938 lines
55 KiB
Plaintext
938 lines
55 KiB
Plaintext
|
******************************************************************************
|
|||
|
******************************************************************************
|
|||
|
** M O N S T E R S **
|
|||
|
** & **
|
|||
|
** M A Z E S **
|
|||
|
******************************************************************************
|
|||
|
******************************************************************************
|
|||
|
** By : JOHN GARWOOD **
|
|||
|
** **
|
|||
|
********************************** *****************************************
|
|||
|
**********************************-#-*****************************************
|
|||
|
*************** **** *****************************************
|
|||
|
*************** )))))))))) **** **************** / ***********
|
|||
|
*************** 8888888888*: $ **************** /\/\/ ***********
|
|||
|
*************** )))))))))) **** **************** :/88\/ ***********
|
|||
|
*************** **** IIIIIIIII :\88/\ ***********
|
|||
|
********************************** **************** \/\/\ ***********
|
|||
|
********************************** **************** \ $ *******
|
|||
|
****************** ***************** *******
|
|||
|
****************** ^ *************************** ***************** *******
|
|||
|
*********** ~*~ ******************** ***************** *******
|
|||
|
*********** \=#=/ ******************** ***************** *******
|
|||
|
*********** \=#=/ ******************** ************** ****
|
|||
|
************************************************-O-************** GOLD! ****
|
|||
|
******************************** ^ **************************
|
|||
|
***# **# ******# *************** \ /M\ / **************************
|
|||
|
***## *# *****### ************** /\ Y /\ **************************
|
|||
|
***# # # ****# # # ************* /^^{8}^^\ **************************
|
|||
|
***# *## ******# *************** /^^ 888 ^^\ **************************
|
|||
|
***# **# ******# *************** /^ /V\ ^\ **************************
|
|||
|
***************# *************** / I \ **************************
|
|||
|
******************************************************************************
|
|||
|
|
|||
|
|
|||
|
|
|||
|
The game of dark underground labyrinths and those who abode in them.
|
|||
|
Where only the brave and the mighty will escape with marvelous gems
|
|||
|
and everprecious gold...
|
|||
|
|
|||
|
/|\
|
|||
|
|
|
|||
|
\|>
|
|||
|
WARNING: THIS GAME CONTAINS MATH!
|
|||
|
ABBREVIATIONS USED IN THE GAME
|
|||
|
1d6 Roll 1 six sided die.
|
|||
|
#d6 Roll that # of six sided dice or 1 die # times; Add numbers
|
|||
|
1d3 Roll 1d6 1-2=1,3-4=2,5-6=3
|
|||
|
1d3* Roll 1d6 1-3=1,4-5=2,6=3
|
|||
|
1-2 Roll 1d6 1-3=1,4-6=2 or choose
|
|||
|
HP = Hit Points
|
|||
|
rnd = round (15 seconds)
|
|||
|
# ACTS = The number of actions doable in 1 round.
|
|||
|
LEV REQ. = Advancement requirement.
|
|||
|
+ = Plus or Minus
|
|||
|
#d6+? = Roll a six sided die # times and add or subtract ?.
|
|||
|
TH = To Hit, The chance to make a successlul strike. (Lower=better)
|
|||
|
IH = Is Hit, The chance of defending blows. (Higher=better)
|
|||
|
|
|||
|
EQUIPMENT
|
|||
|
2 or more people, pencils, paper, graph paper, and a few six sided dice.
|
|||
|
One of the people will be the GameMaster or GM, the rest are the "players".
|
|||
|
|
|||
|
HOW TO PLAY
|
|||
|
First thing read booklet. Second make characters (one for each "player").
|
|||
|
Third have GM construct maze. Fourth "stock" maze. Fifth play.
|
|||
|
|
|||
|
Playing in this game means the GM describes the environment the characters
|
|||
|
are in or can see. In turn the characters ask questions,move,perform actions,
|
|||
|
fight monsters,collect treasure, and most of all have fun. Then the process
|
|||
|
repeats itself over and over till the Maze or "Adventure" is finished.
|
|||
|
|
|||
|
In construction of maze sertain tables may have a general skill modifier
|
|||
|
placed on roll done on that table. There is four"skill levels" that are
|
|||
|
suggested they are Beginner, Novice, Expert, and Difficult.
|
|||
|
|
|||
|
Those tables with a preceeding @ sign may be decreased and those tables
|
|||
|
with a preceeding ! may be increased.
|
|||
|
Beginner No modifier 0
|
|||
|
Novice +1
|
|||
|
Expert +2
|
|||
|
Difficult +3
|
|||
|
Results that go off the table use the lowest or highest accordingly.
|
|||
|
|
|||
|
Using "miniatures" adds a lot of fun to the game. You can use a
|
|||
|
chessboard or vinyl mats for the grid. The GM simply redraws or exposes that
|
|||
|
portion of the maze that the characters can see or are in on the playing
|
|||
|
board. In combat place the monsters strategically and place the characters at
|
|||
|
the point where the characters first "see" the monster/s. Commence movement as
|
|||
|
each square = 10' so the movement rolls = number of squares the participants
|
|||
|
can move. Example if Goerge the fighter rolls a 6 then Goerge moves 6 squares
|
|||
|
(60') and may attack. You may use the rule that no 2 characters can occupy the
|
|||
|
same square at once and fight or cast.
|
|||
|
|
|||
|
==============================================================================
|
|||
|
CHARACTERS
|
|||
|
FIRST ROLL TYPE 2d6
|
|||
|
|
|||
|
# CLASS TYPE Start HP To Hit Is Hit # ACTs/rnd LEV REQ. Spec.
|
|||
|
------------------------------------------------------------------------------
|
|||
|
2a Wizard 1d6 9 5 1 10/20g 5sp,1pr
|
|||
|
3a Conjurer 1d6+1 8 5 1 10/20g 1sp,3ms
|
|||
|
4b Magician 1d6+3 7 5 1 9/18g 3sp
|
|||
|
5 Ranger 2d6 5 8 2(+2/level) 10/20g 1pet ms
|
|||
|
6 Fighter 3d6 5 7 1(+1/level) 8/15g none
|
|||
|
7c Martial Artist 4d6 4 10 3(+3/o.lvl) 15m 1he
|
|||
|
8b Robber 2d6+3 5 7 1(+1/level) 6/20g pick
|
|||
|
9 Knight 3d6+2 5 8 1(+2/level) 10/20g 1(+1 wep)
|
|||
|
10 Paladin 3d6+3 4 9 2(+2/level) 12/30g 1pr,2he
|
|||
|
11d Cleric 2d6+1 6 7 1(+1/level) 8/15g 4pr,3he
|
|||
|
12e Holyman 1d6+3 9 4 1 10/25g 5pr,5he
|
|||
|
------------------------------------------------------------------------------
|
|||
|
|
|||
|
Second Roll RACE 2d6
|
|||
|
2d6 3d6 3d6
|
|||
|
TYPE MOVE Brains Brawns SPECIALS
|
|||
|
------------------------------------------------------------------------------
|
|||
|
2 Elf N+2 +1 N 1spell
|
|||
|
3 Hobbit N-2 +1 -1 1heal ability
|
|||
|
4-5 Half-Elf N+1 +1 +1 N
|
|||
|
6-8 Human N +2 +2 N
|
|||
|
9 Halfling N-3 +1 +3 N
|
|||
|
10 Dwarf N-1 +3 +1 1 (+1)Magic Weapon
|
|||
|
11 Giant (6'-9') N+3 -2 +5 3d6 punch
|
|||
|
12 Smart Monster variable N +1 variable
|
|||
|
------------------------------------------------------------------------------
|
|||
|
|
|||
|
Third: Figure out Brains (3d6),Brawns (3d6), and Hit Points.
|
|||
|
|
|||
|
Fourth Choose specials (SPells,PRayers,Monsters Summonable).
|
|||
|
|
|||
|
Fifth Players start out with 1 weapon, 1 torch, 3 matches, 1 sm.sack,5d6*10 gp.
|
|||
|
Those players who have a letter before their class may only chose/
|
|||
|
purchase/own those armor/weapons with those same letters. Blank means no
|
|||
|
restrictions.
|
|||
|
|
|||
|
Martial Artists can use their weapons but they are much more effective without.
|
|||
|
A Martial Artist at level one gets punch 2d6,kick 3d6. Every level after
|
|||
|
the player may choose one of the following chop 1d6,jump kick 4d6,flying kick
|
|||
|
5d6,block -1IH,dodge -2IH,power up add 1d6 to any one,heal 1d6,and jump 20'.
