TEXT: DUNGEONS & DRAGONS
  REFERENCE
  SHEETS
  PUBLISHED BY
  TACTICAL STUDIES RULES
  LAKE GENEVA, Wl 53147
  
  STATISTICS REGARDING CLASSES:
  Dice for Accu­
  mulative Hits
  Fighting
  Capability
  Spells & Level
  Fighting-Men
  1 2 3 4 5 6
  Veteran
  1 + 1
  Man +1
  NIL
  NIL
  NIL
  NIL
  NIL
  NIL
  NIL
  NIL
  NIL
  NIL
  Warrior
  2
  2 Men +1
  Swordsman
  3
  3 Men or Hero -1
  Hero
  4
  Hero
  Swashbuckler
  5 + 1
  Hero +1 or 5 Men
  Myrmidon
  6
  Hero +1 or 6 Men
  Champion
  7 + 1
  Superhero -1
  Super Hero
  8 + 2
  Superhero
  Lord
  9 + 3
  Superhero +1
  Lord, 10th Level
  10  + 1
  Superhero +1
  Magic-Users
  Medium
  1
  Man
  1 -
  -
  -
  -
  -
  Seer
  1 + 1
  Man +1
  2 -
  -
  -  -
   -
  Conjurer
  2
  2 Men
  3
  1 -
  -
  -
  -
  Theurgist
  2 + 1
  2 Men +1
  4 2 -
  -
  -
  -
  Thaumaturgist
  3
  3 Men
  4 2 1 -
  -
  -
  Magician
  3 + 1
  3 Men +1
  4
  2 2 -
  -
  -
  Enchanter
  4
  Hero -1
  4 3 2 1 -
  -
  Warlock
  5
  Hero
  4 3 3 2 -
  -
  Sorcerer
  6 + 1
  Hero +1
  4 3 3 2 1 -
  Necromancer
  7
  Wizard
  4
  4 3 3 2 -
  Wizard
  8 + 1
  Wizard
  4 4 4 3 3 -
  Wizard, 12th Level
  8 + 2
  Wizard
  4 4 4 4 4 1
  Wizard, 13th Level
  8 + 3
  Wizard
  5 5 5 4 4 2
  Wizard, 14th Level
  8 + 4
  Wizard +1
  5 5 5 4 4 3
  Wizard, 15th Level
  9 + 1
  Wizard +1
  5 5 5 4 4 4
  Wizard, 16th Level
  9 + 2
  Wizard +2
  5 5 5 5 5 5
  Clerics
  Acolyte
  1
  Man
  -
  -
  -
  -
  -
  -
  Adept
  2
  Man +1
  1 -
  -
  -
  -
  -
  Village Priest
  3
  2 Men
  2 -
  -
  -
  -
  -
  Vicar
  4
  3 Men
  2 1
  -
  -
  -
  -
  Curate
  4 + 1
  3 Men +1
  2 2
  -
  -
  -
  -
  Bishop
  5
  Hero -1
  2 2 1
  1 -
  -
  Lama
  6
  Hero
  2 2
  2
  1 1 -
  Patriarch
  7
  Hero +1
  2 2
  2 2 2 -
  Patriarch, 9th Level
  7 + 1
  Superhero -1
  3 3
  3 2 2 -
  Patriarch, 10th Level
  7 + 2
  Superhero -1
  3 3
  3 3 3 -
  
  SPELLS TABLE
  Magic-Users:
  1st Level
  2nd Level
  3rd Level
  1. Detect Magic
  Detect Invisible
  Fly
  2. Hold Portal
  Levitate
  Hold Person
  3. Read Magic
  Phantasmal Forces
  Dispell Magic
  4. Read Languages
  Locate Object
  Clairvoyance
  5. Protection/Evil
  Invisibility
  Clairaudience
  6. Light
  Wizard Lock
  Fire Ball
  7. Charm Person
  Detect Evil
  Lightning Bolt
  8. Sleep
  ESP
  Protection/Evil, 10' r.
  9.
  Continual Light
  Invisibility, 10' r.
  10.
  Knock
  Infravision
  11.
  Slow Spell
  12.
  Haste Spell
  13.
  Protection/Normal Missiles
  14.
  Water Breathing
  4th Level
  5th Level
  6th Level
  1. Polymorph Self
  Teleport
  Stone-Flesh
  2. Polymorph Others
  Hold Monster
  Reincarnation
  3. Remove Curse
  Conjure Elemental
  Invisible Stalker
  4. Wall of Fire
  Telekinesis
  Lower Water
  5. Wall of Ice
  Transmute Rock-Mud
  Part Water
  6. Confusion
  Wall of Stone
  Projected Image
  7. Charm Monster
  Wall of Iron
  Anti-Magic Shell
  8. Growth/Plant
  Animate Dead
  Death Spell
  9. Dimension Door
  Magic Jar
  Geas
  10. Wizard Eye
  Contact Higher Plane
  Disintegrate
  11. Massmorph
  Pass-Wall
  Move Earth
  12. Hallucinatory Terrain
    Cloudkill
  Control Weather
  13.
  Feeblemind
  14.
  Growth/Animal
  
