100% found this document useful (1 vote)
96 views48 pages

30-Sided Character and Other Tales (1986)

The document is a promotional piece for 'The Sorcerer's Apprentice,' a monthly magazine focused on fantasy and role-playing games, featuring contributions from various authors and poets. It offers subscription options and highlights regular features that enhance the gaming experience. The magazine aims to provide unique content for serious gamers and fantasy fiction enthusiasts.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
96 views48 pages

30-Sided Character and Other Tales (1986)

The document is a promotional piece for 'The Sorcerer's Apprentice,' a monthly magazine focused on fantasy and role-playing games, featuring contributions from various authors and poets. It offers subscription options and highlights regular features that enhance the gaming experience. The magazine aims to provide unique content for serious gamers and fantasy fiction enthusiasts.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 48

SDRCER ER 1 S

·APPRE NTICE ENTER THE REALM


MAGAZ INE OF IMAGINATIO N!
COivision of Sorcerer Publishing)

T H E S 0 RC E R E R 'S A P P R E NT I C E
THE JOURNAL OF FANTASY AND ROLE PLAYING
A monthly magazine produced by ADVANCED GRAPHICS, which opens a
gateway to the fantastic with tales of Swords and Sorcery, articles on
the structure of Fantasy and Role Playing, and epic poetry from the
greatest fantasy poets alive or undead.

Graced by such professional authors as TANITH LEE and JOHN


i\IJORH.ESSY, poet BRUCE BOSTON, and rising stars like ALY PARSONS and JIM
SH I P\i1AN, KEVIN CROSSMAN, MIKE STACKPOLE and many more, THE SORCERER'S
APPRENTICE is must reading for serious gamers and lovers of fantasy
fiction.

Regular features, such as THE LITTLE SHOP OF POISONS AND POTIONS


and Y~ WEAPONS SHOPPE, featuring PROFESSOR GRISWALD GRIM\1, plus guest
. writers FREEROVER THE BARD and DARKLORO THE EVIL, round off the most
unique and easy reading magazine of its kind available.

A subscription to THE :JORCERER'S APPRENTICE is a mere $29.95 for


12 issues! Or you can send $3.50 to have one sent postpaid directly to
you! Available from ADVANCED GRAPHICS, PO BOX 66, PETERBOROUGH NEW
HAMPSHIRE 03458

>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
> >
>SEND TO: >
> ADVANCED GRAPHICS >
> PO BOX 66 >
> PETERBOROUGH NEW HA~PSHIRE 03458 >
·> >
·> ENCLOSED IS 3.50. Please send a sample copy. >
> >
> enclosed is $29.95. SUBSCRIBE ME! >
> >
> >
> NAME >
> >
> ADDRESS >
> >
> CITY,STATE >
> >
> ZIP CODE >
> >
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
NOTE: IF YOU PREFER NOT TO CUT "UP" THIS BOOKLET YOU MAY SEND YOUR
SUBSCRIPTION ORDER TO THE ADDRESS ABOVE.
2

