  Pike, Giant 
  Pyrolisk 
  Quipper 
  Shedu 
  Shedu, Greater 
  Swanmay 
  Verme 
  Vodyanoi 
  Wasp, Giant 
  Water Weird 
  Whirlpool 
   
  TEMPERATE, FRESHWATER, 
  DEPTHS 
   
  Common 
  Beetle, Giant Water 
  Crocodile, Normal 
  Spider, Giant Water 
  Throat Leech 
   
  Uncommon 
  Crayfish, Giant 
  Dinosaur, Elasmosaurus 
  Kapoacinth 
  Lacedon 
  Lamprey, Normal 
  Leech, Giant 
  Naga, Water 
  Ogre, Aquatic 
   
  Rare 
  Bunyip 
  Catfish, Giant 
  Crab, Giant 
  Dragon, Carp 
  Dragon, Spirit 
  Dragonfish 
  Frog, Giant 
  Gar, Giant 
  Hippocampus 
  Lamprey, Giant 
  Lizard Man 
  Nixie 
  Octopus 
  Otter 
  Pike, Giant 
  Sirine 
  Sunken Ship 
  Troll, Marine 
  Vodyanoi 
   
  Very Rare 
  Afanc 
  Algoid 
  Beaver, Giant 
  Bloodworm 
  Dragon Turtle 
  Dragon, Sea 
  Eel, Giant 
  Frog, Killer 
  Giant, Storm 
  Greenhag 
  Kelpie 
  Lizard King 
  Morkoth 
  Muckdweller 
  Mud-man 
  Nereid 
  Nymph 
  Otter, Giant 
  Quipper 
  Verme 
  Water Weird 
   
  WARM, SALTWATER, 
  SURFACE 
   
  Common 
  Dinosaur, Plesiosaur 
  Merchant 
  Seaweed, Floating 
  Shark 
  Whale 
   
  Uncommon 
  Buccaneer (Pirate) 
  Dinosaur, Elasmosaurus 
  Dinosaur, Mosasaurus 
  Dinosaur, Nothosaurus 
  Dolphin 
  Eel, Giant 
  Island 
  Sea Horse 
  Sea Lion 
  Swordfish 
  Troll, Marine 
  Turtle, Giant Sea 
  Will-o-wisp 
   
  Rare 
  Crab, Giant 
  Crabman 
  Crane, Giant 
  Dinosaur, Tennodontosaurus 
  Dragon, Bronze 
  Dragon, Mist 
  Dragon, Red 
  Eye, Floating 
  Falcon, Small 
  Ghost Ship 
  Hollyphant 
  Lacedon 
  Naga, Water 
  Narwhale 
  Nixie 
  Otter 
  Shark, Giant 
  Squid, Giant 
  Whirlpool 
   
  Very Rare 
  Aarakocra 
  Afanc 
  Algoid 
  Deva, Movanic 
  Dragon Turtle 
  Dragon, Black 
  Dragon, Celestial 
  Dragon, Cloud 
  Dragon, Coiled 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Sea 
  Dragon, Silver 
  Dragon-Horse 
  Eagle 
  Eagle, Giant 
  Eel, Electric Marine 
  Elf, Aquatic 
  Falcon, Large 
  Giant, Storm 
  Greenhag 
  
  Dungeon Master’s Guide    294 
  Griffon 
  Harpy 
  Grue, Varrdig 
  Hippocampus 
  Hippogriff 
  Kelpie 
  Ki-rin 
  Kopoacinth 
  Kraken 
  Lammasu 
  Lammasu, Greater 
  Lamprey, Giant 
  Lamprey, Normal 
  Lycanthrope, Seawolf, G 
  Lycanthrope, Seawolf, L 
  Manticore 
  Nereid 
  Octopus 
  Pegasus 
  Shedu 
  Shedu, Greater 
  Sirine 
  Titan, Lesser 
  Titan, Major 
  Verme 
  Water Weird 
  Wind Walker 
   
  WARM, SALTWATER,  DEPTHS 
  Common 
  Dinosaur, Plesiosaurus 
  Sea Horse 
  Seaweed Bed 
  Shark 
  Whale 
   
  Uncommon 
  Dinosaur, Elasmosaurus 
  Dinosaur, Mosasaurus 
  Dinosaur, Nothosaurus 
  Dolphin 
  Eel, Giant 
  Elf, Aquatic 
  Kopoacinth 
  Lacedon 
  Lamprey, Normal 
  Masher 
  Naga, Water 
  Sea Lion 
  Swordfish 
  Troll, Marine 
  Turtle, Giant Sea 
  Urchin, Black 
   
  Rare 
  Crab, Giant 
  Crabman 
  Dinosaur, Tennodontosaurus 
  Eel, Electric Marine 
  Hippocampus 
  Lamprey, Giant 
  Mottle Worm 
  Narwhale 
  Nixie 
  Octopus 
  Shark, Giant 
  Squid, Giant 
  Sunken Ship 
  Urchin, Green 
  Urchin, Red 
   
  Very Rare 
  Afanc 
  Algoid 
  Dragon Turtle 
  Dragon, Sea 
  Eye of the Deep 
  Giant, Storm 
  Kelpie 
  Kraken 
  Lycanthrope, Seawolf, L 
  Lycanthrope, Seawolf, G 
  Morkoth 
  Nereid 
  Nymph 
  Otter 
  Sirine 
  Titan, Elder 
  Titan, Lesser 
  Titan, Major 
  Urchin, Silver 
  Urchin, Yellow 
  Verme 
  Water Weird 
   
   
   
  WARM, FRESHWATER, SURFACE 
  Common 
  Crocodile, Normal 
  Dinosaur, Anatosaurus 
  Dinosaur, Apatosaurus 
  Dinosaur, Diplodocus 
  Dinosaur, Pteranadon 
  Merchant 
  Throat Leech 
   
  Uncommon 
  Buccaneer (Pirate) 
  Crayfish, Giant 
  Dinosaur, Archelon 
  Dinosaur, Brachiosaurus 
  Dinosaur, Cetiosaurus 
  Dinosaur, Elasmosaurus 
  Falcon, Small 
  Frog, Giant 
  Hippopotamus 
  Leech, Giant 
  Ogre, Aquatic 
  Snake, Constrictor 
  Spider, Giant Water 
  Turtle, Giant Snapping 
   
  Rare 
  Beetle, Giant Water 
  Behemoth 
  Crane, Giant 
  Crystal Ooze 
  Dinosaur, Camarasaurus 
  Dinosaur, Dimetrodon 
  Dinosaur, Dinichtys 
  Dinosaur, Tanystropheus 
  Dragon, Bronze 
  Dragon, Carp 
  Dragon, Mist 
  Dragon, Red 
  Dragon, Spirit 
  Dragonfish 
  Eel, Electric 
  Falcon, Large 
  Frog, Poisonous 
  Gar, Giant 
  Hollyphant 
  Island 
  Lacedon 
  Lizard Man 
  Merman 
  Naga, Water 
  Nixie 
  Otter, Giant 
  Sirine 
  Troll, Marine 
   
  Very Rare 
  Aarakocra 
  Algoid 
  Boobrie 
  Bunyip 
  Catfish, Giant 
  Cockatrice 
  Couatl 
  Deva, Movanic 
  Dinosaur, Giant Pterosaur 
  Dragon Turtle 
  Dragon, Black 
  Dragon, Blue 
  Dragon, Brass 
  Dragon, Cloud 
  Dragon, Coiled 
  Dragon, Copper 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Sea 
  Dragon, Silver 
  Dragon-Horse 
  Dragonfly, Giant 
  Dragonne 
  Dragonnel 
  Eblis 
  Eel, Giant 
  Froghemoth 
  Gargoyle 
  Ghost Ship 
  Giant, Storm 
  Griffon 
  Grue, Varrdig 
  Harpy 
  Hippocampus 
  Hippogriff 
  Kelpie 
  Ki-rin 
  Kapocacinth 
  Lammasu 
  Lammasu, Greater 
  Lamprey, Giant 
  Lamprey, Normal 
  Lizard King 
  Manticore 
  Muckdweller 
  Nereid 
  Octopus 
  Pegasus 
  Pyrolisk 
  Sea Hag 
  Shedu 
  Shedu, Greater 
  Sphinx, Andro- 
  Sphinx, Crio- 
  Sphinx, Gyno- 
  Thork 
  Verme 
  Wasp, Giant 
  Water Weird 
  Whirlpool 
   
  WARM, FRESHWATER, DEPTHS 
  Common 
  Beetle, Giant Water 
  Dinosaur, Dinichtys 
  Spider, Giant Water 
  Throat Leech 
   
  Uncommon 
  Crayfish, Giant 
  Dinosaur, Archelon Ischyras 
  Dinosaur, Elasmosaurus 
  Frog, Giant 
  Kapoacinth 
  Lacedon 
  Lamprey, Normal 
  Leech, Giant 
  Merman 
  Naga, Water 
  Ogre, Aquatic 
  Turtle, Giant Snapping 
   
  Rare 
  Behemoth 
  Bunyip 
  Catfish, Giant 
  Crab, Giant 
  Crocodile, Normal 
  Dinosaur, Anatosaurus 
  Dinosaur, Apatosaurus 
  Dinosaur, Dimetrodon 
  Dinosaur, Diplodocus 
  Dinosaur, Tanystropheus 
  Dragon, Carp 
  Dragon, Spirit 
  Dragonfish 
  Eel, Electric 
  Gar, Giant 
  Hippocampus 
  Hippopotamus 
  Lamprey, Giant 
  Lizard Man 
  Nixie 
  Octopus 
  Sirine 
  Sunken Ship 
  Troll, Marine 
  Vodyanoi 
   
  Very Rare 
  Algoid 
  Bloodworm 
  Dinosaur, Brachiosaurus 
  Dinosaur, Cetiosaurus 
  Dragon Turtle 
  Dragon, Sea 
  Eel, Giant 
  Eel, Weed 
  Frog, Killer 
  Froghemoth 
  Giant, Storm 
  Kelpie 
  Lizard King 
  Morkoth 
  Muckdweller 
  Mud-Man 
  Nereid 
  Nymph 
  Otter, Giant 
  Sea Hag 
  Verme 
  Water Weird 
   
  WARM, SALTWATER, 
  SURFACE 
  Common 
  Crocodile, Giant 
  Dinosaur, Plesiosaurus 
  Dinosaur, Pteranodon 
  Merchant 
  Seaweed 
  Shark 
  Whale 
   
  Uncommon 
  Buccaneer (Pirate) 
  Dinosaur, Archelon Ischyras 
  Dinosaur, Elasmosaurus 
  Dinosaur, Mosasaurus 
  Dinosaur, Nothosaurus 
  Dolphin 
  Eel, Giant 
  Island 
  Portuguese Man-o-war 
  Ray, Manta 
  Sea Hag 
  Sea Horse 
  Sea Lion 
  Spider, Giant Marine 
  Swordfish 
  Troll, Marine 
  Turtle, Giant Sea 
  Will-o-wisp 
   
  Rare 
  Barracuda 
  Buccaneer (Pirate) 
  Crab, Giant 
  Crabman 
  Crane, Giant 
  Dinosaur, Dinichtys 
  Dinosaur, Tennodontosaurus 
  Dragon, Bronze 
  Dragon, Mist 
  Dragon, Red 
  Falcon, Small 
  Ghost Ship 
  Hollyphant 
  Lacedon 
  Merman 
  Naga, Water 
  Nixie 
  Roc 
  Sahuagin 
  Shark, Giant 
  Snake, Giant Sea 
  Squid, Giant 
  Strangle Weed 
  Whirlpool 
   
  Very Rare 
  Aarakocra 
  Afanc 
  Algoid 
  Deva, Movanic 
  Dinosaur, Giant Pterosaur 
  Dragon Turtle 
  Dragon, Black 
  Dragon, Blue 
  Dragon, Brass 
  Dragon, Celestial 
  Dragon, Cloud 
  Dragon, Coiled 
  Dragon, Copper 
  Dragon, Gold 
  Dragon, Green 
  Dragon, Sea 
  Dragon, Silver 
  Dragon-Horse 
  Dragonne 
  Eel, Electric Marine 
  Elf, Aquatic 
  Falcon, Large 
  Giant, Storm 
  Griffon 
  Grue, Varrdig 
  Harpy 
  Hippocampus 
  Hippogriff 
  lxitxachitl 
  Kelpie 
  Ki-rin 
  Kapoacinth 
  Kraken 
  Lammasu 
  Lammasu, Greater 
  Lamprey, Giant 
  Lamprey, Normal 
  Locathah 
  Lycanthrope, Seawolf, G 
  Lycanthrope, Seawolf, L 
  Lycanthrope, Wereshark 
  Manticore 
  Nereid 
  Octopus 
  Pegasus 
  Shedu 
  Shedu, Greater 
  Sirine 
  Sphinx, Andro- 
  Sphinx, Crio- 
  Sphinx, Gyno- 
  Titan, Lesser 
  Titan, Major 
  Triton 
  Verme 
  Water Weird 
  Wind Walker 
   
  WARM, SALTWATER, DEPTHS 
  Common 
  Dinosaur, Dinichtys 
  Dinosaur, Plesiosaurus 
  Ray, Sting 
  Sea Horse 
  Seaweed, Bed 
  Shark 
  Strangle Weed 
  Whale 
   
  Uncommon 
  Barracuda 
  Dinosaur, Archelon Ischyras 
  Dinosaur, Elasmosaurus 
  Dinosaur, Mosasaurus 
  Dinosaur, Nothosaurus 
  Dolphin 
  Eel, Giant 
  Elf, Aquatic 
  Kapoacinth 
  Lacedon 
  Lamprey, Normal 
  Masher 
  Merman 
  Naga, Water 
  Ray, Manta 
  Sahuagin 
  Sea Hag 
  Sea Lion 
  Snake, Giant Sea 
  Spider, Giant Marine 
  Swordfish 
  Troll, Marine 
  Turtle, Giant Sea 
  Urchin, Black 
   
  Rare 
  Crab, Giant 
  Crabman 
  Dinosaur, Tennodontosaurus 
  Eel, Electric Marine 
  Eye, Floating 
  Hippocampus 
  Lamprey, Giant 
  Locathah 
  Nixie 
  Octopus 
  Ray, Pungi 
  Shark, Giant 
  Squid, Giant 
  Sunken Ship 
  Triton 
  Urchin, Green 
  Urchin, Red 
   
  Very Rare 
  Afanc 
  Algoid 
  Crocodile, Giant 
  Dragon Turtle 
  Dragon, Sea 
  Eel, Weed 
  Eye of the Deep 
  Giant, Storm 
  lxitxachitl 
  Kelpie 
  Kraken 
  Lycanthrope, Seawolf, L 
  Morkoth 
  Nereid 
  Nymph 
  Sirine 
  Titan, Elder 
  Titan, Lesser 
  Titan, Major 
  Urchin, Silver 
  Urchin, Yellow 
  Verme 
  Water Weird
  
  Dungeon Master’s Guide    295 
   
   
   
  ASTRAL MONSTER FREQUENCY 
   
  Common 
  Cerebral Parasites 
  Daemon, Minor 
  Demon, Lesser 
  Deva, Astral 
  Devil, Minor 
  Human Traveler 
  Invisible Stalker 
  Nighthag 
  Nightmare 
  Slaad, Red, Blue or Green 
   
  Uncommon 
  Aerial Servant 
  Agathion 
  Baku 
  Basilisk' 
  Cockatrice* 
  Diakk 
  Dracolisk* 
  Githyanki 
  Gorgon* 
  Medusa* 
  Pyrolisk' 
  Rakshasa 
  Shedu 
  Titan 
   
  Rare 
  Basilisk, Greater, 
  Berbalang 
  Daemon, Greater 
  Demon, Major 
  Devil, Major 
  Foo Dog 
  Githzerai 
  Gorgimera* 
  Hollyphant 
  Intellect Devourer 
  Ki-rin 
  Modron, Hierarch 
  Moon Dog 
  Phoenix 
  Planetar 
  Slaad, Death or Grey 
   
  Very Rare 
  Cat Lord 
  Daemon, Master 
  Demon, Prince or Lord 
  Devil, Duke or Arch- 
  Dragon, Platinum or Chromatic 
  Dragon Horse 
  Foo Lion 
  Opinicus 
  Retriever 
  Shedu, Greater 
  Slaad, Lord 
  Solar 
   
   
  *These creatures do not travel the astral or ethereal 
  planes but have attack forms that can affect travelers in 
  these planes, 
   
   
   
   
   
   
  ETHEREAL MONSTER FREQUENCY 
   
  Common 
  Cerebral Parasite 
  Deva, Monadic 
  Elementals 
  Genie-kind 
  Human Traveler 
  Lammasu 
  Nightmare 
   
   
  Uncommon 
  Azer 
  Basilisk* 
  Cockatrice* 
  Couatl 
  Crysmal 
  Daemon, Charona- 
  Dracolisk* 
  Ghost 
  Gorgon* 
  Groaning Spirit 
  Invisible Stalker 
  Ki-rin 
  Medusa* 
  Xag-ya 
  Xeg-yi 
  Xorn 
   
  Rare 
  Aerial Servant 
  Agathion 
  Baku 
  Firebat 
  Foo Dog 
  Grim 
  Hollyphant 
  Moon Dog 
  Opinicus 
  Para-elemental 
  Planetar 
  Salamander 
  Shedu 
  Spider, Phase 
  Thought Eater 
  Wind Walker 
  Xaren 
  Xill 
   
  Very Rare 
  Apparition 
  Basilisk, Greater* 
  Daemon, Charon 
  Dragon Horse 
  Dragon, Chromatic or Platinum 
  Foo Lion 
  Gorgimera* 
  Intellect Devourer 
  Lammasu, Greater 
  Phoenix 
  Pyrolisk' 
  Shedu, Greater 
  Solar 
  Terithran 
  Tween 
  Vision 
   
   
  *These creatures do not travel the astral or ethereal 
  planes but have attack forms that can affect travelers in 
  these planes, 
   
   
   
  
  Dungeon Master’s Guide    296 
  APPENDIX L: RANDOM GENERATION of CREATURES FROM THE LOWER PLANES 
  At times it might be useful to have an unrecognizable creature of evil from the planes of the Abyss, Tarterus, Hades, Gehenna, or Hell.  It is no great 
  matter to sit down and design a fairly interesting one given an hour or so, but time or desire lacking, the following will enable you to create one or 
  several such monsters in but a few minutes. The format is straight from the AD&D MONSTER MANUAL for ease of recording and handling the 
  creature(s) developed. 
   
   
   
  FREQUENCY:  
   
   
  Common, uncommon, or rare (d6; 1, 2-3, 4-6) 
  NO. APPEARING:  
   
  1 to 2d4 (circumstances must dictate) 
  ARMOR CLASS:   
   
  17+1d6 
  MOVE:  
   30’, 45’, 60’, 75’, or 90’ (d10; 1-2, 3-4. 5-6, 7-8, 9-0);  then roll 1d8 (6 = creature also has swimming ability at ½ walking speed, 7-
  8 = creature also has flying ability at double walking speed) 
  HIT DICE:  
   
   
   
  6+1d4 HD, +1d4-1 bonus hp/HD 
  % IN LAIR:   
   
   
  (circumstances must dictate) 
  TREASURE TYPE:   
   
  low value if any (circumstances must dictate) 
  ATTACKS:   
   
   
  See APPEARANCE TABLES on pages 296-297 
  DAMAGE/ATTACK:   
  See APPEARANCE TABLES on pages 296-297 for natural attacks; or by weapon  
  SPECIAL ATTACKS:   
  See SPECIAL ATTACKS TABLE on page 297 
  SPECIAL DEFENSES:   
  See SPECIAL DEFENSES TABLE on page 297 
  SPECIAL ABILITIES: 
   
  See OTHER SPECIAL ABILITIES on page 298 
  MAGIC RESISTANCE:  
  +1 per hit die 
  INTELLIGENCE:   
   
  Low, average, very, or high (d4) 
  ALIGNMENT:  
   
   
  According to plane of origin 
  SIZE:  
   
   
   
   
  S, M, or L (d8, 1 = S, 2-4 = M, 5-8 = L) 
  PSlONlC ABILITY:  
   
  Nil (90%) or as a psionicist with a level equal to the creature’s HD 
   
  GENERATE STRENGTH SCORE 
  Determine the creature’s strength score by adding the result of 1d6 to 14, giving a range of 15-20.  Apply STR modifiers to attack and damage rolls. 
   
