MAGIC/MAPS DETERMINATION TABLE:
Roll on 100% Dice
01-75 Magic
76-00 Map
Roll for each item found

MAGIC ITEMS
Roll on 
100% Dice
Item
01-20 Swords
21-35 Armor
36-40 Misc. Weapons
41-65 Potions
66-85 Scrolls
86-90 Rings
91-95 Wands/Staves
96-00 Misc. Magic

MAPS
Roll on 
100% Dice
Item
01-60 Treasure Map
61-90 Magic Map
91-00 Magic & Treasure Map

SWORD:
01-35 Sword +1
36-40 Sword +1, +2 vs. Lycanthropes
41-45 Sword +1, +2 vs. Magic-Users and Enchanted Monsters
46-50 Sword +1, Locating Objects Ability
51-60 Sword +1, +3 vs. Trolls (Clerics)
61-65 Sword, Flaming: +1
+2 vs. Trolls (Pegasi, Hippogriffs, + Rocs)
66-70 Sword +1, Wishes Included (2-8 Wishes)
71-75 Sword +1, +3 vs. Dragons
76-78 Sword +2
79-80 Sword +2, Charm Person Ability
81-82 Sword +3
83 Sword, One Life Energy Draining Ability
84-00 Sword -2 (Cursed Sword)

ARMOR:
01-30 Shield +1
31-60 Armor +1
61-75 Armor & Shield +1
76-83 Shield +2
84-90 Armor +2
91-97 Armor & Shield +2
98-00 Shield +3

MISCELLANEOUS WEAPONS:
01-25 10 Magic Arrows
26-40 3-30 Magic Arrows
41-55 Dagger +1 vs. Man-Sized Opponents, +2 vs. Goblins & Kobolds
56-60 Dagger +2 vs. Man-Sized Opponents, +2 vs. Orcs, Goblins & Kobolds
61-65 Magic Bow
66-70 Axe +1
71-80 Mace +2
81-85 War Hammer +1
86-89 War Hammer +2
90 War Hammer +3, 6" Throwing Range with Return
91-96 Spear +1
97-99 Spear +2
00 Spear +3

POTIONS:
01-04 Growth
05-08 Diminution
09-12 Giant Strength
13-16 Invisibility
17-20 Gaseous Form
21-24 Polymorph (Self)
25-28 Speed
29-32 Levitation
33-36 Flying
37-38 ESP
39-40 Delusion
41-44 Healing
45-48 Longevity
49-52 Clairvoyance
53-55 Clairaudience
56-60 Animal Control
61-64 Undead Control
65-68 Plant Control
69-72 Human Control
73-76 Giant Control
77-80 Dragon Control*
81-84 Poison**
85-88 Invulnerability
89-92 Fire Resistance
93-96 Treasure Finding
97-00 Heroism
* Referee to roll to determine which of the six types of Dragons will be controlled.
** Referee will mislead by naming any of the other Potions, but if carefully questioned should give it a single feature.

SCROLLS:
01-20 1 Spell
21-35 2 Spells
36-45 3 Spells
46-50 7 Spells
51-60 1 Curse*
61-70 Protection: Lycanthropes
71-80 Protection: Undead
81-90 Protection: Elementals
91-00 Protection: Magic
There is a 25% chance that any scroll of spells found will contain those usable by clerics.

* The referee must take extreme care in handling all Scrolls with an eye towards duping the players when a Curse Scroll is found.
The curse takes effect immediately upon reading the Scroll; therefore having non-Curse Scrolls disappear on occasion if not identified will help to force reading of Curse Scrolls.
To determine the type of curse use the table below:
 
Die Roll Curse: (Range 3" diameter)
1 or 2 Any monster of the referee's choice
3 or 4 Disease, fatal in 3 turns unless healed
5 or 6 Polymorph to insect of referee's choice
7 Transportation 1,000 miles, random direction
8 Transportation to another planet

 

RINGS:
01-09 Invisibility
10-15 Mammal Control
16-21 Human Control
22-30 Weakness
31-39 Protection
40-49 Three Wishes
50-60 Delusion
61-70 Water Walking
71-80 Fire Resistance
81-85 Protection, 5' r.
86-90 Regeneration
91-92 Djinn Summoning
93-94 TK
95-96 X-Ray Vision
97-98 Spell Turning
99 Spell Storing
00 Many Wishes (4-24)

WANDS AND STAVES
(All wands usable by MUs only):
01-15 Metal Detection
16-20 Enemy Detection
21-25 Secret Doors & Traps Detection
31-35 Illusion
36-40 Fear
41-45 Cold
46-50 Paralization
51-55 Fire Balls
56-60 Lightning Bolts
61-65 Polymorph
66-70 Negation
71-80 Staff of Healing*
81-85 Staff of Commanding**
86-90 Snake Staff*
91-95 Staff of Striking**
96-07 Staff of Withering*
98-99 Staff of Power***
00 Staff of Wizardry***
* Clerics only can employ
** Clerics and MUs may employ
*** MUs only may employ
 

MISCELLANEOUS MAGIC:
01-04 Crystal Ball
05-06 Crystal Ball with Clairaudience
07 Crystal Ball with ESP
08-12 Medallion of ESP, 3" Range*
13-15 Medallion of ESP, 9" Range*
16-18 Amulet vs. Crystal Balls and ESP*
19-24 Scarab of Protection from Evil High Priests*
25-29 Bag of Holding*
30 Censor Controlling Air Elementals
31 Stone Controlling Earth Elementals
32 Brazier Commanding Fire Elementals
33 Bowl Commanding Water Elementals
34-35 Efreet Bottle*
36-38 Displacer Cloak*
39-47 Elven Cloak and Boots*
48-52 Boots of Speed*
53-57 Boots of Levitation*
58-62 Boots of Traveling & Leaping*
63-67 Broom of Flying
68-72 Helm of Reading Magic & Languages
73-75 Helm of Telepathy*
76 Helm of Teleportation
77-87 Helm of Chaos (Law)*
88 Flying Carpet*
89 Drums of Panic, 24" Range*
90 Horn of Blasting, 10" Range*
91-97 Gauntlets of Ogre Power
98-99 Girdle of Giant Strength*
00 Mirror of Life Trapping
* Usable by all classes

MAPS:

TREASURE
Die Roll: Map to-
1 10,000 - 40,000 Silver
2 5,000 - 30,000 Gold
3 1 & 2 above
4 1 above + 2-20 Gems
5 2 above + 5-30 Gems
6 3 above + 1-100 Gems
7 10-60 Gems, 2-20 Jewelry
8 3 & 7 above

MAGIC
Die Roll: Map to-
1-3 Any 1 Item
4-5 Any 2 Items
6 3 Items, No Swords
7 4 Items, 1 a Potion
8 5 Items, 1 a Scroll & 1 a Potion

MAGIC & TREASURE
Die Roll: Map to -
1 #1 Treasure and #1 Magic
2 #2 Treasure and #1 Magic
3 #3 Treasure and #1 Magic
4 Map to #7 Treasure and #6 Magic (already there)
5 #5 Treasure and #4 Magic
6 Map to #1 Treasure and #1 Magic (already there)
7 #6 Treasure and #8 Magic
8 #8 Treasure and #7 Magic

NOTE: All items will be guarded by appropriate monsters.
If the referee desires he can simply roll on the Dungeon Encounter Matrix, (see Vol. III) 5th or 6th level monster clauses.

EXPLANATIONS OF MAGIC ITEMS:

SWORDS: Among magic weaponry swords alone possess certain human (and superhuman) attributes.
Swords have an alignment (Lawful, Neutral, or Chaotic),
an Intelligence factor,
and an egoism rating (as well as an optional determination of their origin/purpose).

Their determinations are made as follows:

Alignment: Roll percentage dice to determine alignment:
 
01-65 Sword is Lawful
66-90 Sword is Neutral
91-00 Sword is Chaotic

Note that the above percentages are reversed for the sword which has the ability to drain one life energy level (83 on the Sword Table).
If the sword is Chaotic it effects the creatures in parantheses (Clerics, Pegasi, Hippogriffs, Rocs, Treants) rather than those stated before (Trolls and Undead).

If a character picks up a sword which is not of the same alignment as he, damage will be taken as follows:

Law -- Chaos: 2 Dice (2-12 points)
Neutrality -- Law/Chaos: 1 Die (1-6 Points)

If a NPC is directed to take up a sword the damage will be only one-half that stated above, for the party is not acting as a free agent.
Additionally, the sword might cause the one who took it up to be freed from a spell, change alignment,
or otherwise gain powers which would remove them from the service of their former master.

In +addition+, if the Intelligence/Egoism of the sword (see below) is 6 or more
points above that of the character who picks it up the sword will control the person,
even causing him to become aligned as the sword is, and he will immediately
act accordingly. This could mean, for example, that a hireling of a Lawful PC
ordered to pick up a Neutral sword and taken over by it would deliberately
lie about its powers, while if the sword were Chaotic he would would attack.

After determining Alignment the sword's intelligence is checked.

Intelligence: There are 2 factors considered under Intelligence, mental power
and communicate ability. These factors are both determined by a single die roll:
 
 
Intelligence (Die Roll) Mental Power Communicate Ability
1-6 None endowed None*
7 One Primary Power Empathy
8 Two Primary Powers Empathy
9 Three Primary Powers Empathy
10 3 Primary and the ability to use Languages** Speech
11 As 10 above but also Reads Magic Speech
12 As 11 above but also has one Extraordinary Ability Telepathy
* Although the sword cannot communicate it will endow its user with the powers
it has, but these will have to be discovered by the user.

** The number of languages, in addition to the language of the alignment of the
sword, is determined by a dice roll.
 

Primary Powers
Dice Roll Power
01-15 Note Shifting Walls & Rooms
16-30 Detect Sloping Passages
31-40 Locate Secret Doors
41-50 Detect Traps
51-60 See Invisible Objects
61-70 Detect Evil and/or Gold
71-80 Detect Meal & What Kind
81-90 Detect Magic
91-95 Detect Gems (# and Size)
96-99 Take two rolls ignoring scores over 95 except a score of 00
00 Roll on Extraordinary Ability Table instead of this one

Languages Spoken
Dice Roll #Languages
01-50 One
51-70 Two
71-85 Three
86-95 <> Four
90-99 Five
00 Take two rolls ignoring 00 if rolled again

Extraordinary Ability Table
Die Roll Ability
01-10 Clairaudience
11-20 Clairvoyance
21-30 ESP
31-40 Telepathy
41-50 TK
51-59 Teleportation
60-68 X-Ray Vision
69-77 Illusion Generation
78-82 Levitation
83-87 Flying
88-92 Healing (1 point/6 turns or 6 points/day)
93-97 1-4 Times Normal Strength for 1-10 Turns Employable Once/Day
98-99 Take Two Rolls Ignoring Scores Over 97
00 Take Three Rolls Ignoring Rolls Over 97

All Primary and Extraordinary functions are passed on to the sword user. Rolling
the same Ability twice indicates it is twice normal strength, range, accuracy, etc.

Egoism: Only those swords Intelligence of 7 or more will have an Egoism rating.
Egoism ranges from 1-12, the higher the #number# the greater the Ego of the
sword. The Egoism of the sword will cause it to do the following:

1. Lead its user past better weapons,
2. Lead its user into great danger in order to exalt its role in combat,
3. Allow itself to be captured by a higher level creature/character which is
closer to the sword's station,
4. Surrender itself to a creature/character of a lower level in order to exercise
greater control over its user, and
5. Require a share of captured treasure be given to it in the form of better
scabbards, jewel encrustation, or magical devices to guard when not in use.

Whenever any situation arises where any of the above possibilities exists the Egoism
of the sword comes into play. It is always exerted in the relationship with its
user, although true rapport may be gained if the alignment and aims of the character/user
coincide with the origin/purpose of the sword. The determination of
each of these factors is as follows:

Influence of Egoism in Key Situations:
The referee +adds+ the Intelligence and the Egoism of the sword (from 8-24 factors),
and adds an extra 1 for every Extraordinary Ability (from 1-4 if applicable). This
total (8-28) is compared to the total of the cahracter's Intelligence
and Strength (6-36) modified by a variable based upon the physical
state of the user. If the character is fresh and relatively free from
damage (less than 10% damaged) from 1-6 points are added to his
total (from 7-42 then possible). If mentally and/or physically fatigued, or if damage
between 10% to 50% has been sustained, from
1-4 points are deducted (from 2-35 then possible). If damage over
50% has been sustained, or the character has been order a severe
mental strain from some form of magic, from 2-8 points are deducted (from 0-34 the possible).
 
