DUNGEONS & DRAGONS

ADDITIONAL

Rules for Fantastic Medieval Wargames
Campaigns Playable with Paper and Pencil
and Miniature Figures

Supplement II

BLACKMOOR

http://1.bp.blogspot.com/_DSs2bX13hVc/SeNGH8QQIwI/AAAAAAAAA6A/8szQHVB_fJY/s1600/blackmoortribute.jpg

DAVE ARNESON

PUBLISHED BY
TSR RULES

Price $5.00
 
 

DUNGEONS & DRAGONS

Supplement II

BLACKMOOR

BY
DAVE ARNESON

Dedicated to Hugh Cantrell

With Special Thanks to Gary Gygax, Tim Kask, Rob Kuntz
and Steve Marsh for suggestions and ideas

ILLUSTRATIONS BY DAVE SUTHERLAND, MIKE BELL & TRACY LESCH

EDITED BY TIM KASK

© 1975 -- TSR GAMES
3rd Printing, April 1977
Printed in U.S.A.

INQUIRIES REGARDING RULES SHOULD BE ACCOMPANIED BY A STAMPED RETURN ENVELOPE AND
SENT TO TSR RULES, POB 756, LAKE GENEVA, WISCONSIN 53147.
 

Foreword

Caution! This is the second supplement to the highly addictive gmae D&D.
Handle it at your own risk. Even a brief perusal can infect the reader with the desire
to do heroic deeds, CAST mighty magical spells, and seek to wrest treasure from hideous monsters.
The most insidious factor, however, is the secondary nature of this work. Any reader who
becomes infected from this work will immed. develop a craving for the other parts, i.e.
D&D, GREYHAWK (supplement I), CHAINMAIL (medieval miniatures rules),
polyhedra dice, and various and sundry other items. Anyone so completely exposed
will certainly be hopelessly lost. In short, if you are not already an addict of fantasy adventure,
put this booklet down quickly and flee!

As with the 1st supplement, the material herein is arranged to follow the format of
D&D, with corrections, new rules, and so forth being shown so forth being shown so
players will be able to distinguish material at a glance. All of it is, of course, optional, for the
premise of the whole game system is flexibility and personalization within the broad framework
of the rules. "BLACKMOOR" also contains some interesting and amusing info regarding
the actual campaign of that name. It is the oldest and longest running D&D
game, and readers hsould find such material quite helpful in assuring the longevity
of their own campaigns.

Dave Arneson . . . Is there really such a creature? Yes, Gentle Readers, there is, and shudder
when the name is spoken. Although he is a man of many talents who has authored many historic
rules sets and games (which TSR will be publishing periodically), Dave is also the innovator of
the "dungeon adventure" concept, creator of ghastly monsters, and inscrutable DM
par excellence. He devises complex combat systems, inexplicable dungeon & wilderness areas,
and traps of the most subtle fiendishness. Herein you will get a taste of these, but he never
reveals all. This writer always looks forward with great anticipation to an adventure int he
"BLACKMOOR" campaign, for despite the fact that I co-authored the original owrk with Dave,
and have spent hundreds of hours creating & playing D&D, it is always
a fresh challenge to enter his "world". I can not recommend him more highly than simply saying
that I would rather play in his campaign than any other -- that other DMs who emulate
Dave Arneson will indeed improve their games. While eagerly anticipating yet mroe
material from dread "Blackmoor Castle", the following pages should satisfy your immed.
craving for new ideas. Those of you totally committed to the fantasy adventure game may expect
additional supplements from time to time, and isn't that dark shape crouched over the desk of
blackened oak, laughing fiendishly as glowing runes flow from his quill, remarkably similar to
Arneson's?