  DETERMINE APPEARANCE 
  Use the tables on the following page to generate the appearance of the creature, and to determine if the creature has natural attacks.  Any 
  aspect of the creature’s appearance that indicates a natural attack form is marked with an asterisk (*).   
  A bit of imaginative creation is helpful in using the tables that follow. For example, if the creature's body is amoeba-like, you might well decide to 
  give it scores of tiny, bubbling sucker mouths over its entire body and omit any mouth on the head.  Likewise, you should feel at ease adding to or 
  amending the tables as you desire in order to arrive at still more diverse and unexpected lower planes creatures.  
   
  d8 roll 
  Head 
  d8 roll 
  Head 
  1 
  bat-like 
  5 
  humanoid 
  2 
  avian 
  6 
  simian 
  3 
  reptilian 
  7 
  canine 
  4 
  equine 
  8 
  weasel-like 
  d8 roll 
  Head Adornment 
  d8 roll 
  Head Adornment 
  1 
  antlers* (1d3) 
  5 
  ridge(s) 
  2 
  crest or peak 
  6 
  ruff 
  3 
  horns* (1d2) 
  7 
  spines 
  4 
  knobs 
  8 
  none 
  
  Dungeon Master’s Guide    297 
   
  d8 roll 
  Overall Visage 
  d8 roll 
  Ears 
  1 
  gibbering 
  1 
  canine 
  2 
  menacing 
  2 
  elephantine 
  3 
  rotting 
  3 
  human, tiny 
  4 
  pensive, serene 
  4 
  human, huge 
  5 
  diseased 
  5 
  trumpet-like 
  6 
  twitching 
  6 
  reptilian, membrane 
  7 
  wrinkled - seamed 
  7 
  bat-like 
  8 
  writhing  
  8 
  none 
   
   
   
   
  d8 roll 
  Number of Eyes 
  d8 roll 
  Eye Color 
  1 
  1 
  1 
  amber 
  2 
  2 
  2 
  black 
  3 
  2 
  3 
  blue 
  4 
  2 
  4 
  green 
  5 
  2 
  5 
  metallic 
  6 
  3 
  6 
  orange-red 
  7 
  3 
  7 
  milky white 
  8 
  4 
  8 
  sickly yellow 
   
  d8 roll 
  Eye Type 
  d8 roll 
  Nose 
  1 
  insectoid 
  1 
  flat, misshapen 
  2 
  reptilian 
  2 
  huge, bulbous 
  3 
  frog-like 
  3 
  slits only 
  4 
  stalked 
  4 
  snout 
  5 
  huge, flat 
  5 
  tiny 
  6 
  huge, protruding 
  6 
  human-like 
  7 
  humanoid 
  7 
  trunk-like 
  8 
  humanoid 
  8 
  blow-hole 
   
  d8 roll 
  Mouth 
  d8 roll 
  Torso 
  1 
  fanged* (1d2) 
  1 
  bipedal (see below) 
  2 
  mandibles*† (1d4) 
  2 
  bipedal (see below) 
  3 
  sucker *□ (1d2) 
  3 
  bipedal (see below) 
  4 
  bony ridge* (1d2) 
  4 
  bipedal (see below) 
  5 
  small-toothed 
  5 
  quadruped (see below) 
  6 
  large-toothed 
  6 
  quadruped (see below) 
  7 
  tusked* (1d3) 
  7 
  serpentine 
  8 
  human-like 
  8 
  amoeboid  
   
  d8 roll 
  Bipedal Torso 
  d8 roll 
  Quadruped Torso 
  1 
  simian 
  1 
  bovine 
  2 
  ursine 
  2 
  feline 
  3 
  avian 
  3 
  canine 
  4 
  humanoid 
  4 
  crab-like 
  5 
  porcine 
  5 
  equine 
  6 
  reptilian 
  6 
  insectoid 
  7 
  piscine 
  7 
  arachnoid 
  8 
  insectoid 
  8 
  piscine 
   
  d8 roll 
  General Characteristic I 
  d8 roll 
  General Characteristic II 
  1 
  corpulent 
  1 
  broad 
  2 
  skeletal 
  2 
  muscled 
  3 
  thin 
  3 
  rubbery 
  4 
  short 
  4 
  waxy 
  5 
  tall 
  5 
  rigid 
  6 
  bloated 
  6 
  slumped 
  7 
  willowy 
  7 
  elongated 
  8 
  squat 
  8 
  asymmetrical  
   
   
   
   
   
   
   
   
   
  d8 roll 
  Tail (4 in 6 chance) 
  d8 roll 
  Body Odor 
  1 
  barbed* (1d3) 
  1 
  bloody 
  2 
  canine 
  2 
  fishy 
  3 
  goat-like 
  3 
  fecal 
  4 
  equine 
  4 
  gangrenous 
  5 
  porcine 
  5 
  moldy 
  6 
  prehensile 
  6 
  urine 
  7 
  lion-like 
  7 
  vomit 
  8 
  stinger*† (1d2) 
  8 
  sulphurous 
   
  d8 roll 
  Skin 
  d8 roll 
  Predominant Color 
  1 
  bald, smooth 
  1 
  black 
  2 
  furred 
  2 
  blue 
  3 
  hairy, bristled 
  3 
  brown 
  4 
  leathery 
  4 
  pale gray 
  5 
  scaled 
  5 
  pale green 
  6 
  slimy 
  6 
  ruddy (red or pink) 
  7 
  warted, bumpy 
  7 
  jaundiced yellow 
  8 
  pustule-covered 
  8 
  bruised, purplish 
  d8 roll 
  Back 
  d8 roll 
  Wings (50% chance) 
  1 
  maned 
  1 
  bat-like 
  2 
  hunched 
  2 
  avian 
  3 
  spiked 
  3 
  insectoid 
  4 
  normal 
  4 
  membranous 
  5 
  normal 
  5 
  fan-like 
  6 
  normal 
  6 
  vestigial, bat-like 
  7 
  ridged 
  7 
  vestigial, insectoid 
  8 
  spined 
  8 
  bat-like 
   
  d8 roll 
  Arms (as applicable) 
  d8 roll 
  Hands (as applicable) 
  1 
  humanoid 
  1 
  webbed 
  2 
  humanoid 
  2 
  claws/ or talons* (1d3) 
  3 
  ursine 
  3 
  humanoid 
  4 
  simian 
  4 
  insectoid 
  5 
  tentacles 
  5 
  tentacle-fingered 
  6 
  insectoid 
  6 
  withered, bony* (1) 
  7 
  reptilian 
  7 
  suckers*□ (1) 
  8 
  frog-like 
  8 
  pincered* (1d3) 
   
  d8 roll 
  Legs (as applicable) 
  d8 roll 
  Feet  (as applicable) 
  1 
  humanoid 
  1 
  hooved* (1d3) 
  2 
  avian 
  2 
  claws/talons* (1d3) 
  3 
  goat-like 
  3 
  suckers*□ (1) 
  4 
  equine 
  4 
  humanoid 
  5 
  elephantine 
  5 
  webbed 
  6 
  tentacles 
  6 
  insectoid 
  7 
  insectoid 
  7 
  elephantine 
  8 
  simian 
  8 
  tentacle-toed 
   
   
   
   
  * 
  indicates a natural attack form that deals the listed damage, 
  Increase the die type by 1 (i.e. from 1d4 to 1d6) for Large 
  creatures and decrease the die type by 1 (i.e. from 1d8 to 1d6) 
  for Small creatures. 
  † 
  indicates a 4 in 6 chance for a poison attack.  Poison can be 
  either lethal (50%) or cause ability damage (50%). 
  □ 
  indicates a blood drain attack that deals 1d4 points of CON 
  damage per round.  The creature can drain a number of CON 
  points equal to its Hit Dice +4 each day. 
   
  DETERMINE SPECIAL ATTACKS & DEFENSES 
  Once you have the form and appearance of the creature, 
  determine damage its other special offensive and defensive abilities.  
  The tables below suggest a limited number of attack/defense forms.  
  The DM is urged to add others of his own creation as appropriate to 
  the plane and the creature. 
  Spell-like and spell use abilities should be based upon intelligence 
  level and relative strength in Hit Dice.  Consult the MONSTER MANUAL 
  listings for daemons, demons, devils, and night hags for examples.   
  Spell levels for these spell-like abilities or spells should be no greater 
  than 1/3 to ½ of the creature’s Hit Dice. 
  Spell immunity must be limited to 1d4 pre-determined spells.  
  Weapon immunity can pertain to iron, silver, or any other, including 
  combinations.  Creatures with weapon immunity may only be struck 
  by weapons forged or special materials (cold iron or silver, for 
  example) or by magical weapons of a certain value (i.e. +1, +2, etc.) 
   
  SPECIAL ATTACK TABLE (roll 1d3 to determine # of such attacks) 
   
   
   
   
  d8 roll 
  special attack 
  1 
  ability drain 
  2 
  energy drain 
  3 
  acid, gas  or missile discharge 
  4 
  heat generation 
  5 
  cold generation 
  6 
  spell-like abilities (1d3 spell-like abilities, +1per 3 HD) 
  7 
  spell use (1d4 spells, +1 per 3 HD) 
  8 
  summon/gate ability 
   
  SPECIAL DEFENSE TABLE (roll 1d4 to determine the # of such defenses) 
   
   
   
   
  d8 roll 
  special defense 
  1 
  acid immunity 
  2 
  cold immunity 
  3 
  electrical immunity 
  4 
  heat immunity 
  5 
  poison immunity 
  6 
  spell immunity 
  7 
  weapon immunity 
  8 
  regeneration (1 hp/round) 
  
  Dungeon Master’s Guide    298 
   
  OTHER SPECIAL ABILITIES 
  Extraplanar creatures often have other, non-combat, special abilities 
  such as darkvision, scent and/or the ability to speak in tongues. 
  To avoid having nothing more than different mixtures of the same old 
  ingredients, be certain that you put a bit of personal creativity into 
  each monster. A list of new and different factors should be started, 
  perhaps in the margin, and then fresh ideas added as they come. 
  When a monster is devised, cross off the unique features from the 
  marginal list. 
   
  
  Dungeon Master’s Guide    299 
   
  APPENDIX M:  PSIONICS (Optional) 
   
  Psionics are various powers derived  from the brain, that enable 
  characters and creatures so endowed to perform in ways which 
  resemble magical abilities.   
  If you opt to include psionic abilities in your campaign the psionicist 
  class should be made available to player characters.  Furthermore 
  DMs who choose to include psionic powers in their game should 
  include psionic creatures such as mind flayers, intellect devourers 
  and brain moles in their campaigns, as these creatures are drawn to 
  those who use psionics and are designed to challenge them.  Page 
  274 of this book provides a Psionic Encounter Table for this purpose.  
  Psionic creatures may still be used even if the following psionic rules 
  are not used, though their psionic abilities would, instead, function as 
  spell-like abilities. 
   
  THE PSIONICIST 
  The psionicist is a member of a class devoted to the exercise of 
  innate mental powers. Certain individuals have within them a talent 
  for that sort of thing, and these persons can opt to be psionicists. 
  Many people assume that psionics is just another type of magic. 
  Magic is the ability to shape, control, harness, and utilize natural 
  forces that infuse the game world and surround the characters. It is 
  based on the principle that, through the use of words, gestures, and 
  catalyzing materials of unique power, these external energies can be 
  controlled. The key element of that statement is external energy. 
  Magical effects are produced externally by manipulating outside 
  forces. The power does not come from inside the spellcaster but from 
  somewhere else. Psionics is the complete opposite of this. The 
  psionicist shapes, controls, harnesses, and utilizes natural forces that 
  infuse his being. His effort is focused inward rather than outward. He 
  must be completely in touch with and aware of even the tiniest 
  workings of his body and mind. This type of knowledge comes from 
  long and intense meditation coupled with physical extremes. The 
  psionicist finds enlightenment in both complete exhaustion and 
  complete relaxation, in both pain and pleasure. The mind and body 
  are only parts of a much greater unity. Indeed, discussing one 
  without the other, as so many people do, seems nonsensical to a 
  psionicist; they cannot be separated. The body produces energy 
  and vitality; the mind gives it shape and reality. Neither does the 
  psionicist study nor pray for his powers. He carries them with him 
  wherever he goes. As long as his mind and body are rested his 
  psionic strength - his powers - are available to him.  
  More than a character of any other class, the psionicist is self-
  contained.  Unlike the fighter and thief, he needs no weapons or 
  tools to practice his art. Unlike the cleric, he needs no deity. Unlike 
  the magic-user, he relies on no outside energies. His power comes 
  from within, and he alone gives it shape. The psionicist strives to unite 
  every aspect of his self into a single, powerful whole. He looks inward 
  to the essence of his own being, and gains control of his 
  subconscious. Through extraordinary discipline, contemplation, and 
  self -awareness, he unlocks the full potential of his mind. 
   
  level 
  hit dice (d6) 
  bonus to hit (BTH) 
  experience points 
  1 
  1 
  0 
  0 
  2 
  2 
  0 
  2,500 
  3 
  3 
  +1 
  5,000 
  4 
  4 
  +1 
  10,000 
  5 
  5 
  +1 
  20,000 
  6 
  6 
  +2 
  37,500 
  7 
  7 
  +2 
  75,000 
  8 
  8 
  +2 
  150,000 
  9 
  9 
  +3 
  250,000 
  10 
  +2 
  +3 
  500,000 
  11 
  +2 
  +3 
  750,000 
  12 
  +2 
  +4 
  1,000,000 
  13 
  +2 
  +4 
  1,250,000 
  14 
  +2 
  +4 
  1,500,000 
  15 
  +2 
  +5 
  1,750,000 
  16 
  +2 
  +5 
  2,000,000 
  17 
  +2 
  +5 
  2,250,000 
  18 
  +2 
  +6 
  2,500,000 
  19 
  +2 
  +6 
  2,750,000 
  20 
  +2 
  +6 
  3,000,000 
   
   
  Ability Requirements: 
  Intelligence 9, wisdom 9, charisma 9 
  Hit Die: 
  d6 
  Alignment: 
  Any 
  Races: 
  Any 
  Weapons: 
  Broadsword, club, dagger, dart, throwing 
  hammer, longsword, quarterstaff, scimitar, 
  short sword, sling and spear 
  Armor: 
  None* 
  Abilities: 
   
  Attack and defense modes, psionic powers  
   
  *A psionicist may not use psionic powers, attack modes or defense 
  modes in armor. 
   
  Attack and Defense Modes:  All psionicists, as they progress in their 
  training, master offensive and defensive modes of mental combat.  
  All of these modes, except for psionic blast, may only be employed 
  against psionicists or psionically active creatures.   
   
   
   
  These attack and defense modes may be employed just like other 
  psionic powers (see below).  They differ from powers in that attack 
  and defense modes do not count against the psionicist’s limit of 
  known powers.  All psionicists of sufficient level have access to the 
  modes listed below. 
  Attack modes may be used once per round and have an 
  instantaneous duration.  All defense modes take one round to 
  activate and, with the exception of mind blank (see below), have a 
  duration of 1 turn.  The duration of defense modes increase to 2 turns 
  at level 4 and by an additional turn at levels 8, 12, 16 and 20.  Once 
  a defensive mode is activated a psionicist is free to take other 
  actions, 
  as 
  maintaining 
  defense 
  modes 
  does 
  not 
  require 
  concentration on the psionicist’s part). 
   
  attack modes 
  power level 
  range, area of effect 
  mind thrust 
  1 
  30’ range, 1 creature 
  ego whip 
  2 
  30’ range, 1 creature 
  id insinuation 
  2 
  30’ range, 10’ radius 
  psionic blast 
  3 
  30’ cone  
  psychic crush 
  5 
  30’ range, 1 creature 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    300 
   mind thrust:  mind thrust is a stabbing attack that seeks to short 
  the synapses of the defender. It deals 1d8 points of damage to 
  a psionically active creature.  The defender may make a 
  wisdom save to negate this damage. 
   
   ego whip: ego whip attacks the ego, either by feelings of 
  inferiority and worthlessness or by superiority and megalomania. 
  The attack affects but a single psionically active creature, 
  dealing 1-2 point of charisma damage and stunning the foe for 
  1d4 rounds. The defender may make a charisma save for no 
  damage.  Those making their save are not stunned. 
   
   id insinuation:  id insinuation seeks to loose the uncontrolled 
  subconscious mind of the defender, pitting it against the super-
  ego. The attack affects all psionically active creatures in 10’ 
  radius, acting as a confusion spell for such targets.  A successful 
  wisdom save negates the confusion effect. 
   
   psionic blast:  psionic blast is a wave of brain force, in effect 
  much like “stunning news” to the mind. It is the only psionic 
  attack mode that can affect non-psionic creatures, stunning all 
  creatures in 30’ cone for 1 round.  A wisdom save negates this 
  effect.   
   
   psychic crush:  psychic crush is a massive assault upon all 
  neurons in the brain of a psionically active creature, attempting 
  to destroy all by a massive overload of signals. The target must 
  make a wisdom save or collapse, unconscious and dying, at -1 
  hit points. If the target succeeds on its save, it takes 3d6 points of 
  damage.   
   
  defense modes 
  power level 
  range, area of effect 
  thought shield 
  2 
  personal 
  mental barrier 
  3 
  personal 
  intellect fortress 
  4 
  personal, 10’ x 10’ cylinder 
  tower of iron will 
  5 
  personal, 10’ radius sphere 
  mind blank 
  7 
  personal 
   
   thought shield:  thought shield cloaks the mind so as to hide first 
  one part, then another.  It grants the psionicist Psionic 
  Resistance of +10. 
   
   mental barrier:  mental barrier is a carefully built thought 
  repetition wall that exposes only that small area of the 
  psionicist’s mind.  This power grants the psionicist a +4 bonus to 
  their saves and armor class versus psionic attacks. 
   
   intellect fortress:  intellect fortress is a defense that calls forth the 
  powers of the ego and super-ego to stop attacks within 10’ of 
  the psionicist. All damage dealt by psionic powers and attack 
  modes, including ability damage, is halved for those within the 
  fortress.  
   
   tower of iron will:  tower of iron will relies only upon the super-
  ego to build an unassailable haven for the brain.  It effects all 
  within 10’ of the psionicist, granting Psionic Resistance of +15 to 
  all creatures within 10’.  
   
   mind blank: mind blank attempts to hide the mind from attack, 
  making its parts unidentifiable. This power works exactly as the 
  spell mind blank except that it defends against psionic devices 
  and powers that detect, influence, or read emotions or thoughts 
  for 24 hours. 
   