Difference Result
6 or more Higher score prevails
2-5 75% chance the score prevail
0-1 50% either way

Egoism in Continuing Relationship with User: This determination
is quite simple, being only a matter of comparing Egoism
score of the sword (1 - 12) with the level of the Fight-Man using it.
Consult the table used Key Situations above. If either party has a
positive difference of 6 or more that party will always will always prevail and no
other checks (including Key Situations above. If either party has a
postive difference of 2-5 will indicate that the higher party generally prevails,
and checks will only have to be made in Key Situations. A difference
of 0-1 indicates a continuing struggle between the sword and its
user, and during any stress situation both should be checked as to which will prevail.

Origin/Purpose:
Naturally, the origin of each sword is either Law, Neutrality, or Chaos, but osme of these weapons are forged by more powerful forces for an express purpose.
To determine any sword has such a purpose roll percentile dice, and a score of 91 or higher indicates the sword has a special mission.
Swords with special purposes automatically have intelligence and ego categories moved to the maximum score and they will gain an additional ability:
    Law: The ability to paralize Chaotic opponents
    Neutrality: Adds +1 to sall saving throws
    Chaos: The ability to disintegrate Lawful opponents
The special ability will only apply to those whom the sword has been endowed to destroy, or those serving such a creature.

Purposes:
Slay Magic-Users Slay Fighting-Men Defeat Law
Slay Clerics Slay Monsters Defeat Chaos

Thus a lawfully endowed sword for the purpose of slaying (Chaotic) Magic-Users
would paralyze magical types and their minions, but it would not use its paralization power on some wandering Giant.
The general purpose swords, however, would use their powers to defeat an opponent of Lawful/Chaotic nature.
Neutral special purpose swords will act against either Law or Chaos equally.

Special purpose swords will always be at their task, and any attempts by their
users to go counter to them will cause an immediate influence check to be made.

SWORDS, DAMAGE BONUSES:
The swords all receive bonuses as far as the probability of hitting an opponent is concerned,
but some also gain a damage bonus when they do hit. These swords are those with a +2 or +3 against specific creatures,
but not those with a general bonus of +2 or +3.

ARMOR:
Armor proper subtracts it bonus from the HD of the opponents of its wearer.
If the shield's bonus is greater than that of the armor there is a 1/3 chance that the blow will be caught by the shield, thus giving the additional subtraction.

MISCELLANEOSU WEAPONS:
Those with bonuses of +1, +2 or +3 gain a bonus of equal merit on damage scored,
except as noted below.

Magic Arrows have a +1 chance of hitting their target and do additional damage to their target unless specified otherwise due to the type of monster being shot.
Thus, a Magic Arrow shot from a Magic Bow has a +2 chance of hitting.

Axes can be utilized as a hand weapon or thrown 3" with the +1 bonus.
Treat all targets as at medium range, i.e. there is neither short nor long range for this weapon.

War Hammers of +1 and +2 can be hurled in the same manner as Axes.
The Hammer +3 has double range (6") only if being used by a Dwarf,
and the same is true regarding its automatic return.
Any other user of a +3 hammer will throw it as if
it were a +1 or +2 weapon as far as range is concerned, and it will not fly back to them.
When used by a Dwarf it it does 2 dice of damage, and when striking a
Giant gains a damage bonus of +3 (5-15 damage points when a hit is scored).
Otherwise it gains no damage bonus when striking, for it already does from 2-12 points.

Spears like Axes and Hammers can be hurled and receive a damage bonus of from 1 to 3 points.
Additionally, if something impales itself upon the spear damage will be double or even treble if the force is sufficient.

POTIONS: All potions come in a quantity sufficient to perform whatever their
end is, although a small sample can be taken without affecting the whole.
For those with limited effect the time will be 6+d6 turns.
Some potions will not be detailed here as they duplicate magic already explained or are self-explanatory.

Growth: Will cause anyone to reach 30 feet in height if all is quaffed,
and other growth is proportionate, depending on how much is drunk.

Diminuation: Size will shrink to one-half foot if the full potion is drunk.

Giant Strength: Gives the recipient full giant prowess, incl. 2 dice of damage when he scores a hit.

Gaseous Form: The user retains cohesion over his new gaseous body, and he may penetrate any place which isn't air-tight.
Of course, his arms, armor, and so on will remain behind.

Speed: This potion doubles the normal speed attainable by the user, thus allowing an encumbered man to move at 6"/turn,
a plate armored man to move at 12" and so on.

Delusion: Makes the user believe the Potion is whatever he desires, and each Potion looks like some other type of Potion.

Healing: A Healing potion repairs 1d6 + 1 (2-7) points of damage, just like a Light Wound spell.

Longevity: Reduces 10 game-years from the game-age of the character drinking it.
(Note this will counter effect of aging caused by a Staff of Withering, q.v.)

Animal Control: One turn after the potion is consumed the party so doing can control from 3-18 small animals,
2-16 medium sized animals,
and from 1-6 large ones.

Undead Control: As with Animal Control, but the potion affects from 2-8 under 4 HD, and from 1-4 Undead with 4 or more HD.

Plant Control: This allows the inbiber to control plants, incl. fungoid types, from 1-6 in number or in 1" x 1" AREA where ground covering plants are considered.
The control extends for 6" in any direction.

Human Control: This potion has the same general effect as a Charm Person spell,
but it can effect from 1-12 persons with 3 or fewer HD,
2-8 with 4-6 HD,
1-4 with 7-9 HD,
and 1 with 10 or more HD.
Saving throws are applicable.

Giant Control: A Charm Monster spell which can effect from 1-4 Giants.
The Giants are allowed saving throws.

Dragon Control: As Giant Control, but will effect from 1-3.

Invulnerability: This potion adds +2 to defensive capabilities and saving throws.
However,  more than one dose of this potion during any one week will have a reverse effect.

Fire Resistance: Normal fires will not have any effect on a person who has gaianed Fire Resistance through drinking this potion.
The Wall of Fire spell will not effect such a person.
It gives a +2 for saves against Fire Balls and Dragon Fire,
and it takes -1 away from damage caused by these and from Balrog immolation.

Treasure Finding: A potion which allows the imbiber to be able to locate the direction and distance of treasure,
treasure being a considerable body of precious metal (5,000 or more pieces of copper, silver or gold) or 50 or more gems.
It is effective up to 36" regardless of intervening substances.

Heroism: A dual action potion which makes a normal man act like a hero in all respects,
incl. morale and combat.
This potion will cause fighters of 5th - 7th level to increase 2 levels, and 8th-10th level to increase by 1 level of ability.

SCROLLS: All Scrolls are spells for MUs,
and regardless of the level of the spell they can be used by any MU capable of reading them.
All "Protection" spells can be used by any character who is able to read.
Scroll spells are of the 6th level unless necessarily higher, in which case they are of the min. level necessary to generate such a spell.
After reading a spell from a scroll the writing disappears, so the spell is usable one time only!

To determine what spells are on a scroll of 1-7 spells simply roll d6 for each spell thereon,
the number rolled being the level of the spell.
Thereafter simply count the total number of spells for the level in question and roll dice accordingly to find which of the possibilities it is.

Protection: Lycanthropes: The spell will protect the person and those around him in a 1" radius from 2-12 Lycanthropes. Spell duration is 6 turns.

Protection: Undead: As with Protection: Lycanthropes, but it effects the Undead according to their HD:
 
1-3 HD 2-24 effected
4-5 HD 2-12 effected
6 or more HD 1-6 effected

Spell duration is 6 turns.

Protection: Elementals: As with Protection:  Lycanthropes, but it protects from but 1 Elemental.
Spell duration is 4 turns.

Protection: Magic: A super Anti-Magic spell which xtends in a 1" radius around the user and prevents all magical functions,
in or out,
for 8 turns.
The circle is mobile, i.e. it will move with the user.

RINGS: A ring must be worn to be employed, and only one ring may be worn on each hand if the ring is to be operable by the wearer.
(The DM should be careful to enforece this in order to maintain some balance in the game.)
Rigns are usable by any type of character.
Those rings which are not specifically noted below function as would a like spell or potion but on an unlimited basis regarding duration.

Mammal Control:
The ring allows the wearer to control from 3-18 small mammals or from 1-8 large mammals.
This does not consider any creatures listed on the Monster Reference Table.
Control is complete, even to having the controlled mammals attacks the otheres with it which are not controlled. Range is 6".

Weakness:
Once on the hand this reing cannot be removed without the application of a Remove Curse spell from a Cleric.
The ring immediately begins to drain energy from the wearer, making him weaker at a rate of 10%/turn until a maximum of 50% is attained.
This weakness is reflected in both attack & defense capabilities.

Protection:
A ring which serves as +1 armor would, giving this bonus to defensive capabilities && to saves.

Three Wishes:
As with any wishes, the wishes granted by the ring must be of limited power in order to maintain balance in the game.
This requires the utmost discretion on the part of the DM>
Typically,
greedy characters will request more wishes,
for example,
as one of their wishes.
The DM should then put that character into an endless closed time loop, moving him back to the time he first obtained the wish ring.
Again, a wish for some powerful item could be fulfilled without benefit to the one wishing ("I wish for a Mirror of Life Trapping)",
and the DM then places the character inside one which is all his own!).
Wishes that unfortunate adventures had never happened should be granted.
Clues can be given when wishes for powerful items or great treasure aer made.

Delusion:
A ring which makes the wearer see whatever he desires, i.e. a bummer thrown in to fool players.

Regeneration:
The wearer will recover damage at the rate of 1 point/turn.
Even if he is killed he will regenerate and live again unless treated as a troll and destroyed as explained thereunder.

Djinn Summoning:
The Djinni "Servant of the Rign" is a permanent servant of the wearer.
The Djinni appears immed. when called.

TK:
Bestows upon the wearer Telekinetic ability =equal= to that of a Necromancer (MU10).

X-Ray Vision:
The wearer of this ring can see thru up to 10 feet of rock (or 6" of iron) for a total distance of 3" beyond.
Lead prevents its functioning,
as will gold.
The user will note hidden doors && traps when X-Raying areas they are in.
A 1" x 1" section can be viewed during 1 turn.

Spell Turning:
The spells turned by this ring incl. those of Dragons & Priests,
but excludes the "Finger of Death" used by Priests.
Any spell aimed directly at
the wearer of the ring will be partially turned.
Roll d%.
The #number# generated is the % of the spell which which returns to affect the character casting the spell;
the remainder is the part of the spell which affects the wearer of the ring.
Note the ring does not fuction against Wands || Staves,
only against spoken spells aimed at the ring wearer.

Spell Storing:
A ring containing from 1-6 spells of from the 1st through the 6th levels.
Upon placing it on a finger and thinking of spells,
the wearer will know telepathicallay what spells are housed within the ring.
This ring is usable by any type of character, but the spells within it are resorable only by a MU or a Priest.
There is a 20% chance the ring has Clercial spells;
and if it is Clerical,
there is a 50% chance the spells therein are Chaotic in nature.

WANDS && STAVES:
Wands are considered as being endowed with projectiles (or rays) of the 6th level (6 dice of damage).
Staves have 8th level effect.
Assume Wands to have 100 charges.
Staves have 200 charges.
Of course,
certain Wands && Staves would not be subject to the above,
    i.e. Metal Detection,
    Enemy Detection,
    Secret Doors & Traps Detection,
    Healing,
    Snake Staff,
    Staff of Striking.

Metal Detection:
When grasped the wand points towards any large body of metal (=equal= to say 1,000 pieces of gold).
The reaction from the Wand will also tell roughly what form of metal, precious or common such as iron, steel, lead, etc.
Rang is a 2" radius.

Enemy Detection:
Reveals hidden or invisible enemies within a radius of 6",
provided the enemies are aware of the Wand user's (or his associates) presence,
for it is mental eminations which trigger the detection device.

Magic Detection:
When grasped & employed the Wand will reveal the operation of any form of magic within a 2" radius.
By selectively concentrating on quadrants the wielder will be able to ascertain some general details of the magic spell.

Secret Doors && Traps Detection:
When held the Wand will give warning of either thing when it is brought within 2" of it.

Illusion:
This Wand creates an illusion similar to that of a Phantasmal Force spell,
but the Wand wielder can MOVE while employing the Wand to create the Illusion.

Fear:
The Wand affects all creatures within a cone-shaped AREA emanating from it i6" outwards to a base 3" wid.
All within it must make their save vs. Magic or be panicked & FLEE.

Cold:
An icy projection of the same dimensions as a Fear Wand.
Creatures take 1/2 damage if their saves are made.

Paralyzation:
A paralyzation ray of the same dimensions as a Fear Wand.
Creatures take 1/2 damage if their save is made.

Fire Balls:
A Wand which projects a Fire Ball exactly like the spell of that name.