|
|||
|
Weapons and Equipment
|
|||
|
|
|||
|
WEAPONS TYPE USED BY DAMAGE COST gp OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
Blackjack -O a,b,c,d,e 1d6 8 1 handed
|
|||
|
Dagger -|--- a,b,c 1d6-1 5 1 handed, range'=brawns*2
|
|||
|
Club --=<> a,b,c,d,e 1d6 6 1 or 2 handed
|
|||
|
Quarter Staff ----- a,b,c,d,e 1d6+2 10 2 handed
|
|||
|
Bo Staff --------- b,c,d,e 2d6 20 2 handed
|
|||
|
Nunchuku ===...=== b,c,d 2d6 30 1 or 2 handed
|
|||
|
Sh.Sword -|===- b,c 1d6+1 15 1 handed
|
|||
|
Sword(norm.)-|====- c 1d6+3 25 1 handed
|
|||
|
Long Sword -|=====- c 2d6 50 1 handed
|
|||
|
Bastard Sword---|=== 3d6 80 2 handed
|
|||
|
Great Sword----)==== 4d6 120 2 handed,brawns >14
|
|||
|
Bow Short .--^--. a,b,c n/a 60 2 handed,range 80'
|
|||
|
Bow Long .---^---. c n/a 130 2 handed,brawns >10,range 140'
|
|||
|
Arrows/Darts >>----> Darts a,b 1d6 30 Per dozen
|
|||
|
Shuriken(stars) * c 1d6+1 5 Each,range'=brawns*5
|
|||
|
Crossbow -==|)- c 1pt. 140 2 handed,brawns >12,range 160'
|
|||
|
Bolts ----> n/a 1d6+3 50 Per dozen
|
|||
|
Mace ----## b,c,d,e 2d6+3 75 1 handed
|
|||
|
Morning Star ----* b,c,d 3d6 100 1 handed
|
|||
|
Mace & Chain ==...* b,d 3d6+3 135 1 handed
|
|||
|
War Hammer ----][ b,d,e 2d6+3 80 1 or 2 handed
|
|||
|
Battle Axe --==8 3d6+2 115 2 handed
|
|||
|
Throw Axe ---v b,c 2d6 50 1 handed, range'=brawns*10
|
|||
|
Pole Arm --------{} c 4d6 90 2 handed
|
|||
|
Spear ------> c 2d6+2 45 1 or 2 handed, range'=brawns*5
|
|||
|
Whip ==----------- a,b,c,d,e 1d6 20 1 handed, 8'long
|
|||
|
|
|||
|
EQUIPMENT Type COST gp OTHER
|
|||
|
-----------------------------------------------------------------------------
|
|||
|
Backpack 5 Holds 500 coins/lbs.
|
|||
|
Sack small 2 Holds 300 coins/lbs
|
|||
|
large 4 Holds 600 coins/lbs
|
|||
|
Rope (50') 4 1 person at a time
|
|||
|
Lock picks '.`,"=^. 30 Robbers only,roll 2d6(2=broken,9-12=open)
|
|||
|
Lantern [*] 15 30'r
|
|||
|
Fuel 1hr. 8 slick 10' by 10' if spilled,3d6 damage if lit.
|
|||
|
Torch ====**:. 1 Each, 15'r, 20 min.,2d6 damage
|
|||
|
Matches i 3 NOT waterproof, roll 1d6 (1 or 2=dud)
|
|||
|
Grappling hook ? 20 A 3 or 4 pronged hook, 1d6 damage,for climbing.
|
|||
|
Mirror [#] 6 3"by 3" glass
|
|||
|
Twine Measure @ 7 30' "tape measure"
|
|||
|
Spikes wood , 3 half dozen, 2' long, 2d6 damage
|
|||
|
metal 5 Each, 2' long, 2d6 damage
|
|||
|
Hammer small ---9 3 1d3 damage
|
|||
|
Tinder box [0] 4 3 uses of flint & steel, roll 1d6 (6=fire)
|
|||
|
Dynamite per stick 25 1d6+3*10 damage, roll 1d6 (1=dud)(2=half damage)
|
|||
|
Provisions /food 5 1 week ,heal 1 pt.
|
|||
|
Garlic/Wolfsbane 10 1 bunch of "useful" stuff
|
|||
|
Pens & Paper(book) 40 5 pens and 25 pages of blank paper.
|
|||
|
Holy Symbol .....+ 10 A "religious" symbol (Clergy must have!)
|
|||
|
Armor & Spells
|
|||
|
|
|||
|
ARMOR & USED BY COST gp IH mod. -Dam Other/Description
|
|||
|
------------------------------------------------------------------------------
|
|||
|
Leather a,b,c,d,e 30 -1 -5 A thick leather jacket
|
|||
|
Chain b,d 50 0 -10 A thick Fireplace screen coat
|
|||
|
Plate(chest) b,d 80 +1 -15 A metal breastplate/T-shirt
|
|||
|
Shield wood a,b,d,e 25 -2 -5 2'round wooden shield
|
|||
|
sm.metal b,d 50 -1 -8 2'round metal shield
|
|||
|
lg.metal 80 0 -15 3' by 4' rectangular metal shield
|
|||
|
Full Leather b,d 70 +1 -15 A thick leather jumpsuit
|
|||
|
Full Chain d 120 +3 -20 A thick Fireplace screen jumpsuit
|
|||
|
Full Plate d 150 +5 -25 -2 move,A regular suit of Armor
|
|||
|
Helm (metal) 50 0 -5 A metal Helmet with visor
|
|||
|
|
|||
|
Spell Dice Durat. Effect Description
|
|||
|
-------------------------------------------------------------------------------
|
|||
|
Fireball 4d6 inst. 30'r Exploding ball of flame
|
|||
|
Ice Storm 4d6 inst. 50'con Cone of ice shards
|
|||
|
Lightning Bolt 5d6 inst. 50'lin Bolt of electricity that bounces
|
|||
|
Magic Darts 1d6/Foe inst. 60'r Stinger that stings all enemies
|
|||
|
Magic Arrows 6d6 inst. 1 targ A bunch of shots at 1 target
|
|||
|
*Tag (your "it") n/a 1d6 rnd 1 targ Makes "all"attack target touched
|
|||
|
*The Paralyzer n/a 2d6 rnd 1 targ Makes one target quadriplegic
|
|||
|
*Mr. Sandman n/a 3d6 rnd 30'con Puts all within asleep
|
|||
|
Heal Spell 4d6 HP perm 1 targ Replenishes hit points
|
|||
|
Rock of light n/a 1 hr. 40'r Creates light without heat
|
|||
|
Fly mov F3d6 3 rnd self Allows caster to "fly"
|
|||
|
The Mighty Doorknob n/a 30 min 1 door Opens and shuts doors magically
|
|||
|
*Freeze Frame n/a 1 rnd sight Pauses others action momentarily
|
|||
|
*Scotty's Beam n/a inst. 20'r Teleport instantly anywhere known
|
|||
|
*Presto Change O n/a 3 rnd 1 targ Changes target into something.