  Psionic Powers:  Psionicists use powers selected from the Psionicist 
  Powers table on page 301. Unlike spellcasters, psionicists can use any 
  known power without preparing it ahead of time, assuming they 
  have not yet used up their powers per day for that power level.  
  Psionicists need to have an adequate charisma score in order to 
  activate their powers.  They must have a minimum charisma of 9 in 
  order to activate powers.  Their maximum power level is equal to one 
  half of the psionicist’s charisma score, rounding fractions up.  As such, 
  a psionicist with a charisma score of 9 or 10 may activate up to 5th 
  level powers while a psionicist with a charisma score of 15 or 16 may 
  activate up to 8th level powers. 
  A psionicist may activate lower level powers in place of higher level 
  powers that they are unable to use.  “U” indicates the the psionicist 
  can use an unlimited number of 0-level powers each day.  
   
  powers per day 
   
   
   
  power level 
  level 
  0 
  1st  
  2nd  
  3rd  
  4th  
  5th  
  6th  
  7th  
  8th  
  9th  
  1 
  U 
  3 
   
   
   
   
   
   
   
   
  2 
  6 
  4 
   
   
   
   
   
   
   
   
  3 
  6 
  5 
   
   
   
   
   
   
   
   
  4 
  6 
  6 
  3 
   
   
   
   
   
   
   
  5 
  6 
  6 
  4 
   
   
   
   
   
   
   
  6 
  6 
  6 
  5 
  3 
   
   
   
   
   
   
  7 
  6 
  6 
  6 
  4 
   
   
   
   
   
   
  8 
  6 
  6 
  6 
  5 
  3 
   
   
   
   
   
  9 
  6 
  6 
  6 
  6 
  4 
   
   
   
   
   
  10 
  6 
  6 
  6 
  6 
  5 
  3 
   
   
   
   
  11 
  6 
  6 
  6 
  6 
  6 
  4 
   
   
   
   
  12 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
   
   
   
  13 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
   
   
   
  14 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
   
   
  15 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
   
   
  16 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
   
  17 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
   
  18 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
   
   
  Bonus Powers:  Psionicists with high charisma scores receive bonus 
  powers per day. See the bonus powers per day table below for more 
  information.  Note that bonus powers are cumulative, so a psionicist 
  with an 18 charisma receives one bonus 1st, 2nd and 3rd level power.  
  Also note that bonus powers can only be acquired if the psionicist is 
  of high enough level to use them. 
   
  bonus powers to day 
   
   
  charisma 
  score 
  power level 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  9-12 
   
   
   
   
   
   
   
   
   
  13-15 
  1 
   
   
   
   
   
   
   
   
  16-17 
  1 
  1 
   
   
   
   
   
   
   
  18 
  1 
  1 
  1 
   
   
   
   
   
   
  19 
  2 
  1 
  1 
  1 
   
   
   
   
   
  20 
  2 
  2 
  1 
  1 
  1 
   
   
   
   
  21 
  2 
  2 
  2 
  1 
  1 
  1 
   
   
   
  22 
  3 
  2 
  2 
  2 
  1 
  1 
  1 
   
   
  23 
  3 
  3 
  2 
  2 
  2 
  1 
  1 
  1 
   
  24 
  3 
  3 
  3 
  2 
  2 
  2 
  1 
  1 
  1 
  25 
  4 
  3 
  3 
  3 
  2 
  2 
  2 
  1 
  1 
   
  Known Powers:  A psionicist’s selection of powers is extremely limited. 
  A psionicist begins play knowing four 0-level powers and two 1st level 
  powers of their choice. At each new psionicist level, he gains one or 
  more new powers, as indicated on the following table.  The number 
  of powers known is not affected by his charisma score. 
   
   
  powers known 
  level 
  0 
  1st  
  2nd  
  3rd  
  4th  
  5th  
  6th  
  7th  
  8th  
  9th  
  1 
  4 
  2 
   
   
   
   
   
   
   
   
  2 
  4 
  2 
   
   
   
   
   
   
   
   
  3 
  4 
  3 
   
   
   
   
   
   
   
   
  4 
  4 
  3 
  1 
   
   
   
   
   
   
   
  5 
  4 
  4 
  2 
   
   
   
   
   
   
   
  6 
  4 
  4 
  2 
  1 
   
   
   
   
   
   
  7 
  4 
  5 
  3 
  2 
   
   
   
   
   
   
  8 
  4 
  5 
  3 
  2 
  1 
   
   
   
   
   
  9 
  4 
  5 
  4 
  3 
  2 
   
   
   
   
   
  10 
  4 
  5 
  4 
  3 
  2 
  1 
   
   
   
   
  11 
  4 
  5 
  5 
  4 
  3 
  2 
   
   
   
   
  12 
  4 
  5 
  5 
  4 
  3 
  2 
  1 
   
   
   
  13 
  4 
  5 
  5 
  4 
  4 
  3 
  2 
   
   
   
  14 
  4 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
   
   
  15 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
   
   
  16 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
   
   
  17 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
   
  18 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  19 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  20 
  4 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3 
   
  
  Dungeon Master’s Guide    301 
   
  Upon reaching 4th level, and at every even-numbered psionicist level 
  after that (6th, 8th, and so on), a psionicist can choose to learn a new 
  power in place of one he already knows. In effect, the psionicist 
  “loses” the old power in exchange for the new one. The new power’s 
  level must be the same as that of the power being exchanged, and 
  it must be at least two levels lower than the highest-level psionicist 
  power known. A psionicist may swap only a single power at any 
  given level, and must choose whether or not to swap the power at 
  the same time that he gains new powers known for the level. 
   
  Starting Funds:  Psionicists begin play with 20-80 gold pieces (2d4x10) 
  with which to purchase their initial equipment. 
   
   
   
   
   
   
   
   
   
   
   
   
  PSIONICIST POWERS* 
   
   
  0-level 
  1st level 
  2nd level 
  3rd level 
  4th level 
  1 
  accelerate healing 
  armor 
  blur 
  alter self 
  blink 
  2 
  detect psionics 
  cause fear 
  calm emotions 
  clairaudience/voyance 
  body weaponry 
  3 
  know direction 
  charm person 
  change self 
  confusion 
  charm monster 
  4 
  message 
  comprehend 
  darkvision 
  cure disease 
  deep slumber 
   
   
  languages 
   
   
   
  5 
   
  cure light wounds 
  detect invisibility 
  cure moderate wounds 
  detect scrying 
  6 
   
  endure elements 
  esp 
  detect lie 
  dimensional pocket 
  7 
   
  enlarge self 
  feign death 
  dispel psionics 
  dominate animals 
  8 
   
  feather fall 
  forget 
  fear 
  freedom of movement 
  9 
   
  floating disk 
  gust of wind 
  fly 
  hold monster 
  10 
   
  force missile 
  hold person 
  haste 
  improved invisibility 
  11 
   
  hypnotic pattern 
  insight 
  invisibility 
  resilient sphere 
  12 
   
  lesser body weaponry 
  levitate 
  lesser restoration 
  scrying 
  13 
   
  jump 
  resist energy 
  neutralize poison 
  shout 
  14 
   
  know alignment 
  silence 15’ radius 
  nondetection 
  tongues 
  15 
   
  remove fear 
  slow poison 
  protection from energy 
  wall of wind 
  16 
   
  run 
  strength 
  suggestion 
   
  17 
   
  shield 
  telepathy 
  water breathing 
   
  18 
   
  sleep 
  tongues 
  water walk 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  5th level 
  6th level 
  7th level 
  8th level 
  9th level 
  1 
  control water 
  antipsionic shell 
  charm plants 
  dimensional lock 
  astral projection 
  2 
  control winds 
  break enchantment 
  ethereal jaunt 
  iron body 
  dominate monster 
  3 
  dimension door 
  feeblemind 
  forcecage 
  mass charm 
  etherealness 
  4 
  dimensional anchor 
  find the path 
  improved restoration 
  plane shift 
  foresight 
  5 
  dominate person 
  improved dispel  
  improved scrying 
  power word stun 
  freedom 
   
   
  psionics 
   
   
   
  6 
  mind fog 
  mass suggestion 
  insanity 
  repulsion 
  power word kill 
  7 
  polymorph self 
  passwall 
  phase door 
  reverse gravity 
  shapechange 
  8 
  precognition 
  repulsion 
  power word blind 
  telekinetic sphere 
  time stop 
  9 
  restoration 
  teleport 
  regeneration 
  whirlwind 
   
  10 
  stoneskin 
  wall of force 
  teleport without error 
   
   
  11 
  telekinesis 
   
   
   
   
   
   
   
   
  * See pages 303-320 for descriptions of these powers 
   
   
   
  
  Dungeon Master’s Guide    302 
   
  USING PSIONICS 
  A character who wishes to activate a psionic ability (whether it is a power, attack or defense mode) announces his intention to the Dungeon Master 
  during the character’s initiative turn. A character must make all pertinent decisions about the ability (range, target, area, effect, etc.) when the 
  character begins using it, unless the ability specifies otherwise. The character must make some choice about whom the psionic ability is to affect or 
  where the effect is to originate, depending on the type of ability used. The Dungeon Master applies whatever result an ability entails using that 
  ability’s description. 
  To activate a psionic ability, the character must be able to speak (if the ability has a verbal component) and gesture (if it has a somatic 
  component). Generally, psionic abilities do not require material components of any sort, with exceptions being noted below.  Additionally, the 
  character must concentrate when activating an ability, as per the concentration rules below. If something interrupts the character’s concentration 
  while activating a psionic ability, the ability is lost without effect.  If the character ever tries to activate an ability in conditions where the 
  characteristics of that ability (range, area, etc.) cannot be made to conform, the activation fails and the ability is expended with no effect. 
  Psionic ability durations are measured in rounds, minutes, turns or hours, just as spells are. When the duration expires, the ability’s effect ends.   
   
  POWER DESCRIPTIONS: Psionic power descriptions follow the same format as magical spells and, for the most part, mirror spells in their abilities and 
  description.  The “schools” of various powers differ from those of their magical counterparts due to the differences in those powers’ application.  
  Curative powers, for example, are of the alteration rather than necromantic “school” for psionicists by virtue of their effect and source.  In addition, 
  many alteration powers (such as cure, darkvision, fly, & polymorph powers) are restricted in their application, limited to use by the psionicist alone. 
   
   Concentration:  To activate an ability, the character must concentrate. If something interrupts the character’s concentration while the 
  character is activating a power, attack or defense mode, the ability is expended without effect. Sometimes, the Dungeon Master may allow a 
  concentration check (a charisma check for a psionicist) to see if the ability is disrupted (and lost) or not (activation is completed).  Psionicists 
  add their level to this check. 
  Psionicists attempting to activate powers while engaged in melee must make a concentration check in order to successfully activate that 
  power.  The penalty to this concentration check is equal to the level of the power that is being activated.  Additional penalties to this check 
  could come from injuries sustained as the power is being activated (see simultaneous initiative on page 55 of the PLAYER’S HANDBOOK) or from 
  being jostled or knocked about during activation.   
  If damaged, the added check penalty is based upon the damage taken as the power is activated.  The penalty is usually equal to 1 point per 
  5 points of damage dealt (round fractions normally) with a minimum, additional penalty of –1 applying to all concentration checks.  As such, an 
  attack that deals 16 points of damage would impose a check penalty of –3.  For effects that do not directly deal damage the additional 
  penalty is equal to the threat’s level (usually the caster level for spells/powers or hit dice for creature abilities).     
  Anything that could break the character’s concentration when activating a psionic ability can also break the concentration necessary to 
  maintain that ability.  
  Psionic attack modes may not be maintained through concentration.  Each round that an attack mode is used, the psionicist must reactivate it.  
  Defense modes, on the other hand, may be maintained without concentration.  
  A character cannot activate an attack mode or power while concentrating on another one, but may activate either powers or attack modes 
  while maintaining a defense mode. 
  The only psionic powers that a character may activate while grappling or pinned are those without somatic components. Even so, the 
  Dungeon Master will often require a concentration check for the character to activate a power. Vigorous motion, such as from riding a mount, 
  the rocking of a small boat in rough water or simply being jostled in a similar fashion, might necessitate a concentration check. 
   
  SAVING THROWS:  As is the case with magic, a creature that successfully saves against a psionic attack without obvious physical effects feels a 
  hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted 
  power or attack mode, the attacking psionicist senses that the ability has failed. The psionicist does not sense when creatures succeed at saving 
  throws against abilities that effect an area. 
   
  PSIONIC RESISTANCE:  Psionic resistance is a special defensive ability. A defender’s psionic resistance grants them an additional measure of 
  protection against psionic attacks. If a defender is resisting a psionic power or attack mode with psionic resistance, the user of the power or attack 
  mode must make a charisma check opposed by the defender’s psionic resistance check.  The defender rolls 1d20 and adds their psionic resistance 
  rating.  If the psionic attacker loses this opposed check, the power or attack mode has no effect.  
  The psionic resistance line of the descriptive text of a power description explains whether or not the psionic resistance applies, as some powers are 
  not affected by a target creature’s psionic resistance.  Psionic resistance applies even if a given power also allows the target creature a saving 
  throw. The effects of psionic resistance, if any, are applied first, and then the creature may also make a saving throw. In most cases, psionic 
  resistance applies only when a resistant creature is targeted by the power or attack mode, not when a resistant creature encounters a power that is 
  already in place, such as a wall of wind. 
  A creature with psionic resistance must voluntarily drop the resistance in order to receive the effects of a beneficial or harmless power without the 
  check described above. If a power does not include a psionic resistance entry, then assume no psionic resistance check is allowed. 
   
  PSIONICS VERSUS MAGIC:  Magical spells and abilities, though similar to psionic powers and abilities in their effects, are vastly different from psionics in 
  terms of their underlying sources and the means through which they are accessed.  The following guidelines demonstrate the limits of magic-to-
  psionic interactions: 
   
   Dispelling: Dispel magic has a diminished effect on psionic powers while dispel psionics has a diminished effect on magic. When making a 
  dispel check against the opposing energy, the check is assessed a –5 penalty.  A power that automatically negates another psionic effect has 
  a 50% chance to negate the same magical effect and vice versa.  
   
   Enchantment/Charm Spells and Powers:  Spells and special abilities that protect the mind against enchantment/charm effects only provide half 
  of their normal resistance versus psionic enchantment/ charm effects and vice versa. For instance, half-elves would only gain a +1 bonus on 
  their saving throws to resist psionic sleep and charm attacks (as fractions are always rounded down). 
   
   Dead Magic/Null Psionic Areas: Psionics have a chance to be hindered in an area of dead magic (such as in an antimagic shell), and vice 
  versa. Each round, an opposing effect has only a 50% chance to remain unhindered. If hindered, it is considered suppressed while within the 
  affected area. 
   
   Magic Resistance & Power Resistance: Magic resistance works against powers, and power resistance works against spells, though in both cases 
  the power resistance and magic resistance is considered to be half of its normal value. Thus a creature with magic resistance +10 resists a 
  psionic power as though it had power resistance of +5. 
   
  
  Dungeon Master’s Guide    303 
   
  PSIONIC POWER DESCRIPTIONS 
   
  Accelerate Healing 
  Alteration 
  Level: Psionicist 0 
  Components: S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Upon activating this power the psionicist’s wounds are instantaneously 
  bound.  Any wounds the psionicist has heal as if they were tended by 
  a trained healer.   
   
  Alter Self 
  Alteration 
  Level: Psionicist 3 
  Components: S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level (dismissible) 
  When this power is used, the power’s user can alter his appearance 
  and form - including clothing and equipment - to appear taller or 
  shorter; thin, fat, or in between; human, demihuman, humanoid, or 
  any other generally man-shaped bipedal creature. The new form 
  must be of the same size category as the psionicist’s true form. 
  If the form selected has wings, the psionicist can actually fly, but at 
  only ½ of the movement rate (rounded to the nearest 5’ increment) of 
  a true creature of that type, and with a loss of two maneuverability 
  classes (to a minimum of E). If the form has gills, the psionicist can 
  breathe under water as long as the power lasts. However, the 
  psionicist does not gain any multiple attack routines or additional 
  damage allowed to an assumed form.  Likewise he retains whatever 
  sensory powers he had before the power was activated, and does 
  not gain the sensory powers of his new form. 
  The psionicist’s hit dice, hit points, attack rolls, armor class, and saving 
  throws do not change. The power does not confer special abilities, 
  attack forms, or defenses. Once the new form is chosen, it remains for 
  the duration of the power. The power’s user can change back into his 
  natural form at will, though this ends the power immediately. A 
  psionicist who is slain automatically returns to his normal form. 
  When the change occurs, your equipment, if any, either remains worn 
  or held by the new form (if it is capable of wearing or holding the 
  item), or melds into the new form and becomes non-functional. When 
  you revert to your true form, any objects previously melded into the 
  new form reappear in the same location on your body they previously 
  occupied and are once again functional. Any new items you wore in 
  the assumed form and can’t wear in your normal form fall off and 
  land at your feet; any that you could wear in either form or carry in a 
  body part common to both forms at the time of reversion are still held 
  in the same way. Any part of the body or piece of equipment that is 
  separated from the whole reverts to its true form. 
   
  Antipsionic Shell 
  Abjuration 
  Level: Psionicist 6 
  Components: S 
  Activation Time: 1 round 
  Range: Personal 
  Area: 10’ radius sphere, centered on you 
  Duration: 1 turn/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: See text 
  An invisible, spherical barrier surrounds you and moves with you. The 
  space within this barrier is impervious to most psionic effects, including 
  powers, psionic abilities held by creatures and psionic attack modes. 
  Likewise, it prevents the functioning of any psionic items or powers 
  within its confines. 
  An antipsionic shell suppresses any power or psionic effect used 
  within, brought into, or activated in the area, but does not dispel it. 
  Time spent within an antipsionic shell counts against the suppressed 
  power’s duration. 
  Dispel psionics does not remove the field. Two or more antipsionic 
  shells sharing any of the same space have no effect on each other. 
  Certain powers, such as wall of force, remain unaffected by 
  antipsionic shell (see the individual power descriptions). Artifacts and 
  deities are unaffected by mortal powers such as this.  
  Should a creature be larger than the area enclosed by the barrier, 
  any part of it that lies outside the barrier is unaffected by the field. 
   
  Armor  
  Abjuration   
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  By means of this power, the psionicist creates a psychokinetic field of 
  force that serves as if it were chainmail armor (+4 bonus to armor 
  class). The power has no effect on a person already armored and/or 
  employing a shield but is cumulative with the shield power. A ring or 
  cloak of protection may be used with the armor power. 
  The armor power does not hinder movement or prevent the use of 
  powers, and adds no weight or encumbrance.  
   
  Astral Projection 
  Conjuration/Summoning 
  Level: Psionicist 9 
  Components: V, S 
  Activation Time: 30 minutes 
  Range: Touch 
  Targets: You plus one additional, willing creature touched per two 
  psionicist levels 
  Duration: See text 
  Saving Throw: None 
  Psionic Resistance: Yes 
  By freeing your spirit from your physical body, this power allows you to 
  project an astral body onto another plane altogether.  You can bring 
  the astral forms of other willing creatures with you, provided that these 
  subjects are linked in a circle with you at the time of the casting. These 
  fellow travelers are dependent upon you and must accompany you at 
  all times. If something happens to you during the journey, your 
  companions are stranded wherever you left them. 
  You project your astral self onto the Astral Plane, leaving your physical 
  body behind on the Material Plane in a state of suspended animation. 
  The power projects an astral copy of you and all you wear or carry onto 
  the Astral Plane. Since the Astral Plane touches upon other planes, you 
  can travel astrally to any of these other planes as you will. To enter one, 
  you leave the Astral Plane, forming a new physical body (and 
  equipment) on the plane of existence you have chosen to enter. 
  While you are on the Astral Plane, your astral body is connected at all 
  times to your physical body by a silvery cord. If the cord is broken, you 
  are killed, astrally and physically. Luckily, very few things can destroy a 
  silver cord. When a second body is formed on a different plane, the 
  incorporeal silvery cord remains invisibly attached to the new body. If 
  the second body or the astral form is slain, the cord simply returns to your 
  body where it rests on the Material Plane, thereby reviving it from its 
  state of suspended animation. Although astral projection is able to 
  function on the Astral Plane, it only affects creatures existing on the 
  Astral Plane; a physical body must be materialized on other planes. 
  You and your companions may travel through the Astral Plane 
  indefinitely. Your bodies simply wait behind in a state of suspended 
  animation until you choose to return your spirits to them. The power lasts 
  until you desire to end it, or until it is terminated by some outside means, 
  such as dispel psionics cast upon either the physical body or the astral 
  form, the breaking of the silver cord, or the destruction of your body 
  back on the Material Plane (which kills you). 
   