Lightning Bolts:
A Wand which projects Lightning Bolts like the spell of the same name.

Polymorph:
A Wand which projects a Polymorph spell,
either "Others" or "Self" exactly as the appro. spell.

Negation:
By means of this Wand the effects of other Wands || Staves are bassically 8th level,
the Wand will ngate only 3/4 (6 dice) of a Staff's effects.
It can be employed aginast only Wand || Staff at a time,
and the one it is being used aginast must be stated.

Staff of Healing:
A Clerical Staff which acts as a spell to Cure Light Wounds (2-7 points of damage restored).
It can be employed to numerous persons during a day,
but only once per day to any one person.

Staff of Commanding:
This Staff combines Animal,
Plant Control,
and HUman Control.

Snake Staff:
A Clerical Staff which gives a +1 chance of hitting,
and adds +1 to damage scored (thus scoring 2-7 points).
In +addition+,
if the Cleric orders if the Staff will twine itself about an opponent it hits,
rendering him helpless if man-sized,
or preventign counter-attack otherwise, for 1-4 turns.
Thereafter it will crawl back to the Priest who possesses it.

Staff of Striking:
This Staff does not add to hit probability,
but due to the energy within it,
it socres 2 dice of damage when a hit is made.

Staff of Withering:
A Staff which adds nothing to hit probability,
but when a hit is scored it scores 1 die of damage and ages the creature struck by 10 years.
(This is not to say it amtures it, but rather it shortens the life span by 10 years.)
A man struck 4 times thusly will be doddering,
an animal dead of old age,
and so on.
It will have no aging effect upon Undead,
and creatures with very long lifespans will also be little harmed.

Staff of Power:
A Staff combining the following powers (Wand, Staff || Spell):
 
Cold Striking
Fire Balls Continual Light
Lightning Bolts TK

If the user wishes he may make a "Final Strike" with the Staff,
breaking it and releasing all power within (8 x #number# of charges remaining).
This power is distributed as HP to all creatures within a 3" radius.

Staff of Wizardry:
A Staff with the capabilities of a Staff of Power,
+plus+ additional features.
It gives a +1 on hit probabilities.
The Staff also has these other powers:
 
 
Paralyzation Passwall
Invisibility Whirlwind (as Djinni)
Wall of Fire Webs (see below)
Elementals* -

* Roll d4 to determine how many and which kind.

Webs are great sticky masses of strands which are difficult to sever but subject to flame.
The Staff will generate sufficient webs to cover a 1" x 1" x 2" AREA in any turn.
Giants and similarly powerful creatures can break through them in 2 turns,
and lesser creatures will take proportionaately longer.
A Flaming Sword will slash through them in one turn.
The Staff of Wizardry has a "Final Strike" just as the Staff of Power.

MISCELLANEOUS MAGIC

Crystal Balls:
Generally successful operation of the these devices will be less likely over great distances,
when the subject is not exactly known,
when spells are used to prevent such operation,
when lead interposes between the viewer and the subject,
and so on.
Only 3 attemopts per day can be made under the above circumstances,
without driving the MU mad.
Long use of a Crystal Ball during any requires that the MU REST && recuperate the next day.
Spells cannot be sent through a Crystal Ball, but the operator may,
for instance,
put an infra-vision spell upon himself and then LOOK into the device and see in the dark.

Medallions of ESP:
These devices are usable by all classes of characters,
even Dwarves,
but the device malfunctions on a roll of 6,
so whenever in USE roll d6 to check it.

Amulet vs. Crystal Balls and ESP:
This device presents the location,
sight,
or thought waves pick-up by Crystal Ball or ESP.
It is always effective.

Scarab of Protection from Evil High Priests:
The small scarab acts as a charm which absorbs the "Finger of Death" from Evil High Priests for up to 12 times before it disintegrates.

Bag of Holding:
A sack-sized magical bag which will contain 1000# as if it only 30#.
Objects up to 10' length & 5' width & 4' height may be stuffed into the bag,
but the weight equivalent,
regardless of the weight of the object,
then becomes #60.

Elemental Control Items:
These 4 devices call up the Elemental indicated.
Only the owner of the item may USE it.
All are rather bulky and require 1 turn to set up or store away if they are carried with an xpedition.
They will summon the Elemental in but 1 turn.
No spell is required.
Elemental strength is 12 HD.

Efreet Bottle:
The Efreet will serve only the finder of the bottle, and he will serve but for 1001 days.

Displacer Cloak:
This device warps light waves to make the wearer appear to be up to 1" away from where he is actually standing.
It makes it 10% harder to hit its wearer, whether by smiting or Wand (add +2 to defense & saves).

Elven Cloak && Boots:
Wearing the Cloak makes a person next to invisible,
while the Boots allow for totally silent movement.

Boots of SPEED:
Allow the wearer to travel at the SPEED of a LIght Horse for up to 1 full day, but he must then REST 1 day.

Boots of Levitation:
Work as a Levitation spell but with no time limit as to duration of effect.

Boots of Traveling && Leaping:
These boots increase the endurance of the wearer,
making him tireless as far as walking is concerned.
Thus SPEED is increased outdoors by 1 hex/day when walking.
Below they allow leaps of up to 1" vertically && 3" horizontally.

Broom of Flying:
This device allows the owner to fly at Dragon SPEED (24"/turn).
The user must know the "Word Command" to make it function.
The Broom of FLying will come up to 24" when its owner summons it w/ the command word.
It will carry 2 persons but its SPEED is reduced by 1/4.

Helm of Reading Magick && Languages:
Wearing this helm allows the person to read any language or magickal writing.
It does not protect in the same way as Magic Armor,
so if it is worn in combat any hit upon its wearer should be given a 10% of striking the helm and smashing it.

Helm of Telepathy:
This allows the wearer to read the thoughts of any creature within 9".
If his Int rating is greater than that of human or humanoid creatures within the range of the helm the wearer may attempt to control their mind with suggestions implanted telepathically.
Such suggestions will have a +2 effect in their likelihood of being carried out (see Vol. III for random actions of monsters).
For characters in the game roll d% adding +10% to the helm's wearer, and if the character fails to beat this score he will follow the suggestion.
(The DM must USE his judgement here,
for a suggestion to kill oneself would not be likely to be carried out in any event.)
Treat as non-protective helm if worn into melee.

Helm of Teleportation:
The MU employing this helm must have a Teleportation spell in order to take advantage of this device.
Having but one such spell the MU can Teleport himself endlessly about the universe,
but if he telepots some other person or object the helm does not function and the spell proper is used.
Thus the helm is good only to transport the MU himself.
Treat as a non=protective helm is worn into combat.

Helm of Chaos (Law):
The wearer of such a helm reverses alignment (or becomes Chaotic or Lawful if formerly Neutral).
It can only be removed with the application of a spell to Dispell Magick;
of course the person wearing it will make every effort to avoid removal of the helm!

Flying Carpet:
This device carries up to 3 persons at a SPEED of 18" / turn,
while 1 occupant will allow it to MOVE at 30" / turn.
It otherwise behaves in all aspects like a Broom of Flying.

Drums of Panic:
The beating of these kettle drums will cause men and fantastic creatures who fail to make their morale throw to FLEE in rout (for morale throw USE save vs. Magick).
Animals with fewer than 5 HD will automatically FLEE,
as will those non-carnivorous animals with more than that #number#.
They may be struck while moving provided they are mounted upon some form of carriage or steed.
They will not affect the AREA immediately around them (1" radius).

Horn of Blasting:
A horn whose sounding has the effect of a double bombard (see Vol. III and CHAINMAIL) on non-living materials such as walls, gates, etc.
Creatures which are in its path will sustain 2 dice of damage and deafened for 1 turn if not killed.
The path of sound is a cone radiating 10" from teh horn and ending in a 2" base.

Gauntlets of Ogre Power:
These gauntlets give the wearer the ability to strike as an Ogre and generally give his hands & arms the strength of an ogre.
They do no necessarily increase hit probability however.

Girdle of Giant Strength:
Wearing this device bestows the strength and hit probability (if greater than the wearer's own) of a Hill Giant.

Mirror of Life Trapping:
A mirror about the size of a buckler, which traps the life-force of any human (incl. Elves, Dwarves, and Gnomes) who looks into it.
The person so trapped then remains within the mirror until released by being called forth by the MU possessing the mirror or by breaking of the mirror (which releases all trapped therein).
The corporeal body of trapped persons disappears/appears upon trapping/release.
Undead can be trapped.
Trapped persons are held in separate areas of the mirror.
They can be conversed with without releasing them.
Undead are powerless within the mirror.
A Mirror of Life Trapping will hold up to 20 lives.
If it is openly displayed there is a 90% chance an unsuspecting creature will look full within it and be trapped.
There is only a 10% chance a knowing person will be unable to avoid looking into it.
The MU cannot do anything else while operating the mirror, but the mirror can be set up to operate untended, such as on a wall.
Range is about 1".

MAGICALITEMS'SAVINGSTHROWS:
Magical items will, during the course of play, be struck by various forms of weapons.
For the sake of simplicity it is generally easier to assume they survive unharmed if their wearer/user is not killed (exception, Helms).
If the wearer is killed, or the items are alone, throw for them on the following table if struck by Fire (Dragon or Ball) or Lightning (Dragon or Bolt).
Those items not listed should be assumed automatically destroyed.
 
Item Staff of Power Staff of Wizardry Fire Ball Wand
Lightning Bolt Wand
Saving Throw 10 12 14*

* minus 2 if hit by the opposite weapon it throws (fire-lightning and vice-versa),
so saving throw becomes 16 or better.

                                                                  Magic Armor, Shield, or Weapon (Base)
Item Fire Resistance Ring Ring of Protection +1 +2 +3
Saving Throw 10** 12 14 12 10

** minus 2 if hit by lightning so saving throw becomes 12 or better

    Roll with a d20.

ARTIFACTS:
Although not otherwise mentioned,
there can be included various powerful items of Law and Chaos termed Artifacts.
These items are super-powerful compared to listed magic and must be handled by the referee.
Examples of Artifacts:
    Teleportation Machine;
    Fighter's Crown, Orb and Scepter;
    Magic-User's Crown, Orb and Scepter;
    Cleric's Crown, Orb and Scepter;
    Stone Crystalization Projecter,
    etc.
If such items are included very harmful effects should be incurred by any Neutral or Oppositely aligned character who touches one.
For example:
    Instant Death
    Paralysis
    Immediate Loss of Six Energy Levels
    Immediate Loss of Four Energy Levels
    Insanity for 1 Month
    Take 10 HD of Damage

If saving throws are allowed they should be very limited and require a very high score.

TREASURE:

Precious Metals:

The exchange rate for precious metals is:

1 gp = 10 sp = 50 cp

If Electrum is added it is optionally worth either twice or half the value of Gold.
Platinum is 5 times more valuable than Gold if it is decided to add it to the precious metals list.

Gems:

The base value for gems is determined by d%:
 
01-10 10 GP
11-25 50
26-75 100
76-90 500
91-00 1000

Roll a d6 for every gem (or group of 5 or 10 gems where large numbers are involved);
each roll of 1 indicates the gem is of the next higher category.

Categories above 1000 are:
 
5000 10,000 50,000 100,000 500,000

Jewelry:

The base value of Jewelry is also determined by d%:
 
01-20 3d6 x 100 GP
21-80 1d6 x 1000 GP
81-00 1d10 x 1000 GP

Metal is melted to solid lumps by fire or lightning.
Fire will not destroy Gems (optionally 10% chance of destruction) but lightning will.
Both will devalue Jewelry by 25%.

tem

THE UNDERWORLD

Before it is possible to conduct a campaign of adventures in the mazey dungeons,
it is necessary for the referee to sit down with pencil in hand and draw these labyrinths on graph paper. Unquestionably this will require a great deal of time and effort and imagination. The dungeons should look something like the example given below, with numerous levels which sprawl in all directions, not necessarily stack neatly above each other in a straight line.

SAMPLE CROSS SECTION OF LEVELS:

In beginning a dungeon it is advisable to construct at least 3 levels at once, noting where stairs, trap doors (and chimneys) and slanting passages come out on lower levels, as well as the mouths of chutes and teleportation terminals.
In doing the lowest level of such a set it is also necessary to leave space for the various methods of egress to still lower levels.
A good dungeon will have no less than a dozen levels down, with offshoot levels in addition, and new levels under construction so that players will never grow tired of it.
There is no real limit to the number of levels, nor is there any restriction on their size (other than the size of graph paper available).
"Greyhawk Castle", for example, has over a dozen levels in succession downwards, more than that number branching from these, and not less than 2 new levels under construction at any given time.
These levels contain such things as:
    a museum from another age,
    an underground lake,
    a series of caverns filled with giant fungi,
    a bowling alley for 20' high Giants,
    an arena of evil,
    crypts,
    and so on.

