Basic Fantasy RPG Rules r111

Download as pdf or txt
Download as pdf or txt
You are on page 1of 205

Copyright © 2006-2023 Chris Gonnerman

All Rights Reserved. See next page for license information.


www.basicfantasy.org
Dedicated to Gary Gygax, Dave Arneson, Tom Moldvay, David Cook, and  Stephen  Marsh
and to my daughter Taylor, my first and best inspiration

Basic Fantasy Role-Playing Game


4th Edition, Release 111
Copyright © 2006-2023 Chris Gonnerman – All Rights Reserved
All textual materials in this document, as well as all maps, floorplans, diagrams, charts, and forms included
herein, are distributed under the terms of the Creative Commons Attribution-ShareAlike 4.0 International
License. Most other artwork presented is property of the original artist and is used with
permission. Note that you may not publish or otherwise distribute this work as is without
permission of the original artists; you must remove all non-licensed artwork before doing so.
The full license text can be viewed at:
https://creativecommons.org/licenses/by-sa/4.0/
Some text used in the development of this document was retrieved from Wikipedia, and was originally licensed
under the Creative Commons Attribution-ShareAlike 3.0 license.
Contributors: Ray Allen, William D. Smith, Jr., Nick Bogan, Evan Moore, Stuart Marshall, Emiliano Marchetti,
Antonio Eleuteri, Luigi Castellani, Michael Hensley, Nazim N. Karaca, Arthur Reyes, Todd Roe,
Jim  Bobb, R. Kevin Smoot, Rachel Ghoul, Tom Hoyt, James Michael Spahn, Matt Sluis,
Russ  Westbrook, Martin Serena, and Joe Ludlum
Cover Art: Erik Wilson
Artwork: Erik Wilson, Steve Zieser, Matt Finch, Dan Dalton, Luigi Castellani, Nick Bogan, Mike Hill,
Kevin  Cook, Sean Stone, Brian "Glad" Thomas, Tomas Arfert, Andy "ATOM" Taylor, Jason  Braun,
Martin "Wulfgarn" Siesto, Brian DeClercq, Martin Serena, Cory  "Shonuff"  Gelnett, Alexander Cook,
Bruce Ripple, Gabe Fua, John Simcoe, LuckyCrafts, Jeremy  Putnam, Francisco Chavez,
William  Henry Dvorak, Tony Grant Gittoes,  Jose  Kercado, Jody Claunch, Terance Crosby,
S.  Ender  Thiel, Colin Richards, John Fredericks, Piotr Klimkowicz, and Evan Griffiths
Proofreading: Tonya Allen, Daryl Burns, James Roberts, Serge Petitclerc, Benedict Wolf, Onno Tasler,
Peter  Cook, Derrick "Omote" Landwehr, Wes Brown, Troy Gravil, Garrett Rooney,
K.  David  Ladage, James Lemon, Martin Serena, Joe Carruthers, Jonathan Nichol, Alister Fa,
Joel  Davis, Hadrien Riel-Salvatore, Gabe Fua, Mark Mealman, Alan Vetter, Jim  Michnowicz,
and  Timothy P. Fox
Playtesters: Taylor Gonnerman, Alan Jett, Mike Brantner, Steve Zieser,
Allan  Zieser, Jonathon Foster, Adam  Young, Michael Young,
Jason  Schmidt, Doug Wilson, Jessica Abramson, Tonya Allen,
Bryan  Christian, Chuck Schoonover, Natalie Schoonover,
Brianna  Schoonover, Jason  Brentlinger, Chris Wolfmeyer,
Josh  Eaton, Audra Brentlinger, Tim McAfee, Ike Borden,
Cody  Drebenstedt, Joseph  BierFauble, Emily Drebenstedt,
John Lopez, Pedro  Pablo  Miron  Pozo, Robert Odom,
Sergio  I.  Nemirovsky, Will  E.  Sanders, Brian Scalise,
Thorin  Schmidt, Timothy  J.  Kuhn, and  Jeanne Mayer Mitchell
TABLE OF CONTENTS
PART 1: INTRODUCTION........................................1 Charging...................................................................52
What is This?..............................................................1 Evasion and Pursuit..................................................52
What is a Role-Playing Game?....................................1 Attack Bonus Table...................................................53
What Do I Need to Play?.............................................2 Defensive Movement................................................53
Using the Dice.............................................................2 How to Attack...........................................................53
PART 2: PLAYER CHARACTERS............................3 Attacking From Behind.............................................53
How to Create a Player Character...............................3 Normal Men..............................................................53
Character Abilities.......................................................4 Monster Attack Bonus...............................................54
Hit Points and Hit Dice................................................4 Melee Combat..........................................................54
Languages..................................................................4 Missile Fire................................................................54
Character Races..........................................................5 Cover and Concealment...........................................54
Dwarves.....................................................................5 Missile Weapon Rate of Fire......................................54
Elves...........................................................................5 Grenade-Like Missiles...............................................54
Halflings......................................................................6 Missiles That Miss......................................................55
Humans......................................................................6 Oil............................................................................55
Combination Classes...................................................6 Holy Water...............................................................55
Cleric..........................................................................7 Damage....................................................................55
Fighter........................................................................7 Subduing Damage....................................................55