  Blink 
  Conjuration/Summoning 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (dismissible) 
  
  Dungeon Master’s Guide    304 
  You “blink” back and forth between the Material Plane and the 
  Ethereal Plane. You look as though you’re winking in and out of reality 
  very quickly and at random. 
  Blinking has several effects, as follows: 
  Physical attacks against you have a 50% miss chance. If the attack is 
  capable of striking ethereal creatures, the attacker only suffers a –2 
  attack penalty (as you are considered to have 50% concealment). 
  If the attacker can see invisible creatures, the –2 attack penalty still 
  applies. (For an attacker who can both see and strike ethereal 
  creatures, there is no attack penalty.) Likewise, your own attacks have 
  a 50% miss chance, since you sometimes go ethereal just as you are 
  about to strike. 
  Any individually targeted power has a 50% chance to fail against you 
  while you’re blinking unless your attacker can target invisible, ethereal 
  creatures. Your own powers have a 50% chance to activate just as 
  you go ethereal, in which case they typically do not affect the 
  Material Plane. 
  While blinking, you take only half damage from area attacks (but full 
  damage from those that extend onto the Ethereal Plane). You strike 
  as an invisible creature (with a +2 bonus on attack rolls). You take only 
  half damage from falling, since you fall only while you are material. 
  While blinking, you can step through (but not see through) solid 
  objects. For each 5 feet of solid material you walk through, there is a 
  50% chance that you become material. If this occurs, you are shunted 
  off to the nearest open space and take 1d6 points of damage per 5 
  feet so traveled. 
  Since you spend about half your time on the Ethereal Plane, you can 
  see and even attack ethereal creatures. You interact with ethereal 
  creatures roughly the same way you interact with material ones. 
  An ethereal creature is invisible, incorporeal, and capable of moving 
  in any direction, even up or down. As an incorporeal creature, you 
  can move through solid objects, including living creatures.  An 
  ethereal creature can see and hear the Material Plane, but 
  everything looks gray and insubstantial.  
  Abjurations affect you normally. Their effects extend onto the Ethereal 
  Plane from the Material Plane, but not vice versa. An ethereal 
  creature can’t attack material creatures and powers you use while 
  ethereal affect only other ethereal things. Certain material creatures 
  or objects have attacks or effects that work on the Ethereal Plane. 
  Treat other ethereal creatures and objects as material. 
   
  Blur 
  Illusion/Phantasm 
  Level: Psionicist 2 
  Components: V 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  The subject’s outline appears blurred, shifting and wavering. This 
  distortion grants the subject 50% concealment.  The detect invisibility 
  power doesn’t counteract the blur effect, but the true seeing power 
  does.   
  Opponents that cannot see the subject ignore the power’s effect 
  (though fighting an unseen opponent carries penalties of its own). 
   
  Body Weaponry 
  Alteration 
  Level: Psionicist 4 
  Components: S 
  Activation Time: 1 round 
  Range: Personal 
  Targets: You 
  Duration: 1 minute/level 
  Saving Throw: None 
  Psionic Resistance: None 
  The body weaponry power allows the possessor to use his body as 
  both weapon and shield by altering the molecules in the body as 
  needed.  Weapons created through use of this power must be able to 
  be wielded by the psionicist and function as deal their usual damage.  
  If the weapon is one-handed, the psionicist may alter his other 
  forearm to create a small shield.  Both the weapon and shield 
  function as if they were +2 items. 
  Use of this power does not prevent the psionicist from activating 
  powers, even those with somatic components. 
  Break Enchantment 
  Abjuration 
  Level: Psionicist 6 
  Components: V, S 
  Activation Time: 1 minute 
  Range: 30’ (Close) 
  Targets: Up to one creature per level, all within 30’ of each other 
  Duration: Instantaneous 
  Saving Throw: See text 
  Psionic Resistance: No 
  This power frees victims from psionic enchantments or mind control of 
  any sort. Break enchantment can reverse even an instantaneous effect 
  such as feeblemind or insanity effects. For each such effect, you make 
  a power use level check (1d20 + psionicist level) with a penalty equal to 
  the power user’s level (or hit dice, for creatures with psionic spell-like 
  powers). Success means that the creature is free of the power, curse, or 
  effect. For a cursed psionic item, the penalty is equal to the creator’s 
  level (or 15 if the creator’s level is unknown). 
  If the power is one that cannot be dispelled by dispel psionics, break 
  enchantment works only if that power is 5th level or lower.  
  If the effect comes from some permanent psionic item break 
  enchantment does not remove the power from the item, but it does 
  free the victim from the item’s effects.  
   
  Calm Emotions 
  Enchantment/Charm   
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Area: Creatures in a 20’ radius circle 
  Duration: Concentration, up to 1 round/level (dismissible) 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  This power calms agitated creatures. You have no control over the 
  affected creatures, but calm emotions can stop raging creatures from 
  fighting or joyous ones from reveling. Creatures so affected cannot take 
  violent actions (although they can defend themselves) nor do anything 
  destructive. Aggressive action against or damage dealt to a calmed 
  creature immediately breaks the power on all calmed creatures. 
  This power automatically suppresses a bard’s ability to inspire or a 
  barbarian’s berserker rage ability. It also suppresses any fear effects and 
  removes the confused condition from all targets. 
  While the power lasts, a suppressed power or effect has no effect. When 
  the calm emotions power ends, the original power or effect takes hold 
  of the creature again, provided that its duration has not expired. 
   
  Cause Fear 
  Enchantment/Charm 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One living creature with 5 or fewer HD 
  Duration: 1d4 rounds or 1 round; see text 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  The affected creature becomes frightened and flees from the power’s 
  user as quickly as possible. Creatures with 6 or more hit dice are immune 
  to this effect.  Cause fear counters and dispels remove fear. 
   
  Change Self 
  Alteration 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level (dismissible) 
  You make yourself - excluding clothing, weapons, and equipment -look 
  different. You can seem 1 foot shorter or taller, thin, fat, or in between. 
  You cannot change your body type (a humanoid psionicist must retain 
  a humanoid form). Otherwise, the extent of the apparent change is up 
  to you. You could add or obscure a minor feature or look like an entirely 
  different person. 
  The power does not provide the abilities or mannerisms of the chosen 
  form, but does alter both your perceived tactile and audible properties. 
   
  
  Dungeon Master’s Guide    305 
   
   
  Charm Monster 
  Enchantment/Charm 
  Level: Psionicist 4 
  Target: One living creature 
  Duration: One day/level 
  This power functions like charm person, except that the effect is not 
  restricted by creature type or size. 
   
  Charm Person 
  Enchantment/Charm 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One humanoid creature 
  Duration: 1 day/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  This power makes a humanoid creature regard you as its trusted friend 
  and ally (treat the target as having “goodwill” towards you).  
  If the creature is currently being threatened or attacked by you or 
  your allies, however, it receives a +5 bonus on its saving throw. 
  The power does not enable you to control the charmed person as if it 
  were an automaton, but it perceives your words and actions in the 
  most favorable way. You can try to give the subject orders, but you 
  must win an opposed charisma check to convince it to do anything it 
  wouldn’t ordinarily do (retries are not allowed). An affected creature 
  never obeys suicidal or obviously harmful orders, but it might be 
  convinced that something very dangerous is worth doing.   
  Any act by you or your apparent allies that threatens the charmed 
  person breaks the power. You must speak the person’s language to 
  communicate your commands, or else be good at pantomiming.  
   
  Clairaudience/Clairvoyance 
  Divination 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 turn 
  Range: Range 
  Effect: You can remotely hear or see from a point within 400’ 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  Clairaudience/clairvoyance enables you to hear or see (your choice) 
  a remote location almost as if you were there. You don’t need line of 
  sight or line of effect, but the locale must be known - a place familiar 
  to you or an obvious one. Once you have selected the locale, you 
  may not move your point of perspective but can look in all directions 
  to view the area as desired. Unlike other scrying powers, this power 
  does not allow psionic or supernaturally enhanced senses to work 
  through it. If the chosen locale is magically dark, you see nothing. If it 
  is naturally pitch black, you can see in a 10’ radius around the center 
  of the power’s effect.  
  Clairaudience/clairvoyance functions only on the plane of existence 
  you are currently occupying. 
   
  Comprehend Languages 
  Divination 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level 
  You can understand the spoken words of creatures or read otherwise 
  incomprehensible written messages. In either case, you must touch 
  the creature or the writing. The ability to read does not necessarily 
  impart insight into the material, merely its literal meaning. The power 
  enables you to understand or read an unknown language, not speak 
  or write it. 
  Written material can be read at the rate of one page (250 words) per 
  minute. Magical writing cannot be read, though the power reveals 
  that it is magical. It does not decipher codes or reveal messages 
  concealed in otherwise normal text.   
   
  Confusion 
  Enchantment/Charm   
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Area of Effect: 2-8 creatures in a 10’ radius circle 
  Duration: 1 round/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  This power causes the 2d4 targets within the powers area of effect to 
  become confused, making them unable to independently determine 
  what they will do. 
  Roll on the following table at the beginning of each subject’s turn 
  each round to see what the subject does in that round. 
   
  d20 
  behavior 
  1-2 
  attack power’s user 
  3-4 
  act normally 
  5-10 
  do nothing but babble incoherently 
  11-14 
  flee away from power’s user at top possible speed 
  15–20 
  attack nearest creature 
   
  A confused character who can’t carry out the indicated action does 
  nothing but babble incoherently. Attackers are not at any special 
  advantage when attacking a confused character. Any confused 
  
  Dungeon Master’s Guide    306 
  character who is attacked automatically attacks its attackers on its 
  next turn, as long as it is still confused when its turn comes.  
   
  Control Water 
  Alteration 
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 round 
  Range: 400’ (Long) 
  Area: See below 
  Duration: 1 turn/level (dismissible) 
  Saving Throw: None; see text 
  Psionic Resistance: No 
  Depending on the version you choose, the control water power raises 
  or lowers water. 
  Lower Water: This causes water or similar liquid to reduce its depth by 
  as much as 2 feet per psionicist level (to a minimum depth of 1 inch). 
  The water is lowered within a squarish depression whose sides are up 
  to power’s user level x 10 feet long. In extremely large and deep 
  bodies of water, such as a deep ocean, the power creates a 
  whirlpool that sweeps ships and similar craft downward, putting them 
  at risk and rendering them unable to leave by normal movement for 
  the duration of the power. When used against water elementals and 
  other water-based creatures, this power acts as a slow power 
  (charisma negates). The power has no effect on other creatures. 
  Raise Water: This causes water or similar liquid to rise in height, just as 
  the lower water version causes it to lower. Boats raised in this way slide 
  down the sides of the hump that the power creates. If the area 
  affected by the power includes riverbanks, a beach, or other land 
  nearby, the water can spill over onto dry land. 
  With either version, you may reduce one horizontal dimension by half 
  and double the other horizontal dimension. 
   
  Control Winds 
  Alteration  
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 round 
  Range: 400’ (Long) 
  Area: 40’/level radius cylinder, 40’ in height 
  Duration: 1 turn/level 
  Saving Throw: Strength negates 
  Psionic Resistance: No 
  You alter wind force in the area surrounding you. You can make the 
  wind blow in a certain direction or in a circular pattern, increase its 
  strength, or decrease its strength. The new wind direction and strength 
  persist until the power ends or until you choose to alter your 
  handiwork, which requires concentration. You may create an “eye” 
  of calm air up to 80 feet in diameter at the center of the area if you so 
  desire, and you may choose to limit the area to any cylindrical area 
  less than your full limit. 
   
  Wind Strength: For every three psionicist levels, you can increase or 
  decrease wind strength by one level.  
   
   Strong Wind: Gusts that automatically extinguish unprotected 
  flames (candles, torches, and the like). Such gusts impose a –2 
  penalty on ranged attack rolls and on perception checks.  
  Creatures in the area must make a strength check with a +5 
  bonus or be knocked prone. 
   
   Severe Wind: In addition to automatically extinguishing any 
  unprotected flames and have a 50% chance of extinguishing 
  protected flames (such as lanterns). Ranged weapon attacks 
  and perception checks are at a –4 penalty.   Creatures in the 
  area must make a strength check with no modifier or be 
  knocked prone.  Flying creatures take 1d4 subdual damage. 
   
   Windstorm: Powerful enough to bring down branches if not whole 
  trees, windstorms automatically extinguish unprotected flames 
  and have a 75% chance of blowing out protected flames. 
  Ranged weapon attacks are impossible, and even siege 
  weapons have a –4 penalty on attack rolls. Perception checks 
  are at a –8 penalty.   Creatures in the area must make a strength 
  check with a -2 penalty or be knocked prone.  Flying creatures 
  take 1d4 points of damage. 
   
   Hurricane-Force Wind: All flames are extinguished. Ranged 
  attacks are impossible (except with siege weapons, which have 
  a –8 penalty on attack rolls). Perception checks are impossible. 
  Creatures in the area must make a strength check with a -5 
  penalty or be knocked prone.  Those failing by 5 or more take 
  1d4 subdual damage.  Flying creatures take 2d4 points of 
  damage.   
   
   Tornado: All flames are extinguished. All ranged attacks are 
  impossible (even with siege weapons), as are perception checks. 
  Characters in close proximity to a tornado who fail their strength 
  save are sucked toward the tornado. Those who come in 
  contact with the actual funnel cloud are picked up and whirled 
  around for 1d10 rounds, taking 5d8 points of damage per round, 
  before being violently expelled (falling damage may apply). 
  While a tornado’s rotational speed can be as great as 300 mph, 
  the funnel itself moves forward at an average of 30 mph (roughly 
  450’ or 90” per round). A tornado uproots trees, destroys 
  buildings, and causes other similar forms of major destruction.  
  Items held by one of the power’s targets must save versus 
  crushing if that target failed his save with a “1”. 
   
  Cure Disease 
  Alteration 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: No 
  Cure disease cures all diseases that the psionicist is suffering from. The 
  power also kills parasites afflicting the psionicist, including green slime 
  and others. Certain special diseases may not be countered by this 
  power or may be countered only by a psionicist of a certain level or 
  higher. 
  Note: Since the power’s duration is instantaneous, it does not prevent 
  reinfection after a new exposure to the same disease at a later date. 
   
  Cure Light Wounds 
  Alteration 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic resistance: No 
  Through the use of this power, you are able to close your wounds and 
  heal 1d8+2 points of damage. 
   
  Cure Moderate Wounds 
  Alteration 
  Level: Psionicist 3 
  This power functions like cure light wounds, except that it cures 2d8+4 
  points of damage. 
   
  Darkvision 
  Alteration 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  Saving Throw: None 
  Psionic Resistance: No 
  The psionicist gains the ability to see 60’ even in total darkness. 
  Darkvision is black and white only but otherwise like normal sight. 
  Darkvision does not grant one the ability to see in magical darkness. 
   
  Deep Slumber 
  Enchantment/Charm   
  Level: Psionicist 4 
  Range: 30’ (Close) 
  This power functions like sleep; except that it affects 5d4 hit dice of 
  creatures and effects creatures of up to 10 hit dice. 
   
   
   
  
  Dungeon Master’s Guide    307 
   
  Detect Invisibility 
  Divination 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Area: Special (see text) 
  Duration: 1 turn/level (dismissible) 
  You can see any objects or beings that are invisible within your range 
  of vision, as well as any that are ethereal, as if they were normally 
  visible. Such creatures are visible to you as translucent shapes, 
  allowing you easily to discern the difference between visible, invisible, 
  and ethereal creatures. 
  The power does not reveal the method used to obtain invisibility. It 
  does not reveal illusions or enable you to see through opaque objects. 
  It does not reveal creatures that are simply hiding, concealed, or 
  otherwise hard to see. 
   
  Detect Lie (reversible) 
  Divination 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 round/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: No 
  Each round, you concentrate on one subject, who must be within 
  range. You know if the subject deliberately and knowingly speaks a lie 
  by discerning disturbances in its aura caused by lying. The power does 
  not reveal the truth, uncover unintentional inaccuracies, or necessarily 
  reveal evasions.  You may concentrate on a different subject each 
  round. 
  The reverse of this power, undetectable lie, makes bald-face untruths 
  seem reasonable, or simply counters the detect lie power. Characters 
  attempting to deceive others with the aid of this power add +10 to their 
  charisma check when doing so.  The use of undetectable lie does not 
  require the concentration of the psionicist and lasts for 1 minute/level. 
   
  Detect Psionics 
  Divination 
  Level: Psionicist 0 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  You detect psionic auras. The amount of information revealed 
  depends on how long you study a particular area or subject. 
   
   1st Round: Presence or absence of psionic auras. 
   
   2nd Round:  Number of different psionic auras and the power of 
  the most potent aura. If any aura detected in the area is 
  overwhelming (see aura power below) you are stunned for 1 
  round and the spell ends. 
   3rd Round: The strength and location of each aura. If the items or 
  creatures bearing the auras are in line of sight, you can make 
  intelligence checks to determine the school of magic mimicked 
  by each power in use. (Make one check per aura with a check 
  penalty equal to the psionicist level of the power’s user or, for 
  psionic abilities, the hit dice of the creature.) 
   
  Psionic areas, multiple types of psionics, or strong local psionic 
  emanations may distort or conceal weaker auras. 
  Aura Strength: An aura’s power depends on a power’s level or the 
  level of a psionic item’s creator. If an aura falls into more than one 
  category, detect psionics indicates the stronger of the two. 
   
    
  aura power 
  power or object 
  faint 
  moderate 
  strong 
  overwhelming 
  functioning power  
  (power level)  
  0-2 
  3 –4  
  5 – 8 
  9+ (deific) 
  psionic item  
  (creator level) 
  1-4 
  5 – 8 
  9 - 16 
  17+ (artifact) 
   
  Each round, you can turn to detect psionics in a new area. The power 
  can penetrate barriers, but 1’ of stone, an inch of common metal, a 
  thin sheet of lead, or 3’ of wood or dirt blocks it. 
   
  Detect Scrying 
  Divination 
  Level: Psionicist 4 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Area: 40’ radius circle centered on you 
  Duration: 24 hours 
  Saving Throw: None 
  Psionic Resistance: No 
  You immediately become aware of any attempt to observe you by 
  means of a scrying power or ability. The power’s area radiates from 
  you and moves as you move. You know the location of every psionic 
  sensor within the power’s area. 
  If the scrying attempt originates within the area, you also know its 
  location; otherwise, you and the scrier immediately make opposed 
  power user level checks (1d20 + psionicist level). If you at least match 
  the scrier’s result, you get a visual image of the scrier and an accurate 
  sense of his direction and distance from you. 
   
  Dimensional Anchor 
  Abjuration 
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Target: 1 creature 
  Duration: 1 minute/level 
  Saving Throw: None 
  Psionic Resistance: Yes 
  A green ray springs from your outstretched hand. You must make a 
  ranged attack to hit the target. Any creature or object struck by the 
  ray is covered with a shimmering emerald field that completely blocks 
  extradimensional travel. Forms of movement barred by a dimensional 
  anchor include astral projection, blink, dimension door, ethereal jaunt, 
  etherealness, plane shift, teleport, and similar powers or psionic 
  abilities.  
  A dimensional anchor does not interfere with the movement of 
  creatures already in ethereal or astral form when the power is cast, 
  nor does it block extradimensional perception or attack forms.  
   
  Dimensional Lock 
  Abjuration 
  Level: Psionicist 8 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Area: 20’ radius emanation centered on a point in space 
  Duration: One day/level 
  Saving Throw: None 
  Psionic Resistance: Yes 
  You create a shimmering emerald barrier that completely blocks 
  extradimensional travel. Forms of movement barred include astral 
  projection, blink, dimension door, ethereal jaunt, etherealness, plane 
  shift, shadow walk, teleport, and similar powers or psionic abilities. 
  Once dimensional lock is in place, extradimensional travel into or out 
  of the area is not possible. 
  A dimensional lock does not interfere with the movement of creatures 
  already in ethereal or astral form when the power is cast, nor does it 
  block extradimensional perception or attack forms. Also, the power 
  does not prevent summoned creatures from disappearing at the end 
  of a summoning power. 
   