A sample level is shown below in order to aid the prospective referee in designing his own game:

SAMPLE MAP OF UNDERWORLD LEVEL:

1. Note stairs down lead through blind passages and return to circular room with wedge-shaped divisions.
Unless secret door is located this AREA will lead nowhere.

2. This is a simple room-labyrinth, generally leading nowhere, but "A" would be a room containing a monster & treasure, i.e. let us say "4 ogres with 2000 G.P. and 1 magic potion."

3. This AREA simply illustrates the USE of slanting passages to help prevent players from accurately mapping a level (exact deviation from cardinal points is quite difficult for them to ascertain).

4. No matter which way way west players MOVE they will end up turning into the lair of the monster "B", let us suppose a basilisk.
There is a false door in the 2nd passage N.
The tunnel to the E contains a trap, "C", a slide to a lower level which is disguised as a set of up stairs.

5. The combinations here are really vicious, and unless you're out to get your players it is not suggested for actual USE. Passage S "D" is a slanting corridor which will take them at least 1 level deeper, and if the slope is gentle even dwarves won't recognize it.
Room "E" is a transporter, 2 ways, to just about anywhere the referee likes, incl. the center of the Earth or the Moon.
The passage S containing "F" is a 1-way transporter, and the poor dupes will never realize it unless a very large party (over 50' in length) is entering it.
(This is sure-fire fits for map-makers among participants.)

6. Again, here are a couple of fun items to throw at players.
"G" is a shifting section of wall, with a secret die roll to determine which way it will go:
1=N., 2=E., 3=S., 4=W., and 5 & 6 it stays put!
Such a section will possibly close 1 of the 4 corridors, possibly blocking access to/from the trapdoor located in the room 20' square located in the NW.
Point "H" is a 2-way secret door.
On a die roll of +add+, let us suppose, it opens on a room to the W.
Otherwise it opens on a passage S.
The same trick can be used with staircases, having them go up or down at random.

7. This is the nexus for a modular section which will revolve at random periods.
Although the passages N, S, etc. will always remain the same, the areas 10' x 20' beyond will be different at various times.
Again, this will frustrate those setting out to map a level.
All round rooms must not be nexuses.
However, the circular structure in example 1. could, with a bit of alteration be made into one, as could any room of any shape, providing the modules were properly designed so as to rotate around it.

8. Note the pit (X) at the 4-way intersection containing a secret door on its S surface.
A small tunnel will lead discoverers to the room containing monster "I" ... a true troll or 2 perhaps.
The western portion contains the romm of some evil man, complete with 2 secret doors for handy escape.
There is also a flight of stairs leading down.
Falling into the pit would typically cause damage if a 1 or 2 were rolled.
Otherwise, it would only mean about 1 turn of time to clamber out, providing the character had spikes or associates to pull him out, and providing the pit wasn't one with a snap-shut door and the victim was alone.

In laying out your dungeons keep in mind that downward (and upward) mobility is desirable, for players will not find a game enjoyable which confines them too much.
OTOH unusual areas && rich treasures should be relatively difficult to locate, and access must be limited.
The layout of a level will effect the route most often followed by players.
Observation of the most frequently used passages && explored rooms will guide the referee in preparation of successive levels, which, of course, should be progressively more dangerous and difficult.

Tricks and Traps:
Besides those already indicated on the sample level, there are a #number# of other easily added tricks & traps. The fear of "death", its risk each time, is one of the most stimulating parts of the game.
It therefore behooves the campaign referee to incl. as many mystifying & dangerous areas as is consistent with a reasonable chance for survival (remembering that the monster population already threatens this survival).
e.g., there is no question that a player's character could easily be killed by falling into a pit 30' deep or into a shallow pit filled with poisoned spikes, and this is quite undesirable in most instances.
Here are a few simple items which can be included:

    * False stairs, either up or down.
    * Steps which lead up to a slanting passage, so the player may actually stay on the same level, descend 2 levels, or ascend 2 levels.
    * Trap steps which lead up a short distance, but then go downwards for at least 2 levels, with the return passage blocked by bars or a 1-way door
    * Intra-level teleportation areas, so that a player will be transported to a similar (or dissimilar) AREA on the same level, possibly activated by touching some item (such as a gem, door, or the like)
    * Sinking rooms, incl. room which seem to sink, while the doors remain shut FAST for a period of several turns.
    * Illusion, mind control, and geas rooms.
    * Sections which dead-end so as to trap players being pursued by monsters
    * Doors which are openable from one side only, which resist opening from one side, or which appear at random intervals
    * Natural passages & caverns which have varying width & direction, so that it is virtually impossible to accurately map such areas
    * Space distortion corridors or stairs which seem longer or shorter than they actually are

Distribution of Monsters & Treasure:
As a general rule there will be far more uninhabited space on a level than there will be space occupied by monsters, human or otherwise.
The determination of just where monsters should be placed, and whether or not they will be guarding treasure, and how much of the latter if they are guarding something, can become burdensome when faced with several levels to do at one time.
It is a good idea to thoughtfully place several of the most important treasures, with or without monstrous guardians, and then switch to a random determination for the balance of the level.
Naturally, the most important treasures will consist of various magical  items and large amounts of wealth in the form of gems & jewelry.
Once these have been secreted in out-of-the-way locations, a random distribution using a d6 can be made as follows:

1. Roll the die for every room or space not already allocated.
A roll of 1 or 2 indicates that there is some monster there.
The monster(s) can be selected by use of the Monster Determination & Level of Monster Matrix which is given later in this booklet.
The number of monsters is best determined by the level being considered and the kind of monster inhabiting the room or space.
The Monster Table from Volume II can be most helpful here.
Note that Ochre Jellies, Black Puddings, Green Slime, etc. are generally distributed randomly, usu. in passages, without treasure.

2. Roll again for every room || space.
A roll of 1-3 in those rooms || spaces with monsters in them indicates some form of treasure is present.
A roll of 1 in a room || space which is unoccupied indicates that there is some form of treasure there.

3. To determine the kind of treasure USE the following table:
 
 
Level Beneath Surface Silver Gold Gems/Jewelry Magic
1 100* 10* 05% each* 05%
2-3 100** 100* 10% each* 05%
4-5 1000* 200* 20% each* 10%
6-7 2000* 500* 30% each* 15%
8-9 5000* 1000* 40% each** 20%
10-12 5000* 2000* 50% each** 25%
13 or more 10,000* 5000* 50% each** 30%

* multiply by # rolled on a d6
** multiply by # rolled on a d12

Silver will always be in the treasure.
Gold will be in the treasure 50% of the time.
Gems/Jewelry will be in the treasure as indicated by the percent given.
Magic will be in the treasure as indicated by the percent given.

Unguarded Treasures should be invisible, hidden behind a secret door || under the floor, locked in hard-to-open strong boxes with poison needles || deadly gas released when they are opened. (There are many variants of the above possible, and many other types of protection which can be devised.)

Maintaining Freshness: As monsters inhabiting the rooms,
spaces && corridors of a level are killed or captured,
the level will become drab & dull.
Coupled with this problem,
players will ahve made fairly accurate maps of the level,
so it will be challengeless this way also.
Remembering that egress to lower levels is desirable,
one must nevertheless revamp worn levels by one || more of the several methods suggested below:

    1. Make minor alterations with eraser & pencil,
    blocking passages,
    making new ones,
    dividing rooms,
    and filling in others.

    2. Extend the boundaries of the map,
    if not already filled to the edges of the paper,
    adding corridors & rooms.

    3. Replace monsters in new areas as well as those less-frequented old areas where monsters were located and removed sometime previously.

    4. Reverse directions on the map,
    carefully re-locating ways down to lower levels so as they still correspond to markings below,
    and do the same for passages upwards.

    5. Add a passage which continues past the established boundary of the level,
    creating a split || sub-level which it leads to,
    complete with new treasure & monsters.

Using these suggestions,
and whatever else you dream up,
there is no reason why participants in the campaign should not continue to find mystification,
enjoyment,
excitement,
and amusement in the challenge of the myriad passages of the dungeons.

THE MOVE/TURN IN THE UNDERWORLD:
In the underworld all distances are in feet,
so wherever distances are given in inches convert them to tens of feet.

Movement (distances given in Vol. 1) is in segments of approx. 10 minutes.
Thus it takes 10 minutes to MOVE about 2 moves -- 120 feet for a fully-armored character.
2 moves constitute a turn, except in flight/pursuit situations where the moves/turn will be doubled (and no mapping allowed).

Time must be taken to REST, so 1 turn every hour must spent motionless, and double the REST period must be taken after a flight/pursuit takes place.

Time spent searching for anything (secret passages, hidden treasures, etc.),
loading treasure,
listening,
ESP'ing,
hiding,
will be adjudged by the referee as to what portion of a turn will be used by the activity.
Typically,
ESP'ing will take but a quarter of a turn,
while searching a 10 foot section of wall for secret passages will require a full turn.

Melee is fast & furious.
There are 10 rounds of combat per turn.

Secret passages will be located on the roll of a 1 or a 2 (on a d6) by men, dwarves or hobbits.
Elves will be able to locate them on a roll of 1-4.
At the referee's option, Elves may be allowed the chance to sense any secret door they pass, a 1 or a 2 indicating that they become aware that something is there.
Generally, doors will not open by turning the handle or by a push.
Doors must be forced open by strength, a roll of a 1 or a 2 indicating that the door opens, although smaller and lighter characters may be required to roll a 1 to open doors.
There can be up to 3 characters attempting to force open a door, but this will disallow them rapid reaction to anything awaiting them on the other side.
Most doors will automatically close, despite the difficulty in opening them.
Doors will automatically open for monsters, unless they are held shut against them by characters.
Doors can be wedged open by means of spikes, but there is a one-third chance (die 5-6) that the spike will slip and the door will shut.

Traps are usu. sprung with a roll of 1 or a 2 when any character passes over or by them.
Pits will open in the same manner.

When characters come to a door they may "listen" to detect any sound within.
Note "Undead" never make any sound.
A roll of 1 for humans, and 1 or 2 for Elves, Dwarves, or Hobbits will detect sound within if there is any to be heard.
A good referee will have noise corridors (moaning, clanking, etc.) and rooms from whence come shuffling or muttering sounds.

In the underworld some light source or an infravision spell must be used.
Torches, lanterns and magic swords will illuminate the way, but they also allow monsters to "see" the users so that monsters will never be surprised unless coming through a door.
Also, torches can be blown out by a strong gust of wind.
Monsters are assumed to have permanent infravision as long as they are not serving some character.

While some referees allow Fire Balls & Lightning Bolts to be hurled in confined spaces, blasting sections of the stone =equal= to the remainder of their normal shape, it is suggested that the confined space cause these missiles to rebound toward the sender, i.e. a Lightning bolt thrown down a corridor 40 feet long will rebound so as to reach its stated length of 6" (60 feet underground), and this will mean the sender is struck by his own missile.
It may also be compromised, allowing say 2 feet of stone wall to be destroyed (allowing 1 foot of stone destroyed for every 10 feet the space is short of full distance) and rebounding the missile 1/2 the distance short.

UNDERWORLD MONSTERS:
Sighting Monsters: Players will see monsters at 20-80 feet (roll a pair of four-sided dice to determine the distance) unless they are surprised by the monster.

Surprise: A Condition of surprise can only exist when 1 or both parties are unaware of the presence of the other.
Such things as ESP'ing, light, and noise will negate surprise.
If the possibility for surprise exists roll a d6 for each party concerned.
A roll of 1 or 2 indicates the party is surprised.
Distance is then 10-30 feet.

Surprise gives the advantage of a free move segment, whether to FLEE, CAST a spell or engage in combat.
If monsters gain surprise they will either close the distance between themselves and the character(s) (unless they are intelligent and their prey is obviously too strong to attack) or attack.
    e.g., a Wyvern surprises a party of 4 characters when they round a corner into a large open AREA.
    It attacks as it is within striking distance as indicated by the surprise distance detemination which was a 2, indicating distance between them was but 10 feet.
    The DM rolls 2d6 for the Wyvern and scores a 6, so it will not sting.
    It bites and hits.
    The Wyvern may attack once again before the adventurers strike back.

Wandering Monsters:
At the end of every turn the DM will roll a d6 to see if a "wandering monster" has been encountered.
A roll of 6 indicates a wandering monster has appeared.
The direction of appearance is determined by random # generation considering the # of possible entries.
Distance & surprise are described in the usual manner.
The kind of monster is determined on the table below.
(For wilderness encounters an entirely different table will be used).