""---g)Q) --.-.-.
SIDED CHlllCTEI
~~~
BY BOB LID~
{C) 1986 BY ROBERT W LIDDIL
ALL RIGHTS RESERVED
NO PART OF THIS BOOK MAY BE
REPRODUCED IN ANY MANNER
WITHOUT WRITTEN PERMISSION
EXCEPT IN THE CASE OF BRIEF
QUOTATIONS EMBODIED IN CRITICAL
ARTICLES OR REVIEWS.
Printed in the USA by THE ARMORY
under license by the author

USE OF COVER ART ILLUSTRATION


COURTESY OF STANDARD GAMES OF ENGLAND.

FOR I WILL TRAVEL THROUGH THE FORESTS AND BYWAYS OF THE LAND

AND DO WHAT I HAVE TO TO SURVIVE

DEFEND MY FRIENDS AND MYSELF FROM DANGERS AT HAND

AND EMERGE ENRICHED, HEALTHY AND ALIVE

YET IS NOT LIFE A DICE ROLL AND DEATH A NUMBER EARNED?

AND IS NOT EVERY ADVENTURE JUST A LONG ODDS SHOT?

AND IS NOT SURVIVAL SIMPLY MORTAL DANGER SPURNED?

AND TREASURE LOOTED SIMPLY OTHER DICE ROLLS BOUGHT?


3

CONTENTS

THE 30 SIDED CHARACTER ............................... 4


SINGING THE P.R. BLUES • . . • . • . . . . . . . . . . . . . . . . . . . . . . . . . . 5
SPECIES WITH EMBELISHMENT ...•........•••.....•........ 6
THE WAY YOU ARE • .••••••..••.••••••••••....•••....•••. . 7
FAMILY AND KINSMEN WHO INFLUENCED YOU .•......•.....•.. 8
WHAT THE GYPSY READ JN THE CARDS .................•.... 9
HOW TALL, HOW HEAVY AND HOW UNUSUAL YOU ARE .......... 10
THINGS THAT MAKE YOU DIFFERENT ..•.................... 11
CHILDHOOD TRAUMA AFFECTING YOU .•..................... 12
THINGS YOU LOVE AND HATE .........................•... 13
THE PROFESSION OF YOUR CHOICE ........................ 14
THINGS PACKED IN YOUR KNAPSACK BY YOUR MOTHER ........ 15
COMBAT WOUNDS AND TRAUMAS ............................ 16
THE 30 SI OED NON-PLAYER CHARACTER .................... 17
PEOPLE YOU MEET OUT AND AROUND ....................... 18
PEOPLE YOU MEET JN A BAZAAR ................•......... 19
PEOPLE YOU WOULD FIND IN A TAVERN .................... 20
MORE PEOPLE JN A TAVERN .....•......•...•.•........... 21
CONVERSATIONS WITH TAVERN OWNERS ..................... 22
MORE CONVERSATIONS WITH TAVERN OWNERS ................ 23
CONVERSATIONS AND ENCOUNTERS WITH GATE GARDS •........ 24
MEN, NEA~~EN AND NOTMEN WHO CAN SPOIL YOUR DAY ...•... 25
GROUPS OF MEN AND NOTMEN LOOKING FOR TROUBLE ...••.... 26
ENCOUNTER WITH A WIZARD .. . ........................... 27
PEOPLE YOU MEET IN A VILLAGE ......................... 28
ANIMALS DOMESTIC OR OTHERWISE ........................ 29
THE UNDEAD, NEAR DEAD, NEVER ALIVE & VERY, VERY BAD .. 30
THE 30 SIDED LAND • . . . . • . . . . . . • • • . . • . . . . • • . . . • • . • . . . • . 31

SWAMPLAND AND JUNGLE TRAILS ...........•.............. 32


SPECIALIZED TERRAIN (MOUNTAINS) ...................... 33
WEAPONS, WEAPONS ••••.•..•••..••••••••••••••.••••.•••• 34
MORE WEAPONS • •••••••••••••••.•..•••••••••••.•••••• •.• 3 5
TREASURE, TREASURE • •••••••••••••.••••.•..•..••••.•••. 3 6
ALTERNATE WORLDS . . . . . . . . • • • . . . . . . . . . . . . . • . . . . . . . . . . . . 37
OTHER ALTERNATE WORLDS ............................... 38
MAGIC SPELLS YOU NEVER HEARD OF ON SCROLLS ........... 39
MONOO MAG IC SPELLS . . . • . • . . . • . • . • . . . • • . . . • . . • . . . . . • . . . 4 0
CRYPTIC CLUES AND SIGNS OF THE TIMES ................. 41
MORE SIGNS OF THE TIMES .............................. 42
CLOSE ENCOUNTERS OF TH INDOOR KIND ................... 43
YES- NO TABLE . . . • • . . . • . . • . . • . . . . • . . . . . • . . . . . . . . . . . • . . . 4 4
TOO WE I RD TC CLASS I FY ........... . .................... 4 5
4

THE 30 SIDED CHARACTER

After your initial rolls are done in whichever game


system you are using, break out your 30 sided dice. If you are
a player, the unusual player character enhancements provided
in this chapter will add spice to your game. Use the rollups
as if they were a natural part of your character. If he walks
with a limp, play him that way, if he has a goblin
grandmother, lay a huge guilt trip on him whenever he kills
goblins. For every disadvantage that might be a result of
being psychotic, there are positive aspects, use them and your
imagination. Remember, the characters are only as real as you
make them.
Gamemasters, roll character enhancements to give the
player some additional Gepth to what can often be a one
dimensional character. The charts in this chapter can be used
by you to help the player discover his character. He may not
LIKE what he discovers, but then who likes everything. Mainly
included in this chapter are bits and pieces about the
individual. Used with cunning, these scraps of a character's
past and present can be employed to create an awesome game.
5

SINGING THE P.R. BLUES


Sometimes a drink or a swi.m or a powder or a magic spell can hav·e an effect

on tile basic PRs. Strength, Intelligence, Dexterity, Constitution, Charisma,

Wisdom and (or) Luck are often influenced by seemingly insignificant events. The

30 sided dice can t ell you what •s happening to these most vital statistics.

ROLL AS NEEDED WISDOM


01 - :\11NUS 3 ON CHARISMA

02 - PLUS 1 ON STRENGTH

Q:J - PLUS 7 ON CONSTITUTION

04 - PLUS 4 ON WISDOM OR LUCK OR BOTH

05 - PLUS 7 ON DEXTERITY

06 - MINUS 12 ON INTELLIGENCE

07 - MINUS 9 ON STRENGTH

08 - PLUS 2 ON CHARISMA

09 - MINUS 3 ON CONSTITUTION

10 - PLUS 1 ON INTELLIGENCE

11 - PLUS 3 ON STRENGTH

12 - MINUS 12 ON INTELLIGENCE

13 - PLUS 3 ON DEXTERITY

14 - MINUS 5 ON DEXTERITY

15 - PLUS 2 ON WISDOM OR LUCK OR BOTH STRENGTH


16 - PLUS 3 ON INTELLIGENCE

17 - MINUS 3 ON LUCK OR WISDOM OR BOTH

18 - MINUS 2 ON STRENGTH

19 - MINUS 3 ON INTELLIGENCE

20 - PLUS 12 ON DEXTERITY

21 - STRENGTH TO ZERO (TEMPORARY, RESTORE ~ 1 PT PER TURN )

22 - DEXTERITY TO ZERO ( TEMPORARY, RESTORE @ 1 PT PER TURN )

23 - CONSTITUTION TO ZERO ( TEMPORARY, RESTORE @ 1 PT PER TURN )

24 - CHARISMA TO ZERO (TEMPORARY, RESTORE @ 1 PT PER TURN )

25 - WISDOM, LUCK OR BOTH TO ZERO ( TEMPORARY, RESTORE @ 1 PT PER TURN )

26 - A DD 1D30 TO INTELLIGENCE

27 - SUBTRACT 1D30 FROM INTELLIGENCE

28 - ADD 1D30 TO CONSTITUTION

29 - SUBTRACT 1D30 FROM CON STITUTION

30 - ACCIDENTAL DEATH
6

SPECIES WITH EMBELISHMENT

Roll only once per character on this table ano make a note as to your results. This

lable gives your character his racial makeup and species ideiltification.

01 - lJUM!i.N

02 - ELF

03 - DWARF

04 - HOBBIT

05 - HALF-HUMAN HALF-ELF

06 - HALF-DWARF HALF-HUMAN

06 - HUMAN WITH SPEECH IMPEDIMENT

07 - ELF BLIND FROM CHILDHOOD

08 - DWARF WITH A DEATHLY FEAR OF UNDERGROUND

09 - HUMAN WITH A QUIRKY INSTINCT FOR DANGER

10 - HAIRLESS HOBBIT

11 - HUMAN WHO SPEAKS DRAGONISH

12 - ELF WITH A FEAR OF HEIGHTS

13 - HUMAN

14 - HOBBIT

15 - DWARF WITH A MYSTERIOUS PAST

16 - GIANT DWARF

17 - DWARF GIANT

18 - HUMAN OFFSPRING OF A MINOR GOD

19 - SUICIDAL HOBBIT

20 - ELF KLEPTOMANIAC

21 HUMAN CHANGLING (1/4 DEMON)

22 - HOBBIT ESPER

23 - HUMAN KLUTZ

24 ·· DWARF WITH AN INSTINCT FOR TREASURE

25 - HALF-!IUMAN HALF ORC (NOT VISUALLY APPARENT)

26 - l!UMAN REPIU:SSED PSYCHOTIC

27 - DWARF SENSITIVE ABOUT ms SIZE

28 - HOBBIT WHO HATES DWARVES

29 - DWARF WHO HATES HOBB!TS

30 - HUMAN WllO HATES EVERYBODY.


7

THE WAY YOU ARE

Everybody has certain characteristics that go beyond simple PRs, things

that are deeply rooted, influencing behavior. Your 30 sided dice will round off

your character or make his companions have to round him up.

ROLL AS NEEDED

01 - SPIDERS GIV.E YOU THE CREEPS

02 - DARK PLACES MAKE YOU THROW UP

03 - BEER MAKES YOU ILL

04 - YOU SNEEZE WHENEVER DRAGONS ARE NEAR

05 - HIGH PLACES MAKE YOU DIZZY

06 - YOU HAVE AN UNUSUALLY GOOD THROWING ARM (ADD 4 TO DEX)

07 - YOU HATE TO BATHE AND REFUSE TO EXCEPT AT SWORDPOINT

08 - YOLI CAN SWIM LIKE A FISH AND HOLD BREATH UP TO 3 MINUTES

09 - YOU HAVE A SIXTH SENSE AND CAN DETECT UNDEAD UP TO 100 YARDS

10 - YOU ARE A DRUNK AND WILL DRINK ANYTHING YOU SEE

11 - YOU ARE ADDICTED TO DANGER AND WILL PROCEED RECKLESSLY ANYTIME

12 - YOU HAVE A DEADLY TEMPER

13 - YOU HAVE A SUICIDAL STREAK AND BERSERK AT THE DROP OF A HAT

14 - THE SIGHT OF A DWARF SENDS YOU INTO A RED KILLING FRENZY

15 - YOU ARE A SECRET AGENT OF THE ORDER OF EVIL

17 - YOU UNDERSTAND AND SPEAK ALL ORGANIC LANGUAGES

18 - SNAKES SCA RE YOU TO DEATH

19 - YOU ARE VERY NERVOUS IN CROWDED PLACES

20 - YOUR LOVE OF GOLD SURPASSES ALL CAUTION

21 - YOU THINK EVERYONE IS OUT TO GET YOU

22 - YOU ARE SUBJECT TO PERIODIC EPILEPTIC FITS

23 - YOU ARE PERFECT, ACCORDING TO YOU

24 - YOU REFUSE TO WEAR ARMOR, PREFERRING A LOINCLOTH INSTEAD

25 - YOU ARE SOMEWHAT OF AN INVENTOR

26 - LIFE SEEMS TO BE PASSING YOU BY

27 - YOU LOVE GYPSY WOMEN PASSIONATELY

28 - COMBAT EXCITES YOU MORE THAN ANYTHING

29 :_ YOU SEEM IMMUNE TO THE DIRECT EFECTS OF MAGIC

30 - YOU FEAR MAGIC ABOVE ALL ELSE


8

FAMILY AND KINSMAN WHO INFLUENCED YOU

The making of a character is more than just prime numbers and a quick trip

to the dungeon. Your 30 sided dice can help you sort out those who influenced

your upbringing.

ROLL AS NEEDED

01 - YOUR FATHER DIED BEFORE YOU WERE BORN

02 - YOUR UNCLE WAS A GREAT SWORDSMAN

03 - FHEEROVER THE BARD SPENT A LOT OF TIME TEACHING YOU THE LUTE

04 - VILLAGE BULLIES PICKED ON YOU CONSTANTLY

05 - YOUR WHOLE FAMILY WAS MURDERED BY SOLDIERS OF THE KING

06 - YOUR FAM!J,Y HAS BEEN CURSED FOR TWENTY GENERATIONS

07 - YOUR MOTHER DIDN'T LOVE YOU

08 - YOU WERE NEARLY BEATEN TO DEATH BY DRUNKEN DWARVES AT

09 - YOU ALMOST DROWNED AFTER FALLING OFF A BRIDGE

10 - A GIANT SPIDER NEARLY SNACKED ON YOU AT AGE 6

11 - YOUR BROTHER WAS KILLED BY MINIONS OF GOATSBADA

12 - YOUR GRANDFATHER WAS A RENOWNED BULLWHIP ARTIST

13 - YOUR SISTER JS # 3 RANKING EVIL SORCERESS IN THE LAND

14 - YOUR BEST FRIEND TRIED TO KILL YOU WHEN YOU WERE 14

15 - YOUR FATHER SOLD YOU INTO SLAVERY AT AGE 9

16 - FOR 10 YEARS YOUR BEST FRIEND WAS A DRAGON

17 - YOU WERE ADDICTED TO POWERFUL DRUGS AS A CHILD

18 - YOUR PARENTS KEPT YOU IN A CAGE UNTIL YOU ESCAPED AT AGE 13

19 - A GYPSY FORTOLD DISASTER JN YOUR FUTURE WHEN YOU WERE 2

20 - YOU HAVE NEVER BEEN ABLE TO SLEEP REALLY PEACEFULLY

21 - YOU WERE NEARLY CRISPED IN A FIRE DURING A RAID BY SOLDIERS

22 - A CHILDHOOD ACCIDENT LEFT YOU AFRAID OF THE DARK

23 - A MAGICIAN ENCHANTED YOU TO BE IMMUNE TO ENCHANTM"ENT

24 - YOUR PARENTS STOLE YOU FROM GYPSIES

25 - YOUR GREAT GRANDMOTHER WAS A GOBLIN

26 - YOUR GREAT GRANDFATHER WAS UNBELIEVABLY GUTSY

27 - YOU INHERITED GRAY EYES WITH FLECKS OF GOLD IN THE PUPILS

29 - YOUR FATHER WAS A GENIUS IN LANGUAGES AND IT RUBBED OFF

30 - YOU WERE RAISED BY WEREWOLVES ON BOARD A SHIP


9

WHAT THE GYPSY READ IN THE CARDS

When you visited the Gypsy recently, she revealed many things about your

f uture. Your 30 sided dice will elaborate on her forcast.

ROLL AS APPROPHIATE

SHE S:\ YS:

01 - YOU WILL MEET A HANDSOME STRANGER

02 - YOU WILL COME INTO SOME MONEY

03 - SOMEONE WILL TRY TO KILL YOU

04 - YOU WILL KILL SOMEONE IN THE NEXT FEW DAYS

05 - BEWARE DARI{ PLACES

06 - I SEE A SPJDEH LURKING IN YOUR FUTURE

07 - BEWARE OF FOREST DWELLINGS

08 - SOMETHING IMPORTANT AWAITS YOU ON MOUNTAIN HIGH

09 - BEWARE THE LEGEND OF FEZENCLOP

10 - BE WARY OF MAGIC RINGS

11 - SOMEONE IMPORTANT IS LOOKING FOR YOU 06SfR~f.


12 - YOU CAN'T HAVE HONEY WITHOUT BEES
ge.fOt'"e
13 - SOMEONE FROM YOUR PAST WILL RETURN TO HAUNT YOU

14 - BEWARE OF GEEKS BEARING GRIFTS


yov
15 - NOT ALL BAD LUCK IS BAD, NOT ALL GOOD LUCK IS GOOD
Sn"°f ..
16 - BEWARE OF BALROGS GUARDING TREASURE

17 - TEST THE WATER BEFORE YOU DRINK

18 - A WOMAN WILL BE YOUR UNDOING

19 - BEWARE THE ARROW THAT CURVES AND RETURNS

20 - BE CAREFUL OF SNIFFING WHITE POWDERS

21 - OBSERVE BEFORE YOU SHOOT

22 - BEWARE OF BRIDGES WITH ROTTEN PLANKS

23 - WATCH OUT FOR BLACKSMITHS WHO WON'T LOOK YOU IN THE EYE

24 - BE CAHEFUL AROUND HORSES

25 - BE CAREFUL AROUND DWARVES

26 - BE ALERT FOR MEN IN DISGUISE

27 - DEAL CAUTIOUSLY WITH SLAVE TRADERS

29 - BE CA REF UL IN LEARNING TO FLY

30 - ZO ~/I BI E S C A N BE YOUR BEST FRIEND


10
HOW TALL, HOW HEAVY
AND HOW UNUSUAL YOU ARE
Csc th is table if you are dissa tisfied with how yo u made out in your

conventional character rolls.

ROLL ONLY ONCE

WEIGH T PERSONAL TRAITS

ADD 30 LB AGRESSIVE

ADD 29 LB PASSh'E, SLOW TO FIGHT

ADD 50 LB THOUGHTFUL

ADD 90 LB ENERGETIC

05 - ADD 24" ADD 40 LB HONEST

06 - ADD 12" ADD 75 LB EASILY ANGERED U)O lb~.

07 - ADD 6" ADD 20 LB PSYCHOTIC

08 - ADD 27" ADD 29 LB COMPULSIVE

10 - ADD 36" ADD 50 LB SHY

11 - ADD 12" ADD 25 LB NEUROTIC

12 - ADD 24" ADD 0 LB SELF ASSURED

13 - ADD · 0" ADD 99 LB LEFT-HANDED

14 - ADD 15" ADD 10 LB BLIND IN ONE EYE

15 - ADD 20 11 ADD 35 L B 50% DEAF


l'IO lbs.
16 - /\DD 9 11
ADD 5 LB L OVES KNIVES

17 - ADD 18 11 ADD 25 LB LOVES MOUNTAIN CLIMBING (3Ll"4 ;,, OHe. eye


18 - /\D D 12 11 ADD 99 LB WISHES HE COULD FLY

~ 19 - ADD 23 11 ADD 10 LB GENIUS IN LANGUAGES


sll.
~~ 20 - ADD 10
11
ADD 25 LB EX PERT BLACKSMITH
JO i11.
~~ ~1 - ADD 6" ADD 35 LB

ADD 10 LB
EX PERT LOCKPIC K WITH NO llERVE

C LO SET COWARD, TRIES TO HIDE IT


22 - ADD 1 11

!' 23 - ADD 3 0 11 ADD 15 L9 LOVES ELVEN FE MALE S


JI" lbs.

~
24 ·· ADlJ 17" AD D 10 LB DEVOTED TO COLLE CTING MAGIC ITEMS

25 - ADD 24" ADD 25 LB GENIUS IN MECHANICS AND TRAPS SOo/. De*


2G - ,\D D 311 ADD 5 LB EXPERT IN POISONS AND POTIONS

27 - ADD :36 11 ADD 45 LB SEC RET NINJITSU

~~ 28 - ADD 12" ADD Vi LB POLt: WEAPONS EXP E RT

~ 2D - ADD 32 11 ADD 10 LB EX -WRESTLER

30 - AD D l" A DD 99 LB FORMER PRISONER OF THE KING


11

~~THINGS THAT MAKE YOU DIFFERENT

Use this table to fuse different aspects of your personality.

Take four rolls throw away one.

01 - YOU WALK WITH A LIMP.

02 - YOU HAVE UNUSUALLY BIG EARS.

03 - YOU ARE QUIET AND MOODY MOST OF THE TIME

04 - YOU ARE PSYCHOTIC AND MUST BE SUPERVISED

05 - YOU HAVE AN UNUSUAL TALENT WITH ANIMALS

06 - YOU ARE A COMPULSIVE NUDIST