  Dimensional Pocket 
  Conjuration/Summoning 
  Level: Psionicist 4 
  Components: V, S 
  Activation Time: 1 round 
  Range: Touch 
  Target: One 10’ radius hemisphere of extradimensional space 
  Duration: 1 hour/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  
  Dungeon Master’s Guide    308 
  This power creates an extradimensional space that is outside the 
  multiverse of extradimensional spaces (“planes”). Creatures in the 
  extradimensional space are hidden, beyond the reach of spells or 
  psionic powers (including divinations), unless that spell or power works 
  across planes. The space holds as many as eight creatures (of any 
  size).  
  Powers cannot cross into or out of extradimensional interface, nor can 
  area effects cross it. Those in the extradimensional space can see out 
  of it though it is invisible from the outside. 
  Anything inside the extradimensional space drops out when the 
  power ends.  
  Note: It is hazardous to create an extradimensional space within an 
  existing extradimensional space or to take an extradimensional space 
  into an existing one. 
   
  Dimension Door 
  Conjuration/Summoning  
  Level: Psionicist 5 
  Components: V 
  Activation Time: 1 round 
  Range: Touch 
  Target: You and willing creatures 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: Yes 
  You instantly transfer yourself from your current location to any other 
  spot within 400 feet. You always arrive at exactly the spot desired - 
  whether by simply visualizing the area or by stating direction. After 
  using this power, you can’t take any other actions until your next turn. 
  You can bring along objects as long as their weight doesn’t exceed 
  your maximum load. You may also bring one additional willing 
  creature (carrying gear or objects up to its maximum load) per three 
  psionicist levels. All creatures to be transported must be in contact 
  with one another, and at least one of those creatures must be in 
  contact with you. 
  If you arrive in a place that is already occupied by a solid body, you 
  and each creature traveling with you take 1d6 points of damage and 
  are shunted to a random open space on a suitable surface within 100 
  feet of the intended location. 
  If there is no free space within 100’ you and each creature traveling 
  with you take an additional 2d6 points of damage and are shunted to 
  a free space within 1,000’. If there is no free space within 1,000’ you 
  and each creature traveling with you take an additional 4d6 points of 
  damage and the power simply fails. 
   
  Dispel Psionics 
  Abjuration 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Target or Area: One psionic-using creature, or psionic object 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: No 
  You can use dispel psionics to end ongoing powers that have been 
  cast on a creature or object, to temporarily suppress the psionic 
  abilities of an item, or to counter another psionicist’s power. A 
  dispelled power ends as if its duration had expired. Some powers, as 
  detailed in their descriptions, can’t be defeated by dispel psionics. 
  Dispel psionics can dispel psionic spell-like effects just as it does 
  powers. 
  Note: The effect of a power with an instantaneous duration can’t be 
  dispelled, because the effect is already over before the dispel 
  psionics can take effect.  
  You choose to use dispel psionics in one of two ways: A targeted 
  dispel or a counterpower: 
   
   Targeted Dispel: One object, creature, or power is the target of 
  the dispel psionics power. You make a dispel check (1d20 + your 
  psionicist level) against each ongoing power currently in effect 
  on the object or creature. This roll is opposed by a power level 
  check (1d20 + opposing psionicist level) for each targeted 
  power. If you succeed on a particular check, that power is 
  dispelled; if you fail, that power remains in effect.   
  If the object that you target is a psionic item, you make a dispel 
  check opposed by the item creator’s psionicist level check.  If 
  unknown assume that the item’s creator is level 10, for charged 
  items, or 15, for permanent items.  If you succeed, all the item’s 
  psionic properties are suppressed for 1 minute (6 rounds), after 
  which the item recovers on its own. A suppressed item becomes 
  non-psionic for the duration of the effect. An interdimensional 
  interface is temporarily closed. A psionic item’s physical 
  properties are unchanged. Artifacts and deities are unaffected 
  by mortal powers such as this.  You automatically succeed on 
  your dispel check against any power that you cast yourself. 
   
   Counterpower: When dispel psionics is used in this way, the 
  power targets a psionicist and is used as a counterpower. You 
  make a psionicist level check opposed by the targeted 
  psionicist’s level check.  If your check result is greater than or 
  equal to that of the opposing psionicist, his power is dispelled. 
   
  Dominate Animal 
  Enchantment/Charm   
  Level: Psionicist 4 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One animal 
  Duration: 1 round/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  You can mentally link with an animal and direct it with simple 
  commands such as “attack,” “run,” and “fetch.” Suicidal or self-
  destructive commands (including an order to attack a creature larger 
  than the dominated animal) are simply ignored. 
  Dominate animal establishes a mental link between you and the 
  subject creature. The animal can be directed by silent mental 
  command as long as it remains in range. You need not see the 
  creature to control it. You do not receive direct sensory input from the 
  creature, but you know what it is experiencing. Because you are 
  directing the animal with your own intelligence, it may be able to 
  undertake actions normally beyond its own comprehension.  
  You need not concentrate exclusively on controlling the creature 
  unless you are trying to direct it to do something it normally couldn’t 
  do. Changing your instructions or giving a dominated creature a new 
  command is the equivalent of redirecting a power, so it takes 1 round 
  to do so. 
   
  Dominate Monster 
  Enchantment/Charm   
  Level: Psionicist 9 
  Target: One creature 
  This power functions like dominate person, except that the power is 
  not restricted by creature type. 
   
  Dominate Person 
  Enchantment/Charm   
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One humanoid 
  Duration: One day/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  You can control the actions of any humanoid creature through a 
  telepathic link that you establish with the subject’s mind. 
  If you and the subject have a common language, you can generally 
  force the subject to perform as you desire, within the limits of its abilities. If 
  no common language exists, you can communicate only basic 
  commands, such as “come here,” “go there,” “fight,” and “stand still.” 
  You know what the subject is experiencing, but you do not receive direct 
  sensory input from it, nor can it communicate with you telepathically. 
  Once you have given a dominated creature a command, it continues to 
  attempt to carry out that command to the exclusion of all other activities 
  except those necessary for day-to-day survival (such as sleeping, eating, 
  and so forth). Because of this limited range of activity, a wisdom check 
  can determine that the subject’s behavior is being influenced by an 
  enchantment effect. 
  Changing your instructions or giving a dominated creature a new 
  command is the equivalent of redirecting a power, so it takes 1 round to 
  do so. 
  
  Dungeon Master’s Guide    309 
   
  By concentrating fully on the power, you can receive full sensory input as 
  interpreted by the mind of the subject, though it still can’t communicate 
  with you. You can’t actually see through the subject’s eyes, so it’s not as 
  good as being there yourself, but you still get a good idea of what’s going 
  on. 
  Subjects resist this control, and any subject forced to take actions against 
  its nature receives a new saving throw with a +2 bonus. Obviously self-
  destructive orders are not carried out. Once control is established, the 
  range at which it can be exercised is unlimited, as long as you and the 
  subject are on the same plane. You need not see the subject to control it. 
  If you don’t spend at least 1 round concentrating on the power each 
  day, the subject receives a new saving throw to throw off the domination. 
   
  Endure Elements 
  Abjuration 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
   
  Target: You 
  Duration: 24 hours 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  A psionicist protected by endure elements suffers no harm from being 
  in a hot or cold environment. He can exist comfortably in conditions 
  between –50 and 140 degrees Fahrenheit without having to make 
  constitution saves (see Environmental Hazards on pages 59 of the 
  PLAYERS HANDBOOK for more). His equipment is likewise protected. 
  Endure elements doesn’t provide any protection from fire or cold 
  damage, nor does it protect against other environmental hazards 
  such as smoke, lack of air, and so forth. 
   
  Enlarge Self (reversible) 
  Alteration 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  This power causes the instant growth of a Small or Medium demihuman or 
  humanoid creature, doubling its height and multiplying its weight by 8. This 
  increase changes the creature’s size category to the next larger one. The 
  target gains a +1 bonus to strength checks and a –1 penalty to dexterity 
  checks.  This power does not change the target’s Movement Rate. 
  If insufficient room is available for the desired growth, the power fails.  All 
  equipment worn or carried by a creature is similarly enlarged by the 
  power. Melee weapons affected by this power deal more damage, their 
  damage die improves by 1 type (for example, from a d4 to a d6 or from 
  2d6 to 2d8). Projectile or missile weapons are not affected because, upon 
  leaving the power recipient’s possession, they revert to their normal size.  
  Magical properties of enlarged items are not increased by this power.  
  Multiple psionic or spell effects that increase size do not stack. 
  The reverse of this power, reduce self, causes instant diminution of the 
  psionicist, halving its height, length, and width and dividing its weight by 8. 
  This decrease changes the creature’s size category to the next smaller 
  one. The target gains a +1 bonus to dexterity check and a –1 penalty to 
  strength checks.  This power doesn’t change the target’s Movement Rate.  
  All equipment worn or carried by a creature is similarly reduced by the 
  power. 
  Melee and projectile weapons affected by this power deal less damage, 
  their damage die decreases by 1 type (for example, from a d6 to a d4 or 
  from 2d8 to 2d6). Other properties, such as magical bonuses, are not 
  affected by this power.  Multiple effects that reduce size do not stack. 
   
  ESP 
  Divination  
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Area: 60’ cone 
  Duration: Concentration, up to 1 minute/level (dismissible) 
  Saving Throw: Wisdom partial; see text 
  Psionic Resistance: No 
  You detect surface thoughts. The amount of information revealed 
  depends on how long you study a particular area or subject. 
   
   1st Round:  Presence or absence of thoughts (from conscious 
  creatures with intelligence scores of 1 or higher). 
   
   2nd Round: Number of thinking minds and the intelligence score 
  of each. If the highest intelligence is 20 or higher (and at least 5 
  points higher than your own intelligence score), you are stunned 
  for 1 round and the power ends. This power does not let you 
  determine the location of the thinking minds if you can’t see the 
  creatures whose thoughts you are detecting. 
   
   3rd Round:  Surface thoughts of any mind in the area. A target’s 
  successful save prevents you from reading its thoughts, and you 
  must cast ESP again to have another chance. Creatures of 
  animal intelligence have simple, instinctual thoughts that you 
  can pick up. 
   
  Each round, you can turn to ESP in a new area. The power can 
  penetrate barriers, but 1’ of stone, an inch of common metal, a thin 
  sheet of lead, or 3’ of wood or dirt blocks it. 
   
  Ethereal Jaunt 
  Conjuration/Summoning 
  Level: Psionicist 7 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (dismissible) 
  You become ethereal, along with your equipment. For the duration of 
  the power, you are in a place called the Ethereal Plane, which 
  overlaps the normal, physical, Material Plane. When the power 
  expires, you return to material existence. 
  An ethereal creature is invisible, insubstantial, and capable of moving 
  in any direction, even up or down, albeit at half their normal 
  Movement Rate. As an insubstantial creature, you can move through 
  solid objects, including living creatures. An ethereal creature can see 
  and hear on the Material Plane, but everything looks gray and 
  ephemeral. Sight and hearing onto the Material Plane are limited to 
  60 feet. 
  Force effects (such as magic missiles) and abjurations affect an 
  ethereal creature normally. Their effects extend onto the Ethereal 
  Plane from the Material Plane, but not vice versa. An ethereal 
  creature can’t attack material creatures, and powers you cast while 
  ethereal affect only other ethereal things. Certain material creatures 
  or objects have attacks or effects that work on the Ethereal Plane.  
  Treat other ethereal creatures and ethereal objects as if they were 
  material.  
  If you end the power and become material while inside a material 
  object (such as a solid wall), you are shunted off to the nearest open 
  space and take 1d6 points of damage per 5 feet that you so travel. 
   
  Etherealness 
  Conjuration/Summoning 
  Level: Psionicist 9 
  Range: Touch; see text 
  Targets: You and additional, willing creatures 
  Duration: 1 minute/level (dismissible) 
  Psionic Resistance: Yes 
  This power functions like ethereal jaunt, except that you and other 
  willing creatures joined by linked hands (along with their equipment) 
  become ethereal. Besides yourself, you can bring one creature per 
  three psionicist levels to the Ethereal Plane. Once ethereal, the 
  subjects need not stay together.  When the power expires, all 
  affected creatures on the Ethereal Plane return to material existence. 
   
  Fear 
  Enchantment/Charm 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Area: 30’ cone 
  Duration: 1 round/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  
  Dungeon Master’s Guide    310 
  An invisible cone of terror instantaneously bursts forth from your hands, 
  forcing living creatures in the area to make a charisma saving throw 
  or run in fear for the power’s duration.  If cornered, a panicked 
  creature cowers, unable to attack but able to defend itself.   
  Arcane Material Component: Either the heart of a hen or a white 
  feather. 
   
  Feather Fall 
  Alteration 
  Level: Psionicist 1 
  Components: V 
  Activation Time: Instantaneous 
  Range: Personal 
  Targets: You 
  Duration: Until landing or 1 round/level 
  Saving Throw: Charisma negate 
  Psionic Resistance: Yes 
  The affected creature or objects fall slowly. Feather fall instantly 
  changes the rate at which the psionicist falls to a mere 120 feet per 
  round (equivalent to the end of a fall from a few feet) and takes no 
  damage upon landing while the power is in effect. Once the power’s 
  duration expires the normal rate of falling resumes. 
  The power affects the psionicist (including gear and carried objects 
  up to each creature’s maximum load). 
  You can cast this power with an instant utterance, quickly enough to 
  save yourself if you unexpectedly fall. Casting the power is 
  instantaneous in its casting and it may even be cast when it isn’t your 
  turn or if you’ve already acted that round. 
  The power also works only upon free-falling or propelled objects. It will 
  not affect a sword blow or a charging creature, but it will affect a 
  projectile or thrown weapon (but not siege ammunition or giant-
  hurled boulders). 
   
  Feeblemind 
  Enchantment/Charm   
  Level: Psionicist 6 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Target: One creature 
  Duration: Instantaneous 
  Saving Throw: Wisdom negates; see text 
  Psionic Resistance: Yes 
  If the target creature fails a wisdom save, its intelligence, wisdom and 
  charisma scores each drop to 3 (scores less than 3 are not raised). The 
  affected creature is unable cast powers and can barely understand 
  language or communicate coherently. Still, it knows who its friends are 
  and can follow them and even protect them. The subject remains in 
  this state until a break enchantment power is used to cancel the 
  effect of the feeblemind. A creature that can use psionic powers 
  takes a –2 penalty on its saving throw. 
   
  Feign Death 
  Alteration 
  Level:  Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  By means of this power, the psionicist can be put into a cataleptic 
  state that is impossible to distinguish from actual death. Although the 
  person/creature affected by the feign death power can smell, hear, 
  and know what is going on, no feeling or sight of any sort is possible; 
  thus, any wounding or mistreatment of the body will not be felt and 
  no reaction will occur and damage will be only one-half normal.  
  In addition, paralysis, poison, ability score drain or energy drain will not 
  affect the individual creature under the influence of this power, but 
  poison injected or otherwise introduced into the body will become 
  effective when the power recipient is no longer under the influence of 
  this power, although a saving throw is permitted.  
  The psionicist is able to end the power’s effects at any time desired, 
  but it requires 1 round for bodily functions to begin again. 
   
   
  Find the Path 
  Divination 
  Level: Psionicist 6 
  Components: V, S 
  Activation Time: 3 rounds 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level 
  Saving Throw: None 
  Psionic Resistance: No 
  The psionicist can find the shortest, most direct physical route to a 
  specified destination, be it the way into or out of a locale. The locale 
  can be outdoors, under ground, or even inside a maze power. Find 
  the path works with respect to locations, not objects or creatures at a 
  locale. The location must be on the same plane as you are at the time 
  of casting. 
  The power enables the psionicist to sense the correct direction that 
  will eventually lead it to its destination, indicating at appropriate times 
  the exact path to follow or physical actions to take. For example, the 
  power enables the subject to sense trip wires or other, non-magical, 
  hazards along the way. The power ends when the destination is 
  reached or the duration expires, whichever comes first. Find the path 
  can be used to remove the psionicist and its companions from the 
  effect of a maze power in a single round (50% chance of success). 
  This divination is keyed to the psionicist, not its companions, and its 
  effect does not predict or allow for the actions of creatures (including 
  guardians). 
   
  Fly 
  Alteration 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature or object (total weight up to 100 lb. per level) 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: Charisma negates  
  Psionic Resistance: Yes  
  The psionicist or another targeted creature can fly at a Movement 
  Rate 120’ (24”) or 90’ (18”) if carrying a medium to heavy load. It can 
  ascend at half speed and descend at double speed, and its 
  maneuverability class is B. Using the fly power requires only as much 
  concentration as walking, so the subject can attack or cast powers 
  normally. The subject of a fly power can make charge attacks but 
  cannot carry aloft more weight than its maximum load. 
  Should the power duration expire while the subject is still aloft, the 
  power fails slowly. The subject floats downward 120 feet per round for 
  1d6 rounds. If it reaches the ground in that amount of time, it lands 
  safely. If not, it falls the rest of the distance, taking 1d6 points of 
  damage per 10 feet of fall. Since dispelling a power effectively ends it, 
  the subject also descends in this way if the fly power is dispelled, but 
  not if it is negated by an antipsionic shell. 
   
  Forcecage 
  Evocation  
  Level: Psionicist 7 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Area: Barred cage (20’ cube) or windowless cell (10’ cube) 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  This powerful power brings into being an immobile, invisible cubical 
  prison of force. 
  Creatures within the area are caught and contained unless they are 
  too big to fit inside, in which case the power automatically fails. 
  Teleportation and other forms of astral travel provide a means of 
  escape, but the force walls or bars extend into the Ethereal Plane, 
  blocking ethereal travel. 
  Like the wall of force power, a forcecage resists dispel psionics, but it 
  may (50%) be destroyed by a disintegrate spell, sphere of annihilation 
  or rod of cancellation. 
   
   
   
   
  
  Dungeon Master’s Guide    311 
   
  Force Missile 
  Evocation  
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Targets: Up to five creatures 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: Yes 
  A missile of telekinetic force darts forth from your fingertip and strikes 
  its target unerringly, dealing 1d4+1 points of force damage. 
  For every two psionicist levels beyond 1st, you gain an additional 
  missile - two at 3rd level, three at 5th, four at 7th, and the maximum of 
  five missiles at 9th level or higher. If you shoot multiple missiles, you can 
  have them strike a single creature or several creatures. A single missile 
  can strike only one creature. You must designate targets before you 
  check for psionic resistance or roll damage. 
   
  Foresight 
  Divination 
  Level: Psionicist 9 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal and touch 
  Target: You 
  Duration: 1 turn/level 
  Saving Throw: None 
  Psionic Resistance: No 
  This power grants you a powerful sixth sense in relation to yourself and 
  one other creature. Once foresight is cast, you receive instantaneous 
  warnings of impending danger or harm to yourself and the power’s 
  other subject.  
  While your receive warnings about danger to yourself and the other 
  creature, you must communicate what you learn to the other 
  creature for the warning to be useful.  As such the other creature can 
  be caught unprepared in the absence of such a warning.  Shouting a 
  warning, yanking the person back and telepathically communicating 
  can all be accomplished before some danger befalls the subject, 
  provided you act on the warning without delay. 
  While protected by foresight you are never surprised and are immune 
  to sneak attacks and the death attacks of assassins. In addition, the 
  power gives you a general idea of what action you might take to best 
  protect yourself and gives you a +4 bonus to AC, initiative rolls and 
  dexterity saves.  The other subject of this power, however, does not 
  gain the bonuses or immunities that the personal use of this power 
  grants. 
   