E. Gary Gygax
TSR Games Editor
Lake Geneva, Wisconsin
1 September 1975
 
 

Index

MEN & MAGIC
Characters
Levles and # of XP Necessary to Attain Them
Stats Regarding Classes
Hit Location During Melee
Damage -- Monster Type

MONSTERS & TREASURE
Monsters
Monster Descriptions
New Magic & Treasure

UNDERWORLD & WILDERNESS ADVENTURES
Temple of the Frog
Underwater Adventures
Underwater & Sailing Encounter Matrices
Specialists
Disease
 

Men & Magic

CHARACTERS:(Additions)

There are two additional sub-classes of characters:

    Monks (Order of Monastic Martial Arts), a sub-class of Clerics which also combines the
        general attributes of Thief and Fighting Man.
    Assassins, a sub-class of Thieves

CLERICS: Characters with a WIS score of not less than 15, who also have a STR socre of
not less than 12 and a DEX scroe of not less than 15 may elect to become monks.

Monks
d4 for HP Move AC Attacks/
Melee Rnd.
Open Hand Damage
1 Novice 0 1 12" 9 1/1 1-4
2 Initiate 2500 23 13" 8 1/1 2-5
3 Disciple 5000 4 14" 8 1/1 1-6
4 Immaculate 10k 5 15" 7 3/2 1-8
5 Master 25k 6 16" 6 3/2 1-10
6 Grand Master 50k 7 17" 5 2/1 1-12
7 Grand Master of Dragons 100k 8 18" 4 2/1 2-16
8 Grand Master of the North Wind 200k 9 19" 3 2/1 3-18
9 Grand Master of the West Wind 300k 10 20" 2 5/2 2-20
10 Grand Master of the South Wind 450,000 11 22" 1 5/2 2-24
11 Grand Master of the East Wind 600k 12 24" 1 3/1 3-24
12 Grand Master of Winter 850,000 13 26" 0 3/1 3-30
13 Grand Master of Autumn 1,100,000 14 28" 0 3/1 5-30
14 Grand Master of Summer 1,400,000 15 30" -1 3/1 4-32
15 Grand Master of Spring 1,750,000 16 32" -2 4/1 3-36
16 Grand Master of Flowers 2,500,000 17 34" -3 4/1 4-40

* Only the Alternate Combat and Hit Dice systems will be considered for both sub-classes, monks and assassins.

Monks: The Order is structured in such a way that there is only one man at each level above the
6th (Grand Master). At such time as a 6th level character gains sufficient XP to
rank as 7th levle he temporarily gains the appropriate attributes. He must then seek out the
Grand Master of Dragons, and defeat him in a fair fight. There will always be a higher level to
fight, even if there is no PC in the role. Fights are not to the death unless different
alignments are involved. Magic may be used.

The loser will be automatically dropped to exactly the # of XP necessary to
have attained the level immed. below that which is in question, i.e. the loser of the struggle
for 7th level would drop to 50k XP. Members of the Order always know where
to find the next higher member, although that person may be at great distance from the location
of the challenger. The fight must take place as soon as is psb. (treat as a Geas).

There is no level above the 16th.

Only humans may become monks. Members of the Order seek both physical and mental superiority in
a religious atmosphere. Members of the Order may be of any AL, although they are
usu. L (75%, 20% being N and 5% C). Monks must treat treasure as do
paladins. Although they may USE absolutely no armor, they may USE weapons of any sort whatsoever,
and when using weapons they add a damage bonus of one-half point for each level they
have attained up to a max. of 8 additional damage points, i.e. a M8 adds 4
damage points when he hits with a weapon, a M10 adds 5 points, etc. When fighting
w/o any weapons monks gain 2 great bonuses:
    1. any score 25% (5 or better) above the min. req. for a hit has a 75% chance
    stunning the opponent for from 3-12 turns and a 25% chance of killing the opponent.
    2. damage otherwise done is determined on a special table (see STATS RE: CLASSES),
    and monks of higher levels may make multiple attacks during a
    melee round (see STATS RE: CLASSES) -- e.g. if a Grand
    Master (M6) is fighting w/o weapon against an opponent whose DEX IS
    not of the highest or who is not magically aided the monk will attack 2wice for each
    attack his opponent is allowed.
Monks also have other abilities of specialized nature:

Surprise: At 3rd level monks are surprised only on a roll of 1 in 6, at the 5th level only 1 in 8, and
at 7th level and above only 1 in 10. Note, however, that extremely silent creatures will double surprise
possibilities, i.e. hobbits, thieves, bugbears, and undead double probabilities.