MONSTER DETERMINATION AND LEVEL OF MONSTER MATRIX
                                                                                Consult Monster Level Table #
Level Beneath the Surface 1 2 3 4 5 6
1 Die 1-2 3-4 5 6 - -
2 1 2 3-4 5 6 -
3 - 1 2 3-4 5 6
4-5 - - 1 2-3 4-5 6
6-7 - - - 1 2-4 5-6
8-9 - - - - 1-2 3-6
10-12 - - - - 1 2-6
13+ - - - - - 1-6

MONSTER LEVEL TABLES:

1
1 Kobolds
2 Goblins
3 Skeletons
4 Orcs
5 Giant Rats
6 Centipedes
7 Bandits
8 Spiders

2
1 Hobgoblins
2 Zombies
3 Lizards
4 Warriors
5 Conjurers
6 Gnolls
7 Thouls
8 Ghouls
9 Berserkers
10 Theurgists

3
1 Wights
2 Heros
3 Giant Hogs
4 Giant Ants
5 Ochre Jelly
6 Thaumaturgists
7 Swashbucklers
8 Magicians
9 Giants Snakes
10 Giant Weasels

4
1 Wraiths
2 Ogres
3 Evil Priests
4 Myrmidons
5 Giant Beetles
6 Giant Scorpions
7 Lycanthropes
8 Gargoyles
9 White Apes
10 Enchanters

5
1 Trolls
2 Superheroes
3 Wyverns
4 Spectres
5 Mummies
6 Minotaurs
7 Manticores
8 Cockatrices
9 Sorcerers
10 Wyverns
11 Hydra (6-8 Heads)
12 Medusae

6
1 Giants
2 Hydra (9-12 heads)
3 Dragons
4 Basilisks
5 Gorgons
6 Chimeras
7 Vampires
8 Lords
9 Spectres
10 Wizards*
11 Evil High Priests*
12 Purple Worms

* Typically each will be accompanied by from 1-4 apprentices (Enchanters/Evil Priests) and 1-6 bodyguards (levels 4-6) fighter-type.

Other monsters to consider, depending upon the level and the surroundings:
Giant Crabs,
Giant Leeches,
Giant Octopi,
Crocodiles,
Giant Squids,
Sea Monsters,
Nixies,
Mermen,
Griffons,
Pterodactyles,
Rocs,
Invisible Stalkers,
Cyborgs,
Robots,
Androids,
Shadows,
Dopplegangers.

Number of Wandering Monsters Appearing:
If the level beneath the surface roughly corresponds with the level of the monster then the # of monsters will be based on a single creature, modified by type (that is Orcs and the like will be in groups) and the # of adventurers in the party.
A party of from 1-3 would draw the basic # of monsters,
4-6 would bring about twice as many,
and so on.
The DM is advised to exercise his discretion in regard to exact determinations,
for the # of variables is too great to make a hard & FAST rule.
There can be places where 300 Hobgoblins dwell,
but how many can come abreast down a typical passage in the dungeons?
Allow perhaps 3 in a 10 foot wide passage,
and the balance will either be behind the front rank || fanning out to come upon the enemy by other routes.
The most fearsome man || monster can be overwhelmed by sheer #numbers# of smaller/weaker creatures provided the latter are able to close!

Avoiding Monsters:
Monsters will automatically attack and/or pursue any characters they "see",
with the exception of those monsters which are intelligent enough to avoid an obviously superior force.
There is no chance for avoiding if the monster has surprised the adventurers and is within 20 feet,
unless the monster itself has been surprised.
If the adventurers choose to flee,
the monster will continue to pursue in __a straight line__ as long as there is not more than 90 feet between the 2.
When a corner is turned or a door passed through || stairs ^up^ || down taken the monster will only continue to follow if a 1 or a 2 is rolled on a d6.
If a secret door is passed through the monster will follow only on a roll of 1.
Distance will open || close dependent upon the relative speeds of the 2 parties,
men according to their encumbrance and monsters according to the SPEED given on the Monster Table in Volume II.
In order to MOVE faster characters may elect to discard items such as treasure, weapons, shields, etc. in order to lighten encumbrance.

There is a 25% chance that any character surprised by a monster will DROP some item.
If he does, roll for the possibilities remembering that only these items held could be so dropped.

Burning oil will deter many monsters from continuing pursuit.

Edible items will have a small likelihood (10%) of distracting intelligent monsters from pursuit.
Semi-intelligent monsters will be distracted 50% of the time.
Non-intelligent monsters will be distracted 90% of the time by food.

Treasure will have the opposite reaction of food, being more likely to stop intelligent monsters.

Random Actions by Monsters:
Other than in pursuit situations, the more intelligent monsters will act randomly according to the results of the score rolled on 2d6:
 
2-5 negative reaction
6-8 uncertain reaction
9-12 positive reaction

The dice score is to be modified by +additions+ & -subtractions- for such things as bribes offered, fear, alignment of the parties concerned, etc.

EXAMPLE OF THE DM MODERATING A DUNGEON EXPEDITION:
The players, equipped and ready, are assumed to have located a set of stairs descending to the 1st level beneath the ground.
The DM's part will be indicated DM, that of the "Caller" for the players being shown as CAL.

DM:    Steps down to the E.
CAL: We're going down.
DM:    10', 20', 30' -- a 10' square landing -- steps down to the N and curving down SE.
CAL:    Take those to the SE.
DM:    10', and the steps curve more to the S; 20'.
Steps end, and you are on a 10' wide passage which runs E, SE, and W.
There is a door to your left across the passage on a NW wall.
CAL:    Listen at the door -- 3 or us.
DM:    (After rolling 3 dice) You hear nothing. (At this time a check for wandering monsters is also made.)
CAL:    Ignore the door and proceed along the corridor southeastwards.
DM:    10', 20', 30', 40', 50'. "Four way": NW, NE, S & SW -- the S passage is 20' wide.
CAL:    Go S.
DM:    10'-70': passage continues, doors E & W.
CAL:    Listen at the E door.
DM:    (After appropriate check)  You hear shuffling.
CAL:    2 of us (specifying which 2) will throw our weight against the door to open it.
All will be ready for combat.
DM:    (After rolling 2 dice:) The door opens!
You can't surprised, but surprise is made, melee conducted, and so on.)
CAL:    OK, what does the room look like -- we're examining the walls, ceiling, floor, and contents of the room itself.
DM:    (After checking to see if dwarves and/or elves are in the party:)
The room is a truncated pyramid.
The E wall is the truncated part, directly etisoppo the door you entered.
It is 10' long with another door in it.
The walls connecting it to the W wall, the place you entered, are each about 35' long.
The W wall, which is where you entered is 30' long with a door in the middle of the wall.
The elf has noted that there seems to be a hollow spot near the E end of the SE wall.
The floor & ceiling seem to have nothing unusual.
The room contains the bodies of the gnolls, a pile of refuse in the N corner of the W wall, and 2 trunks along the wall opposite the one which sounds hollow.
CAL:    The elf will check out the hollow sound, 1 of us will sort through the refuse, each trunk will be opened by 1 of us, and the remaining 2 (Naming exactly who this is) will each guard a door, listening to get an advance warning if anything approaches.
DM:    Another check on the hollow sound reveals a secret door which opens onto a flight of stairs down to the S.
The refuse is nothing but sticks, bones, offal and old clothes.
One chest is empty; the other had a poison needle on the lock.
(Here a check to see if the character opening it makes his save for poison.)
The chest with the poison needle is full of cp -- about 2,000 of them.
CAL:    Empty out all of the cp and check the trunk for secret drawers || a false bottom, and do there seem to be any old boots || cloaks among the old clothes in the rubbish pile?
DM:    (Cursing the thoroughness of the Caller!) The seemingly empty trunk has a false bottom ... in it you have found an onyx case with a jeweled necklace therein.
The case appears to be worth about 1,000,
and the necklace 5,000 Gold Pieces.
Amidst the litter the searcher has located a pair of old boots, but there is nothing like a cloak here.
CAL:    The boots wil be tried on now to see if they allow silent movement - we can USE a set of Elven Boots!
I will secure the case & necklace in my back pack, while the others will, by turn, fill their packs with coppers.
DM:    This will require 4 turns.
(He checks for monsters wandering in, and on the forth try one is indicated.
However, as there was a listener at the door it is approaching, he also checks to see if it is detected, allowing a good probability that it will be heard.)
As you complete your loading the dwarf at the W door detects heavy footsteps approaching.
The boots, BTW, are Elven-type ...
CAL:    EXCELLENT! Our MU will CAST a HOLD PORTAL on the W door while the elf opens the secret one.
We will then all beat a hasty retreat down the stairs to the S.
Onward, friends, to more && bigger loot!

With appropriate variations for ability to detect &&/|| see what is around them, the adventure will continue in this manner until the party leaves the dungeons || are killed therein.

THE WILDERNESS:
The so-called Wilderness really consists of unexplored land, cities and castles, not to mention the AREA immediately surrounding the castle (ruined or otherwise) which housed the dungeons.
The referee must do several things in order to conduct wilderness adventure games.
First, he must have a ground level map of his dungeons,
a map of the terrain immediately surrounding this,
and finally a map of the town or village closest to the dungeons (where adventurers wil be most likely to base themselves).
"Blackmoor" is a village of small size (a one-horse town),
while "Greyhawk" is a large city.
Both have maps with streets and buildings indicated,
and players can have town adventures roaming around the bazaars, inns, taverns, shops, temples, and so on.
Venture into the Thieves' Quarter only at your own risk!

The terrain beyond the immediate surroundings of the dungeon area shouls be unknown to all but the referee.
Off-hand adventures in the wilderness are made on the OUTDOOR SURVIVAL playing board (explained below).
Exploratory journeys, such as expeditions to find land suitable for a castle or in search of some legendary treasure are handled in an entirely different manner.

OUTDOOR SURVIVAL has a playing board perfect for general adventures.
Catch basins are castles, buildings are towns, and the balance of the terrain is as indicated.


 

Castles: As stated, the ponds indicate Castles.
The inhabitants of these strongholds are determined at random.
Occupants of these castles will venture out if a party of adventurers passes nearby.
If passing over the castle hex there is a 50% chance (die 1-3) that they will come out,
if one hex away there is a 33-1/3% chance (die 1-2),
and if two hexes away there is only a 16-2/3% chance (die 1).
If the party is on the castle hex and hails the castle, the occupants will always come forth if the party is obviously not very strong and warlike.
Patriarchs are always Lawful, and Evil High Priests are always Chaotci.
All other castle inhabitants will be either hostile to the adventurers (die 1-3) or neutral (die 4-6).
Determine the occupant of a castle as follows:

                                                                        Type of Guards/Retainers in Castle
                                                                                (The number after indicating the die type to USE to determine how many)
Die  Occupant Die -1 2 3 4
1 Lord Champs.8 Griffons*6 Myrmidons10 Giants4
2 Superhero Myrmi's.8 Rocs*4 Ogres4 Swashbucklers10
3 Wizard Dragons4 Chimeras4 Wyverns4 Basilisks4
4 Necromancer Chimeras4 Manticores6 Lycanthropes12 Gargoyles12
5 Patriarch Heroes20 Superheroes6 Treants10 Hippogriffs8
6 Evil H.P. Trolls10 Vampires6 White Apes20 Spectres10

* With a like number of Heroes riding these creatures.

Fighting Men within castles will demand a jousting match with all passerby of
like class. Otherwise they will demand a toll of from 100 to 600 Gold Pieces from
the party. If a joust takes place (USE rules from CHAINMAIL) the occupant of
the castle will take the loser's armor if he wins, but if the character wins the
castle owner will host all in the party for up to 1 month, supply them with 2
weeks of rations, and provide warhorses (Heavy) if the party so requires.

Magic-Users from castles will send passersby after treasure by Geas if they are not
hostile, with the MU taking at least 1/2 of all treasure so gained, the MU
having first choice of magical items and automatically choosing Miscellaneous Magic,
Wands/Staves, or Rings (in that order) in preference to other items.
Otherwise, the MU will require a magical item from the passerby as tol,
and if they have no magical items suitable for USE the MU will require a toll of from 1000 to 4000 Gold Pieces.

Clerics will require passerby to give a tithe (10%) of all their $ and jewels.
If there is no payment possible the Cleric will send the adventurers on some
form of Lawful || Chaotic task, under Quest. Generally Evil High Priests will
simply attempt to slay Lawful or Neutral passerby who fail fail to pay their tithes.