  Monster
  Type
  Acolyte
  Adept
  Village 
  Priest
  Vicar
  Curate
  Bishop
  Lama
  Patriarch
  Skeleton
  7
  T
  T
  D
  D
  D
  D
  D
  Zombie
  9
  7
  T
  T
  D
  D
  D
  D
  Ghoul
  11
  9
  7
  T
  T
  D
  D
  D
  Wight
  N
  11
  9
  7
  T
  T
  D
  D
  Wraith
  N
  N
  11
  9
  7
  T
  T
  D
  Mummy
  N
  N
  N
  11
  9
  7
  T
  T
  Spectre
  N
  N
  N
  N
  11
  9
  7
  T
  Vampire
  N
  N
  N
  N
  N
  11
  9
  7
  Numbers are the score to match or exceed in order to turn away, rolled with 
  two six-sided dice.
  T = Monster turned away, up to two dice in number.
  D = Dispelled/disoIved, up to two dice in number.
  N = No Effect.
  SPELLS TABLE
  Clerics:
  1st Level
  2nd Level
  3rd Level
  1. Cure Light Wounds
  Find Traps
  Remove Curse
  2. Purify Food & Water
  Hold Person
  Cure Disease
  3. Detect Magic
  Bless
  Locate Object
  4. Detect Evil
  Speak with Animals
  Continual Light
  5.
  Protection/Evil
  6.
  Light
  4th Level
  5th Level
  1. Neutralize Poison
  Dispell Evil
  2. Cure Serious Wounds
  Raise Dead
  3. Protection/Evil, 10' r.
  Commune
  4. Turn sticks to snakes
  Quest
  5. Speak with plants
  Insect Plague
  6. Create Water
  Create Food
  Clerics verses Undead Monsters:
  
  BASIC EQUIPMENT AND COSTS:
  It will be necessary for players to equip their characters with various basic items 
  of equipment. Selection of items is strictly up to the players, and Gold Pieces are 
  taken away accordingly (players may sell to one another, of course, and then 
  Gold Pieces would be transferred).
  Item
  Cost
  Item
  Cost
  Dagger
  3
  Leather Armor
  15
  Hand Axe
  3
  Chain-type Mail
  30
  Mace
  5
  Plate Mail
  50
  Sword
  10
  Helmet
  10
  Battle Axe
  7
  Shield
  10
  Morning Star
  6
  Barding (Horse Armor)
  150
  Flail
  8
  50' of Rope
  1
  Spear
  2
  10' Me
  1
  Pole Arm
  7
  12 Iron Spikes
  1
  Halberd
  7
  Small Sack
  1
  Two-Handed Sword
  15
  Large Sack
  2
  Lance
  4
  Leather Back Pack
  5
  Pike
  5
  Water/Wine Skin
  1
  Short Bow
  25
  6 Torches
  1
  Long Bow
  40
  Lantern
  10
  Composite Bow
  50
  Flask of Oil
  2
  Light Crossbow
  15
  3 Stakes & Mallet
  3
  Heavy Crossbow
  25
  Steel Mirror
  5
  Quiver of 20 Arrows
  10
  Silver Mirror, Small
  15
  Case with 30 Quarrels
  10
  Wooden Cross
  2
  20 Arrows/30 Quarrels
  5
  Silver Cross
  25
  Silver Tipped Arrow
  5
  Holy Water/Vial
  25
  Mule
  20
  Wolvesbane, bunch
  10
  Draft Horse
  30
  Belladonna, bunch
  10
  Light Horse
  40
  Garlic, bud
  5
  Warhorse, Medium
  100
  Wine, quart
  1
  Warhorse, Heavy
  200
  Iron Rations (for dungeon expeditions)
  Saddle
  25
  1 person/1 week
  15
  Saddle Bags
  10
  Standard Rations for 1 person, 1 week    5
  Cart
  100
  Wagon
  200
  Other items cost may be
  Raft
  40
  calculated by comparing to
  Small Boat
  100
  similar items listed above.
  Small Merchant Ship
  5000
  Large Merchant Ship
  20000
  Small Galley
  10000
  Large Galley
  30000
  
  ATTACK MATRIX I. : MEN ATTACKING
  * Fighting-Men: Mogic-Users advance in steps based on 
  five levels/group (1-5, 6-10, etc.), and Clerics in steps 
  based on four levels/group (1-4, 5-8, etc.). Normal men 
  equal 1st level fighters.
  ATTACK MATRIX II. : MONSTERS ATTACKING 
  TARGET:
  Armor
  Class
  Description
  20-Sided Dice Score to Hit by Monster's Dice #
  Up to 1
  1+1
  2-3
  3-4
  4-6
  7-8
  9-10
  11 & +
  2
  All as in Table
  17
  16
  15
  13
  12
  11
  9
  7
  3
  I. above ...
  16
  15
  14
  12
  11
  10
  8
  6
  4
  15
  14
  13
  11
  10
  9
  7
  5
  5
  14
  13
  12
  10
  9
  8
  6
  4
  6
  13
  12
  11
  9
  8
  7
  5
  3
  7
  12
  11
  10
  8
  7
  6
  4
  2
  8
  11
  10
  9
  7
  6
  5
  3
  1
  9
  10
  9
  8
  6
  5
  4
  2
  0
  All base scores to hit will be modified by magic armor and weaponry. Missile 
  hits will be scored by using the above tables at long range and decreasing Armor 
  Class by 1 at medium and 1 at short range.
  Armor
  Class
  Description
  20-Sided Die Score to Hit by Level*
  1-3
  4-6
  7-9
  10-12
  13-15
  16 & +
  2
  Plate Armor & Shield
  17
  15
  12
  10
  8
  5
  3
  Plate Armor
  16
  14
  11
  9
  7
  4
  4
  ChainMail & Shield
  15
  13
  10
  8
  6
  3
  5
  Chain Mail
  14
  12
  9
  7
  5
  2
  6
  Leather & Shield
  13
  11
  8
  6
  4
  1
  7
  Leather Armor
  12
  10
  7
  5
  3
  1
  8
  Shield Only
  11
  9
  6
  4
  2
  1
  9
  No Armor or Shield
  10
  8
  5
  3
  1
  1
  TARGET:
  
