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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.
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BALTIMORE, MO. 21215
Announcin1 The ....
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The Armory Museum is dedicated to the exchange of information
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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