Guards: In +addition+ to those men || monsters accompanying castle residents,
there will be a # of men aiding in defense. From 30 to 180 men will man
the walls, one-half of whom will be crossbow armed light foot and the balance
will be heavy foot. Those castle residents who are accomopanied by men || creatures
capable of riding || able to make near =equal= SPEED will be mounted on
horseback, as will their men be mounted. There is also a chance that there will be
others in the castle's party:
 
Castle Resident % Chance of Having Level
Fighting-Men 25% for MU
50% for Cleric
5-8
3-6
MU 25% chance for Fighting-Man
50% chance for Apprentice
5-8
4-7
Cleric 50% chance for 1-6 Assisstants 4-7

REFEREE'S MAP is a wilderness map unknown to the players. It should be for
the territory around the dungeon location. When players venture into this AREA
they should have a blank hexagon map, as as they MOVE over each hex the referee
will inform them as to what kind of terrain is in that hex. This form of exploring
will eventually enable players to know the lay of the land in their immediate AREA
and thus be able to select a site upon which to build their castles. (Castle building
and its attendant requirements will be covered hereafter.) Exploratory adventures
are likely to be the most exciting, and their incorporation into the campaign is
most desirable. Exploration by foot is at normal SPEED. Horsed parties will travel
at the SPEED of a draft horse, and exploration by air will be at 1/2 normal flying SPEED.

MOVEMENT:
Type # of Hexes Type: (Flying) # of Hexes
Man on foot 3 - -
Wagon or Cart 4 Dragon 24
Draft Horse 5 Griffon 30
Heavy Horse 6 Hippogriff 40
Medium Horse 8 Roc 48
Light Horse 10 Pegasus 48
Raft 10 (3) Broom 40
Boat 15 (5) Carpet 30
Merchant 12 Efreet 20
Galley 20 (6) Djinn or Air Elemental 30

Large Party Movement: Parties numbering over 100, incl. pack or draft animals,
will incur a 1 hex penalty.
Parties over 1,000 incur a 2 hex penalty.

Terrain Penalties: All terrain penalties are as stated in OUTDOOR SURVIVAL,
mountains and swamps cost three movement per hex,
crossing rivers at non-ford hexes also costs three,
and woods or deserts cost two.
Tracks through mountainous terrain cost two factors per hex moved,
and tracks through woods or swamps incur no movement penalty.

Rest: All creatures must rest after 6 days of movement.
Rest must be at least 1 full day.
Exception: Dragons who travel for 3 weeks must sleep 1 full week if their mode of transportation was walking,
and they must sleep for 3 full weeks if their mode of travel was flight.

Scale: Assume the greatest distance across a hex is about 5 miles.

Turn: Each MOVE will constitute one day. Each day is considered a turn.

WILDERNESS MONSTERS:

Sighting Monsters: Players will see monsters at from 40-240 yards (inches convert to tens of yards for the wilderness) unless the monster has surprised the characters involved.

Surprise: This is the same as in the underworld,
except that the distance is from 10-30 yards,
and if there are 3 or more monsters involved they will have moved into a circle around the adventurers.
Monsters at 10 yards distance will be able to attack.

Lost Parties: There is a chance of being lost,
the chance depending on the type of terrain the party begins its turn upon.
A lost party must MOVE in the direction indicated by the die roll (1-6, as shown in the OUTDOOR SURVIVAL rules and on that board) and may make only 1 direction change from that direction.
When exploring the DM should indicate which direction the party is lost in.

Wandering Monsters: At the end of each day (turn) the DM will check to see if a monster has been encountered.
The matrix below is for travel afoot or mounted.
For travel afloat or in the air 2 die rolls are made --
a 5 on the first one indicates an adventure in the mid-point of the day with waterbourne or aerial monsters;
a 6 on the second die roll indicates that there is a normal adventure at the end of the day, and the table below is used.
Exception: Ships which remain continually in water will roll but once daily for encounters,
with a result of 6 indicating such an encounter.

WILDERNESS WANDERING MONSTERS
Terrain Type Clear Woods River Swamp Mountains Desert City
Lost 1 1-2 1 1-3 1-2 1-3 ---
Encounter 6 5-6 5-6 4-6 4-6 5-6 6
Die Roll for Type of Encounter - - - - - - -
1 Men Men Men Men Men Men Men
2 Flyer Flyer Flyer Flyer Flyer Flyer Undead
3 Giant Giant Giant Giant Giant Giant Undead
4 Lycs. Lycs. Lycs. Lycs. Lycs. Men Men
5 Animals Lycs. Swimmer Swimmer Animals Animals ---
6 Men Men Swimmer Undead Giants Dragon ---
7 Animals Animals Animals Undead Dragon --- ---
8 Dragon Dragon Dragon Dragon Dragon --- ---

MEN
Die Typical Mountain Desert (Mars) Waterbourne
1 Bandits Bandits Nomads Buccaneers
2 Brigands Berserkers Dervishes Pirates
3 Necromancer Brigands Nomads Buccaneers
4 Wizard Lord Lord Pirates
5 Bandits Wizard Wizard Buccaneers
6 Berserkers Superhero Nomads Mermen
7 Lord Cavemen (Red Martians) ---
8 Superhero Necromancer (Tharks) ---
9 Brigands Evil H.P. (Black Martians) ---
10 Bandits Caveman (Yellow Martians) ---
11 Evil H.P. Patriarch (Tharks) ---
12 Patriarch Berserkers (White Martians) ---

 
Die FLYER TYPES
1 Pegasi
2 Rocs
3 Chimerae
4 Hippogriffs
5 Griffons
6 Manticores
7 Rocs
8 Wyverns
9 Dragons
10 Pegasi
11 Hippogriffs
12 ---

 
Die UNDEAD TYPES
1 Skeletons
2 Zombies
3 Ghouls
4 Wights
5 Wraiths
6 Mummies
7 Spectres
8 Vampires
9 ---
10 ---
11 ---
12 ---

 
Die GIANT TYPES
1 Kobolds
2 Goblins
3 Orcs
4 Hobgoblins
5 Gnolls
6 Ogres
7 Trolls
8 Giants
9 Gnomes
10 Dwarves
11 Elves
12 Treants

 
 
Die LYCANTHROPES
1 Werewolves
2 Wereboars
3 Weretigers
4 Werebears
5 ---
6 ---
7 ---
8 ---
9 ---
10 ---
11 ---
12 ---

 
 
Die SWIMMER TYPES
1 Giant Crabs
2 Nixies
3 Giant Octopi
4 Giant Squid
5 Sea Monster
6 Giant Snakes
7 Crocodiles
8 Giant Leeches
9 Mermen
10 Nixies
11 Giant Fish
12 Dragon Turtle

 
 
 
Die DRAGON TYPES
1 Black Dragons
2 White Dragons
3 Green Dragons
4 Blue Dragons
5 Red Dragons
6 Gold Dragons
7 Cockatrices
8 Basilisks
9 Wyverns
10 ---
11 Chimerae
12 Hydra (7-12 heads)

 
 
 
Die Basic Animals Optional Woods Optional Swamps Optional Arid Plains Optional Mountains
1 Spiders Centaurs Tyr. Rex Apts Cave Bears
2 Centipedes Unicorns Pter'dyle. Banths Dire Wolves
3 Lizards Minotaurs Triceratops Thoats Sabre T. Tigers
4 Toads Gorgons Bronto's. Calots Mastadons
5 Ants Pixies Stegosaurus White Apes Spotted Lions
6 Weasels Manticores Tyr. Rex Thoats Wooly Rhinos
7 Apes Dryads Pter'dle. Orluks Titanotheres
8 Beetles Medusae Triceratops Sith Cave Bears
9 Scorpions --- --- Tharks Mammoths
10 Lions --- --- Darseen Sabre T. Tigers
11 Boars --- --- Banths Dire Wolves
12 Snakes --- --- Tharks Spotted Lions

Notes: There will be from 2-12 men with any Fighting-Man, MU, or Cleric encountered in the wilderness.
They will be from the 1st to 4th level of the appropriate class.
In +addition+ there will be other magical items they might have:
 
 
Fighting-Man --- MU --- Cleric ---
ITEM CHANCE ITEM CHANCE ITEM CHANCE
sword 50% wand 60% weapon 40%
shield 25% ring 30% staff 30%
armor 25% misc. mg. 20% shield 20%
- - - - - 10%

Animals will generally be of the giant variety, although the referee might prefer to have small spiders, for example, which attack the party when they are asleep.

EVADING IN THE WILDERNESS:

Castle Inhabitants will pursue on a roll of 1-3 if they are hostile to the party,
and only on a 1 if they are basically neutral.
Evasion is the same as described below for monsters.

Evading: This action is a function of the size of the party of adventurers and the # of monsters,
modified by surprise,
terrain and comparative SPEED.
USE the following table as a guideline:
 
 
Party Size 
(Mounted 
or on Foot)
Number of Monsters 
Encountered by Party
Chance of 
Evading
1-3 25% or less of possible # 50%
1-3 26%-60% 70%
1-3 Over 60% 90%
4-9 25% or less of possible # 30%
4-9 26-60% 50%
4-9 Over 60% 70%
10-24 25% or less of possible # 15%
10-24 26-60% 30%
10-24 Over 60% 50%
25+ 25% or less of possible # 05%
25+ 26-60% 20%
25+ Over 60% 30%

Surprise by the party means that the chances of evasion are doubled.

Surprise by monsters negates all chance of evasion unless the party is able to USE some form of magic,
or terrain is woods.

Woods add 25% to evasion chances and give a 10% chance of evasion even if surprised.

If the comparative SPEED of the 2 parties is such that one is at least twice as fast as the other,
the faster will have the effect of increasing/decreasing evasion chances by 25%.
This includes surprise situations.

Pursuit: Pursuit will take place whenever it is so indicated with regard to castle inhabitants or when a party is unable to evade monsters.
A die is rolled, and the pursuit then goes in that random direction.
If the monster is faster than the party involved there is a 50% chance it will catch the party.
The party now moves another hex in a random direction,
and a die is rolled to determine if pursuit will continue.
If pursuit continues the chances for being caught by a faster monster are exactly the same,
and the same procedure is repeated if the party is not caught.
This procedure continues until pursuit is ended or melee occurs.
Woods or swamp will reduce the chance of being caught by 25%.

For each hex moved in pursuit,
a party must spend one-half day resting (remember, a day equals one turn).
During a day at REST 2 dice are thorwn for determining if wandering monsters are encountered,
rather than but one.

CONSTRUCTION OF CASTLES AND STRONGHOLDS:
At any time a player/character wishes he may select a portion of land (or a city lot) upon which to build his castle, tower, or whatever.
The following illustrations are noted with appropriate cost in Gold Pieces.
Each player who builds should draw an extra set of plans and specifics for the referee.
Surprises, intakings, sieges and so on can take place.

SPECIALISTS:
There are a # of specialists avail. to those in positions of power, i.e. with their own strongholds.
The list is merely typical, and the referee can modify it as he desires:
 
Specialist Cost Specialist Cost
Alchemist 1000/month Sage 2000/month
Armorer 100/month Seaman 10/month
Assassin 2000/mission Ship Captain 250/month
Animal Trainer 500/month Smith 25/month
Engineer 750/month Spy 500/mission

Alchemist: Given a formula, the Alchemist can duplicate it to make a similar potion
at a cost of 1/2 the potion's value. Alchemists may conduct research, but
the time and expense are twice that of a MU, and they may only work on poisons.

Armorer: It is mandatory that there be 1 Armorer for every 50 fighters in a
player/character's employ in order to maintain the arms && armor of such men,
elves, or what have you. An armorer can also make arms && armor, providing he
has no maintenance duties to perform. Unassisted he can make 1 suit of armor,
or 3 shields, or 5 weapons per month. With 2 assisstants (1 must be a Smith) he
can double this volume, and with 6 assistants (2 must be Smiths) the volume may be trebled.

Assassin: The role of this hireling is self-evident. The DM will decide what
chance there is of his mission being accomplished by noting the precautions taken
by the intended victim. Assassins are not plentiful, and some limit on the #
employable during any game year must be enforced.

Animal Trainer: Each Animal Trainer is capable of training but 1 kind of animal,
and one is necessary to train any animal other horses || mules, for example.
Thus if a player wishes to raise a herd of Hippogriffs,
a trainer is necessary.
An Animal Trainer can handle about 6 animals.
The length of time necessary to completely train the animals us up to the DM.

Engineer: It is mandatory to hire an Engineer to build any major stronghold or conduct a siege.
Any tunneling must be supervised by an Engineer.

Sage: The Sage can function only in an advisory capacity. They are employable only
by Fighting-Men. Depending on the willingness of the DM to become involved,
there is no limit to the # of Sages possible. Utmost discretion is required when
the DM is acting in this role.

Seaman: All ships must be manned by a crew of Seamen under a Ship Captain.
The # required is stated in the naval rules section herein.
Generally, Seamen will not be fighters,
but those that are able to fight will receive pay both as a
Seaman and as a fighter, according to their classification.