Opening Locks: Same as a hobbit thief.

Remove Traps: Same as a dwarven thief.

Listening: Monks have the same listening ability as thieves.

Climbing: Monks have the same climbing ability as thieves of the corresponding level w/ the
following important difference:
    At 5th level monks may fall up to 20' w/o sustaining any damage if there is a wall ||
    similar surface within 2' which they can USE for friction to break the fall. At 8th level
    monks may fall up to 40' if the wall is within 4'. At 11th level they may fall any distance if
    the wall is within 6'.

Move Silently/Hide in Shadows: Monks have the same ability as hobbit thieves.

Other Abilities:

At the 4th level monks may speak with animals, and at the 8th level they may speak with plants.

At the 5th level monks may perfectly simulate death -- to the stopping of the heart and lowering
of body temperature. To be controlled for a duration of time = to a d6 x level for the
# of full turns.

At the 6th level monks can control their minds to such an xtent that ESP has only a 10% chance
of succes, and for each level above the 6th gained by the monk the chance for success drops 1%.

At 7th level monks are able to heal once per day 2-7 points of damage sustained upon their body,
and for each level above 7th monks add another point to psb. damage healing, so that at 8th
level a monk heals 3-8 points, at 9th 4-9, at 10th 5-10, at 11th 6-11, and so on.

At the 8th level suggestion and hypnosis have no effect upon monks.

At 10th level monks have the equivalent of an 18 INT w/ re: to the effects of
telepathy against htme. They are also no longer subject to normal Quests and Geases.

At 13th level monks gain the terrible "Quivering Palm" usable only once per week. This is the ability
to attune bodily vibrations to those of any creature, and upon laying the palm upon the creature
the monk can cause it to die upon command. This ability is treated as follows: The creature
affected must have no more HD than the monk (treat +1's on monk's HD as no addition
to HD, but they may be used to equalize similar +1's which are possessed by the victims); the
command may be withheld up to 1 day for each level the monk using the Quivering Palm has attained, and
beyond the specified time the command will have no effect.

Saving Throws: Monks are treated as clerics with re: to saves w/ the following important xception:

Missile hits may be dodged if the monk makes his save vs. Death Ray || Poison,
and magic missiles of any sort may be dodged if the save vs. Staves & Spells is made.

All other attacks which involve saves have no effect upon the monk if he makes the
save, and at the 8th level even failure to make a save results in the monk
sustaining only 1/2 damage.

Magic: Monks have no magical abilities per se. Besides magical weaponry, monks may only use
rings and those misc. magic items usable by thieves. Potions and scrollsmay not be used.

Armor: Although monks wear no armor, their physical training enables them to ward off and
otherwise avoid many attacks, thus effectively gaining prot. similar to armor. This ability
grows as the monk progresses as indicated on the table shown hereafter (see STATS RE: CLASSES).

Followers: Monks may never have any followers || hirelings until they attain 6th level. Thereafter
they may hav the # of followers indicated by their CHA score plus 1 additional
follower for each level the monk has attained; however, all followers must be either monks || or ordinary
fighting men (no Paladins, Rangers, elves, dwarves, etc.). They can have no followers of
higher level than one benath their own. They cannot have followers who are monks of some different
Order. They may have no hirelings on a permanent basis, although hirelings for single
missions or for very short durations are allowed.
 

THIEVES: Under special circumstances and in large campaigns it is psb. to allow the
character of the assassin. Only humans will become assassins. Assassins are always neutral. The
prime requisites of the assassin are DEX (min. of 12 or better) and STR (min. of 12 or better) and
INT (min. of 12 or better). All assassins are part of the Assassins
Guild. Besides performing their evident role they may also serve as thieves, although their ability
is 2 levels less than that of an actual thief of the same level. They are limited to the wearing of
leather armor, but they may USE shields as well as any weaponry they choose (incl. magical
weapons of any sort.