|
|||
|
*Summon Monsters HP<caster 3 rnd 1d6 M Makes "Specify"s appear
|
|||
|
*3 Blind Mice n/a 1d6 rnd 3 targ Blinds 3 foes temporarily
|
|||
|
Wizard Blizzard 1d6/rnd 1d6 rnd 20'r Creates a severe Snowstorm
|
|||
|
Fiery Floor 2d6/rnd 1d3*rnd 40'sq Enblazes an area
|
|||
|
Spider's Revenge 30 hp 10 min 40'con Creates a bubblegum like web
|
|||
|
Instant Hole 1d6 2 rnd 10'r Creates a 10'deep pit or 10' door
|
|||
|
*Friendly Foe n/a 5 rnd 1 foe Turns a foe to your side
|
|||
|
*Scare n/a 1d6 rnd 5 foes Creates cowardice amongst foes
|
|||
|
*Invisible Friend 2d6,10hp 3 rnd n/a Creates an illusionary fighter
|
|||
|
*Telekinesis n/a 6 rnd 200lbs Lifts 200lbs of stuff
|
|||
|
*Stop Monsters n/a 1 rnd 3 targ Freezes monsters still
|
|||
|
#Disintegrate 2d6*10 inst. 1 targ Turns target into ash.#= save>5
|
|||
|
Smoke Bomb 1 pt. 10 rnd 60'sq -5 IH,Creates lots of Smoke
|
|||
|
*Stink Bomb 1 pt/rnd 6 rnd 30'sq -5 TH,+5 IH,Nauseates victims
|
|||
|
*Shrink'em 1/4 move 3 rnd 2 targ -3 IH,Shrinks subject to 1/4 size
|
|||
|
Negate Magic -50 dam 3 rnd 1 targ Protects against/negates "magic"
|
|||
|
Detect Magic n/a 1 rnd 30'r Determines if "magic"
|
|||
|
Magic Armor -20 dam 2 rnd 1 targ +3 IH,Protects like armor
|
|||
|
*Telepathy n/a 3 rnd 30'r Communicate mentally
|
|||
|
Slow Mo' Snail -1/2 move 2 rnd 3 targ -1 ACT/rnd, Slows targets down
|
|||
|
Speedy O' Hare +1/2 move 5 rnd 1 targ +1 ACT/rnd, Speeds target up
|
|||
|
Invisibility n/a 2 rnd 1 targ Makes target disappear
|
|||
|
Prayers and Abilities
|
|||
|
|
|||
|
PRAYER Dice Durat. Effect OTHER/DESCRIPTION
|
|||
|
------------------------------------------------------------------------------
|
|||
|
Prayer of Healing 4d6 HP perm. 1 targ 10x/day,Restores lost Hit Points
|
|||
|
Detox n/a perm 1 targ 6x/day,Cures Poisoning
|
|||
|
Cure All HP perm 1 targ 5x/day,Heals all lost Hit Points
|
|||
|
*Migraine Headache 1d6/hr 3 hr 1 targ 10x/day,Causes serious PAIN
|
|||
|
Resurrection 1 HP perm 1 targ 1x/day,Brings dead back to life
|
|||
|
*Wound 3d6 perm 1 targ 10x/day,Causes wounds to appear
|
|||
|
#Call Grim Reaper Death perm 1 targ 1x/day,#=save >5,Slays Monsters
|
|||
|
Create Food/Water n/a perm 5 meal 5x/day,Creates tasty Sustenance
|
|||
|
*Calm Monsters n/a 1d6 rnd 3 targ 8x/day,Creates a peaceful mood
|
|||
|
*Repel Monsters n/a 1d6 min 4 targ 5x/day,Makes foes step back
|
|||
|
*Slay Un-Dead Death perm 5 targ 6x/day,KILLS undead monsters
|
|||
|
*Befriend Animals n/a 1 day 3 targ 3x/day,Charms animals (pets)
|
|||
|
Lightning Strike 4d6 inst. 1 targ 10x/day,Gives victim a charge
|
|||
|
Bestow Blessing +1d6 TH 3 rnd 1 targ 7x/day,Gives a bonus To Hit
|
|||
|
Detect Good/Evil n/a 1 rnd 30'r Ability to determine good/evil
|
|||
|
Detect Magic n/a 1 rnd 30'r 5x/day,Determine if "magical"
|
|||
|
Wrathful Fire 3d6/rnd 1d6 rnd 1 targ 3x/day,Engulfs foe in fire
|
|||
|
Levitate 2d6 Mov 3 rnd 6 targ 4x/day,Lifts/Carries targets
|
|||
|
Animal Speech n/a 1 hr 1 targ 3x/day,Communicate with animal
|
|||
|
*Telepathy n/a 3 rnd 1 targ 7x/day,Communicate mentally
|
|||
|
*Cause Disease 1 pt/rnd perm. 1 targ 3x/day,Gives victim a disease
|
|||
|
Cure Disease n/a perm 1 targ 5x/day,Removes Disease
|
|||
|
Radiate Light n/a 1 day 15'r 1x/day,Weapon Glows in the dark
|
|||
|
Fire Armor -30 dam 1 rnd 1 targ 6x/day,Protects against fire/heat
|
|||
|
Ice Armor -30 dam 1 rnd 1 targ 6x/day,Protects against cold/ice
|
|||
|
Magic Armor -20 dam 1 rnd 3 targ 5x/day,Protects like armor
|
|||
|
Negate Magic -40 dam 1 rnd 1 targ 5x/day,Protects against "magic"
|
|||
|
*Curse n/a perm 1 targ 1x/day,-2 TH & +2 IH on 1 foe
|
|||
|
Remove Curse n/a perm 1 targ 2x/day,Removes "Curse"
|
|||
|
|
|||
|
ABILITIES Dice Durat. Effect Other/Description
|
|||
|
------------------------------------------------------------------------------
|
|||
|
Heals (Ability) 5d6 HP perm 1 targ 1x/day,Restores lost Hit Points
|
|||
|
Pick (Ability) Roll 2d6: 2-3 broken/blunder,4-8 failure,9+ success
|
|||
|
Summon Monsters same as spell
|
|||
|
|
|||
|
Notes on spells/prayers.
|
|||
|
Summon Monsters Player must select monster at choice of spell. One
|
|||
|
monster type per Summons Spell. example Summon Skeletons. No Monster can have
|
|||
|
more Hit Points than the caster.
|
|||
|
Presto Change O ,Changes target into any creature. Caster/Creature Keeps
|
|||
|
his/hers abilities and does not gain any more i.e. Dragon; Fire breath.
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Character Descriptions
|
|||
|
|
|||
|
CLASS...
|
|||
|
|
|||
|
Wizard: The mighty manipulator of magic, This dude is a thinker not a fighter
|
|||
|
thus s/he is restricted to the armor and weapons they can use. All wizards
|
|||
|
start out with 5 spells and 1 prayer and may choose from either list.
|
|||
|
|
|||
|
Conjurer: To this dude its who he knows not what he knows that helps Him/Her
|
|||
|
out of a jam. Conjurers start with 3 kinds of summonable monsters and 1 spell
|
|||
|
for back-up.
|
|||
|
|
|||
|
Magician: This guy/gal studies magic but also believes in self defence.
|
|||
|
Magicians start with 3 spells and better chances in fighting.
|
|||
|
|
|||
|
Ranger: This is the dude that loves having friends and getting into fights.
|
|||
|
Rangers are able to use two weapons at once as if having 4 hands. Rangers also
|
|||
|
have a "pet" monster/animal as a friend and may select another pet every odd
|
|||
|
level. So its what s/he has and who knows him/her that's important.
|
|||
|
|
|||
|
Fighter: This dude is a fighter not a thinker, Fierce in battle and hard in the
|
|||
|
head. This dude's foes quickly end up dead.
|
|||
|
|
|||
|
Martial Artist: This dude "hits" foes 3 ways; Hard, Fast, and Repetitively.
|
|||
|
This one is a lean, mean, fighting machine. Martial Artists get 1 heal spell
|
|||
|
per day. This dude is his/her weapon they will use certain weapons but may
|
|||
|
only improve on his/her own moves. Martial Artists also get 3 more ACTS every
|
|||
|
other (odd) level.
|
|||
|
|
|||
|
Robber: This rogue is crafty, cunning, resourceful and a downright scoundrel. A
|
|||
|
robber can pick anything locks,chests,doors, and even pockets so watch your
|
|||
|
wallet or purse.
|
|||
|
|
|||
|
Knight: This is the knight of old, heroic brave and true; none-the-less an
|
|||
|
expert with weapons. Knights start out with a magical +1 weapon given them due
|
|||
|
to their chivalrous deeds.
|
|||
|
|
|||
|
Paladin: This Holy warrior is thee best with weapons. Paladins Start out with
|
|||
|
1 prayer and 2 Healing Abilities and may select more prayers/heals.
|
|||
|
|
|||
|
Cleric: This good man/woman like the mage believes in self defence. Clerics are
|
|||
|
pretty picky when it comes to weapons, they don't like blades. Clerics also
|
|||
|
have an arsenal of 4 prayers and 3 Healing Abilities.
|
|||
|
|
|||
|
Holyman: This "brother/sister" is like the wizard a thinker not a fighter and
|
|||
|
uses few weapons if any. This monk/nun however, is well armed with 5 prayers
|
|||
|
and 4 Healing Abilities.
|
|||
|
RACE...
|
|||
|
|
|||
|
ELF. These pointy eared humanoids extremely quick and innately magical.
|
|||
|
Elves start out with 1 spell and may not select another (unless a class using
|
|||
|
magic) so they make good Magicians.
|
|||
|
|
|||
|
HOBBIT. Hobbits are short humanoids like halflings but more hairy. They
|
|||
|
all start with the healing ability due to their knowledge of the land. They
|
|||
|
also make good Fighters and Clerics.
|
|||
|
|
|||
|
HALF-ELF. This is a cross between an elf and a human. Slightly faster
|
|||
|
than a human and pointy eared but not magical like a full elf they none-the-
|
|||
|
less make good Fighters.
|
|||
|
|
|||
|
HUMAN. Self explanatory!
|
|||
|
|
|||
|
HALFLING. These are the same little persons of today strong, intelligent
|
|||
|
but slow. They make good Fighters and Robbers.
|
|||
|
|
|||
|
DWARF. Dwarves are the underground dwellers that are slightly taller than
|
|||
|
a halfling but shorter than a human. These short men make quality weapons and
|
|||
|
any character may select a magical +1 weapon thus make great Knights (may
|
|||
|
combine the +1 weapons to make a +2 weapon.)
|
|||
|
|
|||
|
GIANT. These "Goliaths" are nothing more than tall (7'-9'(1d3)) humans.
|
|||
|
Very strong and fast runners, giants make great martial artists and fighters.
|
|||
|
Giants also can punch for 3d6 damage.