07 - YOU HAVE A WICKED TEMPER

08 - YOU ARE A NATURAL DANCER

09 - YOU HA VE AN INSTINCT FOR DETECTING DANGER


·'
10 - YOUR VOICE WILL NEVER CHANGE.

11 - YOU ARE UGLY BEYOND UGLY.

12 - YOU !I.AVE A FEAR .OF HEIGHTS

13 - YOU FELL TRAPPED IN YOUR OWN BODY

14 ·· YOU ARE CURSED WITH A FEAR OF EVERYTHING

15 - YOU LIKE TO CROSS-DRESS

16 - YOU ARE AN ALBINO OF YOUR RACE

17 - YOU ARE A HUNCHBACK

18 - YOU ARE SUPER-ARROGANT

19 - YOU HAVE AN ORC GREAT-GRANDFATHER

20 - YOUR FAMILY HAS A HISTORY OF SHAPE-CHANGING

21 - YOU FEEL COMPELLED TO THE PRIESTHOOD

22 - YOU HAVE ASTOUNDING LATENT ESP ABILITIES

23 - YOU ARE MONDO CLUMSY

24 - YOU HAVE AN INTENSE DESIRE TO LEARN TO FLY

25 - YOU ARE SOCIOPATHIC (YOU DON'T DO WELL IN GROUPS)

26 - YOU HAVE A WART ON YOUR NOSE

27 - YOU ARE A EUNUCH

28 - YOU ARE AN ALCHOLIC

29 - YOU ARE A CONFIRMED MISER

30 - YOU ARE CUNNINGLY EVIL


12
~~1CHILDHOOD TRA-UMA AFFECTING YOU~~

Use this table to fuse different aspects of your personality.

Take one roll only.

01 - YOU WERE RAISED IN AN ORPHANAGE

02 - YOU WERE RAISED IN A BROTHEL

03 - YOU WERE SPENT FIRST TEN YEARS IN A MEDICINE StlOW

04 - YOU WERE VILLAGE SACKED BY BANDITS, PARENTS KILLED

05 - YOU WERE RAISED BY A BARD

06 - YOU WERE RAISED ON A SHIP BY WEREWOLVES

07 - YOU WERE SPENT 3 YEARS IN A DUNGEON, AGE 7 TO 10

08 - YOU WERE RAISED BY A MASTER THIEF

09 - YOU WERE STOLEN AT AGE 10 BY SNAKE CULTISTS, LATER ESCAPED

10 - YOU WERE FOUND ABANDONED BY BIRD-MEN AND TAUGHT TO FLY


~
11 - YOU WERE SEVERELY TORTURED BY GOBLINS AND LEFT FOR DEAD

12 - YOU WERE RAISED IN A COMMANDO CAMP BY MERCINARIES Ji


13 - YOU WERE RAISED JN A MONASTERY UNDER A VOW OF SILENCE

14 - YOU WERE BURNED OVER 90% OF BODY JN SIEGE AND LIVED

15 - YOU WERE KIDNAPPED AND HELD RAN~')M BY ROGUE MAGICIAN

16 - YOU WERE RAISED IN SLUMS AND STOLE TO EAT

17 - YOU WATCHED FOUR BROTHERS TORTURED BY ROGUE ELVES

18 - YOU NEVER MADE IT THROUGH PUBERTY

19 - YOU WERE RAISED IN A TOTALLY FEMALE DOMINATED SOCIETY

20 - YOU WERE STOLEN BY GYPSIES WHO STILL HAVE YOUR TWIN BROTHER

21 - YOU WERE RAISED IN MENTAL INSTITUTION, DISCOVERED NOT CRAZY

22 - YOU WERE RAISED BY PSYCHOTIC PARANOID GOLEMS

23 - YOU WERE WOUNDED AS A CHILD LOSING THE POWER OF SPEECH

24 - YOU WERE RAISED BY DEAF PARENTS, SPEAK JN SIGN

25 - YOU WERE RAISED JN RAIN FOREST BY A PANTHER AND A BEAR

26 - YOU WERE CLONED SUCCESSFULLY FROM A DEAD EVIL MAGICIAN

27 - YOU WERE AT AGE 5 ACCIDENTLY DYED GREEN BY A MAGICIAN

28 - YOU WERE RAISED BY A MASTER BOWMAN

29 - YOU WERE RAISED BY A RACE OF GIANTS

30 - YOU WERE RAISED BY EQUESTRIAN PLAINSMEN TO BE A SCOUT


13
THINGS YOU LOVE AND HATE

Use lhis table to fuse different aspects of your personality.

Take four r<;>lls throw away one.

01 - YOU LOVE . TO FIGHT

02 - YOU HATE MAGIC USERS

03 - YOU LOVE MOUNTAIN CLIMBING

04 - YOU HA TE HOBBITS

05 - YOU LOVE TO READ BOOKS ABOUT MAGIC

06 - YOU HATE BIRDS AND THINGS THAT FLY

07 - YOU LOVE RED GEMSTONES

08 - YOU HATE WATER AND BATHING

09 - YOU LOVE SWORDS AND COLLECT THEM

10 - YOU HATE CLERICS

11 - YOU LOVE ALL REPTILES

12 - YOU HATE CHILDREN

13 - YOU LOVE ALL WOMEN

14 - YOU HATE MUSIC

15 - YOU LOVE TO EAT

16 - YOU HATE THE COLOR RED

17 - YOU LOVE EVIL

18 - YOU HATE EVIL

19 - YOU LOVE DARK SLIMY PLACES

20 - YOU HATE EVERYBODY

21 - YOU LOVE HORSES

22 - YOU HATE ORCS INTENTLY

23 - YOU LOVE FLOWERS

24 - YOU HATE RED MEAT

25 - YOU LOVE DRAGONS

26 - YOU HATE PEASANTS

27 - YOU LOVE DANGER

28 - YOU HATE WOMEN

29 - YOU LOVE CHAOS

30 - YOU BATE MAPMAKERS


14
THE PROFESSION OF YOUR CHOICE

Use this table to choose your career

T fi ke o::e roll only.

01 - YOU A!{E A FIGHTER

02 - YOU ARE A THIEF

03 - YOU AHE A MAGICIAN

04 - YOU ARE A CON MAN (ROLL AGAIN)

05 - YOU ARE A BARD

06 - YOU ARE A CLERIC-FIGHTER

07 - YOU ARE A MONK MAGIC-USER

08 - YOU ARE A KARATE EXPERT

09 - YOU ARE A SPECIAL FORCES MERCENARY

10 - YOU ARE AN EXPERT TRACKER AND WOODSMAN

11 - YOU ARE A MOUNTAINEER AND SWORDSMAN

12 - YOU ARE A SISSY, A DANDY AND A WIMP - SORCERER

13 - YOU ARE A BARBARIAN WITH A WOLF COMPANION

14 - YOU AHE A RETIRED WEREWOLF SAILOR

15 - YOU ARE A DEMON POSSESSED FIGHTER

16 - YOU ARE A BARD - FIGHTER

17 - YOU ARE A FIGHTER/ DRAGONFRIEND

18 YOU ARE A MONK-THIEF

19 - YOU ARE BLIND SORCERER

20 - YOU ARE A THIEF WITH GYPSY ANCESTORS

21 - YOU ARE A RANGER SPECIALIZING IN ANIMAL TRAINING

22 - YOU ARE AN EDUCATED FIGHTER

23 - YOU AHE A BERSERKER AXMAN

24 - YOU ARE A FIGHTER AND BEARFRJEND

25 - YOU ARE A FIGHTER AND CATFRIEND

2G - YOU ARE A REINCARNATED SUPER EVIL 9TH LEVEL SORCERER

27 - YOU t.rlE A REFORMED VAMPIRE - THIEF

28 - YO U ARE A BOW:v!AN - FIGHTER

29 - YOU ARE A HOGUE SPECIALIZING IN GEMS

30 - YOU AHE AN EQUESTRIAN SCOUT


15
THINGS PACKED IN YOUR
KNAPSACK BY YOUR MOTHER
Ever get somewhere and need to solve a problem? Well just reach into your
knapsack and grab onto one of these items packed , by your mother to serve your every
need.
ROLL FIVE FOR EACH ADVENTURE FROM EACH LIST
or as needed if GM allows,

LIST A - STUFF IN A KNAPSACK

01 - TWO HUNDRED FEET OF TWINE IN A BALL


02 - A NORTH MOUNTAIN ARMY KNIFE WITH ALL KINDS OF LITTLE BLADES
03 - A SOGGY SANDWICH WRAPPED IN LEATHER
04 - A 3' X 3' SQUARE OF RED COTTON CLOTH
05 - TWENTY PITONS W·RAPPED BY 50' OF STRING
06 - AN EMPTY ONE QUART FLASK
07 - FIVE SMALL LEATHER POUCHES IN A LARGE POUCH
08 - A LODESTONE
09 - 100' OF STOUT CLIMBING ROPE
10 - A PIG IN A POKE (100 LB IRON BAR IN A LEATHER POUCH)
11 - FIVE POUNDS OF ROCK CANDY
12 - ONE LB BAG OF ACME WOLF MUNCHIES
13 - ONE LB BAG OF ACME DRAGON MUNCHIES
14 - ONE LB BAG OF ACME BALROG MUNCHIES (COUNTERFEIT)
15 - A TIN MARKED "UNDEAD REPELLENT"
16 - FIVE LBS OF BEEF JERKY
17 - FIFTY LARGE NAILS
18 - SIXTEEN CANDLES AND A TENDERBOX
19 - A COPY OF "FIFTH LEVEL MAGIC SPELLS MADE EASY"
20 - A MAGICAL ,TRASH BAG SO AS TO BE TIDY
21 - A CORKED ONE GALLON JUG OF RED WINE
22 - A PRESS PASS THAT SAYS YOU WRITE FOR THE WEREWOLF GAZETTE
23 '" A CROSSBOW BOLT WITH GRAPLING HEAD AND 50' OF ROPE
24 - Z5' OF THIN 250 LB TEST WIRE ON A SPOOL
25 - FIFTEEN FISHOOKS ASSORTED SIZES AND 20 LB TEST LINE
26 - A MEDAL FROM A RECENT WAR
28 - A PARTIALLY USED CANDLE
27 - A FLASK CONTAINING A BROWN LIQUID (PRUNE JUICE)
29 - AN EXTRA PAIR OF STOUT BOOTS
30 - A POUCH CONTAINING NUTS AND RAISINS

LIST B - ** MORE STUFF **


01-02 - A PURPLE RABBIT'S FOOT ON A CHAIN
03-04 - A MOTHER'S DAY CA RD STAMPED AND ADDRESSED
05-06 - A LETTER OF CREDIT TO BUY WEAPONS (200 GP)
07-08 - A COPY OF " FLIGHT MADE EASY " IN NORTHERN DIALECTIC HIEROGLYPHS
09-10 - A COMPLETE CHANGE OF CLOTHING (DRY)
11-12 - A TIN PIE PAN
13-14 - 175' 400 LB TEST ROPE
15-16 - A MINI PAK WITH 10 DAYS FOOD DRIED IN POUCHES
17-18 - THREE SMALL FLASKS JN A POUCH, EACH CONTAINING A BUG
10-20 - A BOOTLEG COPY OF "TREASURES OF THE KINGDOM" MISSING 4 PAGES
21-22 - AN ILLUSTRATED BOOK " WRESTLING WITH GOBLINS FOR FUN"
23-24 - A SMALL TIN MARKED INVISIBILITY GAS
25-26 - FIFTEEN DRIED RICECAKES
27-28 - SCROLL WITH CHECKLIST - WASH FACE, CLEAN SOX AND 8 OTHER NAGS
29-30 - TWO TIN CUPS ATTACHED BY 50' LIGHT TWINE

ROLL ONCE MORE: GET EXTRA STUFF WITH THESE SPECIAL NUMBERS

03 - COMPLETE SEWING KIT, THREAD, NEEDLES ETC


11 - EARPLUGS
16 - SPIDER IN A BOTTLE
19 - VIAL OF GREEN LIQUID, UNIVERSAL ANTIPOISON
24 - A LARGE TIN MARKED INSTANT DRAGON - ADD WATER AND STAND BACK
28 - A LEASH AND COLLAR TO FIT A LARGE DOG
30 - A PAIR OF LOADED DICE - ROLLS 7 ON ODD 11 ON EVEN W/30- SIDED ROLL
16
COMBAT WOUNDS AND TRAUMAS

Fighting monsters and bandits can be o dangerous and bloody job.


Wilen you take a hit it can be minor or fatal. Your thirty sided dice
can tell the extent of your wounds,
Roll one per combat turn where hi ls occur.
TABLE A: IMPACT WOUNDS
01 - DllOKEN HAND
02 - LACERATIONS TO TllE UPPER li!GHT CllEST
03 - CONCUSSION
04 BllOKEN RIGHT Will ST HADI US
05 - BROKEN TOE
06 - BROKEN ll!GllT EARDRUM (50% LOSS OF HEARING)
07 - SllATTEllED COLLARBONE
08 - BllOKEN LEFT WRIST HADJUS
09 - FRACTURED RIBS
11 - COMPOUND FB.ACTUllE LEFT AllM
12 - GREEN STIC!{ FllACTUHE LEFT AHM
13 - DISLOCATED SIIOULDER
14 UllOl<EN NEC!{
15 - PllACTUREO SKULL
16 - 13ROl<EN JAW, DISLOCATED EYEBALL
17 - BROKEN Ill P
18 - COMPOUND FRACTURE LEFT LEG
19 - SllATTEllED RIGHT EARDRUM (50% HEARING LOSS)
20 - TEETII KNOCKED OUT (ROLL 1D30 FOR NUMBER)
21 - BROl<EN SP I NE
22 - SHAKEN BUT NOT IIUH.T
23 - BROKEN PELVIS
24 - LEFT KNEE SllATTrnED
25 - ll!GllT KNEE SllATTERED
26 - THllOAT BLOW BLOCKS BREATHING (2 MINUTES TO DEATH)
27 LUCKY LICK BETWEEN EYES (YOU DIE)
28 - GROIN BLOW (DEATH JS NOTHING TO THIS KIND OF PAIN)
29 - HEAD IS KNOCKED OFF (IMPACTIVE DECAPITATION)
30 - NO INJURY AT ALL
TABLE B: PUNCTURE AND SLICE WOUNDS
01 - CRANIAL PENETRATION (DEATH)
02 - PUNCTURE WOUND LEFT ARM
03 - PUNCTURE WOUND RIGHT ARM
04 - PUNCTURE WOUND l{JDNEY
05 - PUNCTURE WOUND LUNG (DEFLATES)
06 - PUNCTURE WOUND HEART (DEATH)
07 - SLICE WOUND LOWER ABDOMEN
08 - SLICE VIOUND 5" LONG ON LEFT C!lEEI{
09 - LEFT LEG SEVERED AT KNEE
10 - LEFT ARM SEVEllED AT WR! ST
11 - PUNCTURE WOUND RIGHT HIP
12 - SLICE V!OUND THROAT
13 - PUNCTURE WOUND TllROAT
14 DEEP SLICE ABDO!~EN (EVERYTHING SPILLS OUT)
15 RIGHT SHOULDER PUNCTURE
16 LEFT SHOULDER DEEP SLICE (ARM NONFUNCTIONAL)
17 - SEVERED ARTERY LEFT WRIST
18 - SEVERED JUGULAR
19 - COMPLETE DECAPITATION
20 - SEVERED NOSE
21 PUNCTURED LIVER (EVENTUAL DEATH)
22 - SEVERED LEFT INDEX FINGER
23 - SEVERED LEFT EAR
24 - PUNCTURED KNEECAP
25 - NO INJURY
26 - SO CLOSE TO CUTTING OFF YOUR HEAD YOU FAINT
27 - VERTICAL SLICE FRQ"\1 RIGHT COLLARBONE TO RIGHT KNEECAP l" DEEP
28 - NO INJURY
29 - LACERATIONS TO LEFT SHOULDERBLADE
30 - NO INJURY
17
~~ 30 SIDED NON-PLA VER CHARACTER

Your 30 sided dice can create an entire world and it's a


two way street, you can roll non-player characters as a player
or as a Gamemaster.
As a GM, you can sprinkle your entire scenerio with
random non-player characters. A road can have gypsies or
beggers or slavers or camel trains, a bazzar is filled with
merry or not so merry characters floating about, just waiting
to interact with your players. Taverns, angry wizards, each
pagP is 30 unique scenerios designed to add color and
excitement to your game.
As a player, wouldn't it be fun to put the Gamemaster on
the defensive? With these non-player character tables you can
request to roll the NPCs yourself, putting GM and player on
exactly equal footing in the interactive scenerio. Thus, if
the GM says, 11 You see someone, 11 ask for a 30 sided dice
roll. Then open this chapter and watch the fur fly.
18
~~PEOPLE YOU MEET OUT AND AROUND~~

Sometimes you meet someone on the road, and he makes a lasting

impression on you, by attacking you, by imparting ir.formution, or by

grifting you out of a few GPs. Always, though, you remember ther.i.

ROLL AS NEEDED.

01 llYATIA THE SERPENT SELLEll - vendor of poisons and live snakes.

02 - AN ELDERLY ONE-EYED GYPSY - offers to sell you a map.

03 - A SHADY LOOKING TALL MAN - in a black cloak.

04 - A LOST CHILD - with a note pinned to him.

05 - A BOWMAN NAMED MANFRED - who offers a shooting contest.

06 - THOMAS DREA:YIWEAVER - an illusionist, blocks your way.

07 - DA-KACH!NA, MASTER THIEF - joins your party in disguise.

08 - AN OLD BEGGER - implores you for alms or a bite to eat.

09 - A STRANGE MIDGET - babbles in an unknown language.

10 - A BLACK MAN - 7' tall offers a bit of advice.

11 - A YOUNG ROGUE - tells you of trouble ahead.

~ 12 - A MOUNTED FA RM BOY - asks for help for his family under seige.

13 - KARMON, KING OF THE GYPSIES - offers to read your palm.

14 - TELA N - fiddle player, offers to entertain.

15 - FREEROVER THE BAHD - wili recite a legend in return for food.

16 - A SCRUFFY TATTERED WANDERER - asks for food.

17 - FLYBOY - an inventor, crashes his skinwing near you.

18 - A WOUNDED RANGEil - falls from his horse and collapses.

19 AN UNCONCIOUS WIZARD - cannot protect his scrolls from you.

~O - A ROTUND MERCHANT ON A CAMEL - greets you as he goes by.

21 - A FRIA Il - leading a group of brown cloaked monks holding scrolls.

22 - KY···ZILL - a strange looking barbarian type, looking lo wrestle.

23 - !\. CAPTAIN OF KING'S GUARD - leading a troop of 40 marchers.

24 - A SPIH!TS MERCHANT - 0:1 a camel bearing clinking bottles and flasks.

25 - A SL 1\ VE TRADER - with a string of 22 capturees male &. female.

26 - A BANDIT Cll!EfTAN - says Ile has 40 hidden crossbows trained on you.

27 A TRAVELING ELiX!R SALESMAN - is driving a medicine wagon.

28 /1 \JAN IN CHAJNS - implores you to overpower his guard &. free him.

29 - /\N INTELLIGENT WEREWOLF - asks you where the ocean is.

30 - FIVE SiYiALL BOYS GET THE DROP ON YOU - with crossbows, demand gold.
19

PEOPLE YOU MEET IN A BAZAAR

Going to the market can be exciting and stimulating. There is such a

collection of characters and such a wealth of information as to be sometimes

very useful.

ROLL AS NEEDED OR ROLL A SEQUENCE OF 10 AND PRESENT AT WILL

01 - A FAKKIR - with a sly smile plays Oute to his snake.

02 - A SLAVE TRADER - trys to sell you a giant Barbarian.

03 - A SHADY CHARACTER - offers a selection of rings.

04 - A CLERIC - with 10 orphans in tow wants to talk to you.

05 - A FISH VENDOR - offers you a hallibut.

06 - A STREET MAGICIAN - offers you a pair of loaded dice.

07 - A RECRUITER FROM THE THIEVES' GUILD - wants you.

08 - AN OLD BEGGER - implores you for alms for a bite to eat.

09 - AN OLD LADY - offers to sell you her husband's map.

10 - A FIRE EATER - spits flame and singes you accidenlly.

11 - A PICKPOCKET - picks your pocket poorly, you catch him.

12 - A WEREWOLF IN A SAILOR SUIT - is too drunk to walk.

13 A GYPSY IN A STALL - offers to read your palm.