Assassins
d6 for HP
1 Apprentice 0 1
2 Killer 1500 2
3 Murderer 3k 3
4 Slayer 6k 4
5 Cutthroat 12k 5
6 Dacoit 24k 6
7 Thug 48k 7
8 Executioner 100k 8
9 Assassin 175,000 9
10 Senior Assassin 275,000 10
11 Expert Assassin 400,000 11
12 Chief Assassin 550,000 12
13 Prime Assassin 750k 13
14 Guildmaster of Assassins - 14

* Only the Alternate Combat and Hit Dice systems will be considered for both sub-classes, monks and assassins.

Assassins: There is no actual level above Prime Assassin, although there is power attained with
the rank of Guildmaster. A character cannot be Guildmaster of more than one Assassins Guild.
There is only one Assassins Guild allowable in any one locale (large city or AREA of about 2,500
square miles).

Assassins may have no followers until they attain the rank of Guildmaster. They may have no
more hirelings than their CHA score indicates for the # of followers another character
type may hav. As Guildmaster they may hav up to 50 "followers" (members of the Guild), but
such followers must be hired at 1st level and worked up.

Magic: Assassins function as regards to thieves in all regards with respect to magic except for
weaponry.

Disguise: Assassins are masters of disguise. They are able to assume the dress and manners of
other classes, or even pose as someone of the opposite sex. There is only a 5% chance that an
assassin will be recognized when in disguise, 10% if the assassin is posing as a member of the opposite
sex. Disguise checks should be made daily. Modify the chance downward by 1% for each 1
point in combined INT & WIS below 20 which the intended victim has, i.e. a victim
with a combined INT/WIS score of 18 has only a 3% chance of detecting the assassin.
For every above combined INT/WIS point above 24 the intended victim has a ½% better
chance of detecting the disguise, dropping all fractions, so an intended victim w/ an INT/WIS
score of 31 has an 8% chance of spotting the assassin (31 - 24 = 7 x ½% = 3½% = 3% with dropped fraction of ½%).

Languages: Assassins with an INT of 16 or more are able to speak one additional alignment language
(L or C), and if the assassin has an 18 or better INT both other
alignment languages may be spoken; i.e. if N, can learn both L and C.

Poison: An assassin may freely USE poisoned weapons, but there is a 50% chance each turn such
a weapon is displayed that any person in viewing range of it (10' or less) will recognise the
poisoned item and react with ferocity, i.e. attack with a +4 chance of hitting and a +4 points of
damage when the hitting occurs. If a poison substance is insinuated into food or drink it is generally
assumed that the assassin must create the opportunity to perform this action -- either through
proximity to the item by menas of employment or through disguise. This AREA must be handled
by the referee. Details of poison types will be handled in some future supplement when
alchemists are fully covered.

Cost: The cost per mission as show in Vol. 3 of D&D is based upon
the hiring of an Dacoit (D6). Reduce this amount for the fee payable to a lower level
assassin by 250 gp for each level below 6th; double the fee for every level above 6th, i.e. a
7th level assassin costs 4,000 gp, an 8th level 8,000, a 9th level 16,000, a 10th level
32,000, an 11th level 64,000, a 12th level 128,000, a 13th level at 256,000, and the Guildmaster
will work for no less than 512,000 gp per assassination. 10% of the fee for any
assassination goes to the Guildmaster, all if he performs the mission personally.

                                                                                                                                Level of Victim / % Chance of Assassination
Level of Assassin Title 1 2 3 4 5 6 7 8 9/11 12/14 15+
1 Apprentice 75 70 65 55 45 30 15 01 - - -
2 Killer 80 75 70 60 50 35 20 05 - - -
3 Murderer 85 80 75 65 55 40 25 10 01 - -
4 Slayer 90 85 80 70 60 45 30 15 01 - -
5 Cutthroat 95 90 85 75 65 50 35 20 05 - -
6 Dacoit 00 95 90 80 70 55 40 25 10 01 -
7 Thug 00 00 95 85 75 60 45 30 15 01 -
8 Executioner 00 00 00 90 80 65 50 35 20 05 -
9 Assassin 00 00 00 95 85 70 55 40 25 10 01
10 Senior Assassin 00 00 00 00 90 75 60 45 30 15 01
11 Expert Assassin 00 00 00 00 95 80 65 50 35 20 05
12 Chief Assassin 00 00 00 00 00 85 70 55 40 25 10
13 Prime Assassin 00 00 00 00 00 90 75 60 45 30 15
14 Guildmaster 00 00 00 00 00 99 95 80 65 50 35