|
|||
|
|
|||
|
SMART MONSTER. This is the weirdness "Mother Nature" sometimes comes up
|
|||
|
with. This weirdness results in a "mutant like" monster both intelligent and
|
|||
|
strong. Roll up a monster keeping Class and gaining monster's abilities. Note
|
|||
|
the monster character is considered a "good guy/gal" and may or may not get
|
|||
|
along well with other characters. Have fun and use some common sense!
|
|||
|
ADVANCEMENT
|
|||
|
|
|||
|
On the character type table There is a column titled Lev Req. It should
|
|||
|
contain two numbers separated by a dash. The first number is how many monsters
|
|||
|
the character MUST defeat/kill/conquer to go up a level. The next number is
|
|||
|
the amount (in thousands) of gold piece value the character has collected/owns/
|
|||
|
possesses in treasure taken to go up a level. Any time the character satisfact-
|
|||
|
orily obtains any of the two the character advances to the next level.
|
|||
|
|
|||
|
When the character advances s/he has one choice to make on improving
|
|||
|
his/her's character. Here is the choices ( ACCORDING TO CLASS ).
|
|||
|
A. Add 1d6 to Hit Points
|
|||
|
B. Subtract 1 from To Hit
|
|||
|
C. Add 1 to Is Hit
|
|||
|
D. Add 1 ACT/action per round
|
|||
|
E. Select one additional Spell, Prayer, or Martial Art Move
|
|||
|
F. Add 1d6 damage/HP to A Spell, Prayer, or Martial Art Move
|
|||
|
G. Select AN additional Heal spell
|
|||
|
H. Increase a spell's/prayer's Duration by 1 round/minit/hour/day accordingly
|
|||
|
I. Increase a spell's/prayer's Effect/range by 1 Target/10'r/10'sq accordingly
|
|||
|
J. Increase a single prayer's #x/day by 1
|
|||
|
K. Increase a protection spell's/prayer's strength by -5
|
|||
|
L. Decrease the targets chance to save Vs. particular spell/prayer by 1 (-1)
|
|||
|
M. Increase the number of Monsters Summoned by 1d6
|
|||
|
N. Select another type of monster Summoned
|
|||
|
O. Add +1 to damage by weapon
|
|||
|
P. Add 1 to Brains or Brawns
|
|||
|
Q. Increase/Decrease A spell's/prayer's effectiveness by 1,10', etc.
|
|||
|
R. Add 1 to Robber's Pick Roll
|
|||
|
S. Decrease A particular Save vs. by 1
|
|||
|
C O M B A T
|
|||
|
When characters engage in battle the action takes place simultaneously but
|
|||
|
in M&M battle is split up into rounds (15 sec.). This makes it possible to
|
|||
|
resolve battle fairly and ensure the seriousness of it. This is how combat
|
|||
|
proceeds.
|
|||
|
1. Initiative : Who goes first? Every player and monster (if more than 5
|
|||
|
monsters then roll once for all) rolls 1d6 where the highest goes first. In
|
|||
|
cases of ties roll again (keeping the tie) 1d6 then the highest of that roll
|
|||
|
becomes ahead the loser.
|
|||
|
|
|||
|
2. The "First" then declairs what s/he is going to do. Here is some choices
|
|||
|
A. Fight/Strike/etc.
|
|||
|
B. Cast spell/prayer
|
|||
|
C. Move all rolled spaces.
|
|||
|
D. Move 1/2 and fight 1/2 ACTs (those with 1 can't do this)
|
|||
|
E. Use an item
|
|||
|
F. Move 1 space and fight ACTs -1 (those with 1 can do this)
|
|||
|
G. Run away; roll move then double it. If adjacent foe gets 1 free attack.
|
|||
|
H. Dodge/Block/Parry uses all ACTs
|
|||
|
I. Surrender (this usually means death/torture thus "THE END")
|
|||
|
J. Defend (wait for an attack) lets you attack first if attacked.
|
|||
|
Then the next person declairs and so on and so forth.
|
|||
|
3. Resolve Movement those that want to Roll 2d6+ racial modifier then move.
|
|||
|
Legal "moves" Forward,Left,Right, or Back. -NO DIAGONALS-
|
|||
|
4. Casters/Item Users/Archers; Select "Targets" self/characters/monsters/
|
|||
|
empty spaces/etc.
|
|||
|
5. First fighter/caster/user strikes by rolling 2d6 add to it any bonus + from
|
|||
|
weapons/spells/etc. if the result is >or = to the characters To Hit(TH) then
|
|||
|
attacker "HITS" (if result is >12 then damage is critical. see crit table) if
|
|||
|
the result is < TH then the attack misses (if 2 is rolled then it is fumbled.
|
|||
|
see fumble table). Casters "never" miss when it comes to magic but 2d6 is
|
|||
|
still rolled where 2=Spell/Prayer fumble and 12= Spell/Prayer critical.
|
|||
|
|
|||
|
6. If attack "HITS" then the defender may opt to spend 1 ACT to parry/block/
|
|||
|
dodge the attack by rolling 2d6 + any modifiers if that result is < or = to
|
|||
|
defenders IH then the attack is fended off. Magic however, is resolved
|
|||
|
differently. First some Spells/Prayers have an asterisk * before the name
|
|||
|
those may be saved against by rolling 2d6 where 9 or better has no effect.
|
|||
|
Those that don't have a * or a # before the name do not get a "saving throw"
|
|||
|
they hit.
|
|||
|
7. If attack is successful ("HITS") then attacker rolls the damage according to
|
|||
|
his/her weapon/spell/prayer/item + any modifiers then that number is subtracted
|
|||
|
from (-dam) any armor/spell/prayer/item the difference is then subtracted from
|
|||
|
defenders Hit Points If HP reaches 0 then defender "DIES"(if defender has no
|
|||
|
armor then full damage is taken from HP).
|
|||
|
8. Then the next one attacks and so on and so forth
|
|||
|
9. Continue combat (step 1-9) until there is a "victor".
|
|||
|
10. End combat
|
|||
|
11. Take/kill/torture/interrogate/leave prisoners
|
|||
|
12. Bandage/Heal/Resurrect casualties
|
|||
|
13. Roll for and/or Search for/ Treasure
|
|||
|
14. Divide treasure
|
|||
|
15. Advance to next level (if possible) any characters that have earned the
|
|||
|
next level.
|
|||
|
Fumbles & Criticals (2d6)
|
|||
|
# Fumble Weapon Spell/Prayer Fumble
|
|||
|
------------------------------------------------------------------------------
|
|||
|
2 Impale self roll weapon's damage Casting ability lost for 1 month.
|
|||
|
3 Hurt closest friend roll damage TOTALLY FORGET spell/prayer must relearn
|
|||
|
4 Break weapon /becomes useless Cast spell on self/(negative effects)
|
|||
|
5 Throw weapon 20'F away must find Lose spell/prayer for 1 day
|
|||
|
6 Drop weapon 1 ACT to retrieve Spell/Prayer "fizzles" out
|
|||
|
7 Loose next ACT and Initiative Temporarily forget words to say
|
|||
|
8 May not Fight next round May not cast next round
|
|||
|
9 May not ACT next round May not ACT next round
|
|||
|
10 May not ACT for 1d6+2 rounds Spell/Prayer summons random monster/s
|
|||
|
11 Critically hurt self roll damage LOSE ALL CASTING ABILITY PERMANENTLY !
|
|||
|
12 Character commits SUICIDE Rest In Peace
|
|||
|
------------------------------------------------------------------------------
|
|||
|
# Critical Weapon Spell/Prayer Critical
|
|||
|
------------------------------------------------------------------------------
|
|||
|
2 10x the damage is scored Spell/Prayer develops into new one *
|
|||
|
3 5x the damage is scored 10x the intended effects ! WOW !
|
|||
|
4 2x the damage is scored 5x the intended effects
|
|||
|
5 +5 points of damage 2x the intended effects
|
|||
|
6 Normal damage Normal effects
|
|||
|
7 Gain an Extra ACT this round May Freely recast Spell/Prayer @ "same"
|
|||
|
8 Double remaining ACTs this round May Freely Cast another Spell/Prayer
|
|||
|
9 Totally Disarm foe Double remaining ACTs this round
|
|||
|
10 Cause foe to FUMBLE Cause foe to FUMBLE
|
|||
|
11 Gash makes foe lose 5 HP/round Stun foe for 1d6+3 rnd with 5x effects
|
|||
|
12 Strike Kills foe instantly Spell/Prayer Causes foe to Die
|
|||
|
* Keep Spell/Prayer and select another
|
|||
|
------------------------------------------------------------------------------
|
|||
|
Things characters can do in play...