14 - A VENDOR OF KNIVES - vies for your a11.ention.

15 - FREEROVER THE BARD - is telling a story to a crowd

16 - A BALD GREEN MAN - asks for directions to the mountains

17 - A CLOAKED MAN offers to sell you his black cloak.

18 A GAGGLE OF LUNATICS - run amok in the bazaar

19 - A KNEELING MAN - wishes you to pray with him.

20 - A SPICE VENDOR - offers you some white powder.

21 - A LION TRAINER - offers you a book, "YOUR FRIENDS, BIG CATS."

22 - 7 TOUGH GUYS - bully people in the crowd

23 - A MELON MERCHANT - is being harassed by a barbarian.

24 - A VENDOR - offers a selection of used swords

25 - A HORSE TRADER - offers you a prime stallion

26 - A WINE MERCHANT - offers you a taste

27 A PRINCESS AND HER LADIES - are shopping for cloth.

28 A MISER - is arguing with a poison merchant

29 - A GROUP OF HOBBITS - are quarreling over a map.

30 - A VERY TALL MAN - sells arrows and special crossbows.


20
PEOPLE YOU WOULD FIND IN A TAVERN

In Dungeonworld, the pub, tavern, inn, or public house is the center of

most business transactions.

ROLL AS NEEDED OR ROLL TEN AND PRESENT AT WILL

01 - A SCRUFFY LOOKING HUMAN NURSING A DEAD BEER.

02 - 4 THREE THIEVES QUIETLY DISCUSSING SOMETHING.

03 - A GIGANTIC BOUNCER, MEAN LOOKING TOO.

04 - FOUR ROUGHNECKS PLAYING CARDS.

05 - A WEREWOLF SAILOR MINDING HIS OWN BUSINESS.

06 - A WEREWOLF CAPTAIN COMES JN THE DOOR AND LOOKS AROUND.

07 - A SMALL BARBARIAN DRESSED JN LEATHER, WITH A WHIP ON HIS BELT.

08 - A CHEERFUL BARTENDER.

09 - FIVE llUMAN BARMAIDS.

10 - THREE GRA YLOCK NOMADS DRINKING GREEN WINE.

I
11 - A RED CLOAKED PRIEST OF THE SNAKE CULT SLUMPED OVER THE TABLE.

12 - THREE REGULAR MONKS TRYING TO CALM AN UPSET FOURTH MONK.

13 - A ROUGHNECK QUAFFING QUARTS OF BEER AT THE BAR.

14 - A HEAVILY ARMED MERCENARY ARGUING WITH THE BOUNCER.

15 ··AN UNCONSCIOUS HEAVILY-ARMED MERCENARY BEING DRAGGED INTO THE STREET.

16 - A KAT-MAN FROM THE NORTH MOUNTAINS, FIRST ONE YOU'VE EYER SEEN.

17 - A WIZARD'S ASSISTANT, VERY VERY DRUNK.

18 - A WIZARD LOOKING ABOUT FOR HIS ASSISTANT.

19 - A SMALL BOY LOOKING FOR HIS DADDY.

20 - A DARK MAN FROM THE SOUTH, DRESSED IN A BLACK CLOAK.

21 - THREE DANCING GIRLS AND A LYRE PLAYER.

22 - A LA WYER, EXPOUNDING ON A POINT.

23 - A BORED MISCREANT, LISTENING TO HIS LAWYER JABBER ON AND ON.

24 - THREE WEREWOLF MERCHANT SEAMEN PASSING BY THE WINDOW.

25 - TWO DWARVES SITTING AT A TABLE WEIGHING GOLD DUST.

26 - A TRAVELING KNll'E SALESMAN.

27 - A HOBBIT WINO.

28 - SEVEN UNARMED SOLDIERS QUIETLY

29 - A PRONE GIANT HUM AN, FACE DOWN AND PASSED OUT.

30 - THREE ELVES, NERVOUSLY WAITING FOR SOMEONE.


21
MORE PEOPLE IN A TAVERN

You'd be surprised who you meet hanging around taverns. Here are thirty

more interesting members of the pub population.

ROLL AS NEWED OR ROLL 10 AND PRESENT AT WILL.

01 - THE TAVERN OWNEH TALKING WITH A BARMAID.

02 - A WRINKLED AND WASTED UGLY FEMALE WINO.

03 - A YOUNG MESSENGER LO.OKING FOR SOMEONE NAMED GOATSBADA.

04 - AN OHDINAHY BARFLY.

05 - THE MAPMAl<ER AND HIS SON.

06 - THREE MEMBERS OF THE ASSASSINS' GUILD.

07 - THREC OFF-DUTY CONSTABLES.

08 - A FEMALE BARBARIAN WITH A JAGUAR ON A LEASH ••

09 - FIVE SWORD-BEARING HUMANS DRINKING BEER.

10 - THREE FISHERMEN WHO SMELL LIKE FISH.

11 - A RANGER SITTING ALONE WATCHING EVERYONE.

12 - FOUR FARMERS.

13 - TWO LUMBERMEN.

!4 - A CHARCOAL MERCHANT DISCUSSING BUSINESS WITH A CUSTOMER.

15 - THE TOWN BLACKSMITH.

16 - THREE LAZY TOWNIES BUMMING BEERS.

17 - TWO FALLEN WOMEN LOOKING FOR DATES.

18 - A HOT-SHOT KID LOOKING FOR A FIGHT.

18 - A BULLY SHOVING A VICTIM AROUND.

19 - A PROFESSIONAL GAMBLER AND THREE HUMANS PLAYING DICE.

20 - A THIEF LA YING OUT A MAltK.

21 - A MALE FIGHTER AND A FEMALE FIGHTER QUIETLY TALKING.

22 - A KID SIPPING A BEER AND ACTING NERVOUS.

23 - A FEMALE IMPERSONATOR BEGGING FOR DRINKS.

24 - A DWARF HAGGLING WITH A HOBBIT OVER A BAG OF GEMS.

25 - A DANDY SMOKING A CIGAR.

26 - A SINISTER FIGURE IN A BACK BOOTH BEHIND A CURTAIN.

27 - A BARBARIAN SMACKING A BARMAID ON HER BOTTOM.

28 - THREE KUNG-FU FIGHTERS DRINKING WATER.

29 - A LADY AND A BABY GIVING GRIEF TO THE DADDY.

3fJ - A BEE!t SALES\1AN.


22
CONVERSATIONS WITH TAVERN OWNERS

Tavern and inn owners are a talkative lot. They have to be to deal with the

wide variety of clientel that comes their way. Your thirty sided dice will

stimulate conversation in the tavern or inn of your choice.

ROLL ONCE TO BEGIN SCENEIUO AND AGAIN AS NEEDED.

01 - I HAVE A MAP FOi{ SALE - he says slyly.

02 - WILL YOU HAVE BEER, WINE OR THE SPECIALTY OF THE HOUSE?

03 - SEE THAT FELLOW JN THE BLACK CLOAK, HE'S ASKED AFTER YOU.

04 - I SEE YOU'RE NOT FROM AROUND HERE - he comments.

05 - ARE THERE ANY WIZARDS IN THE HOUSE? - he asks loucily.

06 - WE DON'T LIKE HOBBITS AROUND HERE - he growls,

07 - ANYONE FOR A WAGER? - he says with a wink.

08 - DRINKS ARE ON THE HOUSE - he cries exuberantly.

09 - YOU'RE TOO DRUNK TO DRINK - he says.

10 - ALL WEAPONS MUST BE CHECKED AT THE DOOR! - he exclaims.

11 - YOU! WITH THE SWORD, YEAH YOU! COME OVER HERE! - he demands.

12 - T'WAS A BLACK DAY WHEN FEZENCLOP WAS KILLED •• RIGHT HERE WHERE YE STAND.

13 - DRINK UP! YOU WOULDN'T WANT TO INSULT THE HOUSE WOULD YE?

14 - THE GENTLEMEN AT YONDER TABLE WISH YE TO JOIN THEM.

15 - YE SMELL LIKE A MOUNTAIN GOAT! WHY DON'T YE FIND THE BATH HOUSE!

16 - I'VE BEEN CHARGED TO DELIVER A MESSAGE CONCERNING YOUR MISSION.

17 - YON LADY WISHES YE TO JOIN HER. - he says with a smile.

18 - TROLLS ARE MARClllNG IN FORMATION ON THE ROAD, 100 OR MORE OF 'EM!

19 - HA VE A NOTH EH DRINK, GUYS. - he invites.

20 - TRY THE TABLE JN THE CORNER, NEXT TO THE WINDOW. - he says.

21 - PUT DOWN THAT KNIFE! - he shouts to someone behind you.

22 - THE GREEN W!NE W!Tll HERB CHASER JS ESPECIALLY GOOD, he says.

23 - GRENH!LDA, COME MEET THE GUYS. - he shouts over the din.

24 - FOR BEST ltESULTS, TR Y GRISWALD GRIMM'S POISON SHOP AROUND THE CORNER.

25 - SEIZE THE'.Vl! - he orders, and thirty sets of weapons appear.

26 - SEIZE TH EM! - he orders and thirty people grab him and throw him out.

27 - YOU MUST LEAVE. - he sa ys anxiously, there is danger here.

28 - CARE TO ARM WRESTLE? - he offers and sits down at your table.

29 - LET ME BORROW YOUR DAGGER. - he asks in a hushed whisper.

30 - I UNDERSTAND YO IJ 'f{E HERE TO KILL ME. - he says with a wicked grin.


23

MORE CONVERSAT IONS WITH


TAVERN OWNERS

Since no two taverns are alike, we decided to show you the one down the

road as well.

ROLL ONCE TO BEGIN AND AGAIN AS NEEDED

01 - COME WITH ME INTO THE BACK ROOM. - he says urgently.

02 - THIS GOOD LUCK CHARM IS FOR SALE. - he holds it up to the light.

03 - GOOD NIGHT LAD. - he mutters, slipping a powder into your drink.

04 - I'VE NEVER SEEN ANYONE SO UGLY! - he squawks, looking at you.

05 - I KNOW SOMEONE WHO CAN HELP YOU. - he says gesturing to a table.

06 - I KNOW NOTHING! - he protests, but you know he's lying.

07 - HELP, ROBBERY! - he shouts and the bouncer comes a running.

08 - A RE YOU ...... ? - he yells to you, offers you a message.

09 - A RE YOU ..... ? - he calls to you, offers you a massage.

10 - THIS JS FOR YOU. - he says and hands you a note.

11 SOMEONE LEFT THIS FOR YOU. - he says and gives you a small chest.

12 - TA KE THIS! - he says and throws a dagger at your heart.

13 - LOOK OUT! - he cries as a blowgun dart comes your way.

14 - LOOK AT THIS - he says and shows you the CHAINMAIL MAGAZINE centerfold.

15 - YOUR COACH HAS ARRIVED. - he says, indicating the front door.

16 - YOUR COACHMAN JS HERE. - he announces, indicating a dandy dude.

17 - YOU A RE WANTED OUTSIDE. - he says to you, indicating a large troll.

18 - THE CONSTABLE WISHES TO CONVERSE. - he says, pointing to a cop.

19 - YOU'HE UNDER ARREST! - he shouts, showing you a badge.

20 - YOU'RE SLIME! GET OUT! he shouts, embarrassing you.

21 - GET THAT SNAKE OUTTA HERE! he shouts at someone behind you.

22 - WE DON'T SEHVE ORCS HERE! - he says to a 6'7" human.

23 - JS THERE A CLERIC IN THE HOUSE? - he calls

24 - WHADDA YA MEAN WHO'S FEZENCLOP? - he growls.

25 - A ROUND FOR THE HOUSE! he shouts in glee.

26 - WE'RE IN URG ENT NEED OF A RANGER. - he announces.

27 - YOUR WIFE WANTS YOU OUTSIDE - he says pointing to

28 - NO, NO, YOU CAN'T KILL HIM HERE - you overhear.

29 - TAKE IT OUTSIDE - he growls to a pair of struggling fighters.

30 - ANYBODY HERE ORDER GR EEN WINE? - he call s but he's looking at you.
24
CONVERSATIONS AND ENCOUNTERS
WITH GATE GUARDS
When trying to sneak into that walled city or other encounters with

gale guards, it is best lo play your cards close lo the vest. Your thirty

sided dice creates new and challenging situations in gate guard

psychology.

ROLL ONCE TO BEGIN, AGAIN AS NEEDED

01 - HERE, JUST A MINUTE YOU! - an armed guard shouts in your direction.

02 - HAVEN'T I SEEN YOU SOMEPLACE BEFORE. - says the guard.

03 - PRETTY HEAVILY ARMED A RENCH A? - the guard says sourly.

04 - HAVE A NICE DAY - he waves you on.

05 - HALT! THE CITY IS CLOSED TODAY - the guard says emphalicly.

06 - YOU SMELL LIKE AN ORC WALLOW! BETTER GO TO THE BATH HOUSE, BUB.

07 - STAND TO! PREPARE TO BE SEARCHED! - shouts an angry guard.

08 - COME WITH ME! - says a Captain of the guard.

09 - FOR 1 GP, I CAN DIRECT YOU TO A GOOD INN. - says the guard slyly.

10 - WE DON'T LIKE YOUR KIND HERE! - says the guard, drawing his sword.

11 - STATE YOUR BUSINESS!- growls a huge guard.

12 - YOU LOOK LIKE A TROUBLEMAKER TO ME. - mutters the guard

13 - IDENTIFY YOURSELF! - demands a guard .!aplain.

14 - PSSSST! COME HERE! - implores a begger by the gate.

15 - I WISH I COULD REMEMBER WHERE I'VE SEEN YOU. - mutters the guard.

16 - SHOW SOME 1.D! BE QUICK ABOUT IT! - demands a guard.'

17 - WHO ARE YOU TRYING TO FOOL? - crys a guard, who summons his captain.

18 - THAT CAMELDRIVER INSULTED YOUR MOTHER. - the gale guard laughs.

19 - YOU MAY THROW A COIN INTO THE LUCKY FOUNTAIN. - the guard suggests.

20 - BRIGAND! EYES DOWN WHEN YOU TALK TO ME! - the guard is livid.

21 - DROP YOUR WEAPONS! HANDS AGAINST THAT WALL! - the guard barks.

22 - DIDN'T I SEE YOU WITH FEZENCLOP A FEW YEARS AGO? - he muses.

23 - THE BEST TAVERN IN TOWN IS THE DRAGON INN. - he tells you.

24 - YOU BETTER NOT BREAK ANY LAWS! - he warns

25 - PASS ON, CITIZEN.- he smiles

26 - WHAT'S THE PASSWORD? - he demands

27 - IT'LL COST YOU FIVE GP TO PASS. - he offers.

28 - TURN AROUND AND GO HOME. - he advises

29 - THIS IS A TOUGH PLACE. - the guard warns.

30 - EEYill!! IT'S HIMMMM! - th e guards points at you and flees.


25
MEN, NEARMAN AND NOTMAN
WHO CAN SPOIL YOUR DAY
Everything's pea ce ful and quiet, when all of a sudden, one or more of

the numerous denizens of the land comes into view. Friend or foe? There's

no way to tell on first look. All you can do is gulp and hope.

ROLL AS NEEDED OR ROLL TEN AND PRESENT JN SEQUENCE

YOU SEE:

01 - t\ TROLL WITH A CAPTIVE HUMAN WIZARD

02 - 300 ORCS

03 - 15 WELL ARMED l3ANDITS

04 - 25 WEREWOLF SAILORS MARCHING TOWARD THE SEA.

05 - A GYPSY SITTING JN FRONT OF A WAGON

06 - /\ SKn'WING AND PILOT CAUGHT IN A TREE

07 - TEN SMALL CHILDREN FOLLOWING A PRIEST TOWARD YOU.

08 - A BAND OF ORCS ATTACKING A HOBBIT, AN ELF AND A HUMAN

09 - A NEST OF VIPERS MENACING A BIG BEAR

10 - A BERSERK CAVE BEAR

11 - A HOBBIT AT THE TOP OF A TREE WITH A WERECAT CLOSE BEHIND

12 - A WHITE DRAGON JN A TRAP

13 - A NEARLY NUDE BARBARIAN NAILED TO A TREE

14 - A CIRCLE OF WITCHES

15 - A GIANT BAT WEA HING A SADDLE HANGING UPSIDE DOWN FROM A TREE

16 - A BALROG WITH A WICKED DISPOSITION

17 - A BASILISK

18 - NINE MEDIUM SIZED PURPLE WORMS

19 - A SQUAD OF ZOMBIE FIGHTERS

ZO - A GIANT RAT BEING RIDDEN BY A KAT-MAN

21 AN UNATTENDED TETHERED BALLOON

22 - A FLIGHT OF GREEN DRAGONS SWOOPING TO ATTACK

23 - A PRINCESS TIED TO A TREE AND 250 DANCING GOBLINS

24 - AN AXMAN DRESSED JN WOLFSKIN BLOCKING YOUR WAY

25 - A BARD, A CAMPFIRE AND THE SMELL OF HOT COFFEE

26 - TEN HOBBITS DRINKING WINE AND CELEBRATING

27 - TEN DRUNK HOB131TS PASSED OUT, AN EMPTY JUG AND A MAP

28 - A DEAD WIZARD, A PARTIAL PENTAGRAM AND A CLASS SEVEN DEMON

29 - FIFTEEN RED-CLOAl<ED SNAKE CULT PRIESTS AND A CAPTIVE GIRL

30 - A COMPANY OF DE:VJONS LED BY BEELZEBUB COMING YOUR WAY


26
GROUPS OF MEN AND NOTMEN
LOOKING FOR TROUBLE
Some ti mes trouble comes look i ng for you on horseback, on dragonback or

in groups and gaggles. When it does, unsheath the swords and prepare for

cor.i D(ll. your lhirty sided dice will tell you who (what) you're up agai nst.

YOU SEE:

01 - 100 COMBAT READY ORCS ARMED WITH SWORDS AND SPEARS

02 - 30 DRAGONRIDERS ARMED WITH BOWS

03 - 1500 GOBLIN FOOTSOLDIERS ARMORED AND WITH SPEARS

04 - 75 GREMLIN BOWSHOOTERS RIDING OVERSIZED BATS

05 - 20 HUMAN BANDIT RAIDERS ON HORSEBACK

06 - 20 TROLL WORMRIDERS ABOARD GIANT PURPLE WORMS

07 - 300 GNOME WARRIORS IN COLUMNS OF TWOS

08 - 15 HALFLING AXEMEN

09 - 30 HALFLING BOWMEN

10 - 45 HALFLING SWORDSMEN

11 - 50 MOUNTED ELVES AND A HUMAN RANGER

12 50

13 - A FLIGHT OF BALROGS (1D30=NUMBER)

17 - TWO HUNDRED UNDEAD WARRIORS

18 - 100 ZOMBIES AND A JU-JU MAN

19 - A SINGLE WIZARD AND 100 GIANT SCORPIONS

20 - A FLIGHT OF FIGHTING CONDORS

21 - A GROUP OF SORCERERS RIDING CHIMERAS (1D30=NUMBER)

22 - A BEASTMASTER CONTROLLING SEVEN MANTICORES

23 - A FLIGHT OF BOWMEN ON WYVERNS

24 - A BLACK DRA GON DEFENDING AGAINST 25 !\TACKING BARBARIANS

25 - A HERD OF UNICORNS

26 - /\ HERD OF HORSES

27 - A STAMPEDE OF WILD £l0ARS

28 A FLIGHT OF DUCKS

29 - THREE MILLION MOSQUITOS

30 - THREE THOUSAND AN I MATED CACTUS


27

ENCOUNTER WITH A WIZARD

Ever have one of those days when you stumble onto a 25th level wizard

in a bad mood? Your thirty sided dice can seal your fate or spare you from