Base chance for successful assassination will be dependent upon the level of the assassin and the
victim -- the referee will make any further adjustments necessary to particular case
circumstances:

Experience: Besides gaining experience in the normal way, assassins also gain experience for
successful assassinations; thus, if a fee is paid and the mission completed the assassin gains experience equal
to 90% of the gp paid, plus the XP for the level of the
assassinated victim, adjusted for the level of the assasssin. [Use XP for Killing Monsters table,
calculating on HD. Ex. -- 4th level assassin kills 5th level M-U -- base value 175 points
+ 125 points x 2 for special ability. Assassin gets 425 points x 5/4 = 551 points.]

Guildmaster: Any 12th level assassin (Prime Assassin) may challenge the Guildmaster of the Assassin's Guild
to a duel to the death, and if the former is victorious he becomes Guildmaster.
The Guildmaster may build a stronghold or control a "Barony".

LEVELS AND # OF XP NECESSARY TO ATTAIN THEM: (Addition)
STATS RE: CLASSES (Addition)
Other Stats Re: Classes:
<note: all of this info has been moved to the appro. class pages>
 

HIT LOCATION DURING MELEE:
<note: consider using the following rules only for crits, natural 20>

As in other systems of damage, the creature attacked has an assigned point value, but attacks
upon it can hit only specified areas, and each area has an assigned percentage of the total HP
value of the creature, such as 15%, 80% or whatever. This means that the sum of the parts
is greater than the sum of the whole, but as destruction of most of these various parts brings
some form of penalty to the creature -- not to mention the possibility of immediate death -- it is
an equitable system. Thus, if a humanoid with a total of 100 psb. HP is attacked, the
head can withstand up to 15 points of damage, the chest 80, the abdomen 60, each arm 20, and
so on; however, if the head receives 15 points (100%) of the psb. total death occurs
immed..

Some creatures will not conform to any single body type presented hereafter, but by combining
2wo or more of the pictured body types, in whole || in part, they can be pictured. A centipede, for
instance, is a combination of the insectoid and snake forms.

HOW TO USE THIS SYSTEM:
When a hit is scored upon the being you are fighting consult the above charts and adjust any
wounds due to height and weapons. Any hits upon death dealing areas (head, body) are recorded
off its percent chance of living.

HUMANOID:

Hit Location Table 1: (Humanoid)
 
- FRONT SIDE REAR
Head 1-15 1-20 1-25
Chest 16-50 21-50 26-70
Arms* 51-80 51-80 71-80
Legs** 81-00 81-00 81-00

* also wings
** also tail

1. An attack from the front may attack all areas but the tail and wings.
2. An attack from the side may aim at the right or left arms or legs (dependent on the side you are attacking from)
as well as head, chest, abdomen, tail or wings.
3. An attack from the rear can be directed against hte head, chest(back), abdomen, arms, legs,
tail, or wings.

Mortal Wound: Destruction of the head or chest areas will cause instant death.
Non-Cumulative Damage: When the total # of points damage in cumulative areas reaches
100% the creature will expire. Decapitation of limb will cause 1 damage point per limb lost per
turn left untreated.

Crippling: Areas (limbs) damaged more than 100% will lose 1 DEX point per point of
damage take over normal total. i.e., if it normally takes 3 piotns of damage and acquires
5 poitns damage (2 over its maximum), deduct these 2 points from the creature's DEX
rating. No more than twice the value of the limb may be deducted through the DEX rating.

Movement Restrictions:
    Loss of one leg will reduce all movement to a crawl.
    Loss of one arm will reduce crawl by 50% each.
    Loss of one wing will prevent all aerial movement.
    Loss of tail will reduce DEX by 1-6 points.

Note: An area is considered lost when all points are eliminated and their use is lost.