  Forget 
  Enchantment/Charm 
  Level: Psionicist 2  
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Area of Effect: 1-4 creatures in a 10’ radius circle 
  Duration: Permanent  
  Saving Throw: Intelligence negates 
  Psionic Resistance:  Yes 
  By means of this power the psionicist causes creatures within the area 
  of effect to forget the events of the previous minute (6 rounds of time 
  previous to the utterance of the power). For every 3 levels of 
  experience of the psionicist another minute of past time is forgotten. 
  Forget in no way negates any charm, suggestion, or similar power, but 
  it is possible for the creature to employ such a power against a victim 
  and, later, be forgotten through the use of a forget power.  
  From 1-4 individual creatures can be affected by the power, at the 
  discretion of the psionicist. If only 1 is to be affected, the recipient’s 
  charisma save suffers a –2 penalty; if 2 are affected, they suffer a  –1 
  penalty; and if 3 or 4 are to be made to forget by this power, they 
  save normally.  
  The restoration power, specially cast for this purpose, will restore the 
  lost memories, as will a break enchantment, but other means will not 
  automatically serve to do so.  A wish spell is only 50% likely to reverse 
  the effects of the forget power. 
   
   
  Freedom 
  Abjuration 
  Level: Psionicist 9 
  Components: None 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: Yes 
  Through force of will the psionicist is freed from powers and effects 
  that restrict its movement, including grappling, paralysis, sleep, slow, 
  and stunning.  
   
  Freedom of Movement 
  Abjuration 
  Level: Psionicist 4 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level 
  Saving Throw: None 
  Psionic Resistance: No 
  This power enables you to move and attack normally for the duration 
  of the power, even under the influence of powers that usually 
  impedes movement, such as paralysis and slow. The psionicist 
  automatically succeeds on any strength check made to resist being 
  grappled or dexterity check made to escape from bonds of any sort. 
  The power also allows the psionicist to move and attack normally 
  while underwater, even with slashing weapons such as axes and 
  swords or with bludgeoning weapons such as flails, hammers, and 
  maces, provided that the weapon is wielded in the hand rather than 
  hurled. The freedom of movement power does not, however, allow 
  water breathing. 
   
  Gust of Wind 
  Evocation  
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Effect: 60’ long by 5’ wide gust of severe wind emanating from you 
  Duration: 1 round 
  Saving Throw: Strength negates 
  Psionic Resistance: Yes 
  This power creates a severe blast of air (approximately 50 mph) that 
  originates from you, affecting all creatures in its path. 
  Small creatures are knocked prone by the force of the wind and take 
  1d6 of subdual damage or, if flying, are blown back 1d6x10 feet and 
  takes 2d6 points of subdual damage due to battering and buffeting. 
  Medium creatures are unable to move forward against the force of 
  the wind or, if flying, are blown back 1d6x5 feet and take 1d6 points of 
  subdual damage. 
  Large creatures may move normally within a gust of wind effect. 
  A gust of wind can’t move a creature beyond the limit of its range. 
  Any creature, regardless of size, takes a –4 penalty on ranged attacks 
  and any perception checks (including listen checks) in the area of a 
  gust of wind. 
  The force of the gust automatically extinguishes candles, torches, and 
  similar unprotected flames. It causes protected flames, such as those 
  of lanterns, to dance wildly and has a 50% chance to extinguish those 
  lights. 
  In addition to the effects noted, a gust of wind can do anything that a 
  sudden blast of wind would be expected to do. It can create a 
  stinging spray of sand or dust, fan a large fire, overturn delicate 
  awnings or hangings, heel over a small boat, and blow gases or 
  vapors to the edge of its range. 
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    312 
  Haste 
  Alteration 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Targets: You 
  Duration: 1 minute/level 
  Saving Throw: None 
  Psionic Resistance: No 
  The transmuted psionicist moves and acts more quickly than normal, 
  and may make an extra attack each round.  The character’s 
  movement rate is doubled while using this power.  When hasted a 
  psionicist may only activate one power per round.  
  In addition, a hasted creature gains a +1 bonus on attack rolls and a 
  +1 bonus to AC and dexterity checks.  Haste dispels and counters 
  slow. 
   
  Hold Monster 
  Enchantment/Charm   
  Level: Psionicist 4 
  Components: V, S 
  Target: One living creature 
  This power functions like hold person, except that it affects any living 
  creature that fails its strength save. 
   
  Hold Person 
  Enchantment/Charm   
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Target: One humanoid creature 
  Duration: 1 round/level (dismissible); see text 
  Saving Throw: Strength negates; see text 
  Psionic Resistance: Yes 
  The subject becomes paralyzed and freezes in place. It is aware and 
  breathes normally but cannot take any actions, even speech.  A 
  winged creature that is paralyzed cannot flap its wings and falls. A 
  swimmer can’t swim and may drown. 
   
  Hypnotic Pattern 
  Illusion/Phantasm 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Area: 2d4+1 HD/2 psionicist levels worth of creatures, no two of which 
  may be more than 30’ apart 
  Duration: 2d4 rounds (dismissible) 
  Saving Throw: Intelligence negates 
  Psionic Resistance: Yes 
  Your gestures and droning incantation fascinate nearby creatures, 
  causing them to stop and stare blankly at you. In addition, you can 
  use their rapt attention to make your suggestions and requests seem 
  more plausible. Roll 2d4 to see how many total hit dice of creatures 
  you affect. Creatures with fewer HD are affected before creatures 
  with more HD. Only creatures that can see or hear you are affected, 
  but they do not need to understand you to be fascinated. 
  If you use this power in combat, each target gains a +2 bonus on its 
  saving throw. If the power affects only a single creature not in combat 
  at the time, the saving throw has a penalty of –2. 
  While the subject is fascinated by this power, it reacts as though it 
  were two steps friendlier in attitude. This allows you to make a single 
  request of the affected creature (provided you can communicate 
  with it). The request must be brief and reasonable. Even after the 
  power ends, the creature retains its new attitude toward you, but only 
  with respect to that particular request.  A creature that fails its saving 
  throw does not remember that you effected it. 
   
  Improved Dispel Psionics 
  Abjuration 
  Level: Psionicist 6 
  This power functions like dispel psionics, except that you gain and 
  additional +5 bonus on your psionicist level check.   
   
   
  Improved Invisibility 
  Illusion/Phantasm  
  Level: Psionicist 4 
  Components: S 
  Range: Personal 
  Target: You 
  Duration: 1 round/level (dismissible) 
  This power functions like invisibility, except that it doesn’t end if the 
  psionicist attacks. 
   
  Improved Restoration 
  Conjuration/Summoning  
  Level: Psionicist 7 
  Components: V, S 
  Casting Time: 1 turn 
  This power functions like lesser restoration, except that it also reverses 
  1d4 levels drained by a power or psionic creature (50% chance if the 
  drain was not psionic in nature). The drained levels are restored only if 
  the time since the creature lost the level is no more than one week 
  per caster level. 
  Improved restoration also dispels all psionic effects penalizing the 
  creature’s abilities, cures all temporary ability damage, and restores 
  all points permanently drained from all ability scores. It also eliminates 
  fatigue and exhaustion, and removes all forms of insanity, confusion, 
  and similar mental effects. Improved restoration does not restore 
  levels or constitution points lost due to death. 
   
  Improved Scrying 
  Divination 
  Level: Psionicist 7 
  Components: V, S 
  Activation Time: 1 round 
  Duration: 1 hour/level 
  This power functions like scrying, except as noted above. Additionally, 
  all of the following powers function reliably through the sensor: detect 
  psionics, message, telepathy and tongues. 
   
  Insanity 
  Enchantment/Charm   
  Level: Psionicist 7 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Target: One living creature 
  Duration: Instantaneous 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  The affected creature suffers from a continuous confusion effect, as 
  the power. 
  Break enchantment or improved restoration restores the creature, and 
  magical means of restoring sanity are 50% likely to work. 
   
  Insight 
  Divination 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 minute 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  An insight can tell you whether a particular action will bring good or 
  bad results for you in the immediate future. 
  In order to gain accurate insights the DM must make a wisdom check, 
  with a -5 penalty, on the psionicist’s behalf; this roll is made in secret.  If 
  the insight succeeds, you get one of four results: 
   
  •  weal (if the action will probably bring good results). 
   
  •  woe (for bad results). 
   
  •  weal and woe (for both). 
   
  •  nothing (for actions that don’t have especially good or bad   
  results). 
   
  If the power fails, you get the “nothing” result. A psionicist who gets 
  the “nothing” result has no way to tell whether it was the 
  consequence of a failed or successful insight. 
  The insight can see into the future only about half an hour, so anything 
  that might happen after that does not affect the result. Thus, the result 
  
  Dungeon Master’s Guide    313 
   
  might not take into account the long-term consequences of a 
  contemplated action. All insights used by the same person about the 
  same topic use the same dice result as the first use. 
   
  Invisibility 
  Illusion/Phantasm 
  Level: Psionicist 3 
  Components: S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  The psionicist becomes invisible, vanishing from sight, even from 
  darkvision. If the psionicist is carrying gear, that vanishes, too.  
  Items dropped or put down by an invisible creature become visible; 
  items picked up disappear if tucked into the clothing or pouches worn 
  by the creature. Light, however, never becomes invisible, although a 
  source of light can become so (thus, the effect is that of a light with 
  no visible source). Any part of an item that the subject carries but that 
  extends more than 10 feet from it becomes visible. 
  Of course, the subject is not silenced, and certain other conditions 
  can render the recipient detectable (such as stepping in a puddle). 
  The power ends if the subject attacks any creature. For purposes of 
  this power, an attack includes any power targeting a foe or whose 
  area of effect includes a foe.  
  Actions directed at unattended objects do not break the power. 
  Causing harm indirectly is not an attack. Thus, an invisible being can 
  open doors, talk, eat, climb stairs, cut the ropes holding a rope bridge 
  while enemies are on the bridge, remotely trigger traps, open a 
  portcullis to release attack dogs, and so forth. If the subject attacks 
  directly, however, it immediately becomes visible along with all its 
  gear.  
   
  Iron Body 
  Alteration 
  Level: Psionicist 8 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  This power transforms your body into living iron, which grants you 
  several powerful resistances and abilities. 
  You are immune to ability score damage, blindness, deafness, 
  disease, drowning, electricity, poison, stunning, and all powers or 
  attacks that affect your physiology or respiration, because you have 
  no physiology or respiration while this power is in effect. You cannot 
  drink (and thus can’t use potions) or play wind instruments.  You take 
  only half damage from acid and fire of all kinds. You may not be 
  sneak attacked and subtract 10 points of damage from every attack 
  or power that strikes you. 
  You gain a +3 bonus to all strength checks but your movement rate is 
  reduced to half normal. You may not activate psionic powers while 
  affected by the iron body power and suffer a -3 penalty to all 
  dexterity checks.  Your unarmed attacks deal 1d6 damage.  Your 
  weight increases by a factor of ten, causing you to sink in water like a 
  stone. However, you could survive the crushing pressure and lack of 
  air at the bottom of the ocean - at least until the power duration 
  expires. Unfortunately you become vulnerable to all special attacks 
  that affect iron golems while using this power.   
   
  Jump 
  Alteration 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  The subject gets a +10 bonus on all strength checks made in order to 
  jump. The bonus increases to +15 at psionicist level 6, +20 at level 11 
  and to +25 (the maximum) at psionicist level 16. 
   
  Know Alignment (reversible) 
  Divination 
  Level: Psionicist 1 
  Components:  S 
  Casting Time: 1 round 
  Range:  Personal 
  Target: You 
  Duration:  Concentration, up to 1 turn/level; see text (dismissible) 
  Saving Throw: None; see text 
  Spell Resistance: Yes 
  The know alignment power enables the psionicist to know the exact 
  alignment of a creature within 30’ of him by concentrating upon that 
  creature.  The psionicist may concentrate upon another creature 
  each round in order to learn its alignment. 
  Certain powers (such as undetectable alignment) will negate the 
  ability to know alignment. 
  The reverse of this power, undetectable alignment, conceals the 
  alignment of psionicist all forms of psionic divination.  This use of the 
  power does not require the psionicist to maintain concentration. 
   
  Know Direction 
  Divination 
  Level: Psionicist 0 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Psionic Resistance: Yes 
  You instantly know the direction of north from your current position. 
  The power is effective in any environment in which “north” exists, but it 
  may not work in extraplanar settings. Your knowledge of north is 
  correct at the moment of casting, but you can get lost again within 
  moments if you don’t find some external reference point to help you 
  keep track of direction. 
   
  Lesser Body Weaponry 
  Alteration 
  Level: Psionicist 1 
  Components: S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Saving Throw: None 
  Psionic Resistance: No 
  The lesser body weaponry power allows the possessor to use his body 
  as both weapon and shield by altering the molecules in the body as 
  needed.  Melee weapons created through use of this power must be 
  able to be wielded one-handed by the psionicist and deal their usual 
  damage.  The psionicist may alter his other forearm to create a small 
  shield.  This shield functions exactly as a normal shield does. 
  Use of this power does not prevent the psionicist from using powers, 
  even those with somatic components. 
   
  Lesser Restoration 
  Conjuration/Summoning  
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 3 rounds 
  Range: Touch 
  Target: Creature touched 
  Duration: Instantaneous 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  Lesser restoration dispels any psionic effects reducing one of the 
  subject’s ability scores or cures 1d4 points of temporary ability 
  damage to one of the subject’s ability scores. It also eliminates any 
  fatigue or exhaustion suffered by the character. It does not restore 
  permanent ability drain or drained levels. 
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    314 
  Levitate 
  Alteration 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature or object (total weight up to 100 lb. per level) 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  Levitate allows you to move yourself, another creature, or an object 
  up and down as you wish. A creature must be willing to be levitated, 
  and an object must be unattended or possessed by a willing creature. 
  You can mentally direct the recipient to move up or down as much as 
  40 feet each round; doing so takes 1 round. You cannot move the 
  recipient horizontally, but the recipient could clamber along the face 
  of a cliff, for example, or push against a ceiling to move laterally 
  (generally at half its base land speed). 
  A levitating creature that attacks with a melee or ranged weapon 
  finds itself increasingly unstable; the first attack has a –1 penalty on 
  attack rolls, the second –2, and so on, to a maximum penalty of –5. A 
  round spent stabilizing allows the creature to begin again at –1. 
   
  Mass Charm 
  Enchantment/Charm 
  Level: Psionicist 8 
  Components: V 
  Targets: One or more creatures, no two of which can be more than 
  30’ apart 
  Duration: One day/level 
  This power functions like charm monster, except that mass charm 
  affects a number of creatures whose combined HD do not exceed 
  twice your level, or at least one creature regardless of HD. If there are 
  more potential targets than you can affect, you choose them one at 
  a time until you choose a creature with too many HD. 
   
  Mass Suggestion  
  Enchantment/Charm   
  Level: Psionicist 6 
  Range: 100’ (Medium) 
  Targets: One creature/level, no two of which can be more than 30’ 
  apart 
  This power functions like suggestion, except that it can affect more 
  creatures. The same suggestion applies to all these creatures. 
   
  Message 
  Alteration 
  Level: Psionicist 0 
  Components: V 
  Activation Time: 1 round 
  Range: Personal 
  Targets: One creature/level within 100’ 
  Duration: 1 turn/level 
  Saving Throw: None 
  Psionic Resistance: No 
  You can whisper messages and receive whispered replies with little 
  chance of being overheard. You look toward each creature you 
  want to receive the message. When you whisper, the whispered 
  message is audible to all targeted creatures within range. Magical 
  silence, 1’ of stone, an inch of common metal (or a thin sheet of 
  lead), or 3’ of wood or dirt blocks the power. The message does not 
  have to travel in a straight line. It can circumvent a barrier if there is an 
  open path between you and the subject, and the path’s entire length 
  lies within the power’s range. The creatures that receive the message 
  can whisper a reply that you hear. The power transmits sound, not 
  meaning. It doesn’t transcend language barriers. 
  Note: To speak a message, you must mouth the words and whisper, 
  possibly allowing observers the opportunity to read your lips. 
   
  Mind Fog 
  Enchantment/Charm   
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Effect: 20’ radius cylinder, 20’ in height 
  Duration: 3 turns plus 2d6 rounds; see text 
  Saving Throw: Wisdom negates 
  Psionic Resistance: Yes 
  Mind fog produces a bank of thin mist that weakens the mental 
  resistance of those caught in it. Creatures in the mind fog take a –5 
  penalty on all wisdom and intelligence checks. Affected creatures 
  take the penalty as long as they remain in the fog and for 2d6 rounds 
  thereafter.  
  A creature that successfully saves against the fog is not affected and 
  need not make further saves even if it remains in the fog. The fog is 
  stationary and lasts for 3 turns (or until dispersed by wind). 
  A moderate wind (11+ mph) disperses the fog in four rounds; a strong 
  wind (21+ mph) disperses the fog in 1 round. 
  The fog is thin and does not significantly hamper vision. 
   
  Neutralize Poison 
  Conjuration/Summoning  
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  Saving Throw: None 
  Psionic Resistance: No 
  You detoxify any sort of venom within your system. You suffer no 
  additional effects from the poison, and any temporary effects are 
  ended, but the power does not reverse instantaneous effects, such as 
  hit point damage, temporary ability damage, or effects that don’t go 
  away on their own. 
  The psionicist is immune to any poison it is exposed to during the 
  duration of the power. Unlike with slow poison, such effects aren’t 
  postponed until after the duration - the psionicist need not make any 
  saves against poison effects applied to it during the length of the 
  power. 
   
  Nondetection 
  Abjuration 
  Level: Psionicist 3  
  Components: V, S 
  Activation Time: 1 round 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  You or a touched creature become difficult to detect by divination 
  powers such as clairaudience/clairvoyance, scrying and detect 
  powers.  If a divination is attempted against the warded creature or 
  item, the user of the divination must succeed on a psionicist level 
  check (1d20 + psionicist level) with a check penalty equal to level of 
  the psionicist who cast nondetection.  
  Nondetection wards the target’s gear as well as the creature itself. 
   
  Passwall 
  Conjuration/Summoning 
  Level: Psionicist 6 
  Components: V, S 
  Activation Time: 1 round 
  Range: Touch 
  Effect: 10’ x 5’ x 10’ opening, +5’ deep per 3 levels above 9th  
  Duration: 1 hour/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  You create a 10’ high by 5’ wide passage through wooden, plaster, or 
  stone walls, but not through metal or other harder materials. The 
  passage is 10 feet deep plus an additional 5 feet deep per three 
  psionicist levels above 9th (15 feet at 12th, 20 feet at 15th, and a 
  maximum of 25 feet deep at 18th level).  
  If the wall’s thickness is more than the depth of the passage created, 
  then a single passwall simply makes a niche or short tunnel. Several 
  passwall powers can then form a continuing passage to breach very 
  thick walls. When passwall ends, creatures within the passage are 
  ejected out the nearest exit. If someone dispels the passwall or you 
  dismiss it, creatures in the passage are ejected out the far exit, if there 
  is one, or out the sole exit if there is only one. 
   
   
  
  Dungeon Master’s Guide    315 
   
  Phase Door 
  Conjuration/Summoning  
  Level: Psionicist 7 
  Components: V 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Effect: Ethereal 10’ x 5’ x10’ opening, + 5’ deep per 3 levels 
  Duration: One usage per two levels 
  Saving Throw: None 
  Psionic Resistance: No 
  This power creates an ethereal passage through wooden, plaster, or 
  stone walls, but not other materials. The phase door is invisible and 
  inaccessible to all creatures except you, and only you can use the 
  passage. You disappear when you enter the phase door and appear 
  when you exit. If you desire, you can take one other creature through 
  the door. This counts as two uses of the door. The door does not allow 
  light, sound, or power effects through it, nor can you see through it 
  without using it. Thus, the power can provide an escape route, though 
  certain creatures, such as phase spiders, can follow with ease. A gem 
  of true seeing or similar magic has a 50% of revealing a phase door’s 
  presence but does not allow its use. 
  A phase door is subject to dispel psionics. If anyone is within the 
  passage when it is dispelled, he is harmlessly ejected just as if he were 
  inside a passwall effect. 
  You can allow other creatures to use the phase door by setting some 
  triggering condition for the door. Such conditions can be as simple or 
  elaborate as you desire. They can be based on a creature’s name, 
  identity, or alignment, but otherwise must be based on observable 
  actions or qualities. Intangibles such as level, class, hit dice, and hit 
  points don’t qualify. 
   