his wrath. Whal you roll is what you gel and you must live with it for at

least ten turns before you can counteract - IF you can counteract.

ROLL ONCE PER ENCOUNTER

01 - YOU ARE GREETED PLEASANTLY - and asked if assistance can be rendered.

02 - HE LOOSENS A THUNDERBOLT - ld30 equal hits on party

03 - HE CHANGES INTO A WHITE DRAGON - and attacks.

04 - HE LOOSENS A POLYMORPH SPELL - that changes you into a mouse.

05 - HE FIRES OFF A WALL OF FLAMES - and roars for you to turn back.

06 - HE ENCIRCLES YOU WITH FIRE - and demands to know your business.

07 - HE LETS GO WITH A WALL OF DARKNESS - 20 yards thick.

08 - HE ;\SKS YOU IF YOU WOULD LIKE TO HAVE A SCROLL - and gives you one.

09 - HE ENCHANTS YOUR WEAPONS - to roll negative their value in combat.

10 - HE GIVES YOU A CLOAK - which changes you into a balrog during combat.

11 - HE LOOSENS A POLYMORPH - that changes you into a frog.

12 - HE GIVES YOU A REINCARNATION SPELL - that always kills the caster.

13 - HE FIRES OFF A WALL OF ICE - that completely surrounds your party.

14 - HE TEACHES YOU HOW TO FLY - not how to land, you crash every time.

15 - HE TELEPORTS YOUR GROUP - to a clipper ship full of werewolf sailors.

16 - HE DEMANDS TRIBUTE JN GOLD - and threatens fry you with fire.

17 - HE SUMMONS THE DEMON HIGH COUNCIL - to judge your support of law

18 - HE LOOSENS A POLYMORPH - changing you into a packmule.

19 - HE CALLS ON WIND ELEMENTALS - to attack you in force.

20 - HE CREATES A BLINDING SNOWSTORM - leaving you lo die.

21 - HE SUMMONS A HIPPOGRJFF - lo battle in his behalf.

22 - HE PLACES A CATSPELL ON YOU - you are now a werecat with nine lives

23 - HE TELLS YOU YOU NEED A BATH - and dumps 250 gallons of water on you.

24 - HE DIVERTS YOUR ATTENTION - froni a nearby dragon waiting in ambush.

25 - HE POLYMORPHS - you into a princess.

26 - HE LOOSENS A FIREBALL - ld30 16+ unharmed, 15- roll for damage.

27 - HE GROWS IMPATIENT WITH YOUR CHATTER - and mules you 10 turns.

28 HE REVERSES THE ALIGNMENT OF EACH GROUP MEMBER - for fun

29 - HE UTTERS AN EPITHET (curse) UPON YOU - reversing everything you do

30 - HE PLACES A MIRROR SPELL ON YOU - you do opposite of what you say.


28

PEOPLE YOU MEET IN A VILLAGE


You never can tell who you will run across in those seemingly innocent
villages seen from a distance. Your thirty sided dice will clear up some of
the mystery.

ROLL 1D30 TABLE A, 1030 TABLE B AND COMBINE FOR RANDOM DISTRIBUTION.
USE /\S SINGLES OR ROLL 30 FOR ENTIRE VILLAGE.

TABLE A - WHO YOU SEE

01 - AN OLD TIMEH SITTING IN A ROCKING CHAIR


02 - A JOLLY BARMAN WEARING AN APRON
03 - A DEAD WIZARD STABBED IN THE BACK
04 - A GYPSY FORTUNE TELLEH
05 - /\ BEGGEH
06 - /\ KINDLY OLD GRANNY WEARING GLASSES
07 - A SMALL BOY ROLLING A HOOP
08 - /\ COLD EYED RUFFIAN AND HIS TWO FRIENDS
09 - /\ TROLL
10 - A HOBBIT WEARING CHAINMAIL, A MAP IN HAND
11 - A DWARF WIELDING A PICKAX
12 - A 25TH LEVEL WIZA RD
13 - AN ELF WITH A PATCH ON ONE EYE
14 - A GLASS BLOWE!t HOLDING A DELICATE VASE
15 - /\ TROOP OF IONG'S GUARD NUMBERING 10
16 - A SCHOLOH WISE IN MATHEMATICS
17 - A SCHOLOR WISE IN METALS AND CHEMISTRY
18 - AN APPLE VENDOR
19 - WILLA Sl{ARDT, LICENSED WEATHERMAKER
20 - /\N ANGRY FRIAR
21 - AN ANGRY GOBLIN
22 - /\ WEREWOLF CAPTAIN IN FULL DRESS UNIFORM
23 - /\ WITCH WITH GLOWING RED EYES
24 - A LAWMAN AND A PRISONER
25 - A MYSTIC HOLY MA N CHANTING IN TONGUES
26 - A SLAVE TRADER SMELLING LIKE 33 CAMELS
27 - 33 CAMELS
28 - 15 SH AC KLED BUT HEA LTHY SLAVES
29 - A RARE ALABASTRIAN FLIGHTSOLDIER (BATMAN)
30 - AN ORPHAN

TABLE B - WHERE YOU SEE THE M

01 - ON TME STREET
02 - IN THE BAR BER SHOP
03 - OUTSIDE THE BREAD A ND PIE SHOP
04 - IN THE FISH MAR KET
05 - IN THE WEAPONS SHOP
06 - AT TH E BLACKSMITH'S FORGE
07 - IN FRONT OF THE TAVERN
08 - IN AN ALLEY BETW EEN 02 AND 04
09 - IN THE POISON SHOP
10 - IN FRONT OF TH E CHEMIST'S
11 - IN THE THATCHER'S HOUSE
12 - IN THE TOWN HALL WITH THE MA YOH
13 - IN THE TOWN SQUARE
14 - BATHING IN THE FOUNTAIN
15 - ON THE ROOF OF THE LIVERY
16 - IN A LARGE CAR RIAGE ON MAIN STRE ET
17 - ON THE BRIDGE GOING OVER THE CREEK
18 - IN THE RIVER AND MAKING LOTS OF NOISE
19 - ON A SIDE STR EET CREEPING AROUND
20 - SHOPLIFTING THE CA NDYM AN 'S WARES
21 - AT THE DOCTOR ' S TENDING AN INJURY
22 - I N THE BUTCHER SHOP
23 - IN FRONT OF A SMALL CHURCH
24 - IN FRONT OF A L A RGE CHURCH
25 - ON THE BOARDWALK IN FRON T OF THE DRESSMAKER'S
26 - IN FRONT OF T HE ARMORER BEING FITTED WITH CHAINMAIL
27 - ON A BENCH NEXT TO THE TOWN FOUNTAIN
28 - IN THE TOWN FOU NTAIN
29 - /\T THE EDGE OF TOWN
30 - DRINKING FROM TllE WATER TROUGH
29
!~~ANIMALS DOMESTIC OR OTHERWISE~~

There co mes a rustling sound from off in the cruel dark. A beast steps

forth, fri e nci or foe , lo do battle or not. Let your thirty sided dice tell

you who's there.

ROLL AS NEEDED

YOU SEE:

01 - A HUGE BLACK BEAR STANDING UPRIGHT

02 - A HERD OF CAMELS

03 - A BUFFALO

04 - FIFTEEN SHEEP AND A WOLF

05 - A PAC!( OF WILD DOGS

OS - A PACK OF SL EEPING DOGS

07 - A FULL GROWN BENGAL TIGER

08 - A PANTHER AND A BEAR WOHKING TOGETHER

09 - THREE BLiND MICE BETWEEN THE PAWS OF A HUGE LION

10 - A YAK

11 - NINE PACK MULES

12 - A NEST OF SNAKES

13 - TEN DRAGONS FIGHTING AS A UNIT

14 - AN OWLBEAR

15 - A HARPY SHRJEl(ING INSULTS

16 - A STAMPEDING ELEPHANT

.~ 17 - A LONG TUSKED WILD BOAR

18 - A GIANT SCORPION

19 - A CHIMERA

20 - A WYVERN

21 - A DJINN

22 - FIFTEEN SKELETONS ARMED TO THE TEETH

23 - A TROOP OF GNOMES, 1030= NUMBER

24 - A HIPPOG RIFF

25 - A GRIFFIN

26 - A CENTAUR

27 - A GOLEM

28 - A HORDE OF GIANT RATS, 3D30= NUMBER

29 - A GOLD DRAGON GUARDING A HUGE HOARD

30 - FIFTEEN DRAGON EGGS AND MOMMA DRAGON


30
THE UNDEAD, NEAR DEAD,
NEVER ALIVE AND VERY, VERY BAD!
/,;
Deep in the murky recesses of the dark underground lurk unspeakable _ JJ(' .•.
horrors, waiting for t he unwary delver to uncover them. The thirty sided 'J;(/ ~
d;ce ""''·' tho;, ""' """'.'· ~
YOU ENCOUNTER: /~
01 - 100 ZOMBIES

02 - A llUGE VAMPIRE BAT

03 - A SLIMY PILE OF WHITE GIANT SLUGS

04 - A BALROG WlTH A FLAME WlllP

05 - SEVEN MINOR DEMONS

06 - A BLtlCK DRAGON

07 - A GIANT PURPLE WORM

08 GHEEN SLIME

09 RED SLIME

10 - A SEDUCTIVE SUCCUBUS

11 - FIFTEEN TROLLS WITH AXES, DIGGING

12 - FORTY YARDS OF WORM EGGS

13 - A 23RD LEVEL DEMIGOD AND TEN DEMONS

14 - A CYCLOPS

15 - A YOUNG BALROG WITH A FLAMESWORD

16 - SIX PIT DEMONS AN 5 FLAME WRAITHS

17 - A LIGHTNING DEMON

18 - SEVEN MIDDLE LEVEL DEVILS

19 FOUR ATTACK TROLLS IN PLATE ARMOR

20 A 25TH LEVEL EVIL 1'1AGICIAN

21 - SIX GHOULS AND A GRAVEROBBER

! 22 - AN INCCUBUS

23 - A DISGUISED ASSASSIN

24 - A GIANT CARNIVOIWUS ANJM,\TED PLANT

2!J - l'UltPLE SLIME

25 - A CRAWLING DISE:YJBODIED HAND AND ARM

27 - A MAN HEA\'ILY INFE CTED WITH BLACK PLAGUE

28 - SIX GIANT HATS

2'.J - /1 SIX ARMED '1UTANT W!Tll SWO RDS AND AXES

30 - A C0~1PANY OF DE\!IONS LED BY A 25TH LEVEL WIZARD


31
THE 30 SIDED LAND

Ah, the countryside, the mountains, the swamp, the worlds

of angry wizards. This chapter fills in the cracks between


major parts of a scenerio. If a game starts to lag a little or
it's a pick-up and YOU got elected gamemaster, your trusty 30
sided dice can help get/keep things going.
If your next wandering monster happens to be a 25th level
Wizard, you can roll an encounter. If your players stumble
into a jungle, you're prepared. There are places to go, things
to see, treasure and weapons to pick up, signs to read and
analyze, and trouble galore to get into and out of.
When a Gamemaster hands a player a table and a 30 sided
dice, odds are long that things are going to get interesting
in a big hurry.
32
SWAMPL AND AND JUNGLE TRAILS

Across the land there are places which are difficult to pass through.

Let your thirty sided dice be your guide to adventure in the swamps and

rainforests.

ROLL AS NEEDED

YOU ENCOUNTER:

01 - CLEARLY MARKED TRAIL. NO DIFFICULTY JN PASSAGE.

02 - NO TRAIL. MUST HACK A NEW ONE FROM UNDERGROWTH.

03 - TRAIL BLOCKED BY MUDSLIDE. LEECHES ARE EVERYWHERE.

04 - TRAIL ENDS AT SWIFT RIVER. PICKS UP ON OTHER SIDE.

-0~ - TRAIL BLOCKED BY HEAVY VINE GROWTH.

06 - QUJC'KSAND! ROLL 20+ ON 1030 FOR ESCAPE. (20-30 ON 1030)

07 - AMBUSH! 1D30=NUMBER OF ENEMY

08 - 200 POUND SWINGING PUNJI TRAP HITS POINTMAN.

09 - SWAMP GAS ZONE. GAS EATERS ARE LURKING, MAY ATTACK.

10 - TIGER! SPRINGS OUT OF NOWHERE, COMPLETE SURPRISE

11 - TRAIL BLOCKED BY HUGE CLIMBABLE TREE.

12 - CLOUDBURST! TRAIL WASHED OUT BY HEAVY RAIN.

13 - TRAIL DROPS AWAY. POINTMAN FALLS INTO VIPERS' NEST. 1030 SNAKES.

14 - MUD BOG. ONLY WAY ACROSS IS TREh TRUNK.

15 - ABANDONED TREE HOUSE ABOVE. 50' UP A TREE.

16 - VINE BRIDGE ACROSS RIVER. LOOKS SHAKEY.

17 - BATHING POOL FED BY WATERFALL.

18 - WATERFALL WITH A LEDGE BEHIND IT AND A HIDDEN CAVE.

19 - TOP OF A WATERFALL LOOKING DOWN 50' TO A POOL.

20 - GIANT ANTHILL BLOCKS TRAIL. INHABITANTS ARE FIRE ANTS.

21 - SINKHOLE! EARTH FALLS JN TO YOUR FRONT. LOST POINTMAN

22 - GIGANTIC CARNIVOROUS PLANTS BLOCKING TRAIL.

23 - NEST OF POISON TREE TOADS. TOUCH ONE AND YOU DIE.

24 - RIVER CROSSING. GIANT ANACONDA ATTACKS. 3D30=SIZE IN FT.

25 - SMOOTH TRAIL. EASY GOING

26 - DRASTICLY DOWNHILL. MUDDY. YOU ALL SLIP. BOG PIT AT BOTTOM.

27 - STONE BRIDGE. SOMETHING'S UNDERNEATH.

28 - SWAMP SPIDER WEBS, VERY THICK BLOCK YOUR WAY.

29 - A BED OF SLEEP POSIES BY SIDE OF TRAIL.

30 - EASY GOING.
33
~~SPECIALIZED TERRAIN (MOUNTAINS)~~

~lessing around in tile mou11tains is a full tim e jvb and the dangers cannot be tal<en

lightly. Your 30 sided dice will help you discover the wonders of mountain life, as well

as t ile deadlier aspects of mountaineering. Here are some things you might encounter.

01 - A NARROW LEDGE LEADING UPWARD A LONG A SHEER DROP.

02 - A SllEER DROP OF 1D30Xl00 FEET INTO A RAVINE.

03 - A BEAR BLOCKING YOUR WAY.

04 - A :vJOUNTAIN LION BLOCI\ING YOUR WAY.

05 - A VEXING FEELING THAT YOU ARE LOST.

06 - A CAVE AT THE END OF A NARROW PATii ALONG A LEDGE.

07 - LANDSL,IDE! 1D6E TO ESCAPE UNINJURED.

08 AVALANCHE! MORE SNOW THAN YOU THOUGHT POSSIBLE.

09 - MOUNTAIN THUNDERSTORM MOVES IN FAST WITH HIGH WINDS AND HAIL.

10 - A PROMISING LOOKING PASS. (TUHNS OUT TO BE A DEAD END).

I
11 - A PROMISING LOOKING PASS. (WITH A SHEER DROP INTO A VALLEY).

12 - A PIWMISING LOOKING PASS. (ROLL FOR CREATURE AT THE END).

13 - A NARROW DEFILE ENDING JN A CAVE.

14 - A DRASTIC CLIMB TO A FLAT TOPPED PEAK, VANTAGE POINT.


\.,: :~

15 - A NARROW WINDING PATii FIVE MILES LONG LEADING TO A HERMIT.

lG - A MAPMAI<Ef{ ' S CAVERN BUT THERE'S NOBODY HOME. '·


·.
17 - A SIGN "THIS WA Y TO TIIE GOLD MINE" AND AN ARROW POINTING UP.

-~
18 - A SIGN " BEWARE OF lllGH WINDS " BENT ALMOST DOUBLE.

19 - A CACHE OF FOOD AND WINE LASHED INTO A WELL HIDDEN TREEHOUSE.

20 - A FRESHLY MINTED GOLD COIN GLINTING JN THE SUN.

21 - SIGNS OF A BREWING Tl!UNDERSTORM AND A CAVE.


I
22 - CARVED STONE STEPS LEADING UPWARD TO A CABIN.

23 - A MINE ENTRANCE: A HEAVY IRON PORTCULLIS DOWN.


.
~

24 - A ROPE BHIDGE CROSSING A CHASM 1D30Xl0 FEET DROP TO A RIVER.

25 - A BE A UTIFUL WATERFALL AND POOL WITH A PATH LEADING BEHIND.

...
26 - A HIGH WATEltFALL MISTED JN SPRAY AND STONE STEPS CARVED JN THE WALL.

27 - A N UNUSED TEMPLE CUT INTO A SHEER ROCK WALL. I•

28 A GREAT IRON DOOR WITH SILVER RUN ES ON THE FACE.

29 - 1D30Xl00 BATS BURSTING FROM A CAVE ENTHANCE, FLEEING A BALROG.

30 - /\ STREAM WITH LIT T LE SPARKLES OF GOLD DUST IN THE SAND.


.•

34

WEAPONS, WEAPONS
When ll monster carries off nn ad vent urer, it seldom carries a way his

wci!pons as well. In somc of the lesser traveled dungeons, an abundence of

we1wpnry i ; 1ust Juyin i; uround the floors. In others, they are stored in

urmori cs, just vmiting lo be ' di scov crcc. Your thirty sided dice is your ticket

to becom ing fl wd l armed man.

HOLL AS 1-iE EDEO.

YOU FIND:

01 - A STILL Silt\ RP IlEC-DECORl3IN - with a trac e of blood on.

02 - /\. DASTAflD SWOHD - with a jeweled leather scabbard.

03 - /\. CA T-0-NINE TAILS - metal balls in leather whip bands.


·'r·
·'
.

04 A SllAl{P STI CK - wi th bi otoxic material applied.

05 A STOUT BOW - oak, l'ecurve, 40 pound lest.

06 - A SINGLE SHOT CROSSBOW - and lci30 quarrels.

07 A DOUBLE EDGED AXE - with a heavy wooden handle.

08 - MATCHED THROWING DAGGERS - double edged, sharp.

09 - SINGLE THROWING DAGGER - single edged.

10 - SIIOHT DART BLOWER - 3' in length, supply of ld30 darts.

11 - LON G DART BLOWER - 9' in length, ld30 darts.

12 - POISON KIT - 7 app. neurotoxin, 8 upp, hemotoxi n.

13 - A LI VE PIT VIPER - under your con trol for ld30 combat turns.

14 - A DECORATIVE SH ORT SWORD - with jeweled handle and inscribed blade.

15 - TRIDENT - balanc ed for throwing.

16 - HAND CLAW S - gloves with bl ades extended beyond fingers.

17 PIL Li i\1 - short slou t staff wi t h sp ear shaft and point.

18 - WE rm WOLF SWO ltD - razor sharp steel crescent blade on strong handle.

19 -- BALHOG WHIP - 20'7 whip with ::!nd flail. dex 20+ for use.

20 - I<IUS - wavy bladed, meteoric iron.

21 - NO IU' HEltN l ' !, /\IL - ~t;1f i' wit h m:1ll i-chu i11 end and star blades attached.

22 - ,J /\"/ELI N - li1r0 wi fl [; 5pcar, bulanced.

23 - TI{J-ElL/\DELJ i\/\T/\ I{ - t111·u sl i ng knife wit h offset blades.

24 - SL\ ll-Cil/\iN - u coun!crweig ht ed combut chai n with five bladed star.

I 2S - SLI NG - ond u bag o f sa1ooth stones.

26 ·- FULL SIZED C/\ T/\PUl~ T - and th1·ec boulders.

28 - /\ QUIVER Of AR!WWS - ull with triangular tips.

29 - i\ POUCH OF EXP LOSI VE POWDEI{ - udd heal, BOOM!

30 - ,\ PA ii{ OF i\1 A T C il Ell DU ELI NG FOILS - with ivory handl es.


35
MORE WEAPONS

Here are thirty more weapons of interest to adventurers.

ROLL AS NEEDED

YOU FIND:

01 - ETCHED EXECUTIONER'S SWORD - scenes of beheadings.

02 - A HEADSMAN'S AXE - t WO bladed.

03 - HALF MOON llALBERD - crescent moon top blade, half moon side blade.
<116d--:=====;?'7
04 - PARRYING SPEAR - defensive pole spear with extra heavy top wrapping. ~

05 - THIEF'S CROSSBOW - wrist crossbow shoots poison dart.

06 - THIEF'S KNIFE - palm blade detachable from belt buckle.


~
07 - NECl{WJRE - thin wire with handles for choking.

08 - SAW BLADE SWORD - slicing bi ade and sawtooth blade.

09 - HODBITSWORD - !ighl thrusting sword used by assassins.


c::========:::::::==:::t:~
c

~
10 - NORTHERN WAR CLUB - heavy club with a bear tooth sticking out.
c
11 - THROWING MOON - balanced razor sharp flying dish.

12 - THROWING HALF MOON - sharpened metal boomerang.

13 - LIGHTNING SWORD - oxygenized and electrified by lightning for strength.

14 - NOMAD SWORD - folded steel technique in a smal arc curve.

15 - REPTILE SWORD - ornimental sword that looks like a snake.

16 - THRUST CLUB - thick balanced 6' pole used for thrust combat.

17 - GLASS BROADSWORD - artifact, indestructable razor sharp.

18 - ASSASSIN'S DAGGEll - long thin blade used for vital organs.

19 - TROLL'S AX - huge double bladed axe. ST=20 to lift it.

20 - DRAGONNET - gold crossbow bolt with net of containment (bogus).

21 - RANGER'S BOW - ash, recurve, 60 pou.nd pull and 25 arrows.

22 - UNDEAD SWORD - enchanted blade rolls 2d30 against undead.

23 - TROLL'S CLUB - heavy spiked club

24 - HAND DARTS - throwing darts with poison optional.

25 - GUTTING KNIFE - broad bladed saw edged close combat knife.

26 - KNUCKLE KNIFE - arrowhead shaped blade with T handle for palm.

27 - BLACKBOW - special bow for nightfighting.

28 - MILK OF HUMAN KINDNESS GUMDROP POPPER - slingshot and 5 magic candies

29 - BLACKSTARS - night throwing stars

30 - DRAGONSWORD - berserks owner in presence of dragon.


36
TREASURE, TREASURE
What we all strive for, in our dungeon exploration, is TREASURE, gold,

jewels, magic items to be sold or bartered. Your thirty sided dice is a

treasure trove of valuable goodies just waiting to be found.

ROLL AS NEEDED ONE, THREE OR FIVE FROM EACH OF FIRST TWO, ONE FROM THREE.

YOU FIND:

01 - A LARGE LOCKED CHEST - crammed with gold coins, ld30x1000 of them.


02 - /\ SINGLE GOLD COIN - freshly minted.
03 - A RARE EMERALD NECKLACE - counterset in small diamond clusters.
04 - A GOLD RING - with a ruby inset.
05 - FIVE EASY GOLD PIECES - whoever has them can be talked into anything.
06 - A SILVER STATUE OF A CAT - with emerald eyes.
07 - A GOLD LEAF TABLET - with a magic spell written in hyroglyphics.
08 - A POKE IN A PIG - a swine gulps up a pouch containing 100 GP as you watch.
09 - A BAG OF ASSORTED GEMSTONES - and one small wishrock.
10 - FITY GOLD PIECES JN A LEATHER POUCH - sitting on a table.
11 - A VOUCHER FOR 500 GP SIGNED BY TOR WALD TROLL - can you believe it?
12 - THREE KEYS, 1 GOLD, 1 SILVER, 1 BRASS - each fits a different chest.
13 - FIVE CATS' EYE MARBLES - which allow user lo see in dark.
14 - A SC ROLL - with a lead to gold spell on it. Backfires.
15 - FIFTY SMALL DIAMONDS IN A LEATHER POUCH.
16 - 10 EMERALDS IN A SMALL POUCH
17 - 100 TINY RUBIES JN A SMALL POUCH.
18 - 25 SAPPHIRES JN THE POUCH OF A STUFFED KANGAROO.
19 - A GOLD STATUE OF A SMILING CROSSLEGGED FAT GOD.
20 - A LIFE SIZE SILVER COBRA WITH RUBY EYES.
21 - A MINIATURE GOLDEN HORSE WITH A JEWELED SADDLE.
22 - A TEAK MUSIC BOX WITH A TINY MECHANICAL DANCER.
23 - A JEWELED CEREMONIAL SWORD.
24 - A CRYSTAL BALL.
25 - FIFTY SILVER PIECES JN A LEATHER POUCH.
26 - FIFTY EMPTY LEATHER POUCHES JN A SMALL CHEST.
27 - FIVE VERY SHARP THROWING KNIVES,
28 - A 100 POUND COPPER BAR.
29 - FIVE GOLD ARROWS.
30 - FIFTEEN GOLD STARS.

Tll EN YOU SEE:

01-02 - FIFTEEN SILVER STARS


03-04 - TWO LEAD STARS AND A GOLD COIN WITH LEAD TO GOLD INSCRIPTIONS ON.
05-06 - 100 YARDS OF GOLD THREAD.
07-08 - A BOLT OF GOLD CLOTH.
09-10 - /\ GLASS TURKEY FILLED WITH GOLD DUST.
11-12 - FIFTY GOLD MARBLES.
13-14 - A GOLD PLATED LODESTONE.
15-16 - A FIVE POUND GOLD NUGGET
17-18 - 100 POUNDS OF GOLD DUST (FAKE).
20-21 - A SILVER STATUE OF AN ORC.
22-23 - 100 YARDS OF MYTHRELL THREAD.
24-25 - A GOLD SHIELD.
26-27 - A GOLD AXE.
28-29 - A GOLDEN HAMMER.
30 - FIFTY GOLD PITONS.

Fl NALLY YOU SEE:

01-12 - 100 MICRO-DIAMONDS.


13-2 0 - 6 OUNCES 01' DIAMOND DUST.
21-29 - 6 OUNCES OF DIRT (RARE EARTH FROM KNOWN WORTH lOOOGP PER OUNCE).
30- AN ETCHED CENTERFOLD ON A GOLD SHEET (MISS GOLD DUST)

AND THEN YOU DISCOVER :

06 - A CHEST 09 - A SMALL POUCH 15 - A LARGE BOX


18 - A HIDDEN COMPAllT M ENT 27 - A PARTIALLY BURIED CONTAINER
30 - A LEATHER BAG A NY OTllER NUMBER *NOTHING*
37
ALTERNATE WORLDS
Sorneti mes a high level wizard or techno-trap will go z A P and the next

tiling you know, the world as you know it is bye-bye. This is called the

mega-teleport or gamemaster's revenge. Your thirty sided dice writes your

ticket.

ROLL ONCE AS NEEDED.

YOU AHE TELEPOHTEIJ:

01 - TO AN AREA OF COMPLETE DARKNESS - inky black and lights don't help.

02 - TO TllE TOP OF A MESA - 700' from the floor of a desert.

03 - ONTO A CLIPPEH SHIP WITH A WEREWOLF CREW - who put you to work.

04 - INTO A REGION OF FIRE - exploding volcanic activity and sulpher air.

05 - TO THE TOP OF THE TALLEST TOWER - of the nearest castle.

06 - INTO A NEARBY LAKE - missing a fisherman by inches.

07 - TO A NINJA TRAINING SCHOOL - where you are retrained in martial arts.

08 TO THE GAUNTLET OF DEATH - a maze that few survive,

09 - TO TllE TEMPLE Of THE SUN - where you are imprisoned to be sacrificed.

10 - TO A COOKING POT - surrounded by cannibals licking their lips.

11 - TO TllE TOP OF A TALL TREE - nearby.

12 - TO TllE TOP Of A TALL TREE - on the nearest mountain.

13 - TO THE TOP OF A TALL TREE - in a deep swamp.

14 - TO THE TOP OF THE TALLEST MOUNTAIN - within 500 miles.

15 - INTO LAVA PIT GUARDED BY FLAME WRAITHS - in a fire proof cage

16 - INTO A PIT OF SNAKES - pit vipers.

17 INTO THE PRINCESS' PARLOR - where she is entertaining.

18 TO A NEARBY ARMORER - who outfits you with new chainmail.

19 - TO A NEARBY GYPSY CONCLAVE - where you are severely beaten.

20 - TO A ME DU SSA'S CAVE - where you must escape or die.

21 - TO THE MOON - a rare feat which is fatal to you.

22 - TO Tl!E TEMPLE OF THE SNAKE GOD - but you are concealed.

23 - TO A REFUGE OF MONKS - where you are fed and treated well.

24 - TO AN INSANE ASYLUM - where you go urmoticed.

25 - TO A FIELD OF DAISIES - 20' tall and intelligent.

26 - INTO THE STORM GIANT'S CA VE - where you'll need an explanation.

27 - INTO A LARGE GALLERY FILLED WITH PAINTINGS - of people you know.

28 - INTO A GOLEM'S GALLERY - splashing noisily into the pond.

29 - INTO TllE AIR 850' - hope you can fly.

30 - 85 0' UNDERGROUNl> - into n limestone cavern filled with water.


38
OTHER ALTERNATE WORLDS

ll ere ure some more places an angry wizard o~ a random teleport can send

you.

ROLL ONCE AS NEEDED.

YOU'VE BEEN TELEPOIHED:

01 - 10' STRAIGllT UP - hope you don't bump your head.

02 - ONTO THE BACI< OF A FLYING DRAGON - heeded north.

!
03 ONTO A SMALL ASTEROID - with atmosphere but no visible water.

04 - INTO A BLINDING SNOWSTORM - with an ice cavern nearby.

05 - INTO AN OXYGEN RICfl OCEAN - you can breathe, can you swim?

06 - INTO A WAGON ROLLING OUT OF CONTROL - toward a cliff.

07 - IN BETWEEN - two groups of opposing Ninjas ··bent on war.

08 - INTO A BAZAAR - but your clothes didn't make the trip.

09 - INTO THE WORKSHOP - of a cranky, busy 25th level wizard.

10 - INTO THE TORTURE CHAMBER - of the King's Master Headsman

11 - INTO THE TR EA SUR Y VAULT - of the Kingdom of the Spiders.

12 - INTO THE MOAT - of the nearest castle.

13 - INTO TllE NEAREST WALL - hope you can dig your way out again.

14 - ONTO A SLOW MOVING HAY WAGON - being checked with tridents by guards.

15 - INTO A PUDDLE OF MUD - in front of your mom's house.

16 - INTO AN ANTI WEREWOLF PROTEST MARCH - dressed es a werewolf.

17 - INTO A NEARBY EMPTY PLATEMAIL SUIT - you can keep it.

18 - INTO A MEETING OF TflE LORD DEMONS OF CHAOS - dressed in white.

19 INTO A MEETING OF THE LORD DIETIES OF LAW - dressed in black.

20 INTO OBLIVION - to be absorbed as cosmic dust.

21 TO THE BO TT OM OF THE SEA - how far can you swim.

22 TO THE DRAGON'S LAIR - she is sleeping

23 TO Tllr~ BOTTO M OF A BOTTOMLESS PIT - you ' re dead.

24 TO THE ll t\ REM OF A POTENTATE - as a new wife.

2S - TO TllE IJIU\G ON INN - where you must b'Jy beer for the house.

26 - TO TllE RAILI NG OF A BRllJG E - over a 500' deep chasm.

27 - T O THE CENTEll OF A HUG E MEADOW - in a thunderstorm.

28 - TO THE CENTER OF T HE EAR TH - and back again lo scare you.

29 - TO AN EMPTY CHA IR - in a Balrog poker game.

30 - TO A GLACIER - dressed as you are.


39
MAGIC SPELLS YOU NEVER HEARD
OF ON SCROLLS
THere are ti mes when you find things which are bell er off left lost.

Scrolls containing magic spells fall in this catagory simply because

trusting them to work everytime is not a good idea. Your thirty sided dice

will help you find the right spell (or maybe the wrong spell) for you.

ROLL ONCE FOR EACH SCROLL:

01 - WALL OF FIRE - flames shoot 40' in the air, 20' wide, 4' deep.

02 - WALL OF ICE - ice wall 40' long by 12 ' thick by 11 ' wide.

03 - INVISIBILITY - roll 3D30 for duration.

04 - BLESS WATER TO ELIXIR - elixir heals wounds.

02Aqic
05 - BLESS WINE TO ELIXIR - elixir heals wounds.

06 - STUPID SPELL - cuts victim IQ by 85 %.

07 - ACCURACY SPELL - cast on projectiles.

SPElls~
08 - STONING SPELL - turns victim into a marble statue.

09 - LANGUAGE SPELL - user can translate hierogliphics.

10 - FLY - turns user into a fly his size/weight. PRs remain

11 - LANGUAGE SPELL - talk to the animals.

12 - CREATE FOOD - whip up tasty dishes using basic protein squares.

13 - CREATE PORTABLE HOLE - create port&vle hole up to 7' diameter.

14 - REVERSE WEREWOLF CURSE - allows werewolf sailors to be human again.

15 - ENCHANT RING - allows ring to do whalever you want it to once.

16 - ENCHANT ARROW - to return lo the bownman if it misses.

17 - ENC HA NT HORSE - to 1/2 the owner's intelligence.

18 - ENCHANT MONSTER - to a sense of loyalty to caster.

19 - ENCHANT WIZA RD - to give up his secrets.

20 - ENCHANT CLOAK - to polymorph at will to anything reptillian.

21 - ENCHANT CLOAK - to polymorph to anything mammalian.

22 - ENCHANT CLOAK - to polymorph to anything avian (bird).

23 - ENCHANT CLOAK - to polymorph to anything bovian (cow)

24 - ENCHANT STAFF - to repel enchantment.

25 - ENCHANT STAFF - to amplify enchantment.

26 - ENCHANT STAFF - to absorb, analyze and retain enchantment.

27 - CHARM DRAGON - to obey and be friends.

28 - CHARM HUMAN - to obey and be friends

29 - REVERSE ALLIGNMENT - victim reverses personality completely.

30 - ENCHANT SWORD - to attack its own group in combat.


40

MONDO MAGIC SPELLS

Here are some more spells on scrolls lo make your magician's day.

ROLL ONCE AS NEEDED

SCROLL CONTAINS A SPEl,L OF:

01 - FL YING - enchanlee can fly but crashes on landing.

02 WINEMAKING - enchants waler to become wine.

03 - CONTROL WEATHER - allows caster control of one element.

04 - CONTROL DEVICE - allows understanding of use of whatever it is.

05 - CONTROL VESSEL - allows manipulation of laws of motion.

06 - WALL OF SAFETY - barrier against living things 20' by 20' cube.

07 - ALARM WALL - sentry barrier sounds alarm when breeched.

08 - SHAPE ROCK - allows reshaping of up lo 40 cubic yards of solid rock.

09 - GROWTH SPELL - accelerate plant growth.

10 - GROWTH SPELL - accelerate human growth.

11 - CREATE SPELL - create a spell and have il work once.

12 - INVOKE MEMORY - from any living thing.

13 - INVOKE TRUTH - from any intelligent creature.

14 - SUMMON UNDEAD - to do your bidding.

15 - SUMMON WARRIORS - teleporls extra warriors to assist you.

16 - SUMMON BALROG - you control him.

17 - INVOKE TRUTH - from gamemaster.

18 - CREATE ZOMBIE - any cemeta~y supplies lhe bodies.

19 - CONTROL FIRE - to conform to any shape, convey life to fire.

20 - CREATE DEITY - your new god is added to the overgod tribunal

21 - CONTROL DEITY - always backfires and gels you killed.

23 - EN CHA NT RING - to bring bearer to you.

24 - ENCHANT SWORD - to fight to death

25 - ENCHANT BALLOON - to fly.

26 - ENC HA NT WE RE WOLF - to forget the sea for 24 hours.

27 - ENCHANT ASSASSIN - to change alignment.

28 - CREATE WEREWOLF - disguise, not real werewolf.

29 - CREATE TELEPORT - on non-living things.

20 - CREATE SCROLL - create magic spell for 1 use.


41
CRYPTIC CLUES AND SIGNS OF THE TIMES

Sometimes the flow of information gets overwhelming. Scrolls, notes,

legends chisled in stone, l1yroglyphs on walls, it all adds up to one

question - Wlli\T DOES THIS MEAN'? Your thirty sided dice is a veritable

bulletin board. Some of the rnessngcs look like this.

Ul - FEZONCLOP WAS HEltE - carved on a tree.

U2 - FOi{ TftEASUl{E DEi\I{, DIG IUGllT HERE - chisied on a rock.

03 - FIND TllE llED WINGED R1\VEN - scribbled on a note pinned lo a dead man.

ll4 - ENTER YE AT YEil OWN RISK - n sign in front of a dark entrance.

O~ - NO NON llUMANS SEIIVED - sign over the mirror of a tavern.

06 - DANGER! TRAP ZONE! - sign pounded into tfie ground.

07 - STOP, PAY TROLL - sign tacked to bridge.

08 - HELP ME FIND MY MOMMY - note pinned lo baby red dragon.

~@e9~@
09 - ALiV!S I'OR THE POOR - placard in front of dead begger.

10 - COMBAT ZONE - warning sign on the edge of large meadow.

11 - FELLOWSHIP OF TllE SNAKE LOCAL # 113 MEETS MONDAY AT 7 - flyer

12 - BEWARE OF Gli\NT RABID :vJOUSE.- sign on huge iron cage with open door.
~~~~
13 - DROP OFF YOUR DEAD BETWEEN 8 AND FIVE. - sign on mortuary door.