Ship Captain: A self-explanatory role.

Smith: As already mentioned, a Smith is able to assist an Armorer.
For every 50 horses or mules in a PC's force there must be 1 Smith to maintain them.

Spy: There are 2 ways to acquire a Spy:
The Spy can be hired and then await inclusion in the desired force,
or he can be ordered to make himself avail to
this force. A Spy can also be gained through corruption. In this latter method the
PC desiring to acquire a Spy in the enemy's camp offers a bribe to
some member of that camp. If it is accepted there is a very high probability of
the Spy then faithfully performing his duties thereafter. Chances are only determinable by the DM.
Info gained by any Spy is also passed on by the DM.

MEN-AT-ARMS:

Hired fighters can be men, dwarves or elves.
Chaotic characters may wish to employ
Orcs; Orc support and upkeep is only 1/2 that of a man. Men-at-Arms
require support & upkeep as follows:

                                                                                                                                                Monthly Cost in Gold Pieces
Classification Man Dwarf Elf Orc
Non-Fighter 1 --- --- ---
Light Foot 2 --- --- 1
Heavy Foot 3 4 5 1 1/2
Archer 5 --- 10 3
Crossbowman 4 5 --- ---
Longbowman 10 --- --- ---
Light Horseman 10 --- --- ---
Medium Horseman 15 --- --- ---
Heavy Horseman 20 --- --- ---

OBTAINING SPECIALISTS & MEN-AT-ARMS:
In order to hire either of these classes of persons it is necessary to do one or
both of the following: Post notices in conspicuous places, stating the positions
open and who is offering such employ; or have servitors circulate in public places,
seeking such persons as are desired. The weekly cost of either method is from from
100-600 Gold Pieces. The DM must determine the probability of the succcess
of the attempt based upon the generosity of the offer made and so on. Elves and
Dwarves are not common, and specialists even less so.

RUMOURS, INFORMATION, AND LEGENDS:
Such activity as advertising will certainly gain the notice of the locals and begin a
chain of rumours. So will almsot any other unusual activity. Even the departure of
a party from a town is likely to be noticed. Obtaining such news is usu. merely a
matter making the rounds of the local taverns & inns, buying a round of
drinks (10-60 Gold Pieces), slipping the barman a few coins (1-10 Gold Pieces)
and learning whaat is going on. Misinformation is up to the DM. Lejends will
be devised by the DM as the need arises, but they are generally insinuated in
order to lead players into some form of activity or warn them of a coming event.

PLAYER CHARACTER SUPPORT AND UPKEEP:
PCs must pay GP =equal= to 1% of their XP
for support & upkeep, until such time as they build a stronghold.
If the stronghold is in a wilderness AREA all support & upkeep costs then cease, but if it is in
a village || town not controlled by the PC then support & upkeep payments must continue.

BARONIES:
Another advantage accruing to those who build their strongholds int he wilderness is that they will gain control over the surrounding countryside.
Clearing the countryside of monsters is the first requirement. The PC moves a force to the hex,
the DM rolls a die to determine if there is a monster encountered,
and if there is a one the PC's force must remove it.
If no monster is encountered the hex is already cleared.
Territory up to 20 miles distant
from a stronghold may be kept clear of monsters once cleared -- the inhabitation
of the stronghold being considered as sufficient to maintain the monster-free
status.

Within each territory there will be from 2-8 villages of from 100-400 inhabitants
each. This populace will bring in annual tax revenue =equal= to 10 GP each.
The DM may also allow various investments in the territory, adjudicating revenue
according to investment and AREA potential. Some possible investments are:
 
Road building Armories Ship Building
Canals Animal Breeding Sea Trade
Inns Farming Land Trade
Hunting Fishing Trapping
Religion Exploration Tourism

Successful investments will also have the effect of increasing the pop. of the investor's territory,
providing the AREA of investment does not specifically preclude such (hunting && trapping would do so, for example).

ANGRY VILLAGER RULE:
Anyone who has ever viewed a horror movie is aware of how dangerous angry villagers  are.
Whenever the DM finds that some player has committed an unforgiveable outrage this rule can be invoked to harass the offender into line.
Within the realm of angry villagers are thieves from the "thieves' quarter", city watches && militia, etc.
Also possible is the insertion of some character like Conan to bring matters into _line_.

OTHER WORLDS:
There should be no "natural laws" which are certain.
Space could be passable because it is filled with breathable air.
OTOH the stars could be tiny lights only a few hundred miles away.
Some areas of land could be gates into other worlds, dimensions, or times, or whatever.
Mars is given in these rules,
but some other fantastic world || setting could be equally as possible.
This function is ^up^ to the DM,
and what he wishes to do with it necessarily limited by his other campaign work.
However, this factor can be gradually added,
so that no sudden burden will be placed upon the DM.

LAND COMBAT:
The basic system is that from CHAINMAIL, with one fiture representing one
man or creature. Melee can be conducted with the combat table given in Volume 1
or by the CHAINMAIL system, with scores equalling a drive back or kill =equal=
only to a hit. Battles involving large numbers of figures can be fought at a 20:1
ratio, with single fantastic types fighting separately at 1:1 or otherwise against
but a single 20: figure.

AERIAL COMBAT:
Many of the most interesting battles take place in the air, so we offer you "Battle in the Skies", or "BITS" (with no apologies to Mike Carr, creator of Fight in the Skies).
Most firing and melee is based on CHAINMAIL.

PLAYING AREA:
Paper counters and hexagon or staggered-square playing board should be used
in those cases where it is not possible to USE miniature figures. It is also necessary
that height be noted by USE of a counter. Counters numbered in 1" increments
can be prepared, and the appropriate one be placed with the unit when the turn
is finished, thus indicating height in inches. The board must be large enough to
allow movement of the fastest flying creature, so it must be at least 48 x 48.
If figures are used, a playing AREA of 6' x 6' is ideal.

WRITTEN ORDERS:
It is suggested that orders be written so that simultaneous movement is possible.
Orders need only indicate the direction, length, and altitude gain || loss.
Firing missiles is always allowable at the end of a turn unless the firer is meleed and unable to
do so; it is therefore necessary to record firing instructions.

MOVEMENT:

Straight Ahead: At the movement of the creature.

Turns: The relative size of the creature dictates how many can be made during a MOVE,
and how many spaces (inches) must be traveled between each turn. Size
categories are:
 
Category Number of Turns per Move Number of Spaces between Turns
Sprite, Large Bird, or Large Insect 5 1
Man, Flying Broom, or Undead flyer 4 2
Cockatrice, or Gargoyle 3 3
Pegasus, Hippogriff, or Air Elemental 6 3
Flying Carpet, Manticore, or Wyvern 4 4
Chimera, Dragon, Roc, or Giant Insect 3 5
Giant Reptile 2 6

Diving: Diving movement can be straight ahead || include turns. Altitude lost
cannot exceed one-half the total movement distance of the creature (or thing),
unless a Sharp Dive is indicated. A sharp dive allows the creature doing so to +add+
50% to his movement distance, but movement is straight ahead, and is at a rate of but one inch for every ten inches dived.

Climbing: To climb the creature moves ahead the number of inches =equal= to the
number of inches of  height climbed. The cost of climbing is twice the number of
inches climbed +plus+ the number of inches =equal= to the "Number of Spaces between
Turns requirement, i.e. 6 (6") for a giant reptile.

Other Maneuvers: Any other maneuvers are optional at the discretion of the DM.

MISSILE FIRE:

Air-to-Air: Treat as normal missile fire, but include the Chance to Hit Flying Creature and
Critical Hit Table below.

Air-to-Ground/Ground-to-Air: Treat as normal, except that the usu. form of
catapult fire will not be allowable. A sling-ended catapult can fire a load of
small stones in "shotgun effect". The flight curve of such fire is considered to
reach its apex at 1/2 the total range of the missile and to be =equal= in height
to the full range for counterpoised catapults and =equal= to 1/2 the range in
other forms of catapults. USE a spherical "Hit AREA" for these if a TARGET is in the
curve. Note that a tension-type of light catapult can be employed to fire large darts (2 dice of damage)
into the air, even straight up, at the max. range
for such catapults, and no min. range is applicable.

Hit On Flying Creature:

Attack                                                      Hit Location
Position Rider Head Wing Body Tail
Front 1-2 3-4 5-6 7-0 ---
Side 1 2-3 4-5 6-9 0
Top 1 2-3 4-7 8-9 0
Bottom --- 1-2 3-5 6-9 0
Tail 1-2 3 4-5 6-8 9-0

If there is no rider,
and the Hit Location indicates that is the AREA of hit,
simply score it as a body hit.

Critical Hit Table:
 
Hit Location Probability of 
Critical Hit
= SPEED Reduced 1/2  Dive 
and 
Land
Withdraw 
from 
Battle
Crash --
Dead In 
Air
Rider* 25% - --- --- 100% ---
Head 20% - 10% 30% 40% 20%
Wing 20% - 50% 20% 30% ---
Body 10% - 30% 30% 30% 10%
Tail NIL - --- --- --- ---

* Includes all NPCs under the 3rd level.

Crash -- for every 1" of heigh a rider must throw 1 d6 for damage occurring
from the crash, i.e. a crash from 12" means 12 dice must be rolled
and their total scored as points of damage incurred by the creature's rider.

Bombing: If necessary this form of attack can be allowed, with the largest flying
creature able to carry a bomb load =equal= to the missile from a large catapult,
smaller creatures carrying proportionately smaller loads. Bombing runs must be in a
straight line for the whole turn of movement, although diving is allowable.
To determine where the bomb hits, roll 2d6, a score of 7 indicating a direct hit.
Scores under 7 indicate a hit left and/or short of the TARGET;
while scores over 7 indicate a hit right and/or long of the TARGET. For each integer
removed from 7 roll d7 for the # of inches away from the TARGET,
i.e. a score of 4 is 3 integers removed from 7, so 3 dice are rolled for the
distance in inches of the miss. A die is also rolled to determine where the bomb
lands 1, 2 it is left || right; 3, 4 it is left || right and short || long; and 5, 6 it is
short || long.

Creatures carrying a bomb load will incur a movement penalty of one-third of their max. movement capability.

NAVAL COMBAT:

TYPES OF VESSELS AND MOVEMENT

The basic types of vessels and their movement by sail or by oar/pole are given below.
Note that crew size will affect them, as detailed hereafter.
Other types of vessels can be added at the referee's discretion.

                                                     Oared Movement                                                                        Sailed Movement
Type Slow Cruise Fast Running Broad Reaching Quarter Reaching Beating
Galley, Lg 10 15 25 20/25 15/20 10/15 ---
Galley, Sm. 15 20 30 25/30 20/25 15/20 ---
Longship 12 18 25 30/35 25/30 20/25 ---
Merchant, Lg. - - - 20/30 18/27 15/24 10/20
Merchant, Sm. - - - 25/35 22/32 20/30 15/25
Sailed Warship - - - 25/35 22/32 20/30 15/25
Boat 10 15 20 15/20 12/17 10/15 5/10
Raft - 10 - 10/15 6/10 --- ---

Oared Movement: The three speed classifications are based on a full crew of
well-rested and strong rowers. The number of turns that a stroke can be kept up
is based on the fatigue factor. A fresh crew will have 30 fatigue factors to ex- (Vikings 40).
 
 
Rest Gains 1 Fatigue Factor
Slow Movement expends 2 Fatigue Factors
Cruise Movement expends 3 Fatigue Factor
Fast Movement expends 10 Fatigue Factors

Oared movement with the current is at a 5" bonus, while against the current it is at a 5" penalty.

Backing speed is One-half forward speed.

It is not possible to go from slow to fast SPEED on an oared ship.
The increase in speed must be gradual, although it is possible to quickly decrease SPEED by backing oars.
 
From SPEED To SPEED
Fast Slow
Cruise Stop
Stop Back Slow
Back Slow Back Cruise
Stop Slow
Slow Cruise
Cruise Fast

Sailed Movement: The first number given for Sailed Movement is with a light to
moderate breeze, and the second is for a fresh to strong breeze. Any wind under
light is considered calm, and only oared movement is possible. Anything above a
strong breeze makes sailing impossible, and the vessels must simply run before
the storm, moving 3" per turn in the direction the wind is blowing.

Sailing in a river is possible, but at one-half the speeds listed, excluding the bonus/penalty
for movement with/against the current.

WIND FORCE AND DIRECTION:

Wind Force is determined by rolling 2d6:
 
Dice Score Result
2-3 Calm
4-8 Light to Moderate Breeze
9-11 Fresh to Strong Breeze
12 Gale or Storm

Galleys in a Fresh to Strong breeze have a 10% chance per turn of shippingwater.
If water is shipped the galley automatically loses 25% of its SPEED. If a galley ever
loses 75% of its SPEED in such a situation it will sink.

