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-=-=-=-=-=-=-
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- * M O N S T E R S **
- * & **
- * M A Z E S **
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- * By : JOHN GARWOOD **
- * **
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- ************** **** *****************************************
- ************** )))))))))) **** **************** / ***********
- ************** 8888888888*: $ **************** /\/\/ ***********
- ************** )))))))))) **** **************** :/88\/ ***********
- ************** **** IIIIIIIII :\88/\ ***********
- ********************************* **************** \/\/\ ***********
- ********************************* **************** \ $ *******
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- ***************** ^ *************************** ***************** *******
- ********** ~*~ ******************** ***************** *******
- ********** \=#=/ ******************** ***************** *******
- ********** \=#=/ ******************** ************** ****
- ***********************************************-O-************** GOLD! ****
- ******************************* ^ **************************
- **# **# ******# *************** \ /M\ / **************************
- **## *# *****### ************** /\ Y /\ **************************
- **# # # ****# # # ************* /^^{8}^^\ **************************
- **# *## ******# *************** /^^ 888 ^^\ **************************
- **# **# ******# *************** /^ /V\ ^\ **************************
- **************# *************** / I \ **************************
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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...
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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.