14 - FOltTUNES TOLD AND PALMS READ. - sign on lent.

15 BROTHER BARTHOL'S ELIXEH /\ND TONIC. - sign on side of wagon. 1

JG USAFF'S USED SLAVES. FllEE DELIVEHY. - banner on side of camel.

17 - GRISWALD GHIMWS POTIONS AND POISONS - label on empty bottle. '

~ 18 - BEWARE OF FALLING l{OCS - sign carved on stone wall.

19 - THIEVES WILL BE CRUCIFIED - placard hung on dead crucified man.

20 - YOU'RE NOT WELCOME HERE! - on sign words CROCK OF BLOOD INN.

21 - #$%&:%$%&:"(!*><?&%#$ - note attached to a large chest.

22 - GUTAHG LOVES i'vilYBELL - carved in a heart on a tree.

23 - BEWARE OF 01\CS - sit;n at the edge of a town.

24 - I!U'VlA'NS WILL BE Sl\EWEllED AND EATEN - sign at the edge of a meadow.

25 - FIFTEEN STEPS NORTH, SEVEN STEPS WEST OF OLD TREE - note on map.

2G •. STUNNiNG SP CL L - on llle outside of a roiled up scroll.

27 - OPEN \JE Fli\ST - on a red lrcusure chest.

28 - ALL TllE WOltLU'S Ut:'vJON CONTIWL SPELLS - on a book with no pages.

20 - l\EEP OUT! - vn u t:· ,,,~ lru11k b'Clow a lreehouse.

30 - L/\ST \\'ATEI\ BEFOll.!: iJESEln - sign on well.

-
42
MORE SIGNS OF THE TIMES

There ere signs everywhere. Here are a few more.

YOU SEE:

01 - DANGEH EXPLOSIVES - on a tiny chest.

02 - LAST WHISKEY BEFORE DESERT - sign on well.

03 - DESERT - sign on small sand patch which teleports you to dessert.

04 - THIS WAY TO MAGIC POUNTAIN - sign tacked to a tree.

05 - BEWARE OF SIGNMAKER - sign being painted by a cyclops.

06 - GRAFITTJ - Fezenclop lives! painted on a wall.

07 Gl~AFITTI Who is Fezenclop anyway? painted on a wall.

08 - THIS WAY TO DIE! - sign on entrance to abandoned temple.

09 - MAGIC POUNTAIN, NO SWIMMING. - sign on fountain.

10 - DOCTOR GRIS' STONING FORMULA, ACCEPT NO SUBSTITUTES!

11 - WHO FINDS THIS COIN CONTROLS UNDEAD. - engraved on a gold coin.

12 - DO NOT REMOVE - raised lettering on cast iron cauldron.

13 - BE WA RE OF BULL - on placard next to blind treasure map salesman.

14 - EXPELLUS REMOVUS BEGONIS - fragment of a scroll.

15 - FREE GOLD - sign next lo begger trying lo give away gold.

16 - USED SLAVE TRADERS FOR SALE CHEAP - banner on camel.

17 - ACME REN'r-A-ZOMBIE. OVERNIGHT OR MONTHLY.


GOLD!
18 - WHO FINDS THIS COIN WILL HAVE GOOD LUCK - on "heads" side of coin.

19 - BEWARE OF BRIDGE! DANGER! - sign on far end of rope bridge,

20 - BEW A RE OF SIG NS - painted on wall.

21 - WHO FINDS THIS COIN SHALL HAVE BAD LUCK - on "tails" side of coin.

~\}(]~~@
22 - THIS WAY TO FEZENCLOP'S TOMB - admission 10 GP.

22 - SWORDS SHARPENED - sign on side of wagon.

23 - THIEVES LOCAL 124 SOCIAL HALL - sign on thatched building.

@~
24 - SCROLLS BOUGHT AND SOLD - sign in window of tavern.

25 - MAGIC SHOVELS FOR SALE - sign on peddler's wagon.


26 - KEEP OFF THE GRASS and BEWARE OF THE GRIPPERGRAPPER - on lawn.

27 - BEWARE OF THE KILLER FLY - sign in front of cave.

28 - ENCHANTED GARDEN [{EEP OUT - sign on gate,

29 - MAGICIAN WANTED, APPLY WITHIN - sign on drawbridge.

30 - DANGER - no other explanation.


43

CLOSE ENCOUNTERS OF THE INDOOR KIND

Sometimes in th e dungeon things get so bizarre that the whole thing

grinds to a halt. Your thirty sided dice is a show stopper. Here are some

indoor encounters to make your heart go pitty-pat.

ROLL AS NEEDED.

YOU SEE:

01 - 50 ORCS GNAWING ON A DRAGON LEG BONE.

02 - GREEN SLIME AND MRS GREEN SLIME COMMING AT YOU FROM TWO DIRECTIONS.

03 - A SLOBBERING SUCCUBUS ON A PLAID BLANKET.

04 - 15 WEREWOLVES AND AN ACCORDIAN PLAYER DANCING A JIG.

05 - A PURPLE WOHM ID30Xl0 FEET LONG

06 - A WIZARD BREWING A FORMULA WITH A DEMON ASSISTANT.

07 - A SOLID WALL OF BLUE FIRE.

OB - A WERE TIGER CHAINED TO A WALL

09 - THREE YOUNG THIEVES IN CliAINS LOCKED IN A CAGE.

10 - A WANDERING MEDUSA DRAGGING A MAN ON A CHAIN.

11 - A CAMEL DRIVER IN A SLAVE COLLAR.