Magic-User.................................................................8 Brawling...................................................................56
Thief...........................................................................8 Wrestling...................................................................56
Cost of Weapons and Equipment..............................10 Morale......................................................................57
Money......................................................................10 Clerics vs. Undead Table...........................................57
Equipment................................................................10 Turning the Undead..................................................57
Missile Weapon Ranges.............................................11 Energy Drain.............................................................58
Armor and Shields....................................................11 Healing and Rest.......................................................59
Explanation of Equipment.........................................12 Falling Damage.........................................................59
Vehicles....................................................................13 Deafness and Blindness.............................................59
Siege Engines...........................................................14 Attacking a Vehicle....................................................60
PART 3: SPELLS......................................................15 Repairing a Vehicle...................................................60
PART 4: THE ADVENTURE....................................42 Saving Throws..........................................................60
Time and Scale.........................................................42 Item Saving Throws..................................................60
Dungeon Adventures................................................42 PART 6: MONSTERS...............................................62
Carrying Capacity.....................................................42 PART 7: TREASURE.............................................162
Movement and Encumbrance...................................42 Treasure Types.......................................................163
Mapping...................................................................43 Magic Item Generation............................................165
Light.........................................................................43 Explanation of Magic Items.....................................168
Darkvision................................................................43 PART 8: GAME MASTER INFORMATION..........179
Doors.......................................................................43 Wandering Monsters...............................................179
Traps........................................................................43 Creating An NPC Party...........................................183
Secret Doors.............................................................44 Dealing with Players................................................185
Dungeon Survival.....................................................44 Character Creation Options.....................................185
Wilderness Adventures..............................................45 Hopeless Characters...............................................185
Wilderness Movement Rates.....................................45 Acquisition of Spells................................................186
Overland Travel........................................................45 Weapon and Armor Restrictions..............................186
Becoming Lost..........................................................45 Judging Wishes.......................................................187
Waterborne Travel....................................................45 Optional Rules........................................................187
Traveling by Air........................................................45 Death and Dying.....................................................187
Retainers, Specialists and Mercenaries.......................46 "Save or Die" Poison...............................................188
Character Advancement............................................49 Ability Rolls.............................................................188
Experience Points.....................................................49 Human Experience Bonus Option...........................188
PART 5: THE ENCOUNTER...................................50 Awarding Experience Points for Treasure Gained....189
Order of Play............................................................50 Thief Abilities..........................................................189
Surprise....................................................................50 Preparing Spells From Memory...............................189
Monster Reactions.....................................................50 Magical Research....................................................190
Initiative....................................................................51 Creating a Dungeon Adventure...............................194
Combat....................................................................51 Traps......................................................................196
Running....................................................................51 Designing a Wilderness Adventure...........................197
Maneuverability........................................................51 Strongholds............................................................198
Climbing and Diving.................................................52 ALPHABETICAL INDEX........................................201
BASIC FANTASY RPG INTRODUCTION