|
|||
|
1. Search for Traps; Roll [2d6+(Brains-12)] if >9 then trap is "findable"
|
|||
|
2. Search for $ecret doors;Roll [2d6+(Brains-10)] if >9 then door is "findable"
|
|||
|
3. Move 2d6 + modifier or Jump (Brawns/2)=feet up,down, or across.
|
|||
|
4. Run; move (2d6 + modifier) times 2
|
|||
|
5. Use an item matches,food,magic,etc.
|
|||
|
6. Cast Spell/Prayer
|
|||
|
7. Move 1d6 + modifier and do 1.,2., or 8.
|
|||
|
8. Draw Map
|
|||
|
9. Fight each other (this is not recommended)
|
|||
|
10. Engage in combat with monster
|
|||
|
11. Perform a general search;no roll
|
|||
|
12. Robber may attempt to pick locks/doors/pockets;see abilities
|
|||
|
13. Close, Open, or Lock/Unlock (if one has right keys) doors
|
|||
|
14. Bash door down; Roll [2d6+(Brawns-14)] if over 10 then door is "opened"
|
|||
|
15. Climb up or down; Roll {2d6+[(Brawns-5)+(Brains-5)/2]} if > 10 "Success"
|
|||
|
16. Search for Treasure
|
|||
|
17. Creep/Sneak/Prowl Move 1d6+ modifier
|
|||
|
18. Carry Someone/Something big (move 1/2)
|
|||
|
19. Disarm Trap; Roll [2d6+(Brains-8)] if over 8 then trap is "disarmed"
|
|||
|
20. Listen for Sounds
|
|||
|
21. Grope(move in darkness) move 2'/round; Roll 1d6 (1-4 OK,5-6 ouch -1 HP)/rnd
|
|||
|
Notes on rolling if a result is < 3 then thing is sprung/undoable/Not Findable
|
|||
|
M O N S T E R S
|
|||
|
Description
|
|||
|
Monsters are the "Bad Guys" in this game and thus are meant to be killed.
|
|||
|
They are generally hideous and grotesque in appearance. Monsters act vile,
|
|||
|
vulgar, sadistically, violently, ruthless, and with great evil.
|
|||
|
|
|||
|
To Hit is number needed to hit characters.
|
|||
|
Is Hit is the number monster needs to defend.
|
|||
|
Mov/Fly is how far the monster can move in 1 round, F(#) = creature can fly
|
|||
|
HP is how much damage the monster can take before slain. If <2 then =1
|
|||
|
# ACTS is the number of actions monster can do in 1 round.
|
|||
|
TREA is the presence/possibility of treasure.(yes *x,maybe,& no)
|
|||
|
# app. is how many of this type usually encountered. If <2 then =1.
|
|||
|
Damage/Other is types of weapons/abilities that monster has.
|
|||
|
Bi = Damage from a bite attack
|
|||
|
Cl = Damage from a Single rake attack
|
|||
|
2Cl = Means monster may claw singly(N damage),dual(1 target damage *2), or
|
|||
|
2 separate swings(2 ACTS N damage each).
|
|||
|
Poi = Lethal poison attack if Character is "Hit" by any weapon must on
|
|||
|
2d6 roll a 10 or better or take 1d6 per rnd until cured.
|
|||
|
Dis = An infectious disease that if character is touched "Hit" then
|
|||
|
character must roll on 2d6 a 10 or better or take 1d6 per hour.
|
|||
|
4Cl = Means monster can do 4 claws(damage *4) or 2 CL.
|
|||
|
2FCL = Front 2Cl damage
|
|||
|
2BCl = Back 2Cl damage
|
|||
|
2Hi = 2 punches same as 2Cl
|
|||
|
Slp = same as Mr. Sandman spell
|
|||
|
Sca = same as Scare spell
|
|||
|
(#) Spell = Gm may select that many spells
|
|||
|
wep = Means monster uses or can use a weapon select one or use damage roll
|
|||
|
1 pt.= means 1 point of damage is scored if monster rolls To Hit
|
|||
|
St = Strangling damage is done each round while monster strangles.
|
|||
|
-(#)dam = the amount of damage subtracted if "Hit"
|
|||
|
(#)He = The unlimited ability to Heal self 2d6.
|
|||
|
Horns = Weapons used to gore victim, roll damage
|
|||
|
Ta = Tail slapping attack
|
|||
|
(#)Fir = The number of Fireballs the monster has. (see Fireball Spell)
|
|||
|
Web = The ability to shoot Webbing. (see Web Spell)
|
|||
|
Sp = Splash or contact damage
|
|||
|
Sto= Turn to stone Roll 2d6, 11 or better saves. Resurrect to soften.
|
|||
|
Rust = An attack that makes metal objects useless.
|
|||
|
RANDOM MONSTERS TABLE.........................................................
|
|||
|
Roll 1D3*\1D6 For Category and 1d6 for Type
|
|||
|
1\1 A. ANIMALS 2\6 J. DOMESTIC
|
|||
|
1\2 B. UN-DEAD 3\1 P. MISC.
|
|||
|
1\3 C. FLYING CREATURES 3\2 H. PUDDLES
|
|||
|
1\4 K. HUMANOIDS 1 3\3 N. ELEMENTAL CREATURES
|
|||
|
1\5 L. HUMANOIDS 2 3\4 O. PLANTS
|
|||
|
1\6 M. HUMANOIDS 3 3\5 D. WERE CREATURES
|
|||
|
2\1 G. INSECTS 3\6 E. DRAGONS
|
|||
|
2\2 C. FLYING CREATURES
|
|||
|
2\3 I. MEN
|
|||
|
2\4 F. REPTILES
|
|||
|
2\5 A. ANIMALS
|
|||
|
Monsters...
|
|||
|
!A. ANIMALS
|
|||
|
# TYPE TH/IH HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Bear 8/6 4d6 2 n 1d3 2Cl 3d6,Bi 2d6
|
|||
|
2 Lion 7/6 3d6 3 n 1d6 2Cl 2d6,Bi 2d6,4 Cl
|
|||
|
3 Tiger 6/6 2d6+3 3 n 1d6+1 2Cl 2d6,Bi 2d6,4 Cl
|
|||
|
4 Wolf 7/4 2d6 2 m 2d6 Cl 1d6,Bi 1d6
|
|||
|
5 Rats 9/4 2 ea. 1 m 1d6*10 Bi 1d6
|
|||
|
6 Badger 3/8 3d6+3 6 m 1-2 2Cl 1d6,Bi 1d6
|
|||
|
|
|||
|
!B. UN-DEAD
|
|||
|
# TYPE TH/IH HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Skeleton 8/6 2d6 1 n 2d6-1 wep/1d6
|
|||
|
2 Zombie 7/5 2d6+2 1 y 1d6+2 wep/1d6+1,Dis.
|
|||
|
3 Ghoul 6/5 2d6+4 2 y 1d6 2Cl 1d6,Bi 1d6+3,Dis
|
|||
|
4 Mummy 9/4 4d6 1 y 1d6 2Hi 2d6,Dis
|
|||
|
5 Spectre 5/10 1d6*5 3 y 1d6-1 1d6+4,slp,1 Spell
|
|||
|
6 Ghost 12/12 8d6 4 n 1d6 1 pt.,Sca
|
|||
|
|
|||
|
!C. FLYING CREATURES
|
|||
|
# TYPE TH/IH/Fly HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Bat 5/8/3d6 1d6-2 2 n 1d6*10 Bi 1d6
|
|||
|
2 Owl 5/9/3d6 1d6+3 3 n 1d6 2Cl 1d6,Bi 1d6
|
|||
|
3 Eagle 4/8/3d6+3 2d6 3 n 1-2 2Cl 2d6,Bi 2d6
|
|||
|
4 Flying Snake 8/4/2d6+1 2d6+2 1 y 2d6 St 1d6/rnd,Bi 1d6,Poi
|
|||
|
5 Pterodactyl 7/5/4d6 4d6 2 y 1d6 2Cl 3d6,Bi 4d6
|
|||
|
6 Griffin 4/6/3d6 6d6 6 y 1d6-2 4CL 2d6,Bi 4d6
|
|||
|
!D. WERE CREATURES
|
|||
|
# TYPE TH/IH/Mov HP # ACTS TREA # app. DAMAGE/OTHER *,**
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Wererat 8/4/N-1 3d6 3 y 2d6 2Cl 1d6,Bi 1d6
|
|||
|
2 Werehound 8/5/N 4d6 4 y 2d6-3 2Cl 1d6,Bi 2d6
|
|||
|
3 Werecat 9/5/N+1 4d6 5 y 2d6-4 2Cl 2d6,Bi 2d6+3
|
|||
|
4 Weretiger 6/6/N+3 5d6 6 y 1d6-1 4Cl 3d6,Bi 3d6
|
|||
|
5 Werewolf 5/6/N*2 6d6 6 y 1d3* 2Cl 4d6,Bi 3d6
|
|||
|
6 Werelizard 4/9/4d6 6d6 4 y*2 1 4Cl 4d6,Bi 2d6,Ta 1d6
|
|||
|
* Normal non silver weapons do NO damage,magic only. ** Lycanthropsy (were)
|
|||
|
develops if bitten. Roll 2d6, 11 or better saves. <11 and Char. turns monster.