DAMAGE ALLOCATION
HEAD (15%)
CHEST (8%)
ABDOMEN (60%)
ARMS (20)
LEGS (25)
TAIL (20) (optional)
WINGS (10) (optional)


FLYER: (Avian)

Hit Location Table 2: (Avian)
 
- FRONT SIDE REAR TOP BELOW
Head 01-20 1-10 - 1-15 1-10
Body 21-50 11-50 1-15 16-50 11-50
Wings 51-00 51-80 26-40 51-90 51-70
Legs - 81-90 41-90 - 71-90
Tail - 91-00 91-00 91-00 91-00

1. An attack from the front can hit head, body, wings or legs.
2. An attack from the side can hit wings, or (if not spread) also head and body.
3. An attack from the rear can hit body, wings, or tail.
4. A top attack can hit head, body, wings, or tail.
5. An attack from below can hit body, wings, legs, or tail.

Death: When the total damage reaches 100% of the bird's point value it is dead. Over 100%
damage to either wing will ground the bird permanently. If over 100% damage is suffered by
both wings the bird will die, as will loss of both legs. (over 100% total)

Mortal Wounds: 100% destruction of head or body will cause instant death.
Non-Cumulative Damage: Tail only.
Movement Restrictions: Loss of one wing will prevent flying.
    Loss of one leg will prevent walking.

DAMAGE ALLOCATION
HEAD (20%)
BODY (80%)
WINGS (30% each)
LEGS (20% each)
TAIL (20%)


REPTILE:

Hit Location Table3: (Reptile)
 
- FRONT SIDE REAR
Head 01-25 01-20 -
Chest 26-70 21-50 -
Abdomen - 51-75 1-50
Legs* 71-00 76-90 51-80
Tail - 91-00 81-00

* also wings but optional

1. An attack from the front can hit the head, chest, or forearms.
2. An attack from the side can hit any part of the body ont he appropriate abdomen, wings,
hind legs, or tail side of the body.
3. An attack from the rear can hit the abdomen, wings, hind legs, or tail.
Note: If the reptile travels erect, all areas but the wings and tail can be hit.

Mortal Wounds: The destruction of either the head or chest will result in death to the creature.

Non-Cumulative Wounds: Tail and wing areas.

Death: When the total damage points exceed 100% of the creature's point value it dies within 0-2
turns. The creature may not move or attack during these turns but will defend itself.

Crippling: Loss of one limb (incl. a wing) will result in a 50% reduction of the creature's dexterity.
Loss of two limbs (except if both are wings) will cause death.

Movement Restrictions: Loss of one wing will prevent all air movment.
    For quadrupeds the loss
    of one leg will reduce movement 25%, two legs
    50% (if both are on the same side no movement is
    possible), and three legs 100%.
    For bipeds the loss of one leg will eliminate all ground movement.

DAMAGE ALLOCATION
HEAD (25%)
CHEST (80%)
ABDOMEN (60%)
LEGS (4 or more) (30%)
TAIL (30%)
 


INSECTOID:

Hit Location Table 4: (Insectoid)
 
- FRONT SIDE REAR TOP BELOW
Head 1-00 1-25 - 1-30 1-25
Thorax - 26-40 - - 26-40
Abdomen - 41-60 1-100 31-00
(*31-70)
41-70
Legs - 61-00
(*61-80)
- - 71-00
Wings - (*81-00) - (*71-00) -

1. An attack from the front can hit the head only.
2. An attack from the side can hit any part of the body on the appro. side.
3. An attack from the rear can hit the abdoman only.
4. An attack from above can hit the head, wings, or abdomen.
5. An attack from below can hit all areas but the wings.

Mortal Wounds: 100% destruction of the head or thorax will cause death in one turn. Creature
functions normally (within limits of damage) until death.

Non-Cumulative Damage: Legs and wings as well as abdomen.

Crippling: All cripples are replaced by undamaged creatures when and where psb.. Otherwise
cripples are killed by their nest mates after battle.

Death: When thorax is destroyed the creature can no longer fly or move but will still fight. When
the head is 100% destroyed the creature can no longer defend itself although it will MOVE at random
on foot, a d6 determining the direction taken.