  Plane Shift 
  Conjuration/Summoning  
  Level: Psionicist 8 
  Components: V, S 
  Activation Time: 1 round 
  Range: Touch 
  Target: You and additional, willing creatures 
  Duration: Instantaneous 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  You move yourself or some other creature to another plane of 
  existence or alternate dimension. If several willing persons link hands in 
  a circle, as many as eight can be affected by the plane shift at the 
  same time. Precise accuracy as to a particular arrival location on the 
  intended plane is nigh impossible. From the Material Plane, you can 
  reach any other plane, though you appear 5 to 500 miles (5d%) from 
  your intended destination. 
  Note: Plane shift transports creatures instantaneously and then ends. 
  The creatures need to find other means if they are to travel back. 
   
  Polymorph Self 
  Alteration 
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  This power functions like alter self, except that you change into 
  another form of living creature of any size. The new form may not be 
  that of an undead, elemental, extraplanar or animated creature. The 
  assumed form can’t have more hit dice than your psionicist level (or 
  the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th 
  level. You can’t assume an incorporeal or gaseous form. 
  Upon changing, the psionicist regains lost hit points as if it had rested 
  for a night. All equipment worn or carried by the polymorphed 
  creature melds with their new form and becomes non-functional.  If 
  slain, the psionicist reverts to his original form, though it remains dead. 
  The psionicist gains the physical attributes (including natural weapons 
  and sensory abilities) of the new form but retains its own intelligence, 
  wisdom, and charisma scores. It uses the armor class of it new form 
  but keeps its own hit points and BTH bonuses. The polymorphed 
  psionicist may use their class abilities, so long as their new form would 
  allow for their use, but does not gain the special attacks or defenses 
  possessed by their new form (including psionic abilities and psionic 
  resistance). 
   
  Power Word Blind 
  Enchantment/Charm   
  Level: Psionicist 7 
  Components: V 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature with 150 hp or less 
  Duration: See text 
  Saving Throw: None 
  Psionic Resistance: Yes 
  You utter a single word of power that causes one creature of your 
  choice to become blinded, whether the creature can hear the word 
  or not. The duration of the power depends on the target’s current hit 
  point total. Any creature that currently has 151 or more hit points is 
  unaffected by power word blind.  Blindness can be removed by break 
  enchantment or a successful dispel psionics. 
   
  hit points 
  duration 
  50 or less 
  permanent 
  51–100 
  1d4+1 minutes 
  101–150 
  1d4+1 rounds 
   
  Power Word Kill 
  Enchantment/Charm 
  Level: Psionicist 9 
  Components: V 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One living creature with 75 hp or less 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: Yes 
  You utter a single word of power that instantly kills one creature of 
  your choice, whether the creature can hear the word or not. Any 
  creature that currently has 76 or more hit points is unaffected by 
  power word kill. 
   
  Power Word Stun 
  Enchantment/Charm   
  Level: Psionicist 8 
  Components: V 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One creature with 100 hp or less 
  Duration: See text 
  Saving Throw: None 
  Psionic Resistance: Yes 
  You utter a single word of power that instantly causes one creature of 
  your choice to become stunned, whether the creature can hear the 
  word or not. The duration of the power depends on the target’s 
  current hit point total. Any creature that currently has 101 or more hit 
  points is unaffected by power word stun. 
   
  hit points 
  duration 
  50 or less 
  1d4 minutes 
  51–75 
  4d4 rounds 
  76–100 
  1d4 rounds 
   
  Precognition 
  Divination 
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 turn 
  Range: Personal 
  Target: You 
  Duration: Instantaneous  
  Similar to insight but more powerful, precognition can provide you 
  with a useful piece of advice in reply to a question concerning a 
  specific goal, event, or activity that is to occur within one week. The 
  advice can be as simple as a short phrase, or it might take the form of 
  a cryptic rhyme or omen. If your party doesn’t act on the information, 
  the conditions may change so that the information is no longer useful.  
  
  Dungeon Master’s Guide    316 
  In order to gain accurate insights the DM must make a wisdom check, 
  with a -5 penalty, on the psionicist’s behalf; this roll is made in secret.  If 
  the insight succeeds, you get one of four results: 
  If the power fails, you get the “nothing” result. A psionicist who gets 
  the “nothing” result has no way to tell whether it was the 
  consequence of a failed or successful insight. 
  As with insight, multiple precognitions about the same topic by the 
  same psionicist use the same dice result as the first precognitions 
  power and yield the same answer each time. 
   
  Protection from Energy 
  Abjuration 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Touch 
  Target: Personal 
  Duration: 1 turn/level or until discharged 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  Protection from energy grants temporary immunity to the type of 
  energy you specify when you activate it (acid, cold, electricity, fire, or 
  sonic). When the power absorbs 10 points per psionicist level of 
  energy damage (to a maximum of 100 points at 10th level), it is 
  discharged.  This power may be used in conjunction with the resist 
  energy power.  The damage absorbed by protection from energy 
  would first be reduced by resist energy. 
   
  Regenerate 
  Alteration  
  Level: Psionicist 7 
  Components: V, S 
  Activation Time: 3 rounds 
  Range: Personal 
  Target: You 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: No 
  The psionicist’s severed body members (fingers, toes, hands, feet, 
  arms, legs, tails, or even heads of multi-headed creatures), broken 
  bones, and ruined organs grow back. After the power is activated, 
  the physical regeneration is complete in 1 round if the severed 
  members are present and touching the creature. It takes 2d10 rounds 
  otherwise. 
  Regenerate also cures 6d8 points of damage, rids the subject of 
  fatigue, and eliminates all non-lethal damage the subject has taken. 
   
  Remove Fear 
  Abjuration 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Targets: One creature plus one additional creature per four levels, no 
  two of which can be more than 30’ apart 
  Duration: 1 turn; see text 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  You instill courage in the subject, granting it a +4 bonus against fear 
  effects for 1 turn. If the subject is under the influence of a fear effect 
  when receiving the power, that effect is suppressed for the duration of 
  the power. 
  Remove fear counters and dispels cause fear. 
   
  Repulsion 
  Abjuration 
  Level: Psionicist 7 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Area: Up to 10’ radius/level sphere centered on you 
  Duration: 1 round/level (dismissible) 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  An invisible, mobile field surrounds you and prevents creatures from 
  approaching you. You decide how big the field is at the time of 
  casting (to the limit your level allows). Any creature within or entering 
  the field must attempt a save. If it fails, it becomes unable to move 
  toward you for the duration of the power. Repelled creatures’ actions 
  are not otherwise restricted. 
  They can fight other creatures and can activate powers and attack 
  you with ranged weapons. If you move closer to an affected 
  creature, nothing happens. (The creature is not forced back.) the 
  creature is free to make melee attacks against you if you come within 
  striking distance. If a repelled creature moves away from you and 
  then tries to turn back toward you, it cannot move any closer if it is still 
  within the power’s area. 
   
  Resilient Sphere 
  Evocation  
  Level: Psionicist 4 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Effect: 1’ diameter/level sphere, centered on a creature 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: Dexterity negates 
  Psionic Resistance: Yes 
  A globe of shimmering force encloses a creature, provided the 
  creature is small enough to fit within the diameter of the sphere. The 
  sphere contains its subject for the power’s duration. The sphere is not 
  subject to damage of any sort except from a targeted dispel psionics 
  power. A rod of cancellation, a rod of negation, a disintegrate spell 
  have a 50% chance of destroying a resilient sphere.  These effects 
  destroy the sphere without harm to the subject. Nothing can pass 
  through the sphere, inside or out, though the subject can breathe 
  normally. 
  The subject may struggle, but the sphere cannot be physically moved 
  either by people outside it or by the struggles of those within. 
   
  Resist Energy 
  Abjuration 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Touch 
  Target: Personal 
  Duration: 1 turn/level 
  Saving Throw: Wisdom negates 
  Psionic Resistance: Yes 
  This abjuration grants the psionicist limited protection from damage of 
  whichever one of five energy types you select: acid, cold, electricity, 
  fire, or sonic. The psionicist gains a +2 bonus to saving throws made 
  against such attacks and only suffers half of the damage that they 
  normally would from such attacks.  The power protects the psionicist’s 
  equipment as well.  The save bonus provided by this power increases 
  by +1 per 6 levels of the psionicist (to a maximum of +5 at level 18 and 
  higher). 
  Note: Resist energy overlaps with protection from energy. If the 
  psionicist is warded by protection from energy and resist energy, the 
  protection power absorbs the reduced amount of affected by the 
  resist energy power damage until its power is exhausted. 
   
  Restoration 
  Conjuration/Summoning  
  Level: Psionicist 5 
  This power functions like lesser restoration, except that it cures all 
  temporary ability damage, and it restores all points permanently 
  drained from a single ability score (your choice if more than one is 
  drained). It also eliminates any fatigue or exhaustion suffered by the 
  psionicist. 
   
  Reverse Gravity 
  Alteration 
  Level: Psionicist 8 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Area: 20’ radius cylinder, 20’ in height 
  Duration: 1 round/level (dismissible) 
  Saving Throw: None; see text 
  Psionic Resistance: No 
  This power reverses gravity in an area, causing all unattached objects 
  and creatures within that area to fall upward and reach the top of 
  
  Dungeon Master’s Guide    317 
   
  the area in 1 round. If some solid object (such as a ceiling) is 
  encountered in this fall, falling objects and creatures strike it in the 
  same manner as they would during a normal downward fall. If an 
  object or creature reaches the top of the area without striking 
  anything, it remains there, oscillating slightly, until the power ends. At 
  the end of the power duration, affected objects and creatures fall 
  downward. 
  Provided it has something to hold onto, a creature caught in the area 
  can attempt a dexterity save to secure itself when the power strikes. 
  Creatures who can fly or levitate can keep themselves from falling. 
   
  Run 
  Alteration 
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  This power increases your base land speed by 30’ per round.  There is 
  no effect on other modes of movement, such as burrow, climb, fly, or 
  swim. As with any effect that increases your speed, this power affects 
  your jumping distance. 
   
  Scrying 
  Divination 
  Level: Psionicist 4 
  Components: V, S 
  Activation Time: 1 hour 
  Range: See text 
  Effect Magical sensor 
  Duration: 1 minute/level 
  Saving Throw: Intelligence negates 
  Psionic Resistance: Yes 
  You can see and hear some creature, which may be at any distance. 
  If the subject succeeds at its save, the scrying attempt simply fails. The 
  difficulty of the save depends on how well you know the subject and 
  what sort of physical connection (if any) you have to that creature. 
  Furthermore, if the subject is on another plane, it gets a +5 bonus on its 
  save. 
   
  knowledge 
  save modifier 
  none1 
  +10 
  secondhand (you’ve heard of the subject) 
  +5 
  firsthand (you’ve met the subject) 
  +0 
  familiar (you know the subject well) 
  –5 
  1 you must have some sort of connection to a creature you have 
  no knowledge of. 
  connection 
  save modifier 
  likeness or picture 
  –2 
  possession or garment 
  –5 
  body part, lock of hair, bit of nail, etc. 
  –10 
   
  If the save fails, you can see and hear the subject and the subject’s 
  immediate surroundings (approximately 10 feet in all directions of the 
  subject). If the subject moves, the sensor follows at a Movement Rate 
  of up to 150’ (30”) per round. 
  As with all divination (scrying) powers, the sensor has your full visual 
  acuity, including any psionic effects. In addition, the following powers 
  have a 5% chance per psionicist level of operating through the sensor: 
  detect evil or good, detect psionics and message. 
  If the save succeeds, you can’t attempt to scry on that subject again 
  for at least 24 hours. 
   
  Shapechange 
  Alteration 
  Level: Psionicist 9 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level (dismissible) 
  This power functions like polymorph, except that it enables you to 
  assume the form of any single non-unique creature of any type or size. 
  The assumed form cannot have more than your psionicist level in hit 
  dice (to a maximum of 20 HD). Unlike polymorph, this power allows 
  incorporeal or gaseous forms to be assumed. 
  You gain all the special attacks, defenses and power-like powers of 
  the assumed form, but you lose your own special attacks, defenses 
  and power-like powers. The new form does not disorient you. Parts of 
  your body or pieces of equipment that are separated from you do 
  not revert to their original forms. 
  You can become just about anything you are familiar with. You can 
  change form once each round on your initiative, either before or after 
  you act. If you use this power to create a disguise, you get a +10 
  bonus on your charisma or disguise ability check. 
   
  Shield 
  Abjuration  
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 minute/level (dismissible) 
  Shield creates an invisible, mobile disk of force that hovers in front of 
  you. Force missiles originating from a point in front of the psionicist are 
  automatically blocked by this power. The disk also provides 75% cover 
  versus attacks and offensive powers originating from a point in front of 
  the psionicist.   
  As such the shield bearer suffers one-half normal damage on a failed 
  save and no damage at all if a saving throw is successful against a 
  power cast before the psionicist. 
   
  Shout 
  Evocation 
  Level: Psionicist 4 
  Components: V 
  Activation Time: 1 round 
  Range: Personal 
  Area: 30’ cone 
  Duration: Instantaneous 
  Saving Throw: Dexterity partial; see text 
  Psionic Resistance: Yes 
  You emit an ear-splitting yell that stuns and damages creatures in its 
  path. Any creature within the area is stunned for 1d4 rounds and takes 
  4d4 points of damage.  An affected creature is allowed a dexterity 
  save to reduce the damage by half and negate the stunning effect 
  of this power.  Crystalline creatures suffer double damage from shout. 
  Any exposed brittle or crystalline object within the cone must make an 
  Item Saving Throw or be destroyed.  Brittle, ceramic or crystalline items 
  held or carried need not make Item Saving Throws unless their bearer 
  failed his dexterity saving throw. 
  The shout power cannot penetrate the silence 15’ radius power. 
   
  Silence 15’ Radius 
  Conjuration/Summoning  
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: 400’ (Long) 
  Area: 15’ radius centered on a creature, object, or point in space 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: Wisdom negates or none; see text 
  Psionic Resistance: Yes or no; see text 
  Upon the casting of this power, complete silence prevails in the 
  affected area. All sound is stopped: Conversation is impossible, 
  powers with verbal components cannot be cast, and no noise 
  whatsoever issues from, enters, or passes through the area.  
  The power can be cast on a point in space, but the effect is stationary 
  unless cast on a mobile object. The power can be centered on a 
  creature, and the effect then radiates from the creature and moves 
  as it moves. An unwilling creature can attempt a charisma save to 
  negate the power and can use psionic resistance, if any. Items in a 
  creature’s possession or psionic items that emit sound receive the 
  benefits of saves and psionic resistance, but unattended objects and 
  points in space do not. This power provides a defense against sonic or 
  language-based attacks. 
   
   
   
   
   
   
  
  Dungeon Master’s Guide    318 
  Sleep 
  Enchantment/Charm   
  Level: Psionicist 1 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Area: One or more living creatures within a 10’ radius circle 
  Duration: 1 minute/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  A sleep power causes 2d4 hit dice of creatures to fall into a 
  hypnotically induced slumber.  Only creatures with 4 or fewer hit dice 
  are affected by this power.  Creatures with the fewest HD are 
  affected first. 
  Among creatures with equal HD, those who are closest to the power’s 
  point of origin are affected first. Hit dice that are not sufficient to 
  affect a creature are wasted. 
  Sleeping creatures are helpless. Slapping or wounding awakens an 
  affected creature, but normal noise does not. Awakening a creature 
  takes 1 round.  Sleep does not target unconscious, animated or 
  undead creatures. 
   
  Slow Poison 
  Conjuration/Summoning  
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 hour/level 
  Saving Throw: None 
  Psionic Resistance: No 
  The psionicist becomes temporarily immune to poison. Any poison in its 
  system or any poison to which it is exposed during the power’s 
  duration does not affect him until the power’s duration has expired. 
  Slow poison does not cure any damage that poison may have 
  already done. 
   
  Strength 
  Alteration 
  Level: Psionicist 2 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level 
  Saving Throw: None 
  Psionic Resistance:  No 
  Application of this power increases the strength bonus of the 
  character by 1.  This bonus is applied to all strength checks, as well as 
  all attack and damage rolls.  A character using a strength-boosting 
  magic item such as gauntlets of ogre power or a girdle of giant 
  strength cannot benefit from this spell. 
   
  Suggestion 
  Enchantment/Charm   
  Level: Psionicist 3 
  Components: V, M 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Target: One living creature 
  Duration: 1 hour/level or until completed 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  You influence the actions of the target creature by suggesting a 
  course of activity (limited to a sentence or two). The suggestion must 
  be worded in such a manner as to make the activity sound 
  reasonable. Asking the creature to do some obviously harmful act 
  automatically negates the effect of the power.  
  The suggested course of activity can continue for the entire duration. 
  If the suggested activity can be completed in a shorter time, the 
  power ends when the subject finishes what it was asked to do. You 
  can instead specify conditions that will trigger a special activity during 
  the duration. If the condition is not met before the power duration 
  expires, the activity is not performed. 
  A very reasonable suggestion causes the save to be made with an 
  additional save penalty (equal to the charisma modifier of the 
  psionicist, if positive). 
   
  Telekinesis 
  Alteration 
  Level: Psionicist 5 
  Components: V, S 
  Activation Time: 1 round 
  Range: 400’ (Long) 
  Target or Targets: See text 
  Duration: Concentration (up to 1 round/ level) or instantaneous; see 
  text 
  Saving Throw: Strength negates or none; see text 
  Psionic Resistance: Yes; see text 
  You move objects or creatures by concentrating on them. Depending 
  on the version selected, the power can provide a gentle, sustained 
  force, perform a variety of combat maneuvers, or exert a single short, 
  violent thrust. 
   
   Sustained Force: A sustained force moves an object weighing no 
  more than 25 pounds per psionicist level (maximum 375 pounds 
  at 15th level) at a Movement Rate of 30’ (6”). A creature can 
  negate the effect on an object it possesses with a successful 
  strength save or with psionic resistance. 
  This version of the power can last 1 round per psionicist level, but 
  it ends if you cease concentration. The weight can be moved 
  vertically, horizontally, or in both directions. An object cannot be 
  moved beyond your range. The power ends if the object is 
  forced beyond the range. If you cease concentration for any 
  reason, the object falls or stops. 
  An object can be telekinetically manipulated as if with one 
  hand. For example, a lever or rope can be pulled, a key can be 
  turned, an object rotated, and so on, if the force required is 
  within the weight limitation. You might even be able to untie 
  simple knots, though delicate activities such as these require 
  intelligence checks. 
   
   Combat Maneuver: Alternatively, once per round, you can use 
  telekinesis to perform a bull rush, disarm, grapple, or overbear. 
  Resolve these attempts as normal, except that they use your 
  psionicist level in place of your bonus to hit (BTH) and you use 
  your charisma modifier in place of your strength modifier. No 
  save is allowed against these attempts, but psionic resistance 
  applies normally. This version of the power can last 1 round per 
  psionicist level, but it ends if you cease concentration. 
   