|
|||
|
|
|||
|
!E. DRAGONS (MOV=Flying;Walking N)
|
|||
|
# TYPE TH/IH/MOV HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Fire Red 6/8/n*5 6d6 4 y*3 1d3* ALL Dragons have...
|
|||
|
2 Fire Green 7/8/n/n*2 9d6 5 y*4 1-2 2FCl 2d6, 2BCl 3d6,
|
|||
|
3 Ice Blue 5/9/n*5 7d6 5 y*5 1-2 4Cl 2d6, Horns 2d6,
|
|||
|
4 Lightning Black 5/10/n*5 7d6 6 y*5 1-2 Ta 1d6, Bi 3d6,
|
|||
|
5 Gas Green 7/10/n*5 8d6 5 y*6 1-2 breath weapon and
|
|||
|
6 Gas/Fire Gold 4/10/n*10 10d6 7 y*8 1 1d3* spell,wep.
|
|||
|
Breath weapons that are conal. 1 2d6/40',2 4d6/60',3 3d6/50',6 4d6/70'
|
|||
|
Breath weapons that are linear. 4 5d6/100'
|
|||
|
Breath weapons that are cloudal/sq. 5&6 3d6 per rnd and 60'sq.
|
|||
|
Monsters cont...
|
|||
|
|
|||
|
!F. REPTILES
|
|||
|
# TYPE TH/IH/Mov HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Boa Snake 10/3/1d6 5d6 1 m 1d6 Bi 1 pt.,St 3d6/rnd
|
|||
|
2 Rattle Snake 4/7/N 2d6 1 m 2d6-1 Bi 1d3,Poi,St 1d6/rnd
|
|||
|
3 Cobra Snake 3/8/3d6 3d6 2 m 1d6 Bi 1d3,Poi 3d6
|
|||
|
4 Alligator 8/8/N 4d6 2 m/2 2d6 Bi 3d6,Cl 1d6,Ta 2d6
|
|||
|
5 Giant Snake 6/6/3d6 6d6 3 y 1d3* Bi 1d6,St 4d6,Poi 2d6
|
|||
|
6 Fire Lizard 4/8/4d6 6d6 4 y*2 1d3* Cl 2d6,Ta 2d6,3 Fir
|
|||
|
|
|||
|
!G. INSECTS
|
|||
|
# TYPE TH/IH/Mov HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Giant Widow 7/9/3d6 3d6 8 y 1d6 Cl 1d6,Bi 2d6,Poi,Web
|
|||
|
2 Giant Centipede 6/6/N*5 5d6 5 y 1d3* 4Cl 1d6,Bi 2d6,Poi
|
|||
|
3 Giant Beetle 8/11/N 2d6*5 2 y 1d3* 2Cl 2d6,Bi 3d6,Poi
|
|||
|
4 Fire Beetle 7/10/N+2 5d6 3 y*2 1d3* 2Cl 2d6,Bi 1d6,4 Fir
|
|||
|
5 Giant Scorpion 5/6/3d6 3d6 4 y 1d6 2Cl 5d6,Ta 1d6,Poi *5
|
|||
|
6 Cave Decipede 6/8/4d6 6d6 6 y*2 1-2 4Cl 2d6,Bi4d6,Web,Poi
|
|||
|
|
|||
|
!H. PUDDLES
|
|||
|
# TYPE IH/-DAM HP TREA Area DAMAGE/*IMMUNITY/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Green Goop 5/-5 3d6 m 10' Dis,Sp 2d6/Ice & Fir half.
|
|||
|
2 Purple Slime 6/-10 5d6 y 20' Poi,Dis,Sp 4d6/Fir,Ice,& wep
|
|||
|
3 Black Gunk 6/-20 6d6 n 30' Rust,Dis,Sp 6d6/Lit only
|
|||
|
4 Acid n-a/-40 20 n 30' Sp 6d6,Rust/Ice only
|
|||
|
5 "Living" Ooze 8/TH 10,Mov1\6d6 y 10' Hi 1d6,Sp 3d6,Dis/wep only
|
|||
|
6 Psychedelic Slime\10/-60 1d6*10 y 40' Dis*5,Poi *5,Sp 1d6*5/ **
|
|||
|
* Immunities are types of attacks that do not affect or only affect the puddle.
|
|||
|
** Magic Weapons only/1 Slp,web,3 Fir
|
|||
|
|
|||
|
!I. MEN
|
|||
|
# TYPE TH/IH/Mov HP/Lev. # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Caveman 8/3/N 4d6 2 y 2d6 wep 1d6,Hi 1d6
|
|||
|
2 Giant Human 7'+ 6/5/N+3 5d6 3 y 1d6 wep 3d6,Hi 3d6
|
|||
|
3 Mad Hermit 5/6/N 3d6 4 y 1 wep 3d6,1d3 ANIMALS
|
|||
|
4 Lone Character varied. lev.1d6 var. y 1 Roll up Character
|
|||
|
5 Character Group varied. lev.1d6 var. y * 1d6 Roll up CHARACTERS
|
|||
|
6 High level dude varied. lev.3d6 var. y*5 1 Roll up Character
|
|||
|
|
|||
|
!J. OTHER/DOMESTIC
|
|||
|
# TYPE TH/IH/MOV HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Cow/Bull 10/2/2d6 3d6 2 n var. Horns 3d6
|
|||
|
2 Horse 8/3/3d6 3d6 2 n var. 2FCl 2d6,2BCl 2d6
|
|||
|
3 Dog 8/5/N+2 1d6+3 1 n 1d6 v. 2Cl 1-2,Bi 1d6,1 Sca
|
|||
|
4 Cat 8/6/N 1d3 1 n 1d6 v. 2Cl 1d3,Bi 1d6-2
|
|||
|
5 Goat 10/3/N+1 2d6 1 n var. Horns 2d6,2BCl 1d6
|
|||
|
6 Pig/Boar 11/4/N 2d6 1 n 1d6 v. Horns 1d3,Bi 1d3
|
|||
|
Monsters Cont...
|
|||
|
HUMANOIDS...
|
|||
|
# TYPE TH/IH/MOV HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
!K. HUMANOIDS 1/THE HIDEOUS
|
|||
|
1 Goblin 9/3/-3 1d6+1 2 y 4d6 wep 1d6,Bi 1d3
|
|||
|
2 Kobold 7/5/n 2d6 2 y 2d6-2 wep 2d6,Bi 1d6
|
|||
|
3 Orc 6/6/+1 3d6 3 y 2d6+1 wep 3d6,Bi 1d6-1
|
|||
|
4 Ogre 6/7/+3 5d6 4 y 1d6+1 wep 4d6,2Hi 1d6,-5Dam
|
|||
|
5 Troll 5/5/3d6 6d6 2 y 1d6 2Cl 2d6,Bi 1d6,Poi,He
|
|||
|
6 Gargoyle 4/8/F 4d6 7d6 6 y*2 1d3* 2CL 1d6,Bi 1d6,wep
|
|||
|
!L. HUMANOIDS 2/THE EVIL
|
|||
|
1 Minotaur 4/8/N+1 4d6 3 y 1d6-2 wep 3d6,Horns 2d6
|
|||
|
2 Medusa 8/6/N 3d6 2 y 1d3* wep,Sto,Bi 1d6,Cl 1d6
|
|||
|
3 Lizard Men 6/6/N 2d6 3 y 2d6 wep,2Cl 1d6,Bi 2d6
|
|||
|
4 Troglodite 5/6/N+3 3d6 4 y 2d6 wep,2Cl 2d6,Bi 2d6
|
|||
|
5 Double Ganger 8/5/N 4d6 2 m 1 wep,Presto Change O *
|
|||
|
6 Shadowin 6/11/N 2d6 6 y 1d6-2 2Cl 1d6,Invisibility
|
|||
|
* Unlimited # of times and HP,limited to Human/Humanoids
|
|||
|
!M. HUMANOIDS 3/FAIRY FOLK/MAGICALLY MISCHIEVOUS
|
|||
|
1 Fairy 4/11/F5d6 1d3 8 y 1d6 wep 1pt.,4 Spells
|
|||
|
2 Gnome 6/5/N 1d6 4 y 2d6 wep magic 1d6(+1d6)
|
|||
|
3 Pixie 5/10/F4d6 1d6 6 y 1d6+2 wep 1-2,2 spells
|
|||
|
4 Sprite 6/9/F3d6 1d6+3 5 y 1d6+3 wep 1d6,1 spell
|
|||
|
5 Hobbit 6/6/N+3 4d6 4 y 2d6-2 wep 3d6,1 spell,2 He
|
|||
|
6 Leprechaun 4/10/4d6 5d6 7 10g. 1d3* 2d6 spells
|
|||
|
|
|||
|
!N. ELEMENTAL CREATURES
|
|||
|
# TYPE TH/IH/Mov HP # ACTS TREA # app. DAMAGE/IMMUNITY
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Earthman 9/9/1d6 3d6 2 m 1d6 2Hi 3d6/wep(fir half)
|
|||
|
2 Dust Devil 6/11/6d6 3d6 1 m 1d3 Lit 1d6/wep(ice half)
|
|||
|
3 Water Wave 4/3/N 3d6 1 m 1d3 Hi 4d6,dround/lit,wep
|
|||
|
4 Fire Fiend 5/2/N 3d6 3 m 1d3 Hi 4d6,3 Fir/lit,wep
|
|||
|
5 Efreet (fire) 3/10/N*5 1d6*10 4 y*5 1 Hi 6d6,10 Fir/Fir,wep
|
|||
|
6 Genie 2/11/N*10 100 10 3wishes 1 All SPELLS/magic only
|
|||
|
|
|||
|
!O. PLANTS
|
|||
|
# TYPE TH/IH/Mov HP # ACTS TREA # app. DAMAGE/OTHER
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Choking Vines 8/3/1d6 4d6 HP y HP St 1d6,3 He
|
|||
|
2 Shroom Of Doom 6/4/1 3d6 1 y 4d6 1 Slp,Dis,Poi,1 He