  SAVING THROW MATRIX:
  Class & 
  Level
  Death Ray 
  or Poison
  All Wands — 
  Including 
  Polymorph or 
  Paralization
  Stone
  Dragon
  Breath
  Staves & 
  Spells
  Fighting-Men
  1-3
  12
  13
  14
  15
  16
  Magic-User
  1-5
  13
  14
  13
  16
  15
  Cleric
  1-4
  11
  12
  14
  16
  15
  Fighter
  4-6
  10
  11
  12
  13
  14
  Magic User
  6-10
  11
  12
  11
  14
  12
  Cleric
  5-8
  9
  10
  12
  14
  12
  Fighter
  7-9
  8
  9
  10
  10
  12
  Magic-User
  11-15
  8
  9
  8
  11
  8
  Cleric
  9-12
  6
  7
  9
  11
  9
  Fighter
  10-12
  6
  7
  8
  8
  10
  Magic-User
  16 +
  5
  6
  5
  8
  3
  Cleric
  13 +
  3
  5
  7
  8
  7
  Fighter
  13 +
  4
  5
  5
  5
  8
  Failure to make the total indicated above results in the weapon having full ef­
  fect, i.e. you are turned to stone, take full damage from dragon's breath, etc. 
  Scoring the total indicated above (or scoring higher) means the weapon has no 
  effect (death ray, polymorph, paralization, stone, or spell) or one-half effect 
  (poison scoring one-half of the total possible hit damage and dragon's breath 
  scoring one-half of its full damage). Wands of cold, fire balls, lightning, etc. and 
  staves are treated as indicated but saving throws being made result in one-half 
  damage.
  
  THE MONSTERS
  MONSTER REFERENCE TABLE, HOSTILE & BENIGN CREATURES:
  Special characteristics are dealt with in the separate paragraphs pertaining to 
  each monster which follow this table.
  Monster
  Type
  Number 
  Appearing*
  Armor
  Class
  Move in 
  Inches**
  Hit
  Dice
  % In 
  Lair
  Type or 
  Amount of 
  Treasure
  Men
  30
  — 300
  All variable ———————
  15%
  Type A
  Goblins/KoboIds
  40
  — 400
  6/7
  6
  1-1/½
  50%
  1-6 G.P. ea.
  Orcs
  30
  — 300
  6
  9
  l
  50%
  Type D
  Hobgoblins/ 
  Gnolls
  20 — 200
  5
  9
  1+1/2
  30%
  Type D
  Ogres
  3
  —
  18
  5
  9
  4 +1
  30%
  1,000 G.P.
  Trolls
  2
  12
  4
  12
  6 +3
  50%
  + Type C 
  Type D
  Giants
  1
  —
  8
  4
  12
  8-12+2
  30%
  5,000 G.P.
  Skeletons/
  Zombies
  3
  —
  30
  7/8
  6
  ½/2
  Nil
  + Type E 
  Nil
  Ghouls
  2
  —
  24
  6
  9
  2
  20%
  Type B
  Wights
  2
  —
  24
  5
  9
  3
  60%
  Type B
  Wraiths
  2
  —
  16
  3
  12/24
  4
  20%
  Type E
  Mummies
  1
  —
  12
  3
  6
  5 +1
  30%
  Type D
  Spectres
  1
  —
  8
  2
  15/30
  6
  25%
  Type E
  Vampires
  1
  —
  6
  2
  12/18
  7-9
  20%
  Type F
  Cockatrices
  1
  —
  8
  6
  9/18
  5
  35%
  Type D
  Basilisks
  1
  —
  6
  4
  6
  6 +1
  40%
  Type F
  Medusae
  1
  —
  4
  8
  9
  4
  75%
  Type F
  Gorgons
  1
  —
  4
  2
  12
  8
  50%
  Type E
  Manticores
  1
  —
  4
  4
  12/18
  6 +1
  25%
  Type D
  Hydras
  5-12 heads
  5
  12
  5-12
  25%
  Type B
  Chimeras
  1
  —
  4
  4
  12/18
  9
  50%
  Type F
  Wyverns
  1
  —
  6
  3
  9/24
  7
  60%
  Type E
  Dragons***
  1
  —
  4
  2
  9/24
  5-12
  60%
  Type H
  Gargoyles
  2
  —
  20
  5
  9/15
  4
  25%
  Type C
  Lycanthropes***
  2
  —
  20
  Variable ———————
  15%
  Type C
  Purple Worms
  1
  —
  4
  6
  6
  15
  25%
  Type D
  Sea Monsters
  All variable and at referee's descretion ———————————
  Minotaurs
  1
  —
  8
  6
  12
  6
  10%
  Type C
  