   Violent Thrust: Alternatively, the power energy can be spent in a 
  single round. You can hurl one object or creature per psionicist 
  level (maximum 15) that are within range and all within 10 feet of 
  each other toward any target within 10 feet per level of all the 
  objects. You can hurl up to a total weight of 25 pounds per 
  psionicist level (maximum 375 pounds at 15th level). 
  You must succeed on attack rolls (one per creature or object 
  thrown) to hit the target with the items, using your bonus to hit 
  (BTH) + your charisma modifier. Weapons cause standard 
  damage (with no strength bonus). Other objects cause damage 
  ranging from 1 point per 25 pounds (for less dangerous objects) 
  to 1d6 points of damage per 25 pounds (for hard, dense 
  objects). 
  Creatures who fall within the weight capacity of the power can 
  be hurled, but they are allowed strength saves (and psionic 
  resistance) to negate the effect, as are those whose held 
  possessions are targeted by the power. If a telekinesed creature 
  is hurled against a solid surface, it takes damage as if it had fallen 
  10 feet (1d6 points).  Hurled objects must save versus crushing. 
   
  Telekinetic Sphere 
  Evocation [Force] 
  Level: Psionicist 8 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Effect: 1’ diameter/level sphere, centered on the target 
  Duration: 1 minute/level (dismissible) 
  Saving Throw: Dexterity negates 
  Psionic Resistance: Yes 
  
  Dungeon Master’s Guide    319 
   
  This power functions like resilient sphere, with the addition that the 
  creatures or objects inside the globe are nearly weightless. Anything 
  contained within a telekinetic sphere weighs only one-sixteenth of its 
  normal weight. You can telekinetically lift and move anything in the 
  sphere that normally weighs 5,000 pounds by concentrating on the 
  sphere. You can begin moving a sphere in the round after activating 
  the power. Each round spent concentrating allows you to move the 
  sphere as much as 60 feet. If you cease concentrating, the sphere 
  does not move in that round (if on a level surface) or descends at its 
  falling rate (if aloft) until it reaches a level surface, or the power’s 
  duration expires, or you begin concentrating again. If you cease 
  concentrating (voluntarily or due to failing a concentration check), 
  you can resume concentrating on your next turn or any later turn 
  during the spell’s duration.  The sphere falls at a rate of only 120 feet 
  per round, which is not fast enough to cause damage to the contents 
  of the sphere.  You can move the sphere telekinetically even if you 
  are in it. 
  The telekinetic control extends from you out to medium range (100 
  feet) after the sphere has succeeded in encapsulating its contents. 
   
  Telepathy 
  Divination 
  Level: Psionicist 2 
  Components: None 
  Activation Time: 1 round 
  Range: 400’ (Long), see below 
  Target: One creature of 5 or greater intelligence, see below 
  Duration: 1 minute/level 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  This power allows the possessor to communicate mind-to-mind with 
  any other creature with intelligence of 5 or greater. This obviates the 
  need for knowledge of the language of the creature. The creature to 
  be communicated with must be within range of the psionicist and 
  may resist the telepathic link with a successful saving throw.  
  Telepathic waves can traverse greater distances only if all individuals 
  involved are telepathic. Psionicists may contact other psionically 
  active creatures known to them, at a distance of up to 100 miles per 
  level of the sending psionicist.  Full concentration is required for 
  telepathy carried out over such great distances. 
  Note that multiple-mind communications by telepathy are possible. 
  While normal communications are possible, no special form of 
  influence is gained by the exercise of telepathy. 
   
  Teleport 
  Conjuration/Summoning  
  Level: Psionicist 6 
  Components: V 
  Activation Time: 1 round 
  Range: Touch 
  Target: You and additional, willing creatures 
  Duration: Instantaneous 
  Saving Throw: None 
  Psionic Resistance: Yes 
  This power instantly transports you to a designated destination, which 
  may be as distant as 100 miles per psionicist level. Interplanar travel is 
  not possible. You can bring along objects as long as their weight 
  doesn’t exceed your maximum load. You may also bring one 
  additional willing Medium or smaller creature (carrying gear or objects 
  up to its maximum load) or its equivalent (see below) per three 
  psionicist levels. A Large creature counts as two Medium creatures or 
  more, depending upon its total mass. All creatures to be transported 
  must be in contact with one another, and at least one of those 
  creatures must be in contact with you. As with all powers where the 
  range is personal and the target is you, you need not make a saving 
  throw, nor is psionic resistance applicable to you. Only objects held or 
  in use (attended) by another person receive saving throws and 
  psionic resistance.  
  You must have some clear idea of the location and layout of the 
  destination. The clearer your mental image, the more likely the 
  teleportation works. Areas of strong physical or magical energy may 
  make teleportation more hazardous or even impossible. 
  To see how well the teleportation works, roll d% and consult the 
  Teleport table. Refer to the following information for definitions of the 
  terms on the table.  
   
   
  familiarity 
  on 
  target 
  off 
  target 
  similar 
  area 
  mishap 
  very familiar 
  01–97 
  98–99 
  100 
  — 
  studied carefully 
  01–94 
  95–97 
  98–99 
  100 
  seen casually 
  01–88 
  89–94 
  95–98 
  99–100 
  viewed once 
  01–76 
  77–88 
  89–96 
  97–100 
  false destination 
  — 
  — 
  81–92 
  93–100 
   
   Familiarity: “Very familiar” is a place where you have been very 
  often and where you feel at home. “Studied carefully” is a place 
  you know well, either because you can currently see it, you’ve 
  been there often, or you have used other means (such as 
  scrying) to study the place for at least one hour. “Seen casually” 
  is a place that you have seen more than once but with which 
  you are not very familiar. “Viewed once” is a place that you 
  have seen once, possibly using magic.  
   
   “False destination” is a place that does not truly exist or if you are 
  teleporting to an otherwise familiar location that no longer exists 
  as such or has been so completely altered as to no longer be 
  familiar to you. When traveling to a false destination, roll 1d20+80 
  to obtain results on the table, rather than rolling d%, since there is 
  no real destination for you to hope to arrive at or even be off 
  target from. 
   
   On Target: You appear where you want to be. 
   
   Off Target: You appear safely a random distance away from the 
  destination in a random direction. Distance off target is 
  1d10x1d10% of the distance that was to be traveled. The 
  direction off target is determined randomly. 
   
   Similar Area: You wind up in an area that’s visually or thematically 
  similar to the target area.  Generally, you appear in the closest 
  similar place within range. If no such area exists within the 
  power’s range, the power simply fails instead. 
   
   Mishap: You and anyone else teleporting with you have gotten 
  “scrambled.” You each take 1d10 points of damage, and you 
  reroll on the chart to see where you wind up. For these rerolls, roll 
  1d20+80. Each time “Mishap” comes up, the characters take 
  more damage and must reroll. 
   
  Teleport without Error 
  Conjuration/Summoning 
  Level: Psionicist 7 
  This powers functions like teleport, except that there is no range limit 
  and there is no chance you arrive off target. In addition, you need not 
  have seen the destination, but in that case you must have at least a 
  reliable description of the place to which you are teleporting. If you 
  attempt to teleport with insufficient information (or with misleading 
  information), you disappear and simply reappear in your original 
  location. Interplanar travel is not possible. 
   
  Time Stop 
  Alteration 
  Level: Psionicist 9 
  Components: V 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1d4+1 rounds (apparent time); see text 
  This power seems to make time cease to flow for everyone but you. In 
  fact, you speed up so greatly that all other creatures seem frozen, 
  though they are actually still moving at their normal speeds. You are 
  free to act for 1d4+1 rounds of apparent time. Normal and magical 
  fire, cold, gas, and the like can still harm you.  
  While the time stop is in effect, other creatures are invulnerable to 
  your attacks and powers; you cannot target such creatures with any 
  attack or power. A power that affects an area and has a duration 
  longer than the remaining duration of the time stop have their normal 
  effects on other creatures once the time stop ends. Most psionicists 
  use the additional time to improve their defenses, summon allies, or 
  flee from combat. 
  You cannot move or harm items held, carried, or worn by a creature 
  stuck in normal time, but you can affect any item that is not in another 
  creature’s possession. 
  You are undetectable while time stop lasts. You cannot enter an area 
  protected by an antipsionic shell while under the effect of time stop. 
   
  
  Dungeon Master’s Guide    320 
  Tongues 
  Divination 
  Level: Psionicist 2 
  Components: V 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 1 turn/level 
  Saving Throw: None 
  Psionic Resistance: No 
  This power grants the psionicist the ability to speak and understand 
  the language of any intelligent creature, whether it is a racial tongue 
  or a regional dialect. The subject can speak only one language at a 
  time, although it may be able to understand several languages. 
  Tongues does not enable the subject to speak with creatures who 
  don’t speak. The subject can make itself understood as far as its voice 
  carries. This power does not predispose any creature addressed 
  toward the subject in any way. 
   
  Wall of Force 
  Evocation  
  Level: Psionicist 6 
  Components: V, S 
  Activation Time: 1 round 
  Range: 30’ (Close) 
  Effect: Wall whose area is up to one 10’ square/level 
  Duration: 1 round /level (dismissible) 
  Saving Throw: None 
  Psionic Resistance: No 
  A wall of force power creates an invisible wall of force. The wall 
  cannot move, it is immune to damage of all kinds, and it is unaffected 
  by most powers, including dispel psionics. However magical effects, 
  such as a rod of cancellation, a sphere of annihilation, a disintegrate 
  spell, or a Mordenkainen’s disjunction spell have a 50% chance of 
  destroying the wall.  
  Breath weapons and powers cannot pass through the wall in either 
  direction, although dimension door, teleport, and similar effects can 
  bypass the barrier. It blocks ethereal creatures as well as material ones 
  (though ethereal creatures can usually get around the wall by floating 
  under or over it through material floors and ceilings). Gaze attacks 
  can operate through a wall of force. 
  The psionicist can form the wall into a flat, vertical plane whose area is 
  up to one 10’ square per level. The wall must be continuous and 
  unbroken when formed. If its surface is broken by any object or 
  creature, the power fails. 
   
  Wall of Wind 
  Evocation  
  Level: Psionicist 4 
  Components: V, S 
  Activation Time: 1 round 
  Range: 100’ (Medium) 
  Effect: Wall up to 10’/level long and 5’/level high 
  Duration: 1 round/level 
  Saving Throw: None; see text 
  Psionic Resistance: Yes 
  An invisible vertical curtain of wind appears. It is 2 feet thick and of 
  considerable strength. It is a roaring blast sufficient to blow away any 
  bird smaller than an eagle, or tear papers and similar materials from 
  unsuspecting hands. (A dexterity save allows a creature to maintain its 
  grasp on an object.) Small flying creatures cannot pass through the 
  barrier. Loose materials and cloth garments fly upward when caught 
  in a wall of wind. Arrows and bolts are deflected upward and miss, 
  while any other normal ranged weapon passing through the wall 
  suffers a –3 penalty to hit (targets protected by a wall of wind 
  effectively have 75% concealment).  
  A giant-thrown boulder, a siege engine projectile, and other massive 
  ranged weapons are not affected by this power. Gases, most 
  gaseous breath weapons, and creatures in gaseous form cannot pass 
  through the wall (although it is no barrier to incorporeal creatures). 
  While the wall must be vertical, you can shape it in any continuous 
  path along the ground that you like. It is possible to create cylindrical 
  or square wall of wind to enclose specific points.  
   
   
   
   
  Water Breathing 
  Alteration 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Personal 
  Target: You 
  Duration: 2 hours/level; see text 
  Saving Throw: None 
  Psionic Resistance: No 
  The psionicist can breathe water freely. The power does not make the 
  psionicist unable to breathe air and can be reversed to allow water-
  breathing creatures to breathe air. 
   
  Water Walk 
  Alteration 
  Level: Psionicist 3 
  Components: V, S 
  Activation Time: 1 round 
  Range: Touch 
  Targets: One touched creature/level 
  Duration: 1 turn/level (dismissible) 
  Saving Throw: Charisma negates 
  Psionic Resistance: Yes 
  The transmuted creatures can tread on any liquid as if it were firm 
  ground. Mud, oil, snow, quicksand, running water, ice, and even lava 
  can be traversed easily, since the subjects’ feet hover an inch or two 
  above the surface. (Creatures crossing molten lava still take damage 
  from the heat because they are near it.) the subjects can walk, run, 
  charge, or otherwise move across the surface as if it were normal 
  ground. 
  If the power is cast underwater (or while the subjects are partially or 
  wholly submerged in whatever liquid they are in), the subjects are 
  borne toward the surface at 120 feet per round until they can stand 
  on it. 
   
  Whirlwind 
  Evocation  
  Level: Psionicist 8 
  Components: V, S 
  Activation Time: 1 round 
  Range: 400’ (Long) 
  Effect: Cyclone 10’ wide at base, 30’ wide at top, and 30’ tall 
  Duration: 1 round/level (dismissible) 
  Saving Throw: Dexterity negates; see text 
  Psionic Resistance: Yes 
  This power creates a powerful cyclone of raging wind that moves 
  through the air, along the ground, or over water at a Movement Rate 
  of 120’. You can concentrate on controlling the cyclone’s every 
  movement or let it move randomly each round. Directing the 
  cyclone’s movement requires you to concentrate upon the power. 
  The cyclone always moves during your turn. If the cyclone exceeds 
  the power’s range, it moves in a random, uncontrolled fashion for 1d3 
  rounds and then dissipates. (You can’t regain control of the cyclone; 
  even if comes back within range.) 
  Any Large or smaller creature that comes in contact with the power 
  effect must succeed on a dexterity save or take 3d6 points of 
  damage. A Medium or smaller creature that fails its first save must 
  succeed on a second one or be picked up bodily by the cyclone and 
  held suspended in its powerful winds, taking 1d8 points of damage 
  each round on your turn with no save allowed. You may direct the 
  cyclone to eject any carried creatures whenever you wish, depositing 
  the hapless souls wherever the cyclone happens to be when they are 
  released. 
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeon Master’s Guide    321 
   
  APPENDIX N:  INSPIRATIONAL & EDUCATIONAL READING 
  Gary Gygax, in APPENDIX N of 1st edition’s DUNGEON MASTERS GUIDE, lists the works of fiction that inspired him to create the Dungeons & Dragons 
  game.  His list was drawn largely from 20th century works of fantasy and science fiction, with an emphasis upon works of pulp fiction. 
  This tome expands upon this list to include recent works of fantasy as well as works of heroic fiction, epic poetry, mythology and fable.  As either a 
  DM or player it is advised that you familiarize yourself with some, if not all of these works, as they are a great resource for those seeking to enrich their 
  game world and the stories they create within it: 
   
  Abercrombie, Joseph:  
  “First Law” series; Best Served Cold; The Heroes 
  Andersen, Hans Christian  
  Anderson, Poul:  
   
   
  Three Hearts and Three Lions; The High Crusade; The Broken Sword 
  Anthony, Piers:  
   
   
  “Xanth”, “Apprentice Adept”, and “Incarnations” series 
  Aspirin, Robert:  
   
   
  “Myth” and “Thieves' World” series 
  Bellairs, John:   
   
   
  The Face in the Frost 
  Bengtsson, Frans G:  
   
  The Longships 
  Brackett, Leigh 
  Brown, Frederic 
  Bullfinch, Thomas: 
   
   
  The Age of Fable, The Age of Chivalry, Legends of Charlemagne 
  Burroughs, Edgar Rice:  
  “Pellucidar” series; “Mars” series; “Venus” series 
  Carroll, Lewis: 
   
   
   
  Alice's Adventures in Wonderland; Through the Looking Glass. 
  Carter, Lin:   
   
   
   
  “World's End” series 
  Conan Doyle, Arthur: 
   
  “Lost World” series 
  de Camp, L. Sprague:   
  Lest Darkness Fall; The Fallible Fiend; et al 
  de Camp & Pratt:   
   
  “Harold Shea” series; The Carnelian Cube 
  Derleth, August 
  Dunsany, Lord 
  Farmer, P. J.:  
   
   
   
  “The World of the Tiers” series; et al 
  Finch, Matthew: 
   
   
  Quick Primer for Old School Gaming 
  Fox, Gardner:   
   
   
  “Kothar” series; “Kyrik” series; et al 
  Goldman, William:  
   
  The Princess Bride 
  Gygax, E Gary:  
   
   
  “Gord” series; Dungeon Masters Guide; World of Greyhawk 
  Homer:  
   
   
   
   
  The Iliad; The Odyssey 
  Howard, R. E.:   
   
   
  “Conan” series, “Kull” series, and “Solomon Kane” series 
  Jordan, Robert:  
   
   
  “Wheel of Time” series 
  King, Steven: 
   
   
   
  “Dark Tower” series 
  Lanier, Sterling:   
   
   
  Heiro’s Journey 
  Leiber, Fritz:  
   
   
   
  “Fafhrd & Gray Mouser” series; et al 
  Lewis, C.S.:  
   
   
   
  “Narnia” series 
  Lovecraft, H.P. 
  Malory, Sir Thomas:  
   
  Le Morte d'Arthur. 
  Martin, George RR:  
   
  “Song of Ice and Fire” series 
  Merritt, A.:   
   
   
   
  Creep, Shadow, Creep; Moon Pool; Dwellers in the Mirage; et al 
  Moorcock, Michael:  
   
  Stormbringer; Stealer of Souls; “Hawkmoon” series (esp. the first three books) 
  Norton, Andre:  
   
   
  Star Mans’s Son; Quag Keep; Witch World 
  Offutt, Andrew J.:   
   
  editor of Swords against Darkness III 
  Pratt, Fletcher:   
   
   
  Blue Star; et al 
  Saberhagen, Fred:   
   
  Changeling Earth; et al 
  Saint Clair, Margaret:   
  The Shadow People; Sign of the Labrys 
  Scott, Sir Walter: 
   
   
  Ivanhoe 
   
  Shelley, Mary:  
   
   
  Frankenstein 
  Stoker, Bram: 
   
   
   
  Dracula 
  Tolkien, J. R. R.:   
   
   
  The Hobbit; The Children of Hurin; “The Lord of the Rings” trilogy 
  Unknown:  
   
   
   
  Beowulf; The Nibelungenlied; The Saga of the Volsung; The Song of Roland 
  Vance, Jack:   
   
   
  The Eyes of the Overworld; The Dying Earth; et al 
  Wagner, Karl Edward:  
  “Kane” series 
  Weinbaum, Stanley 
  Wellman, Manley Wade 
  Wells, H.G 
  Williamson, Jack 
  Zelazny, Roger:   
   
   
  Jack of Shadows; “Amber” series; et al 
   
  “Inspiration for all the fantasy work I have done stems directly from the love my father showed when I was a tad, for he spent many hours telling 
  me stories he made up as he went along, tales of cloaked old men who could grant wishes, of magic rings and enchanted swords, or wicked 
  sorcerers and dauntless swordsmen. 
  Then too, countless hundreds of comic books went down, and the long-gone EC ones certainly had their effect. Science fiction, fantasy, and 
  horror movies were a big influence. In fact, all of us tend to get ample helpings of fantasy when we are very young from fairy tales such as those 
  written by the Brothers Grimm and Andrew Lang. This often leads to reading books of mythology, paging through bestiaries, and consultation of 
  compilations of the myths of various lands and peoples. 
  Upon such a base I built my interest in fantasy, being an avid reader of all science fiction and fantasy literature since 1950. 
  The following authors were of particular inspiration to me. In some cases I cite specific works, in others, I simply recommend all of their fantasy 
  writing to you. From such sources, as well as any other imaginative writing or screenplay, you will be able to pluck kernels from which will grow 
  the fruits of exciting campaigns. Good reading! 
  The most immediate influences upon AD&D were probably de Camp & Pratt, R. E. Howard, Fritz Leiber, Jack Vance, H. P. Lovecraft, and A. 
  Merritt; but all of the above authors, as well as many not listed, certainly helped to shape the form of the game. For this reason, and for the 
  hours of reading enjoyment, I heartily recommend the works of these fine authors to you.” 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                        - E. Gary Gygax, 1979 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3e/AD&D 3e Core Books/AD&D 3e Dungeon Master’s Guide.pdf