PART 1: INTRODUCTION
It was our third foray into the dungeons beneath the ancient fortress in the middle of the river. We were on the
second level down from the ruins, standing before the great bronze doors beyond which we believed lay the tomb
of an ancient barbarian chieftain. I hadn't believed the tales of the old drunk at the tavern back at Morgansfort,
but for some reason Apoqulis, the Cleric, believed him. Turned out his stories were true… mostly, anyway.
I held a torch for Barthal, the Thief, as he tried briefly to pick the lock. He turned around and said, "It must be
held by magic. The lock won't even wiggle."
Morningstar, the Elf, smiled. "I have just the thing," she said, drawing from her backpack the scroll we took from
the goblins. She unrolled it and began to read, and though I couldn't understand her words I could see the
characters burning away as she read them, little wisps of smoke as from a candle rising up from each in turn.
Seeing that she was nearly through, I turned my attention to the lock. I'm not sure what I was expecting, but the
little puff of dust that came from it as she finished didn't seem like much. She turned to Barthal and said, "Try
again."
I'm tempted to say that Barthal bent to his work, but he's a Halfling; at just over three feet tall he could look
straight into the lock without stooping a bit. I must have looked impatient, as Apoqulis leaned over to me and
said, "Be still, Darion, he'll be through in a moment or two."
Then I heard a loud click, and Barthal turned to me with a smile. "It's open, my friend. After you!" I handed him
the torch, then stepped to the doors, sword drawn, and Morningstar joined me, likewise ready. I steeled myself
and opened the doors…
Beyond lay a stone sarcophagus, resting atop a raised platform. Strewn about the floor were many human
skeletons. Apoqulis made a sign with his hand that I didn't recognize; then we walked in carefully, trying not to
trip over the bones. I noticed among the bones several bronze swords, covered in verdigris. I stepped to the
sarcophagus. "The lid is likely very heavy," I said. "Come, Morningstar, rather than lift it, let's turn it about so we
can see what treasures lie inside."
Morningstar called "Wait!" but it was too late… I had already laid hands upon the sarcophagus. The bones on the
floor began to rattle, then rose up and assembled themselves in a mockery of life. Without delay they picked up
their swords from the floor and began to attack us. I would have to wait until later to kick myself, I mused, as I
put my back against the sarcophagus and began to fight the monsters…

What is This?
The Basic Fantasy Role-Playing Game is a rules-light
game system written with inspiration from early role-
playing game systems. It is intended for those who are
fans of "old-school" game mechanics. Basic Fantasy
RPG is simple enough for children in perhaps second or
third grade to play, yet still has enough depth for adults
as well.

What is a Role-Playing Game?


In the almost 50 years since the first role-playing game
appeared, much has changed. Most people have at
least heard the names of one or two such games, and
many, many people have played. Still, there are those
who have not tried RPGs; if you are one of those
people, this part is for you.
Role-playing games are played by a number of players,
commonly two to eight, and a Game Master, or GM
(often called something else, but the job remains the

1
INTRODUCTION BASIC FANTASY RPG

same regardless of the title). Each player generally Using the Dice
plays one character, called a player character or PC,
while the Game Master is responsible for running the The 20 sided die, or d20, is one of the
world, creating and managing the towns, nations, ruins, most important dice in the game: it is
non-player characters (or NPCs), monsters, treasure, used to resolve attack rolls and saving
and all other things that aid or challenge the players. throws (concepts that will be explained
Dice are often used to determine the success or failure later). In general, the die is rolled,
of most actions that take place in the game; Basic modifiers added or subtracted, and if the total result
Fantasy RPG uses polyhedral dice, described below, for equals or exceeds a target number, the roll is a success;
this purpose. otherwise it has failed.