Movement Restrictions:
    Loss of all wings on one side will prevent insect from flying.
    Loss of one wing reduces flying SPEED 50%.
    Loss of a leg will nt affect SPEED until a leg has been lost from both sides.
    Reduction to one leg on one or both sides will reduce SPEED 50%
    (assuming six legs total and two were lost on one side, SPEED would be 50% or normal).

DAMAGE ALLOCATION
HEAD: 20%
THORAX: 60%
WINGS (4 or more): 10% each (optional):
LEGS (6 or more): 15% each
ABDOMEN: 50%


FISH

Hit Location Table 5: (Fish)
 
- FRONT SIDE REAR TOP BELOW
Head 1-75 1-25 - 1-30 1-25
Body - 26-60 - 31-60 26-60
Fins 76-00 61-75 - 61-80 61-80
Tail - 76-00 1-00 81-00 81-00

1. A frontal attack can hit the head or two pectoral fins.
2. A side attack can hit all areas and appropriate fins on that side of the body.
3. A rear attack can hit the tail only.
4. Top attacks can hit head, body, dorsal fin, or tail areas.
5. A bottom attack can hit head, body, pectoral fins, abdominal fins, or tail.

Mortal Wounds: Destruction of the head or body will result in death from 1-4 turns with
movement randomly determined.

Non-Cumulative Wounds: Tail and fins

Death: When the total hits exceed 100% the fish will die immed..

Movement Reduction:
    The steering is done by the tail and body.
    Loss of the tail will cause only one 22.5% TURN per TURN of movement.
    Loss of body will cause loss of turning ability, but fins and tail (not belly or dorsal fins) allow movement at 50% less SPEED.
    Also, subtract 20% from SPEED per fin lost.
    Loss of fins along one side will prevent opposite turns.
    The fish may always rise to the surface but it must still have SPEED ability to allow descent.

DAMAGE ALLOCATION
HEAD: 40%
BODY:  80%
FINS: 10% each (2 pectoral, 1 dorsal, 2 abdominal)
TAIL: 15%
 


SNAKE

Hit Location Table 6: (Snake)
 
- FRONT SIDE REAR (COILED) TOP, BELOW
Head 1-00 1-25 - 1-35
Body - 36-60 - 36-60
Tail - 61-00 1-100 61-00

1. Front attacks can hit head only.
2. Rear attacks can hit the tail only.
3. Any other direction can hit any AREA.
4. A coiled snake may be hit in any AREA.

Mortal Wound: Destruction of the head will result in death but the body will writhe for 2-16 turns.
Upper body destruction will cause death in 2-8 turns but the snake can defend itself if frontally attacked.

Non-Cumulative Wounds: None.

Death: 100% loss will cause death in 1-8 turns. During this time it will writeh about but cannot
defend itself.

Crippling: Lower body hits are healable but all others will result in eventual death.

Movement Restrictions: 100% loss of any AREA will cause a 50% movement reduction and any
other damage additional that exceeds 75% of the total will cause immobilization.

DAMAGE ALLOCATION
HEAD: 30%
UPPER BODY: 50%
LOWER BODY: 40%
 

Weapon/Height Adjustment Matrix

<vertical=ATTACKER HEIGHT>
<horizontal=DEFENDER HEIGHT>
 
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 N N N 40 60 W W W W W W W W W W W W W W W
2 10 N N N 40 60 W W W W W W W W W W W W W W
3 20 10 N N N 40 60 w W W W W W W W W W W W W
4 40 20 10 N N N 40 60 80 W W W W W W W W W W W
5 80 40 20 10 N N N 40 60 80 W W W W W W W W W W
6 A 80 40 20 10 N N N 20 40 60 80 W W W W W W W W
7 A A 80 40 20 10 N N N 20 40 60 80 W W W W W W W
8 A A A 80 40 20 10 N N N 20 40 60 80 W W W W W W
9 A A A A 80 40 20 10 N N N 20 40 60 80 W W W W W
10 A A A A A 80 40 20 10 N N N 20 40 60 80 W W W W
11 A A A A A A 80 40 20 10 N N N 20 40 60 80 W W W
12 A A A A A A A 80 40 20 10 N N N 20 40 60 80 W W
13 A A A A A A A A 80 40 20 10 N N N 20 40 60 80 W
14 A A A A A A A A A 80 40 20 10 N N N 20 40 60 80
15 A A A A A A A A A A 80 40 20 10 N N N 20 40 60
16 A A A A A A A A A A A 80 40 20 10 N N N 20 40
17 A A A A A A A A A A A A 80 40 20 10 N N N 20
18 A A A A A A A A A A A A A 80 40 20 10 N N N
19 A A A A A A A A A A A A A A 80 40 20 10 N N
20 A A A A A A A A A A A A A A A 80 40 20 10 N