  MONSTER REFERENCE TABLE, CONTINUED
  Monster
  Type
  Number 
  Appearing*
  Armor
  Class
  Move in 
  Inches**
  Hit
  Dice
  % In 
  Lair
  Type or 
  Amount of 
  Treasure
  Centaurs
  2
  —
  20
  5
  18
  4
  05%
  Type A
  Unicorns
  1
  —
  4
  2
  24
  4
  Nil
  Nil
  Nixies
  10
  —
  100
  7
  12
  1
  100%
  Type B
  Pixies
  10
  —
  100
  6
  9/18
  1
  25%
  Type C
  Dryads
  1
  —
  6
  5
  12
  2
  20%
  Type D
  Gnomes
  40
  —
  400
  5
  6
  1
  60%
  Type C
  Dwarves
  40
  —
  400
  4
  6
  1
  50%
  Type G
  Elves
  30
  —
  300
  5
  12
  1 +1
  25%
  Type E
  Treants
  2
  —
  20
  2
  6
  8
  Nil
  Nil
  Pegasi
  1
  —
  12
  6
  24/48
  2 +2
  Nil
  Nil
  Hippogriffs
  2
  —
  16
  5
  18/36
  3 +1
  Nil
  Nil
  Rocs
  1
  —
  20
  4
  6/48
  6
  20%
  Type I
  Griffons
  2
  —
  16
  3
  12/30
  7
  10%
  Type E
  Invisible
  Stalkers
  ——————
  3
  12
  8
  Nil
  Nil
  Elementals
  1
  2
  Variable ————
  Nil
  Nil
  Djinn
  ——————
  5
  9/24
  7 +1
  Nil
  Nil
  Efreet
  ——————
  3
  9/24
  10
  Nil
  Nil
  Ochre Jelly
  1
  8
  3
  5
  Nil
  Nil
  Black Pudding
  1
  6
  6
  10
  Nil
  Nil
  Green Slime
  ——————
  —
  Nil
  2
  Nil
  Nil
  Gray Ooze
  ——————
  8
  1
  3
  Nil
  Nil
  Yellow Mold
  ——————
  —
  —
  —
  Nil
  Nil
  Light Horse
  ——————
  7
  24
  2
  Nil
  Nil
  Medium Horse
  ——————
  7
  18
  2 +1
  Nil
  Nil
  Heavy Horse
  ——————
  7
  12
  3
  Nil
  Nil
  Draft Horse
  ——————
  7
  12
  2 +1
  Nil
  Nil
  Mule
  ——————
  7
  12
  2 +1
  Nil
  Nil
  Small Insects 
  or Animals
  6
  —
  36
  Variable —————————————————
  Large Insects 
  or Animals
  2
  —
  16
  Variable —————————————————
  *Referee's option: increase or decrease according to party concerned (used 
  primarily only for out-door encounters).
  **Number after slash is flying speed. Creature may "charge" also and get 
  bonus to normal move.
  ***See separate paragraphs regarding each monster for various possibilities.
  
  REFEREE'S MAP is a wilderness map unknown to the players. It should be for 
  the territory around the dungeon location. When players venture into this area 
  they should have a blank hexagon map, and as they move over each hex the re­
  feree will inform them as to what kind of terrain is in that hex. This form of 
  exploring will eventually enable players to know the lay of the land in their im­
  mediate area and thus be able to select a site upon which to build their castles. 
  (Castle building and its attendant requirements will be covered hereafter.) Ex­
  ploratory adventures are likely to be the most exciting, and their incorporation 
  into the campaign is most desirable. Exploration by foot is at normal speed. 
  Horsed parties will travel at the speed of a draft horse, and exploration by air 
  will be at half normal flying speed.
  MOVEMENT:
  Type
  # of Hexes
  Type: (Flying)
  # of Hexes
  Man on foot
  3
  Wagon or Cart
  4
  Dragon
  24
  Draft Horse
  5
  Griffon
  30
  Heavy Horse
  6
  Hippogriff
  40
  Medium Horse
  8
  Roc
  48
  Light Horse
  10
  Pegasus
  48
  Raft
  10 (3)
  Broom
  40
  Boat
  15 (5)
  Carpet
  30
  Merchant Ship
  12
  Efreet
  20
  Galley
  20 (6)
  Djinn or Air Elemental
  30
  (Numbers in parenthesis are for swamp movement)
  
  MONSTER DETERMINATION AND LEVEL OF MONSTER MATRIX:
  Level Beneath 
  the Surface
  Consult Monster Level Table Number
  1
  2
  3
  4
  5
  6
  1
  Die
  1-2
  3-4
  5
  6
  —
  —
  2
  1
  2
  3-4
  5
  6
  —
  3
  —
  1
  2
  3-4
  5
  6
  4-5
  —
  —
  1
  2-3
  4-5
  6
  6-7
  —
  —
  —
  1
  2-4
  5-6
  8-9
  —
  —
  —
  —
  1-2
  3-6
  10-12
  —
  —
  —
  —
  1
  2-6
  13 +
  —
  —
  —
  —
  —
  1-6
  MONSTER LEVEL TABLES:
  1
  Die
  2
  Die
  KoboIds
  1
  Hobgoblins
  1
  Goblins
  2
  Zombies
  2
  Skeletons
  3
  Lizards
  3
  Orcs
  4
  Warriors
  4
  Giant Rats
  5
  Conjurers
  5
  Centipedes
  6
  Gnolls
  6
  Bandits
  7
  Ghouls
  7
  Spiders
  8
  Toads
  8
  Berserkers
  9
  Theurgistists
  0
  3
  Die
  4
  Die
  Wights
  1
  Wraiths
  1
  Heroes
  2
  Ogres
  2
  Giant Hogs
  3
  Evil Priests
  3
  Giant Ants
  4
  Myrmidons
  4
  Ochre Jelly
  5
  Giant Beetles
  5
  Thaumaturgists
  6
  Giant Scorpions
  6
  Swashbucklers
  7
  Lycanthropes
  7
  Magicians
  8
  Gargoyles
  8
  Giant Snakes
  9
  White Apes
  9
  Giant Weasles
  0
  Enchanters
  0
  
