ATTACKS
Fighters, Defender’s Armor Class
Dwarves,
Elves, Clerics, Magic- Monster’s
Halflings Thieves users Hit Dice 9 8 7 6 5 4 3 2 1 0 -1 -2 -3
- - - - - normal man - - - - - 11 12 13 14 15 16 17 18 19 20 20 20 20
1-3 1-4 1-5 Up to 1 10 11 12 13 14 15 16 17 18 19 20 20 20
1+ to 2 9 10 11 12 13 14 15 16 17 18 19 20 20
4-6 5-8 6-10 2+ to 3 8 9 10 11 12 23 14 15 16 17 18 19 20
3+ to 4 7 8 9 10 11 12 13 14 15 16 17 18 19
4+ to 5 6 7 8 9 10 11 12 13 14 15 16 17 18
7-9 9-12 11-15 5+ to 6 5 6 7 8 9 10 11 12 13 14 15 16 17
6+ to 7 4 5 6 7 8 9 10 11 12 13 14 15 16
10-12 13-16 16-20 7+ to 9 3 4 5 6 7 8 9 10 11 12 13 14 15
9+ to 11 2 3 4 5 6 7 8 9 10 11 12 13 14
13-15 17-20 21-25 11+ to 13 2 2 3 4 5 6 7 8 9 10 11 12 13
16-18 13+ to 15 2 2 2 3 4 5 6 7 8 9 10 11 12
15+ to 17 2 2 2 2 3 4 5 6 7 8 9 10 11
19+ 17+ to 19 2 2 2 2 2 3 4 5 6 7 8 9 10
19+ to 21 2 2 2 2 2 2 3 4 5 6 7 8 9
Over 21 2 2 2 2 2 2 2 3 4 5 6 7 8
Armor Class Monster Reactions Ability Turn Sequence
Type AC Roll Reaction Score +/- 1. Roll for Wandering Monsters
2. The party Moves and Maps
No Armor 9 2 Immediate Attack 3 -3 3. Resolve encounters: 10 x (2d6) ft. away. 1d6 surprise,
Leather Armor 7 3-5 Hostile, possible attack 4-5 -2 reaction roll, resolve.
Chain Mail 5 6-8 Uncertain, monster 6-8 -1 4. End of 1turn (10 minutes elapsed).
Plate Mail 3 confused 9 - 12 0
Shield -1 9-11 No attack, monster leaves 13 - 15 +1
or considers offers 16 - 17 +2
12 Enthusiastic friendship 18 +3
SAVING THROWS FOR FIGHTERS: Rules Quick Reference
*Healing 1d3 hp/day of full bed rest.
*Traps Triggered: 2 in 6 times; find 1/6 searches (2/6
(Other on X24/ Class sheets) dwarves).
*Secrets: Find in 1/6 searches (2/6 elves).
Death Paralysis Breath Rods, *Doors 2/6 Stuck; open with 1-2 on, 1d6, adjusted by
Exp. Ray or Magic or Turn Staves, or Strength.
level Poison Wands To Stone Weapon Spells *Lighting: 30' torch (6 turns) or Lantern (24 turns),
Infravision 60',
Normal 0 14 15 16 17 18 *Combat: 1) 1d6 initiative. 2) 2d6 morale (roll</=). 3)
1-3 12 13 14 15 16 Move at 1/3 speed. 4) Ranged attacks. 5) Magic. 6)
4-6 10 11 12 13 14 Melee attacks. 7) Repeat.
7-9 8 9 10 10 12 * Flee: Fighting with-drawl at ½ speed; Retreat +2 to
10-12 6 7 8 8 10 enemies, No shield.
13-15 4 5 6 5 8
EXPERIENCE POINTS FOR MONSTERS WILDERNESS ENCOUNTERS
Speed Terrain
HD Value Bonus HD Value Bonus (miles) Lost Environment Chance Check Type
Under 1 – 5 1 5+ 225 175 24 -- Dungeon, City 1/6 1/day Normal
1– 10 3 6– 275 225 24 -- Settled 1/6 2/day Dangerous
1+ 15 4 6+ 350 300 24 1/6 Clear, Grassland 1/6 3/day Infested
2– 20 5 7– 450 400 16 2/6 Wood,Hills,Barren 2/6 4/day Teeming
2+ 25 10 8– 650 550 16 3/6 Desert 2/6 ---------- -------------
3– 35 15 9 to 10+ 900 700 12 2/6 Mountains 3/6 1d6 Time
3+ 50 25 11 to 12+ 1,100 800 12 3/6 Swamp, Jungle 3/6 1-2 Morning
4– 75 50 13 to 16+ 1,350 950 -- 2/6 River, Ocean 2/6 3 Afternoon
4+ 125 75 17 to 20+ 2,000 1,150 -- 2/6 Aerial 2/6 4 Evening
5– 175 125 21 to 21+ 2,500 2,000 5-6 Night
*For each HD over 21, add 250 to the value & bonus. * On trail, movement always normal. On road, movement is 36 miles.