1. Player Playerss declar declare e charac character ter movemen movementt or actions. >at%ral 2 a%tomatically hits$ nat%ral 1 a%tomatically misses 2. Initiative: Initiative: 1d6 1d6 is rolled by by each opposing opposing side. 2 2 2 2 2 2 1 1/ 1+ 16 1# 1! 13 12 11 3. The winner winner of initiativ initiative e acts acts first. first. The 1 or less 2 2 2 2 2 2 1/ 1+ 16 1# 1! 13 12 11 1 Labyri Labyrinth nth Lord Lord may chec chec moral morale e for 1; and 2 2 2 2 2 2 1 1+ 16 1# 1! 13 12 11 1 monsters. 2; and 3 2 2 2 2 1 1/ 16 1# 1! 13 12 11 1 / !. "ovement "ovementss can be made. made. 3; and ! 2 2 2 1 1/ 1+ 1# 1! 13 12 11 1 / + #. "issile "issile attac rolls rolls are made$ made$ acco%nting acco%nting !; and # 2 2 1 1/ 1+ 16 1! 13 12 11 1 / + 6 for &'( ad)%stments$ cover and range. #; and 6 2 1 1/ 1+ 16 1# 13 12 11 1 / + 6 # 6. *pells *pells are cast and applic applicabl able e saving saving 6; and + 1 1/ 1+ 16 1# 1! 12 11 1 / + 6 # ! throws are made +; to 1/ 1+ 16 1# 1! 13 11 1 / + 6 # ! 3 +. "elee "elee combat combat occ%rs, occ%rs, attac - damage damage ; to 11 1+ 16 1# 1! 13 12 1 / + 6 # ! 3 2 rolls are made$ acco%nting for *T and 11; to 13 16 1# 1! 13 12 11 / + 6 # ! 3 2 2 magic ad)%stments. 13; to 1# 1# 1! 13 12 11 1 / + 6 # ! 3 2 2 2 /. 0ther 0ther sides sides act thro%g thro%gh h steps !+$ !+$ in 1#; to 1+ 1! 13 12 11 1 + 6 # ! 3 2 2 2 2 order of initiative. 1+; to 1 13 12 11 1 / 6 # ! 3 2 2 2 2 2 . hen all all sides of the confli conflict ct have acted acted 1; to 21 12 11 1 / + # ! 3 2 2 2 2 2 2 and the combat combat will contin%e contin%e into the 21; 21; - abo above ve 11 1 / + 6 ! 3 2 2 2 2 2 2 2 ne4t ro%nd$ the se5%ence begins again at 1 / + 6 # 3 2 2 2 2 2 2 2 2 step 1.
a
+ 11 # + 11 3 # + 11 T 3 # + 11 T T 3 # + 11 & T T 3 # + 11 & & T T 3 # + 11 & & & T T 3 # + 11 & & & & T T 3 # + & & & & & T T 3 # + & & & & & & T T 3 # & & & & & & & T T 3 & & & & & & & & T T & & & & & & & & & T a InfernalJ Incl%des very powerf%l %ndead$ or %nholy beings s%ch as demons and devils.
Find & Pick Pick Move Move Clim Climb b ide ide in ear ear Remove Locks Traps Pockets* Silently Walls Shadows !oise 1+E 23 E 23 E /+ E 13 E 12 1!E 23E 2+E 2+E //E 1+E 12 1+E 2+E 3E 3E /E 2E 13 2E 31E 3+E 3+E E 2+E 13 23E 3#E !E !E 1E 3E 13 33E !#E !3E !3E 2E 3+E 1! !3E ##E #3E #3E 3E !+E 1! #3E 6#E 63E 63E !E #+E 1! 63E +#E +3E +3E #E 6+E 1! +3E /#E /3E /3E 6E ++E 1# /3E #E 3E 3E +E /+E 1# 3E +E /E E 1# #E 1#E #E E E +E 1# +E 11#E +E E E E 1# E 12#E E H#E per each # levels the thief is lower than the victim. There is always a 1E chance of fail%re despite a sill percent above 1E.
Aow$ long Aow$ short rossbow$ heavy rossbow$ light &aggerB9and a4e &art 9oly aterB0il CavelinB*pear *ling
+D #D /D 6D 1D 1#D 1D 2D !D
1!D 1D 16D 12D 2D 3D 3D !D /D
21D 1#D 2!D 1/D 3D !#D #D 6D 16D
F0pponents m%st be more than #D apart. F0pponents behind "#ll cover cannot cannot be hit. F0pponents behind partial cover are are hit at a 1 to ! penalty to the attacerGs Gto hitG roll. F9oly water thrown at %ndead creat%res deals 1d/ hp damage. F0il flass that are lit - thrown deal 1d/ hp damage for 2 ro%nds.
F< character may move his f%ll enco%nter movement and attac the same ro%nd$ b%t any f%rther distance taes the entire ro%nd. F< "i)htin) retreat allows a character to move bacwards at K of normal enco%nter movement. 9owever$ there m%st be a clear path for this movement. F< "#ll retreat is when a character attempts to brea off from melee at a rate faster than K of normal enco%nter movement. The one maing a f%ll retreat forfeits his attac for the ro%nd and his opponent attacs with ;2 against his shieldless <.