  *Typically each will be accompanied by from 1-4 apprentices (Enchanters/Evil 
  Priests) and 1-6 body-guards (levels 4-6) fighter-type.
  Castles: As stated, the ponds indicate Castles. The inhabitants of these strong­
  holds are determined at random. Occupants of these castles will venture out if a 
  party of adventurers passes nearby. If passing over the castle hex there is a 50% 
  chance (die 1-3) that they will come out, if one hex away there is a 33 1/3 
  chance (die 1 -2), and if two hexes away there is only a 16 2/3% chance (die 1). 
  If the party is on the castle hex and hails the castle, the occupants will always 
  come forth if the party is not obviously very strong and warlike. Patriarchs are 
  always Lawful, and Evil High Priests are always Chaotic. All other castle inha­
  bitants will be either hostile to the adventurers (die 1-3) or neutral (die 4-6). 
  Determine the occupant of a castle as follows:
  *With a like number of Heroes riding these creatures.
  5
  Die
  6
  Die
  Trolls
  1
  Giants
  1
  Superheroes
  2
  Hydra (9-12 heads)
  2
  Wyverns
  3
  Drogons
  3
  Spectres
  4
  Basilisks
  4
  Mummies
  5
  Gorgons
  5
  Minotaurs
  6
  Chimeras
  6
  Manticores
  7
  Vampires
  7
  Cockatrices
  8
  Lords
  8
  Sorcerers
  9
  Spectres
  9
  Wyverns
  10
  Wizards*
  10
  Hydra (6-8 heads)
  11
  Evil High Priests*
  11
  Medusae
  12
  Purple Worms
  12
  Die
  Occupant
  Type of Guards/Retainers in Castle 
  (The number after indicating the type die 
  to use to determine how many)
  Die -1
  2
  3
  4
  1
  Lord
  Champs. 8
  Griffons *6
  Myrmi's. 10
  Giants 4
  2
  Superhero
  Myrmi's. 8
  Rocs *4
  Ogres 4
  S'bucks. 10
  3
  Wizard
  Dragons 4
  Chmrs. 4
  Wyverns 4
  Blsks. 4
  4
  Necromancer
  Chmrs. 4
  Mntcrs. 6
  Lycs. 12
  GrgyIs. 12
  5
  Patriarch
  Heroes 20
  S'heroes 6
  Treants 10
  H'griffs *6
  6
  Evil H. P.
  Trolls 10
  Vmprs. 6
  W. Apes 20
  Spectres IO
  
  Fighting-Men within castles will demand a jousting match with all passersby of 
  like class. Otherwise they will demand a toll of from 100 to 600 Gold Pieces 
  from the party. If a joust takes place (use rules from CHAINMAIL) the occupant 
  of the castle will take the loser's armor if he wins, but if the character wins the 
  castle owner will host all in the party for up to one month, supply them with 
  two weeks of rations, and provide warhorses (Heavy) if the party so requires.
  Magic-Users from castles will send passersby after treasure by Geas if they are 
  not hostile, with the Magic-User taking at least half of all treasure so gained, the 
  Magic-User having first choice of magical items and automatically choosing Mis­
  cellaneous Magic, Wands/Staves, or Rings (in that order) in preference to other 
  items. Otherwise, the Magic-User will require a magical item from the passersby 
  as toll, and if they have no magical items suitable for use the Magic-User will re­
  quire a toll of from 1000 to 4000 Gold Pieces.
  Clerics will require passersby to give a tithe (10%) of all their money and jewels. 
  If there is no payment possible the Cleric will send the adventurers on some 
  form of Lawful or Chaotic task, under Quest. Generally Evil High Priests will 
  simply attempt to slay Lawful or Neutral passersby who fail to pay their tithes.
  Guards: In addition to those men or monsters accompanying castle residents, 
  there will be a number of men aiding in defense. From 30 to 180 men will man 
  the walls, one-half of whom will be crossbow armed light foot, and the balance 
  will be heavy foot. Those castle residents who are accompanied by men or crea­
  tures capable of riding or able to make near equal speed will be mounted on 
  horseback, as will their men be mounted. There is also a chance that there will 
  be others in the castle's party:
  Castle Resident
  % Chance of Having
  Level
  Fighting-Men
  25% chance for
  5-8
  Magic-User
  - - -
  50% chance for
  3-6
  Cleric
  - - -
  Magic-User
  25% chance for 
  Fighting-Man
  5-8
  50% chance for 
  Apprentice
  4-7
  Cleric
  50% chance for 
  1 -6 Assistants
  4-7
  