|
|||
|
3 Spider Plant 4/6/N 2d6 4 y 1d6 St 1d3,Web,Poi,Bi 1d6
|
|||
|
4 Venus Man Trap 10/4/1d3 5d6 4 y 1d6-1 Slp,Poi,Bi 4d6,St 2d6
|
|||
|
5 Toadstool Man 8/5/N+2 4d6 3 y 1d6+1 1 Fir,1 Slp,1 Prayer
|
|||
|
6 Humungous Hydra 4/4/1d3* 3d6 6 m 1d6 6 St 1d6,Bi 1d6
|
|||
|
!P. MISC.--------------------------------------------------------------------
|
|||
|
1 Gremlin 6/8/3d6 2d6 3 y 4d6 wep,2Cl 1d6,Bi 1d6
|
|||
|
2 Land Crab 8/9/N-1 3d6 2 m 1d3* 2Cl 4d6,St 2d6,Bi 3d6
|
|||
|
3 Poison Toad 10/6/N-2 1d6-1 2 n 2d6 Spit Poi 6d6,Poi=Trea
|
|||
|
4 Fire Hound 6/5/N 3d6 3 y 1d6 2Cl 2d6,Fir,Bi 2d6
|
|||
|
5 Purple Worm 10/5/1d6 8d6 1 m 1d3* Bi 6d6,Eat whole >10
|
|||
|
6 Hydra Dragon 5/8/3d6 *2d6 * y*2 1 Cl 3d6,Ta 3d6,Bi 1d6*
|
|||
|
2d6 Headed * = Per Head, Poi 1d3* if bitten
|
|||
|
T R E A $ U R E
|
|||
|
|
|||
|
Treasure is wealth,weapons,and items of magic. In the monster listings there
|
|||
|
is a column TREA this determines if that monster worries about treasure and if
|
|||
|
any treasure is possessed by said monster. There listed is (y)es,(m)aybe,(n)o,
|
|||
|
and (y)es *(times)#.
|
|||
|
Yes = Roll once.
|
|||
|
@Maybe = Roll 1d6; 1-5 = none,6 = roll once
|
|||
|
No = Do not roll, no treasure.
|
|||
|
Yes*# = Roll # times.
|
|||
|
|
|||
|
TABLE I. RANDOM TREASURE TABLE Roll 2d6 $$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
|
|||
|
# Type\What to roll
|
|||
|
2 Weapon\[Roll 1d6;3-6 (B1.,if 6 B2.)],G. & #Bonus, I.*#Bonus
|
|||
|
3 Armor\[Roll 1d6;4-6 (B1.,if 6 B2.)],H. & #Bonus, I.*#Bonus
|
|||
|
4 Magical\[Roll 1d6;5-6 (B1.,if 6 B2.)],F. & #Bonus, I.*#Bonus
|
|||
|
5 Money and roll 1d3*;1-3 Magical,4-5 Armor,6 Weapon\A.,2, 3, or 4
|
|||
|
6 Money\[Roll 1d6;2-6 (B1.,if 6 B2.)],A.
|
|||
|
7 Gems\[Roll 1d6;5-6 (B1.,if 6 B2.)],C. Type & Amount GP.
|
|||
|
8 Jewelry\[Roll 1d6;5-6 (B1.,if 6 B2.)],D. Type & Amount GP.
|
|||
|
9 Money and roll 1d6;1-4 Gems,5-6 Jewelry\6. & 7. or 8.
|
|||
|
10 Large Moneys\[Roll 1d6;4-6 (B1.,if 6 B2.)],E.
|
|||
|
11 Roll Twice
|
|||
|
12 Roll 1d6 times
|
|||
|
$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$
|
|||
|
@A. MONEY @B. Contained In... @C. Gems @D. Jewelry
|
|||
|
# Amount GP !B1. !B2.Trap Type Amount Type Amount
|
|||
|
==============================================================================
|
|||
|
1 50 Loose/Scattered Poi Perl A.+50 Ring Roll A.
|
|||
|
2 100 1d3 Sacks -1d6HP Ruby A.+120 Necklace A.+1/4
|
|||
|
3 200 Wooden Chest Fir Saph A.+100 Bracelet A.+1/2
|
|||
|
4 500 Pottery Dis Emer A.+175 Orb A.*2
|
|||
|
5 1000 Metal Chest Curse Diam A.*2 Scepter A.*3
|
|||
|
6 1500 Vault 10'x10' Roll M Star A.*4 Crown A.*4
|
|||
|
|
|||
|
TABLE II. 1d3* #Bonus G. & H.
|
|||
|
@E. Large Moneys @F. MAGICAL @G. Weapon @H. ARMOR @I. Bonus
|
|||
|
# Amount GP TYPE # Bonus Category Type
|
|||
|
==============================================================================
|
|||
|
1 1000 Gem 1-2 Hammer Leather +1d6 TH
|
|||
|
2 2000 Potion 1 Mace Chain +1d6 IH
|
|||
|
3 3000 Scroll 1d3* Battle Axe Breast Plate +1d3 HP
|
|||
|
4 4000 Jewelry 1d3* Pole Arm Plate +1d6 Dam
|
|||
|
5 5000 Wand 1d3* Arrows/Bow Helm 1 SP/PR
|
|||
|
6 Roll 1d6 times Staff 1d6 Sword Shield Roll I. 2x
|
|||
|
|
|||
|
Treasure descriptions...
|
|||
|
Traps...1 = Poi = 1d6/rnd. 2 = -1d6 HP per touch/rnd. 3 =same as fireball spell
|
|||
|
4 = Dis 1d6/day. 5 = Same as prayer if taken(no save). 6 = Roll Mazes M.
|
|||
|
Bonuses 1 = Add to the TH roll when used. 2 = Add to the IH roll when used
|
|||
|
3 = Add to HP when held/worn... 4 = Either defensive or offensive
|
|||
|
modifier so + accordingly if used. 5 = Select spell or prayer, same
|
|||
|
effects & restrictions. 6 = Self explanitory.
|
|||
|
M A Z E S ...
|
|||
|
This is only a tool for maze "construction". Not For Play !
|
|||
|
!# TYPE Maximum Levels Discription
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Castle/Dungeon 1d6 Up,1d3 Down A large Above- and Under-ground network.
|
|||
|
2 Catacomb/Sewer 1d6 Down An underground cemetary/drainage.
|
|||
|
3 Mine 1d3 Up,2d6 Down A system of tunnels to extract ores.
|
|||
|
4 Cave Man-made 3d6-2 Down An underground fortress/tomb/etc.
|
|||
|
5 Cave Natural 2d6 Down,1d3 Up An underground network.
|
|||
|
6 Cavern/Other 4d6 Down,1d6 Up A LARGE extensive underground network.
|
|||
|
A. Entrance !B. Secret Of Door !D. Lock\Modifier
|
|||
|
# Type !C. Magic Of Door
|
|||
|
------------------------------------------------------------------------------
|
|||
|
2 Iron Door Magically Locked D. #6 1 Lever -1 find 1 Combo Lock/Trap\+2
|
|||
|
3 Iron Door Locked/Draw Bridge D. 2 Keyhole -2 find 2 Pad Lock/Key\+1
|
|||
|
4 Iron Gate Locked 3 Timed 1x/day 3 Door Lock/Key\0
|
|||
|
5 Wooden Door Locked 4 Wire/Rope-3 find 4 Dead Bolt/Key\-1
|
|||
|
6 Open Door 5 Camouflaged-4fin 5 Barred Inside\-2
|
|||
|
7 No Door 6\1 Magic Word 6 Magic Lock/Doorknob
|
|||
|
8 Open Door 2 Illusionary \-3
|
|||
|
9 Hidden (secret door roll+3) 3 Invisible
|
|||
|
10 Hidden Secret Door,Roll B. 4 Fake Door
|
|||
|
11 Magically Hidden ,Roll C. 5 Force Field
|
|||
|
12 Magical Barrier C. #5 6 Teleporter Mark x where ends.
|
|||
|
E. Tunnel/Passage/Hallway DIRECTION And CONTENTS F. DOORS G. BEHIND
|
|||
|
# E1. Direction 1d6 30' @E2. Contents 2d6 2d6 DOOR
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 `90 Left Turn
|
|||
|
2 `45 Left Turn Trap; E2.,M. Iron Locked D. Trap G.,M.