A = Automatic hit in psb. death dealing AREA.
N = Normal. Person consults the hit loc. chart for AREA hit.
W = Wound AREA hit only (legs, etc.). This may vary between creaturs. There is no chance for
death by striking these areas xcept through accumulative damage.

Numbers to left of "N's" show what may be hit (Ex. -- 6' attacker vs. 3' defender, both
humanoid; matrix reads '40', i.e. only <lead> or upper chest may be hit.) Numbers to the right of "N's"
show what may not be hit. (Ex. -- 4' attacker vs. 8' defender; matrix = 60, i.e. only arms or legs
may be struck).

Weapon Length Effect on Combat:

The length of a weapon can matter greatly when you are engaging someone in combat who is
larger || smaller than you are. These persons smaller in stature but using a weapon that equals
the height of the creature or person he is combatting have nothing subtracted from his die roll
due to his lack of size. Example: A man of 5 feet with a 4 four long spear approaches a giant of
9 feet in height. On the table, after cross indexing the attacker's height (5 feet) against the
defender's (9 feet) we find that the man has a 60% less chance on the Hit chart of scoring a Mortal
wounds. Since the man has an additional 4 feet of length due to his spear, add this additional
4 feet by progressing downwards until reaching the 9 foot mark (5 + 4), re-cross index
the new heights. The result is now "N" or normal, meaning that the man may hit the giant in
any AREA while rolling on the hit location tables.

When smaller creatures engage larger persons with a weapon that is longer || taller in height
than the creature they are using it on gain no special advantage from it, but strike normally
having the distance to reach all vital areas of his adversary. Unlike the above, those persons
which are higher than the one they are attacking gain their regular % plus and also gain +5% for
every extra foot of weapon they have over and additional to their opponents.

MERMAN
1 bite/2 hands
1-8 bite/1-4 hand

GIANT OCTOPUS
1-6 tentacles/1 bite
1-6 tent.*/1-6 bite

GIANT SQUID
1-6 tentacles/beak
1-8 tent.*/1-10 beak

GIANT CROCODILE
1 bite (70%)/1 tail (30%)

GIANT TOAD
1 bite
1-10/save vs. poison

GIANT FROG
1 bite
1-10

GIANT LEECH
1 bite
2-12 bite/drain (spec.)

GIANT BEAVER
1 bite/2 paws
4-24 bite/1-8 paw

GIANT OTTER
1 bite/2 paws 
3-18 bite/2-12 paw

GIANT WASP 
1 sting
1-8 sting (spec.)

GIANT BEETLE
as per type
Stag: 3-12 mouth/1-10 each horn
Rhinoceros: 4-16 mouth/2-16 horn
Bombardier: 1-12 mouth/spec. 
Fire: 3-24 mandibles
Boring: 3-18 mouth

FIRE LIZARD
1 bite/2 claws/breath
4-16 bite/1-8 claw/spec.

MINOTAUR LIZARD
1 bite/2 feet
4-32 bite/2-20 feet

ELASMOSAURUS
1 bite (80%)/ 1 butt(20%)
4-32 bite/1-10 butt

MOSASAURUS
1 bite
6-48 bite

PLESIOSAURUS
1 bite
8-80 bite

GIANT SHARK
1 bite
6-24 bite***

WHALE
1 bite(55%)/flukes(45%)
10-80 bite/15-150 flukes

GIANT EEL
1 bite/"jolt" 
4-16 bite/jolt(spec.)

LAMPREY
1 bite/drain
1-4 bite/drain (spec.)

SEA HORSE