  WILDERNESS WANDERING MONSTERS:
  Terrain Type ——
  Clear
  Woods
  River
  Swamp
  Mtns.
  Desert
  City
  Lost —————
  1
  1-2
  1
  1-3
  1-2
  1-3
  —
  Encounter ———
  6
  5-6
  5-6
  4-6
  4-6
  5-6
  6
  Die Roll for 
  Type Encounter
  1
  Men
  Men
  Men
  Men
  Men
  Men
  Men
  2
  Flyer
  Flyer
  Flyer
  Flyer
  Flyer
  Flyer
  Undead
  3
  Giant
  Giant
  Giant
  Giant
  Giant
  Giant
  Undead
  4
  Lycs.
  Lycs.
  Lyes.
  Lycs.
  Lyes.
  Men
  Men
  5
  Anmls.
  Lyes.
  Swim'r   Swim'r
  Anmls.
  Anmls.
  —
  6
  Men
  Men
  Swim'r   Undead
  Giants
  Dragon
  —
  7
  Anmls.
  Anmls.
  Anmls.    Undead   Dragon
  —
  —
  8
  Dragon
  Dragon
  Dragon   Dragon
  Dragon
  —
  —
  MEN
  Typical
  Die
  Mountain
  Desert (Mars)
  Waterbourne
  1
  Bandits
  Band its
  Nomads
  Buccaneers
  2
  Brigands
  Berserkers
  Dervishes
  Pirates
  3
  Necromancer
  Brigands
  Nomads
  Buccaneers
  4
  Wizard
  Lord
  Lord
  Pirates
  5
  Bandits
  Wizard
  Wizard
  Buccaneers
  6
  Berserkers
  Superhero
  Nomads
  Mermen
  7
  Lord
  Cavemen
  (Red Martians)
  —
  8
  Superhero
  Necromancer
  (Tharks)
  9
  Brigands
  Evil H.P.
  (Black Martians)
  10
  Bandits
  Cavemen
  (Yellow Martians)
  11
  Evil H.P.
  Patriarch
  (Tharks)
  12
  Patriarch
  Berserkers
  (White Martians)
  Die
  FLYER TYPES
  UNDEAD TYPES
  GIANT TYPES
  1
  Pegasi
  Skeletons
  KoboIds
  2
  Rocs
  Zombies
  Goblins
  3
  Chimerae
  Ghouls
  Orcs
  4
  Hippogriffs
  Wights
  Hobgoblins
  5
  Griffons
  Wraiths
  Gnolis
  6
  Manticores
  Mummies
  Ogres
  7
  Rocs
  Spectres
  Trolls
  8
  Wyverns
  Vampires
  Giants
  9
  Dragons
  —
  Gnomes
  10
  Pegasi
  —
  Dwarves
  11
  Hippogriffs
  —
  Elves
  12
  —
  Treants
  
  Die
  LYCANTHROPES
  SWIMMER TYPES
  DRAGON TYPES
  1
  Werewolves
  Giant Crabs
  Black Dragons
  2
   Wereboars
  Nixies
  White Dragons
  3
      Weretigers
  Giant Octopi
  Green Dragons
  4
   Werebears
  Giant Squid
  Blue Dragons
  5
  ———
  Sea Monster
  Red Dragons
  6
  Giant Snakes
  Gold Dragons
  7
  Crocodiles
  Cockatrices
  8
  Giant Leeches
  Basilisks
  9
  Mermen
  Wyverns
  10
  Nixies
  11
  Giant Fish
  Chimerae
  12
  Dragon Turtle
  Hydra (7-12 heads)
  Die
  Basic
  Animals
  Optional 
  Woods
  Optional
  Swamps
  Optional 
  Arid Plains
  Optional
  Mountains
  1
  Spiders
  Centaurs
  Tyr. Rex
  Apts
  Cave Bears
  2
  Centipedes
  Unicorns
  Pter'dyle.
  Banths
  Dire Wolves
  3
  Lizards
  Minotaurs
  Triceratops
  Thoats
  Sabre T. Tigs.
  4
  Toads
  Gorgons
  Bronto's.
  Calots
  Mastodons
  5
  Ants
  Pixies
  Stegosaurs
  White Apes
  Sptd. Lions
  6
  Weasels
  Manticores
  Tyr. Rex
  Thoats
  Wooly Rhinos
  7
  Apes
  Dryads
  Pter'dyle.
  Orluks
  Titanotheres
  8
  Beetles
  Medusae
  Triceratops
  Sith
  Cave Bears
  9
  Scorpions
  ———
  ———
  Tharks
  Mammoths
  10
  Lions
  Darseen
  Sabre T. Tigs.
  11
  Boars
  Banths
  Dire Wolves
  12
  Snakes
  Tharks
  Sptd. Lions
  Notes:
  There will be from 2-12 men with any Fighting-Man, Magic-User, or Cleric en­
  countered in the wilderness. They will be from the 1st to 4th level of the appro­
  priate class. In addition there will be other magical items they might have:
  Fighting-Man
  Magic-User
  Cleric
  ITEM
  CHANCE
  ITEM
  CHANCE
  ITEM
  CHANCE
  sword
  50%
  wand
  60%
  weapon
  40%
  shield
  25%
  ring
  30%
  staff
  30%
  armor
  25%
  misc. mg.
  20%
  shield
  20%
  armor
  10%
  Animals will generally be of the giant variety, although the referee might prefer 
  to have small spiders, for example, which attack the party when they are asleep.
  