|
|||
|
3 Straight 30' Monster; E2. Gate Locked D. "T" off E.
|
|||
|
4 Straight 30' 4 way intersection Wooden Lock D. 10'Closet J
|
|||
|
5 `45 Right Turn "T"or "Y" off;E. Wooden Open Room H.
|
|||
|
6 `90 Right Turn Straight & Empty Archway Passage E.
|
|||
|
1/7 (E3.) Width/Heigth 5'/5' 1d6 Doors F.;Reroll No door Stairs K.
|
|||
|
2/8 6'/8' Roll on Room H. Bashed Open Room H.
|
|||
|
3/9 8'/10' E3. table Stairs K. Trap Door U,D 1L Alcove 5x5
|
|||
|
4/10 10'/10' Normal 1 time at Dead End Secret Door "Y" off E.
|
|||
|
5/11 15'/12' Start of Special L. Trapped F.,G. 4 way int.E
|
|||
|
6/12 20'/15' Maze! Treasure E2.,[I.] Magic Secret Exit "Out"
|
|||
|
|
|||
|
# @H. ROOM AREA I. ROOM SHAPE @J. ROOM CONTENTS
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 25 sq' Monster and NO TREASURE!
|
|||
|
2 50 sq' Triangular Trap M.
|
|||
|
3 100 sq' "T" shaped Monster
|
|||
|
4 150 sq' Rectangular Special L.
|
|||
|
5 200 sq' Square Stairs K.
|
|||
|
6 240 sq' Square Empty Void of anything interesting
|
|||
|
7 260 sq' Rectangular "Empty" Furniture/Formations/etc.
|
|||
|
8 300 sq' Round 1d6 Doors F.
|
|||
|
9 400 sq' Oval/Egg shaped Special L.
|
|||
|
10 500 sq' Hexagonal Monster and 1d3* times Treasure
|
|||
|
11 1000 sq' Linear 10'by ? Trapped Treasure M.,[I.]
|
|||
|
12 Roll +2d6 x's "Weird" Shaped "Free" Treasure [I.]
|
|||
|
Mazes Cont...
|
|||
|
K. STAIRS @L. SPECIAL
|
|||
|
# TYPE/Description
|
|||
|
------------------------------------------------------------------------------
|
|||
|
Note. 0=Bridge/Fake for 5-7,11
|
|||
|
2 Has H.Puddle;Reroll K. Malevolent Spell effect
|
|||
|
3 Is very slippery Reroll K Malevolent Prayer effect
|
|||
|
4 Trapped; Reroll K. Graves/Coffins/Tombs 1d6,5-6 roll B. UN-DEAD
|
|||
|
5 Ladder;Same as 6 +2 A single "lost" monster 1d6,6 may want help!
|
|||
|
6 Stairs(1d6-4);+UP,-Down Contains Water in Pool/Fountain/Bath 1d6,5-6 Poi
|
|||
|
7 Stairs Spiral;Same as 6 Contains Furniture & 50 GP in Equipment
|
|||
|
8 Pit/Chimney +(1d6)Levels Contains 100 GP in Weapons & 100 in Equipment
|
|||
|
9 Natural Stairs +(2d6)Lev. Contains 500 GP "STUFF"
|
|||
|
10 Stairless Pass.+(2d6)Lev. Magical Item 1d6,5-6 cursed opposite effects
|
|||
|
11 Secret/Hidden;same as 6 Beneficial Spell effect
|
|||
|
12 Is Invisible;Reroll K. Beneficial Prayer effect
|
|||
|
|
|||
|
@M. TRAPS (Suggestions only)Roll 2d6...
|
|||
|
# TYPE DAMAGE /TH/SAVEvs.Trap 2d6
|
|||
|
------------------------------------------------------------------------------
|
|||
|
1 Poison Arrow 3d6 in # Death/8/8 for Poi
|
|||
|
2 Poison Arrow 2d6 in # 1d6ea.,Poi 4d6per rnd/8/10 for poi
|
|||
|
3 Falling Stones 1d3*x10'r 5d6 / 4/10
|
|||
|
4 Spear 1d6 in number 2d6ea. / 6/11
|
|||
|
5 Falling Rock 3d6 / 10/11
|
|||
|
6 Arrows 3d6 in number # 1d6ea./ 8/none
|
|||
|
7 Net Trap 10'r -6d6 turns no dam/4/none
|
|||
|
8 Pit Trap 10'deep 10'wide 2d6 / 3/12
|
|||
|
9 Spiked Pit 10'D.,10'W. 6d6 / 3/11
|
|||
|
10 Fireball Land Mines 30'r 4d6 / 3/10. 2d6-1 in #
|
|||
|
11 Teleporter Within Maze n-a / 3/10 Make an "x" where ends up
|
|||
|
12 Disintegrator Mine 1 targ 2d6*10/ 3/8 1d6 in #
|
|||
|
|
|||
|
MAZE DESIGN
|
|||
|
First roll for the type of maze and then how many levels up and down.
|
|||
|
Proceed next to what type of entrance it is and the width and heigth of the
|
|||
|
passages. Next roll passage direction and contents going to the proper
|
|||
|
tables. Repeat this step until that level is complete. When stairs is rolled
|
|||
|
determine what kind and how high/low the "stairs" go. When the passages have
|
|||
|
been made for each level continue till the number of levels originally rolled
|
|||
|
is met. Mazes made this way can be real short or extremely extensive. Proceed
|
|||
|
then to number the rooms, passages, and levels. After the maze is numbered and
|
|||
|
completed fill/"Stock" the maze full of interesting details, monsters indicated
|
|||
|
as well as treasures, and special occurrences and letter each one until done.
|
|||
|
When completed write small paragraphs on each letter and number. Furthermore
|
|||
|
figure out some objectives or plot for going into the maze. Voila maze
|
|||
|
complete. This may take time, patience, and some getting used to but all the
|
|||
|
fun from playing can make it all worth the while.
|
|||
|
Legend
|
|||
|
*** ** ****** ******** *** *** * *** * *** *** ********
|
|||
|
*** ** ***** * ******** *** *** * * * *** *** ********
|
|||
|
*** ** **** ** ** ** *** *** *** ***
|
|||
|
** *** *** *** *** *** *** *** *** *** *** ***
|
|||
|
******** ********* *** *** *** *** *** *** *** *** *** ***
|
|||
|
`90 Turn `45 Turn "T" off 4 way int "Y" off Straight Dead End
|
|||
|
|
|||
|
-[]- Door -H- Hidden (Concealed) Door [P] Pit
|
|||
|
|
|||
|
-L- Locked Door [D] Trap Door Down [C] Chimney
|
|||
|
|
|||
|
-$- Secret Door [U] Trap Door Up ^^^^ or ----- Stream Water
|
|||
|
|
|||
|
-*- Magic Door *IIIIIII Stairs Down [T] Trap
|
|||
|
|
|||
|
-T- Trapped Door IIIIIII* Stairs Up [S] Secret Door Up or Down
|
|||
|
|
|||
|
-#- Gate \I/ Spiral Stairs M Monster
|
|||
|
|
|||
|
-[][]- Double Door =IIIIII= Bridge $ Treasure
|
|||
|
|
|||
|
?letter Special A-Z Markers 1-100... Rooms
|
|||
|
|
|||
|
Roman Numerals For Levels Down (I,II,III...),Up (i,ii,iii...),(g) For Ground
|
|||
|
------------------------------------------------------------------------------
|
|||
|
M&M Character Sheet Name Class
|
|||
|
# ACTS Race
|
|||
|
Brains HP LEVEL
|
|||
|
Brawns TH IH -Dam.
|
|||
|
MOVE Weapon DAM Armor -Dam
|
|||
|
Lev.Req. Monsters GP value
|
|||
|
Spells/Prayers/Moves/Abilities/Pets
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Weapons,Armor,Equipment
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
Treasures
|
|||
|
|
|||
|
|
|||
|
|
|||
|
|
|||
|
OTHER/Save Improvements/Notes.
|
|||
|
|
|||
|
|
|||
|
|