Wind Direction is determined by rolling a d8:
 
8 = Northwest 1 = North 2 = Northeast
7 = West ** 3 = East
6 = Southwest 5 = South 4 = Southeast

TURNING:
For every 10" moved an oared ship being rowed may turn up to 45 deg.
For every 12" of sailed movement a vessel may turn up to 30 deg.

OPEN SEAS:
Galleys may not operate on the open seas, i.e. ocean,
for the waves are too high for ships pierced for oars to survive in.
This is not true for Viking longships, for they were pierced high on the freeboard.

PLAYING AREA:
For movement purposes 1:1200 scale models can be used,
so a playing AREA about the size recommended for aerial combat will suffice.
For play involving boarding & melee it will be necessary to prepare deck plans scaled
to the size of figures used (or to counters if figures are not used).

WRITTEN ORDERS:
As detailed under Aerial Combat.

MISSILE FIRE:
All missile fire, incl. the various forms of catapult fire, are as in CHAINMAIL.
Catapult hits will do points of damage to the ships, and when sufficient points
have been scored the ship sinks. Large ships will have from 18-24 points of possible
damage before sinking, small ships will have from 9-15, and a boat but 3 points.

RAMMING:
Medieval ships were not generally ram equipped, but there is a possibility of running
into ram-equipped vessels, so we offer brief rules for conducting a ram:

    1. The ramming ship must have its mast lowered*.
    2. Ramming SPEED is Fast.
    3. A ramming ship must immed. back oars after striking.
    4. The rammed ship suffers from 10% to 60% damage,
        and there is a 25% chance that it is holed below the waterline and will sink in 3-18 turns unless patched.
    5. Patching a hole below the waterline requires 5 turns of work by 10 men,
        and there is a 25% chance the job will not hold, requiring another 5 turns to replace.
    6. A vessel rammed in the side loses 20% of its crew, 15% must be rowers if the ship is oared;
        a vessel ramming astern or bow on loses 5% of its crew, none of whom to be rowers.
    7. Ramming does not affect grappling.

SHEARING OARS OFF:
Any vessel which passes alongside another vessel which has oars will shear these off,
killing 50% of the rowers on that side of the ship. If the vessel shearing the
oars is also a rowed ship, its own oars will be sheared off, with the same effect on
rowers, unless orders specify that the oars on the side affected are to be shipped.

A ship with sheared oars will be dead in the water for 3 turns, and thereafter
it will MOVE at 1/2 SPEED maximum. If it has its oars sheared again it will remain
powerless to MOVE by rowing.

GRAPPLING:
Whenever shps come within 1" of each other they may attempt to grapple. Each
vessel has a 20% chance of successfully grappling. Assume grappled ship dead in
the water.

There is a 20% chance that a grapple can be cut.

It requires only one man to grapple or cut a grapple.
Allow 3 grappling attempts per ship to be made during any turn, and a like number of attempts to
cut grapples.

Once grappled, vessels may be boarded.

BOARDING:
To conduct boarding vessels must be grappled. The deck plans of the vessels involved
should then be placed in the manner indicated by the grappled models. For
every 3 feet of deck space parallel to the ship to be boarded 1 man per
turn can board. Once boarders are on the enemy ship combat takes place on a man-to-man basis (CHAINMAIL).
Swimmers boarding suffer the penalty of having to fight any defender with the latter above him.
Command Control will also play a part.

MELEE:
Use Man-to-Man rules as found in CHAINMAIL.

General Notes on Melee:

    1. Figures move toward an objective, other than obvious loot, only when
    their leader or one of his lieutenants is able to exercise command control.
    Men will, of course, retreat.

    2. Figures which are forced back with no space to retreat to are either forced
    overboard, forced off the deck they are on, fall from the rigging or surrender
    if none of the above alternatives apply. Those falling must make saves,
    1 chance out of 6 for every level fallen that damage will
    be sustained, i.e. a fall from 40 feet will require a 5 or 6 to save. Damage
    is determined by rolling a d6 for every level, 1 die for every 2 levels if
    the fall is broken by water or some yielding substance. Note that
    any figures struck by a falling figure must also make saves and are
    subject to damage, just as if they had themselves fallen.

    3. Breaking down doors, chopping through walls or decks or cutting rigging
    should be set by the DM with an eye towards the players individual size
    and strength wihin any guidelines set down in these rules. So for instance
    when a giant atacks the door on a standard ship it will probably only cost
    him half his movement points while it would take ten men an entire turn
    to break it down. Cutting rigging might be easy for anyone with a battle ax
    and a strong back but a giant would simply tear it apart like so mch string
    rather than take the time to cut it with a dagger. So, again, say it would
    take a man with a sword 3 turns to cut a piece of rigging, or an anchor
    rope, while a giant would tear it apart in a single turn.

COMMAND CONTROL:
While barbaric warriors such as Vikings do not suffer from lack of command control,
more civilized troops do. It is necessary that a leader or one of his lieutenants be
nearby to issue orders to men involved in shipboard melees. The range of command
control is the Charisma rating as a radius in inches. A leader may have 2
lieutenants to aid him in command, but lieutenant has a range =equal= to his
leader's minus one inch. These additional guidelines are suggested:

    1. Leaders involved in melee have their command control range halved.

    2. Personnel beyond the range of the leader's or lieutenants' command control
    will not respond.

    3. Lieutenants must be within command control range of the leader to pass
    on orders, or themselves respond.

    4. Monsters and unintelligent creatures do not have command control problems,
    and they will act according to what is going on around them.

    5. Leaders in plain view above their men/subordinates will add 1" to their
    command control range radius for every 10' they are above them. Thus a
    leader on a stern castle would be about 20' higher than the deck, and he
    would add 2" to his range of command control.

    6. Personnel engaged in melee will only respond to commands when a roll of
    1-4 is made (on a d6). This will be checked for each turn. Therefore,
    orders for withdrawal, for example, can be given for 3 turns later which
    allows 3 turns for the personnel to respond.

SWIMMING:
Men in armor have a chance of drowning.
Those in metallic armor must shed their armor or be drowned.
 
Armor Type Chance of Drowning Must Remove?
Plate 100% ---
Chain-type 80% yes
Leather 20% no
None 05%* ---

* only if thrown overboard

Note that in gale && storm conditions there is a 50% chance that any man in the water will drown.
Roll for this probability each turn.

Assume that one-half of all sailors can swim.

Swimming SPEED is 3" per turn.
Survivors swimming can swim to any ship they
can reach and be picked up if the ship is moving at "slow" oared SPEED || under
15" per turn in any case. Men do not have to allow themselves to be rescued.

Only daggers || wooden weapons which are buoyant can be carried when swimming.
Buoyant weapons: wooden club, quarter staff, spear.

SHIP CAPTURE:
A ship is captured when the morale of its crew breaks || when all defenders are dead or overboard.

CREW NUMBERS AND TASKS:
Typical Crew Numbers:
Large Galley* 100 Rowers 50 Marine 20 Sailors
Small Galley** 50 Rowers 20 Marines 10 Sailors
Longship 75 crew (64 rowers max.) - -
Large Merchant 20 Crew - -
Small Merchant 15 Crew - -
Sailed Warship 15-20 Crew 40-60 Men-at-Arms -

* Catapult fore and aft
** Catapult fore
# Catapults fore and aft in castles, all protection typically superior to other ships
save the Viking shield wall used only when boarding.
<>

Tasks:
    Rowing: For every oarsman short simply reduce SPEED proportionately, ignoring all fractions.
    It will typically take about 5% losses to affect SPEED.

    Stepping/Unstepping Masts: This is done only on Galleys && Longships.
    10 crew accomplish the task in 3 turns.

    Making && Taking in Sail: Rowed ships need but 3 crewmen,
    other vessels 6, to make or take in sails.

SPECIAL SUGGESTIONS FOR MONSTERS IN NAVAL ADVENTURES:


Mermen: Swimmers will travel at 15" per turn, and they have a 10% chance per 10
Mermen of grappling any ship which is within 1" of them. They may remain submerged
indefinitely, but when underwater their MOVE must be written. When on the surface
they are subject to missile fire. If they grapple a ship they must be on
the surface. A ship is slowed 2" for every successful grapple.
 


(Nixie=center)
Nixies: These creatures operate only in fresh water moving 9" per turn. It takes
40 of them to make a grappling attempt, which otherwise acts as a grapple by
Mermen.
 


Dragon Turtle: The most fearsome monster of the waters, it dwells in large rivers,
lakes or the ocean. They are exceptionally strong, being able to life any ship up
on their back if they happen to come up under it. The Dragon Turtle mvoes only
9" per turn. The Dragon Turtle can breathe steam in an AREA like that of the fire of a
Red Dragon. Their # of HD range from 11-13. It is in all other respects
like dragons, xcept the Dragon Turtle cannot fly and moves at 3" per
turn on land.
 


Water Elemental: A Water Elemental can prevent a ship from moving.
It can overturn small vessels.
 


Giant Leeches: Found only in swampy terrain, these monsters MOVE at 6" per
turn. When they attack a hit means that rather score damage to their opponents they
have attached themselves, and every 2 turns they will drain 1
life energy level. They can only be killed to detach them.
Giant Leeches take from 2-12 hits to kill.
AC 8.
 


Crocodiles (Incl. Giant Crocodiles): Crocs move 15" per turn in water,
9" per turn on land.
They can upset boats or rafts if of the giant type (20' or longer).
They are found in swamps & warm rivers with slow current.
Giant crocs score 2 dice of damage when they hit.
They can be rammed by ships, killing them,
but possibly causing damage to the ramming vessel (50%) chance unless the ship is ram equipped.
AC 5.

Giant Snakes: Moving at a SPEED of 20" per turn, the great snakes of the Sea (or large lakes) will attack as do Purple Worms.
They can take from 6-36 hits, and the largest are able to wrap themselves around small ships (Longship or smaller) and
cause them to suffer 10% per turn due to constriction.
AC 6.


Giant Octopi && Giant Squids: Found only in salt water, these monsters are able
to MOVE and 9" and 12" per turn respectively, and once per day they can jet --
triple MOVE and squirt out clouds of ink. Octopi take from 4-24 hits, and squid take
from 6-36 hits. Note that each arm may attack. The largest squids attack
like ginat snakes, xcept that damage is double. The octopus has rubbery skin,
giving it an AC of 7. The squid has a shell over its stern, so front || arm
hits are at AC7, while body hits are at AC3.

 


Giant Crabs: As these creatures cannot swim, they are a peril only near beaches
and on land. They travel 6" per turn. They attack twice, once for each pincher,
and can take from 3-18 points of damage. Due to their shells treat them as AC2.

Giant Fish: Moving at 30" to 50" per turn, the various forms of giant fish will
attack swimmers, small craft, or other monsters nearby. If they attack a small craft,
they will become exposed to missile fire for a brief time. Some are able to ram
(Moby Dick-types . . .). Harpoons are recommended.

Final Note: If sea monsters or monsters fo the sea do not get a ship,
perhaps it will sail off the edge of the world!

HEALING WOUNDS:
As noted previously, energy levels can only be regained by fresh xperience,
but common wounds can be healed with the passage of time (or the USE of magicks already xplained).
On the first day of complete REST no HP will be regained,
but every other day thereafter 1 HP will be regained until the character is completely healed.
This can take a long time.

TIME:
As the campaign goes into full swing it is probable that there will be various
groups going every which way and all at different time periods. It is suggested
that a record of each player be kept, the DM checking off each week as it is
spent. Recon the passage of time thus:
 
Dungeon expedition 1 week
Wilderness adventure 1 move = 1day
1 Week of actual time 1 week of game time

The time for dungeon adventures considers only preparations and a typical,
one day descent into the pits.

The time for Wilderness xpeditions would incl. days of REST & recuperation.

Actual time would not be counted off for players "out" on a Wilderness adventure,
but it would for those newed in their dens,
hideholes,
keeps,
castles,
etc.,
as well as for those in the throes of some xpedition in the underworld.

AFTERWARD:

There are unquestionably areas which have been glossed over.
While we deeply regret the necessity, space requires that we put in the essentials only,
and the trimming will oftimes have to be added by the DM and his players. We have
attempted to furnish an ample framework, and building should be both easy and fun.
In this light, we urge you to refrain from writing for rule interpretations or the like unless
you are absolutely at a loss, for everything herein is fantastic, and
the best way is to decide how you would like it to be, and then make it just that
way! OTOH, we are not loath to answer your questions, but why
have us do any more of your imagining for you? Write to use and tell about your
additions, ideas, and what have you. We could always do with a bit of improvement
in our refereeing.