  * Roll for each category (Gems and Jewelry), probability shown if different 
  for either category.
  1 Brigands will have only very important prisoners, 1/20 Brigands, while 
  Bandits will have prisoners at a ratio of 1/10 Bandits. Both classes will car­
  ry Silver Pieces on their person, 2-20 each. Berserkers have neither. Cave­
  men have no treasure.
  2 
  Nomads will have prisoners at a rate of 1/25. They will have 5-30 Sil­
  ver Pieces each. Dervishes have neither.
  TREASURE TYPES:
  Type
  1000's
  of
  Copper
  1000‘s
  of
  SiIver
  1000's
  of
  Gold
  Gems and 
  Jewelry*
  Maps or 
  Magic
  A
  Land 1 
  Desert 2 
  Water 3
  1-6:25% 
  1-4:20% 
  Nil
  1-6:30%
  1-4:25%
  Nil
  2-12:35% 
  1-6:30% 
  5-30:60%
  6-36:50%
  10-40:50%
  10-60:60%
  40%: any 3 
  60%: 3 magic 
  50%: 1 map
   ————————————————————————————————————————
  B
  1-8:50%
  1-6:25%
  1-3:25%
  1-6:25%
  10%: Weapon, 
  Armor, or 
  misc. weapon
   ————————————————————————————————————————
  C
  1-12:20%
  1-4:30%
  Nil
  1-4:25%
  10%: any 2
   ————————————————————————————————————————
  D
  1-8:10%
  1-12:15%
  1-6:60%
  1-8:30%
  20%: any 2+ 
  1 Potion
   ————————————————————————————————————————
  E
  1-10:05%
  1-12:30%
  1-8:25%
  1-10:10%
  30%: any 3+ 
  1 Scroll
   ————————————————————————————————————————
  F
  Nil
  2-20:10%
  1-12:45%
  2- 24:20% 
  1-12:10%
  35%: no weap­
  ons, any other 
  3+ 1 Potion 
  and 1 Scroll
   ————————————————————————————————————————
  G
  Nil
  Nil
  10-40:75%
  3-18:25% 
  1-10:25%
  40%: any 4+ 
  1 Scroll
   ————————————————————————————————————————
  H
  3-24:25%
  1-100:50%
  10-60:75%
  1-100:50% 
  10-40:50%
  20%: any 4+ 
  1 Potion and 
  1 Scroll
   ————————————————————————————————————————
  1
  Nil
  Nil
  Nil
  2-16:50%
  20%: any 1
   ————————————————————————————————————————
  
  3 Pirates will have prisoners as do Bandits, and the same holds true for the 
  Buccaneer/Bandit relationship. Pirates and Buccaneers will carry from 2-12 
  Gold Pieces each. Mermen have treasure only underwater in their "Lair".
  NOTE: All Treasure is found only in those cases where the encounter 
  takes place in the "Lair".
  MAGIC ITEMS
  MAPS
  Roll on 100% Dice
  Item
  Roll on 100% Dice
  Item
  01-20
  Swords
  01-60
  Treasure Map
  21-35
  Armor
  61-90
  Magic Map
  36-40
  Misc. Weapons
  91-00
  Magic &
  41-65
  Potions
  Treasure Map
  66-85
  Scrolls
  86-90
  Rings
  91-95
  Wands/Staves
  96-00
  Misc. Magic
  SWORD:
  01-35
  Sword +1
  36-40
  Sword +1, +2 vs. Lycanthropes
  41-45
  Sword +1, +2 vs. Magic-Users and Enchanted Monsters
  46-50
  Sword +1, Locating Objects Ability
  51-60
  Sword +1, +3 vs. Trolls (Clerics)
  61-65
  Sword, Flaming: +1
  +2 vs. Trolls (Pegasi, Hippogriffs, + Rocs)
  +3 vs. Undead Treants
  66-70
  Sword +1, Wishes Included (2-8 Wishes)
  71-75
  Sword +1, +3 vs. Dragons
  76-78
  Sword +2
  79-80
  Sword +2, Charm Person Ability
  81-82
  Sword +3
  83
  Sword, One Life Energy Draining Ability
  84-00
  Sword -2 (Cursed Sword)
  ARMOR:
  01-30
  Shield +1
  31-60
  Armor +1
  61-75
  Armor & Shield +1
  76-83
  Shield +2
  84 90
  Armor +2
  91-97
  Armor & Shield +2
  98-00
  Shield +3
  MAGIC/MAPS DETERMINATION TABLE:
  Roll on 100% Dice
  01-75 = Magic ——
  Roll for each item found
  76-00 = Map ——
  
  * Referee to roll to determine which of the six types of Dragons will be 
  controlled.
  ** Referee will mislead by naming any of the other Potions, but if care­
  fully questioned should give it a singular feature.
  SCROLLS:
  01-20
  1 Spell
  61-70
  Protection: Lycanthropes
  21-35
  2 Spells
  71-80
  Protection: Undead
  36-45
  3 Spells
  81-90
  Protection: Elementals
  46-50
  7 Spells
  91-00
  Protection: Magic
  51-60
  1 Curse*
  *The referee must take extreme care in handling all Scrolls with an eye 
  towards duping the players when a Curse Scroll is found. The curse takes ef­
  fect 
  immediately 
  upon 
  reading 
  the 
  Scroll; 
  therefore 
  having 
  non-Curse 
  Scrolls 
  disappear on occasion if not identified will help to force reading of Curse 
  Scrolls. To determine the type of curse use the table below;
  MISCELLANEOUS WEAPONS:
  01-25
  10 Magic Arrows
  26-40
  3-30 Magic Arrows
  41-55
  Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins 
  and KoboIds
  56-60
  Dagger +2 vs. Man-Sized Opponents, +3 vs. Orcs, Goblins 
  and KoboIds
  61-65
  Magic Bow
  66-70
  Axe +1
  71-80
  Mace +2
  81-85
  War Hammer +1
  86-89
  War Hammer +2
  90
  War Hammer +3, 6” Throwing Range with Return
  91-96
  Spear +1
  97-99
  Spear +2
  00
  Spear +3
  POTIONS:
  01-04
  Growth
  49-52
  Clairvoyance
  05-08
  Dimenuation
  53-55
  Clairaudience
  09-12
  Giant Strength
  56-60
  Animal Control
  13-16
  Invisibility
  61-64
  Undeod Control
  17-20
  Gaseous Form
  65-68
  Plant Control
  21-24
  Polymorph (Self)
  69-72
  Human Control
  25-28
  Speed
  73-76
  Giant Control
  29-32
  Levitation
  77-80
  Dragon Control*
  33-36
  Flying
  81-84
  Poison**
  37-40
  ESP
  85-88
  Invulnerability
  38-40
  Delusion
  89-92
  Fire Resistance
  41-44
  Healing
  93-96
  Treasure Finding
  45-48
  Longevity
  97-00
  Heroism
  SCROLLS:
  