12 - A THUNDERING HERD (4D30X5) RATS HEADING YOUR WAY.

13 - 15 TROLL GUARDS IN PLATEMAIL.

14 - SCANTILY CLAD HUMAN FEMALE BEING THREATENED BY A GOBLIN.

15 - A CHAINED GOBLIN BEING FLAILED UNMERCIFULLY BY A HUMAN FEMALE.

16 - 200 ZOMBIES ARMED WITH STOUT STICKS.

17 - 50 GREMLINS WITH SHARP TEETH.

18 - 200 ANGRY ORCS ARMED WITH SPEARS.

19 - A HOODED MAN SITTING BEFORE A CHESS TABLE.

20 - 100 GHOULS INTENT ON MAKING YOU NUMBER 101.

21 - 5 DEMONS ON A MISSION TO FETCH YOU TO THE HIGH COUNCIL OF EVIL.

22 - A SWORDSMAN DRESSED JN WHITE DEMANDS YOU STEP FORTH AND FIGHT.

23 - 20 ORCS, 11 ZOMBIES, 15 DRAGONS, A CAMEL DRIVER &. 3 CYCLOPS.

24 - 5 G!UFFIN GUARDING A THRONE AND THREE CHESTS•.

25 - 100 REANIMATED GARGOYLES LOOKING FOR A FIGHT.

26 - A CENTAUR, AN OGRE, A GOLEM AND A HUMAN PLAYING CARDS.

27 - A POOL 100' BY 30' BY 10' DEEP IN WATER WITH GOLD COINS ON BOTTOM.

28 - A GIGANTIC BIRD CAGE FILLED WITH EAGLES.

29 - 50 GIANT SHREWS ATT ACKI NG .

30 - 1D30Xl0 EARTllWOR'.'v1S 1D6X50 FEET LONG PROTECTING A CACHE Or EMERALDS.


44
YES - NO TABLE

Sometimes a question needs to be answered that requires


an impartial decision. Whal could be more impartial than a 30
SIDED DICE
ROLL THREE TIMES AND ADD
A QUESTION OF YES OR NO

YES
1-YES 2-YES 3-YES 4-NO 5-YES 6-NO 7-YES

--
8-YES 9-YES 10-YES 11-YES 12-NO 13-NO 14-NO
15-YES 16-YES 17-YES 18-NO 19-NO 20-YES . 21-YES
22-NO 23-NO 24-YES 25-YES 26-YES 27-YES 28-NO
29-NO 30-YES 31-NO 32-YES 33-YES 34-NO 35-YES
36-YES 37-YES 38-NO 39-YES 40-NO 41-YES 42-NO o{
43-NO 44-NO 45-NO 46-NO 47-YES 48-NO 49-YES
50-NO 51-YES 52-NO 53-YES 54-NO 55-YES 56-NO
57-NO
64-NO
71-YES
78-YES
85-YES
58-YES
65-YES
72-YES
79-YES
86-NO
59-NO
66-NO
73-NO
80-NO
87-NO
60-NO
67-NO
74-NO
81-NO
88-NO
61-NO
68-YES
75-YES
82-YES
89-YES
62-NO
76-NO
63-YES
69-YES 70-YES
77-YES
83-YES 84-NO
90-NO
ND
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
A MATTER OF LIFE OR DEATH
ROLL THREE TIMES AND ADD
1-DEATH 2-DEATH 3-DEATH 4-LIFE 5-DEATH 6-LIFE
7-DEATH
13-LIFE
19-LIFE
25-DEATH
8-DEATH
14-LIFE
20 - DEATH
26-DEATH
9-DEATH
15-DEATH
21-DEATH
27-DEATH
10-DEATH
16-DEATH
22-LIFE
28-LIFE
11-DEATH
17-DEATH
23-LIFE
29-LIFE
12-LIFE
18-LIFE
24 - DEATH
30-DEATH
LIFE
31-LIFE 32-DEATH 33-DEATH 34-LIFE 35-DEATH 36-DEATH
37-DEATH 38-LIFE 39-DEATH 40-LIFE 41-DEATH 42-LIFE OY"
43-LIFE 44-LIFE 45-LIFE 46-LIFE 47-DEATH 48-LIFE
49-DEATH 50-LIFE 51-DEATH 52-LlFE 53-DEATH 54-LIFE
55-DEATH
61-LIFE
67-LIFE
73-LIFE
56-LIFE
62-LIFE
68-DEATH
74-LIFE
57-LIFE
63-DEATH
69-DEATH
75-DEATH
58-DEATH
64-LIFE
70-DEATH
76-LIFE
59-LIFE
65-DEATH
71-DEATH
77-DEATH
60-LIFE
66-LIFE
72-DEATH
78-DEATH
DEATH
....-
79-DEATH 80-LIFE 81-LIFE 82-DEATH 8 3-DEATH 84-LIFE
85-DEATH 86-LIFE 87-LIFE 88-LIFE 89-DEATH 90-LIFE
>>>>>>>>>>>>>>>>>>>>>>>>>)>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
IS IT POISON OR SAFE
ROLL THREE TIMES AND ADD
1-SAFE 2-SAFE 3-SAFE 4-POISON 5-SAFE

SAFE
6-POISON 7-SAFE 8-SAFE 9- SAFE 10-SAFE
11-SAFE 12-POISON 13-POISON 14-POI SON 15-SAFE
16-SAFE 17-SAFE 18-POISON 19-POISON 20-SAFE
21-SAFE 22-POISON 2 3-POI SON 24-SAFE 25-SAFE ,,,........
28-POISON 29-POI SON 30-SAFE
26-SAFE
31-POISON
36-SAFE
27 - SAFE
32-SAFE
37-SAFE
33-SAFE
38-POI SON
34-POISON
39-SAFE
35-SAFE
40-POISON
OY
41-SAFE 42-POISON 43-POI SON 44-POISON 45 - POISON
46-POI SON
51-SAFE
56-POISON
61-POISON
47-SAFE
52-POI SON
57-POISON
62-POISON
48-POISON
53-SAFE
58-SAFE
63-SAFE
49-SAFE
54-POISON
59-POISON
64-POI SON
50-POISON
55-SAFE
60-POISON
65-SAFE
POISON ·- -··· -- -· - --·--··---··-- --

66-POISON 67-POISON 68-SAFE 69-SAFE 70 - SAFE


71-SAFE 72-SAFE 73-POISON 74-POISON 7 5-SAFE
76-POISON 77-SAFE 78-SAFE 79-SAFE SO-POISON
Bl-POISON 82-SAFE 83-SAFE 84-POISON 85-SAFE
86-POISON 87-POISON 88-POJSON 89-SAFE 90-POISON
>>>>>>>>>>>>>>>> >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
45

TOO WIERD TO CLASSIFY


:;;ornetimes th:ng> happen that don't fall into any catagory. \~hen that
oceurs, come lo this chart for directions. Any higher than 15 add 10 EP and
;·0:1 again.
ROLL ONCE ANO PLAY

Ol - A glowing orb appears in front of you and beckons you to


follow. It is ~,ooolhing and makes a pleasant ;;ound. You
foei safe in going with it.

02 - You find yourself in a room with no windows or doors,


d<=void of iurnilure save for a wooden table cracked
down the l<:nglh. Poison gas is see;:iing in. You have
120 se::!onds to escape.

:J3 - A giant bat wearing a saddle invites you to climb aboard


for a long ride. He says he will take you to the world's
greatest treasure.

04 - A Goblin captain and sixteen troopers confront you


angrily and demand ransom for safe passage.

U5 - A fountain more beautiful than you've seen in the past


beckons you to taste of it. A talking fountain, it will
answer three '.JUestions and refresh your thirst. But
will engulf and drown anyone who bathes in it.

06 ·· A wizard lies mo1·tally wounded bet v:een the paws of a


not too tired c;•imson dragon. He asks for help. Will
you help him?

07 - An ass3ssin is among you. He is blended in with the


surroundings and is attacking your group by blowpipe.

08 - /\ pack of wild dogs all lay sleeping curled around a


large treasure chest. Above, on a ledge, sit three
stone gargoyles on guard.

09 - The floor gives way underneath you and you find yourself
in a pit surrounding by writhing hissing vipers. They
all seem to be trying to bite you at once. Armor helps
but if you take a hit on skin, you are poisoned.

10 - You find a pair of loaded dice. When you throw them,


they land on seven or eleven. Once every ten throws
they will land on snake eyes. When that happens they
explode. B L O O O E E Y ! BAM! total destruction of a
ten foot square.

11 - You encounter u Grippergrapper, a mechanical contraption


that keeps the garden clean. It has whirring blades and
crushing gears and weighs several thousand pounds. It
lakes a working knowledge of m3chinery to stop it,
otherwise, it "mows" you down.

12 - Here comes Granny. She has a cane, her hair is gray and
sllc weurs a flowered print dress. Sh•~ has cookies and
milk which add two points to strenth if eaten and two
points to charisma if treated politely.

13 - You find a large chest in the middle of the area you


are searching. Inside containers each ho!? a key.
Red key opens a door to the Solar room, a mega hot sauna
containing treasure. Blue opens the cold room, a deep
freeze containing maps. Green opens the closet which
houses the gripperr:rnpper.

14 - Nothing is here. !t gets larger until it consumes you.


now you are r.oti1i.1g also, not de3d or alive but nothing.
unless you can esca,:ie quickly you will be absorbed. one
hope is a hole in nowhere that leads somewhere. Try it.

15 - You find 11 gold coin. PicY.ing it up triggers a stoning


spell. You now join U1e othe~ statues in the area.
ARMORY WARGAMING MUSEUM
4149 AMOS AVENUE
BALTIMORE, MO. 21215
Announcin1 The ....

We Welcome You •••

Whether you are a beginne~ or a seasoned veteran, whether


you are a casual accumulator or a dedicated researcher, whether
you collect "5 & 10¢ 11 store soldiers or seek the great world
rarities, The Armory Wargaming Museum services offer you direction,
s timulation, education and just plain fun.

The Armory Museum is dedicated to the exchange of information


and knowledge. On exhibit will be a comprehensive collection of
Historic and Fantasy related materials. The establishment of this
Armory archive is devoted to the betterment of gaming and
miniature figure collecting.

Armory Museu• benefits and services available ••


* Research Library * Field Trips * Publishing
* Exhibits '& Displays * Workshops * Co111petitions
* Seminars ~ Awcards Program Ii
Tran s lating Service
PLEASE SEND ME MORE INFORMATION ABOUT THE ARMORY WARGAMING MUSEll"l
PLEASE CHECK YOUR ARlA Of INTERE ST.
NAME _ _ _~~~~~~~~-----
ADORE SS
D nISTORIC GAMING OoroRAMAS

- - - - - - - - - - - - - - - - DFANTASY GAMING DPLA STIC MODELS


CI TY
---------------- D llISTORIC MINIATURE S D BOOK S & PUBLICATIONS

ZIP- - - - - -
----------
FAVORITE LOCAL SHOP
D FANTASY MINIATURES D f.OMPUTER GAMES

The Hobby game industry is built on the special knowledge and inventory of your
local merchants who welcome your visits year-round. ALWAYS SUPPORT YOUR LOCAL DEALER!
Available From Fine
Hobby & Game
Shops Everywhere.

METALLIC 30's
stOeO ITEM
-~UMBEB ________ D£SCBifI10~---------------------BEIQIL
7900 300 (1-30) METALLIC POLY DICE ASST.
U.S.
1.50

DEALER INQUIRIES WELCOMED


Otce 7901
7902
7903
7904
30D (1-30) METALLIC
S~)[I (1-30) METALLIC
:JOD (1-30) METALLIC
30D (1-3(1) METALLIC
POLY
POLY
POLY
POLY
DICE
DICE
DICE
DICE
COPPER
NICKEL
GOLD
BRONZE
1.50
1.50
1.50
1.50
7905 30D (1-:30) METALLIC POLY DICE PEWTER 1.50

OPAQUE 30's TRANSPARENT 30's


ITEM U.S. ITEM U.S.
JllJIBEIL ______.llESCBifIIOtl---------------------BEUIIL_ .l:ilUMBEB________ D£SCBifIIO~---------------------BEiaIL_
T4400 1-30 INKED OPAQ DICE ASST. 1.00 T4500 1-30 INKED TRANS DICE ASST. 1.50
T4401 1-30 INKED OPAQ DICE WHITE 1.00 T4501 1-30 INKED TRANS DICE CLEAR 1.50
T4402 1-30 INKED OPAQ DICE RED 1.00 T4502 1-30 INKED TRANS DIC'.E RED 1.50
T4403 1-30 INKED OPAQ DICE C>REEN 1.00 T4503 1-30 INKED TRANS DICE GREEN 1.50
T4404 1-30 INKED OPAQ DICE BROWN 1.00 T4504 1-30 INKED TRANS DICE BLUE 1. 50
T4405 1-30 INKED OPAQ DICE BLACK 1.00 T4505 1-30 INKED TRANS DICE YELLOW 1.So
T4406 1-30 INKED OPAQ DICE BLUE 1.00 T4506 l-3(1 INKED TRANS DICE ORANCtE 1.50
T4407 1-30 INKED OPAQ DICE vaLOW 1.00 T4507 1-30 INKED 'TRANS DICE PURPLE 1.50
T4408 1-30 INKED OPAQ DIC'.E ORANGE 1. 00 T4508 1-30 INKED TRANS DIC.E SMOKE 1.50
T4409 1-30 INKED OPAQ DICE PURPLE 1.00 T4509 1-30 INKED TRANS DICE ROOTBEER 1. 50

BLISTER CARDED 30 SIDED DICE


ITEM U.S. ITEM U.S •
..MmBEB_ __ _ffSCRieIION _MJMBEB.. _____.llESCBifllotil____________________ BEiaIL_
------~-----..BEUl!L
T4410 1-30 OPAQ CARDED PRS. ASST. 1.9B T4511 1-~-IO TRANS CARDED PRS CLEAR 2.98
T4411 1-30 OPAQ CARI:{[I PRS. WHITE 1.98 T4512 1-30 TRANS CARDED PRS. RED 2.98
T4412 1-30 OPAQ CARDED PRS. RED 1. 98 T4513 1-30 TRANS CARDED PRS. GREEN 2.98
T4413 1-30 OPAQ CARDED PRS. C>REEN 1.98 T4514 1-30 TRANS CARDED PRS. BLUE 2.98
T4414 1-30 OPAQ CARDED PRS. BROWN 1.9B T4515 1-30 TRANS CARDED PRS. YELLOW 2.98
T4415 1-30 OPAQ C.ARDED PRS. BLACK 1. 98 T4516 1-30 TRANS CARDED PRS. ORANGE 2.98
T4416 1-30 -0PAQ CARDED PRS. BLUE 1. 98 T4517 1-30 TRANS CARDED PRS. PURPLE 2.9:3
T4417 1-30 OPAQ C.ARDED PRS. YELLOW 1.98 T4518 1-:30 TRANS CARDED PRS. STRAWBERRY 2.98
T4418 1-30 OPAQ CARDED PRS. ORAW.£ 1.9B T4519 l-3(1 TRANS CARDED PRS. SMOKE 2.98
T4419 1-30 OPAQ CARDED PRS. PURPLE 1.98 T4520 1-30 TRANS CARDED PRS. ROOTBEER 2.'?8

You might also like