8p to ! lbs. 12DBt%rn !DBro%nd 12DBro%nd !1 to 6 lbs. DBt%rn 3DBro%nd DBro%nd 61 to / lbs. 6DBt%rn 2DBro%nd 6DBro%nd /1 to 16 lbs. 3DBt%rn 1DBro%nd 3DBro%nd Han only be maintained for 3 ro%nds$ or K of a t%rn$ and the characters will have to rest for 3 t%rns afterward. If the characters do not rest$ or if their rest is interr%pted by combat$ they s%ffer a 2 penalty to their attac and damage rolls %ntil they are able to rest for 3 %ninterr%pted t%rns.
oll 1d6 ?once every 2 t%rns in a labyrinth$ 3 to ! times per day in the wilderness@. < res%lt of 1 indicates that a wandering monster is enco%ntered. In a labyrinth$ monsters will be 2d6 4 1 feet away from the characters, in the wilderness$ they will be !d6 4 1 yards away.
TorchesBlanterns ill%minate a 3G radi%s. Lanterns b%rn for 2! t%rns on 1 flas of oil and can be sh%ttered. Torches b%rn for 6 t%rns ?and do 1d! hp damage if %sed as a weapon@. Those carrying a light so%rce cannot s%rprise. &arness ca%ses a ! penalty to hit. andles ill%minate #G radi%sB1 ho%r.
! lbs. 1 lbs. # lbs. 6 lbs. 2 lbs. 3 lbs.
1d!?3E@ 1d!?#E@
1?3E@ any 1?+E@ any
haracters find secret doorsBtraps 1 in 6 when actively searching. *earches can only be made once in a given area and tae 1 t%rn. *t%c doors open 2 in 6 ?ad). for *T@. Listening at doors is s%ccessf%l 1 in 6 ?%ndead are silent, only one attempt per door@. Traps are spr%ng 2 in 6 for each potentially triggering action taen.
Aacpac ?empty@ 2 gp 2 lb. "irror$ large metal 1# gp / lb. Aarrel$ wooden 1 gp ! lb. "irror$ small silver 2# gp K lb. Less than 1 # 1 Aedroll 1 sp # lb. "irror$ small steel 1 gp K lb. 1 1 3 Alanet$ winter # sp 3 lb. 0il ?1pint flas@ 1 sp 1 lb. 1; 1# 6 Aloc and tacle # gp # lb. Paper ?sheet@ ! sp 2 2 Aottle$ wine$ glass 2 gp Parchment ?sheet@ 2 sp 2; 3# 12 Ao4$ large iron 3 gp 6 lb. Pic$ minerGs 3 gp 1 lb. 3 # 1# Ao4$ small iron 1 gp / lb. Pole$ 1foot wooden 2 sp / lb. 3; 6# 3# andles ?1@ 1 cp Po%ch$ belt$ large 1/ sp K lb. ! / ## ase$ map or scroll 1 gp K lb. Po%ch$ belt$ small 1 ep !; 1! +# as$ wooden 1 ep 1# lb. ations$ std. ?per day@ 2 sp 1 lb. # 2 1# hain ?1 ft.@ 3 gp ! lb. ations$ iron ?per day@ # sp 1 lb. #; 26 2 hal ?1 pieces@ 3 cp ope$ hemp ?# ft.@ 1 gp 1 lb. 6 32 2# rowbar 2 gp # lb. ope$ sil ?# ft.@ 1 gp # lb. 6; 3/ 3 7las$ empty 3 cp 1 K lb. *ac$ large ?empty@ 2 sp K lb. + !! 3# 7lint and steel 2 gp *ac$ small ?empty@ 1 sp K lb. +; # ! arlic ?3 cloves@ # gp *addle 2# gp 2# lb. / #6 # rappling hoo 1 gp ! lb. *addle bag 1 sp K lb. /; 62 6 9ammer # sp 2 lb. *pade or shovel 2 gp / lb. 1; 1$ + 9oly symbol$ wooden 1 gp *pell boo ?blan@ 1# gp 3 lb. 1112; 1$2 / 9oly symbol$ silver 2# gp 1 lb. *pies$ iron ?12@ 1 gp / lb. 1316; 1$# 9oly water ?flas@ 2# gp 1 lb. *pyglass 1$ gp 1 lb. 1+2; 2$2# 1$ In ?1 oN. vial@ / gp *taes$ wooden ?3@ # cp 1 lb. 21;H 3$ 2$ O%ill pen 1 sp ThievesG tools 3 gp 1 lb. H7or monsters with 229& or higher$ Ladder$ 1foot # cp 2 lb. Torches ?/@ 3 sp / lb. add a c%m%lative 2# (P for Aase and Lantern gp 3 lb. =ial ?empty@ 1 gp 1B1 lb. Aon%s categories. Loc 2 gp 1 lb. atersinBwinesin 1 gp ! lb. "anacles 1# gp 2 lb. ine ?2 pints@ 1 gp K lb.
< character may forgo his attac in a ro%nd to parry an attac. The characterGs *T bon%s to hit is applied as a penalty to the attacerGs hit roll. Parrying characters may move K their enco%nter movement )%st as in a fighting retreat.
1B3 1B2 ;1B2
Plains "o%ntains or 9ills 7orest *ea &esert C%ngle or *wamp
1 in 6 2 in 6 2 in 6 2 in 6 3 in 6 3 in 6
Plains$ Town$ *ettled
E
enerally characters are ass%med to be wearing a helmet with their armor. 9owever$ if for some reason a character is not wearing a helmet an opponent of no intelligence or relatively low intelligence will strie at a characterGs < head on a roll of 1 on 1d6. Intelligent opponents will attempt to strie the head on a roll of 12 on 1d6.
haracters may attac with a weapon in each hand. The primary weapon m%st be one that can be wielded with one hand$ and the secondary weapon m%st be small$ lie a dagger. There is a penalty to hit of 2 with the primary weapon and ! with the secondary weapon.