  1 or 2
  Any monster of the referee's choice
  3 or 4
  Disease, fatal in 3 turns unless healed
  5 or 6
  Polymorph to insect of referee's choice
  7
  Transportation 1,000 miles, random direction
  8
  Transportation to another planet
  RINGS:
  01-09
  Invisibility
  81-85
  Protection, 5' r.
  10-15
  Mammal Control
  86-90
  Regeneration
  16-21
  Human Control
  91-92
  Djinn Summoning
  22-30
  Weakness
  93-94
  Telekenisis
  31-39
  Protection
  95-96
  X-Ray Vision
  40-49
  Three Wishes
  97-98
  Spell Turning
  50-60
  Delusion
  99
  Spell Storing
  61-70
  Water Walking
  00
  Many Wishes (4-24)
  71-80
  Fire Resistance
  WANDS AND STAVES (All wands usable by Magic-Users only) :
  01-15
  Metal Detection
  61-65
  Polymorph
  16-20
  Enemy Detection
  66-70
  Negation
  21-25
  Magic Detection
  71-80
  Staff of Healing*
  26-30
  Secret Doors &
  81-85
  Staff of Commanding**
  Traps Detection
  31-35
  Illusion
  86-90
  Snake Staff*
  36-40
  Fear
  91-95
  Staff of Striking**
  41-45
  Cold
  96-97
  Staff of Withering*
  46-50
  Paralization
  98-99
  Staff of Power***
  51-55
  Fire Balls
  00
  Staff of Wizardry***
  56-60
  Lightening Bolts
  *Clerics only can employ 
  **Clerics and Magic-Users may employ 
  ***Magic-Users only may employ
  MISCELLANEOUS MAGIC:
  01-04
  Crystal Ball
  05-06
  Crystal Ball with Clairaudience
  07
  Crystal Ball with ESP
  08-12
  Medallion of ESP, 3" Range*
  13-15
  Medallion of ESP, 9" Range*
  16-18
  Amulet vs. Crystal Balls and ESP*
  19-24
  Scarab of Protection from Evil High Priests*
  25-29
  Bag of HoIding*
  30
  Censor Controlling Air Elementals
  31
  Stone Controlling Earth Elementals
  32
  Brazier Commanding Fire Elementals
  33
  Bowl Commanding Water Elementals
  34-35
  Efreet Bottle*
  36-38
  Displacer Cloak*
  39-47
  Elven Cloak and Boots*
  Die Roll
  Curse: (Range 3" diameter)
  
  48-52
  Boots of Speed*
  53-57
  Boots of levitation*
  58-62
  Boots of Traveling and Leaping*
  63-67
  Broom of Flying
  68-72
  Helm of Reading Magic and Languages*
  73-75
  Helm of Telepathy*
  76
  Helm of Teleportation
  77-87
  Helm of Chaos (Law)*
  88
  Flying Carpet*
  89
  Drums of Panic, 24" Range*
  90
  Horn of Blasting, 10" Range*
  91-97
  Gauntlets of Ogre Power*
  98-99
  Girdle of Giant Strength*
  00
  Mirror of Life Trapping
  * Usable by all classes
  MAPS:
  TREASURE
  MAGIC
  Die Roll: Map to -
  Die Roll: Map to -
  1
  10,000-40,000 Silver
  1-3
  Any 1 Item
  2
  5,000-30,000 Gold
  4-5
  Any 2 Items
  3
  1 & 2 above
  6
  3 Items, No Swords
  4
  1 above + 2-20 Gems
  7
  4 Items, 1 a Potion
  5
  2 above + 5-30 Gems
  8
  5 Items, 1 a Scroll
  6
  3 above + 1-100 Gems
  & 1 a Potion
  7
  10-60 Gems, 2-20 Jewelry
  8
  3 & 7 above
  NOTE: All items will be guarded by appropriate monsters. If the referee desires 
  he can simply roll on the Dungeon Encounter Matrix, (see   Book III) 
  fifth or sixth level monster classes.
  MAGIC & TREASURE
  Die Roll: Map to -
  1
  #1 Treasure and #1 Magic
  2
  #2 Treasure and #1 Magic
  3
  #3 Treasure and #4 Magic
  4
  Map to #7 Treasure and #6 Magic (already there)
  5
  #5 Treasure and #4 Magic
  6
  Map to Treasure and #1 Magic (already there)
  7
  #6 Treasure and #8 Magic
  8
  #8 Treasure and #7 Magic
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 1e-2e, D&D, OD&D (TSR)/OD&D/Premium Edition/Reference Sheets (Premium Edition) (0e).pdf