In effect, role-playing games are just grown-up games The 10 sided die, or d10, is used to
of pretend. If you remember playing pretend as a child, generate numbers from 1 to 10; it is
you may recall having some difficulty deciding whose numbered 0 to 9, but a roll of 0 is
idea should have precedence… if one child plays a normally counted as 10. A pair of d10's
knight and the other a dragon, who will win? Surely are also used together to generate
the knight doesn't win every time. Role-playing games numbers from 1 to 100, where a roll of 00 is counted as
have rules to determine such things. These rules can 100. The two dice should be different colors, and the
range from the very free-form and simple to the very player must declare which is the tens die and which is
complex and detailed. the ones die before rolling them! (Or, the player may
have a die marked with double digits, as shown.)
This game attempts to walk the line between simple Rolling two d10's in this way is called a percentile roll,
and complex, free-form and detailed. Too much detail or d%. These rolls are generally against target
and complexity slows the game down as players and numbers, but for the roll to be a success, the result must
GM spend much time leafing through the rules and little be equal to or less than the target
time actually playing. Free-form games with simple number. So for example, a character
resolution systems demand more mental agility from using a Thief ability (described later) with
the participants, and are much more dependent on the a 30% chance of success rolls the dice: if
good judgment of the Game Master to maintain the result is 01 to 30, the roll is a success.
balance. Basic Fantasy Role-Playing Game falls
between these two extremes, having rules for the most The 4 sided die, or d4, is a special case.
common activities and guidelines to help the Game It is not so much rolled as "flipped," and
Master judge the unexpected. the number which is upright is the result
of the roll. Note that d4's
What Do I Need to Play? are made in two different
styles, as shown; regardless of which style
If you are to be a player, you should have a pencil, you have, the number rolled is the one
some notebook paper, and a set of dice. Someone in which is upright on all visible sides.
your player group probably needs to have some graph
The other dice normally used have 6, 8,
paper (4 or 5 squares per inch is best) for drawing
and 12 sides, and are called d6, d8, and
maps. You can use preprinted character sheets (such
d12. d6's may be made
as those available on the Basic Fantasy RPG website) if
with either numbers or pips;
you wish, but notebook paper works fine.
it makes no difference which
If you are the Game Master, you need all of the above. type you choose.
If this is your first time as GM, or you have limited
When multiple dice are to be rolled and
preparation time, you might wish to use a pre-written
added together, it's noted in the text like
adventure (called a module) rather than create one
yourself. Several modules are distributed on the this: 2d6 (roll two d6 dice and add them
basicfantasy.org website; several modules available for together), or 3d4 (roll three d4 dice and
free on the website are specifically designed for use with add them together). A modifier may be
a party of new players. Adventure modules written for noted as a "plus" value, such as 2d8+2 (roll two d8 dice
other game systems may also be used, but the Game and add them together, then add 2 to the total).
Master may need to spend some time "converting" such
a module before beginning play.

2
BASIC FANTASY RPG PLAYER CHARACTERS

PART 2: PLAYER CHARACTERS


How to Create a Player Character spells your character knows; it's up to the Game Master
to decide this, but they may allow you to choose one or
First, you will need a piece of paper to write down the
more spells yourself.
character's statistics on. You may use a preprinted
character sheet if one is available, or you may simply Note on your character sheet that your character has
use a piece of notebook paper. An example character zero (0) experience points (or XP); also you may want
is shown below. You should use a pencil to write down to note the number needed to advance to second level,
all information, as any statistic may change during play. as shown in the table for your class.
Roll 3d6 for each ability score, as described in the Roll the hit die appropriate for your class, adding your
Character Abilities section, and write the results after Constitution bonus or penalty, and note the result as
the names of the abilities. Write down the scores in the your hit points on your character sheet. Note that,
order you roll them; if you are unhappy with the scores should your character have a Constitution penalty, the
you have rolled, ask your Game Master for advice, as penalty will not lower any hit die roll below 1 (so if your
they may allow some form of point or score Character has a -2 penalty for Constitution, and you
exchanging. roll a 2, the total is adjusted to 1).
Write down the ability score bonus (or penalty) for each Roll for your starting money. Generally your character
score beside the score itself, as shown on the table on will start with 3d6 times 10 gold pieces, but ask the
the next page. Game Master before rolling.
Choose a race and class for your character. Your Now, purchase equipment for your character, as shown
character must meet the Prime Requisite minimum for a in the Cost of Weapons and Equipment section on
class, as described in the Character Classes section on page 10. Write your purchases on your character
page 7, in order to be a member of that class. Also sheet, and note how much money remains afterward.
note that there are minimum (and maximum) ability Make sure you understand the weapon and armor
requirements for the various races which must be met, restrictions for your class and race before making your
as described under Character Races on page 5. purchases.
Write down the special abilities of your race and class Since you now know what sort of armor your character
choices, as described below. If you have chosen to is wearing, you should note your Armor Class on your
play a Magic-User, ask your Game Master what spell or character sheet. Don't forget to add your Dexterity
bonus or penalty to the figure.
Look up your character's attack bonus (from the table
on page 53 of the Encounter section) and note it on
your character sheet. Don't add your ability bonuses
(or penalties) to this figure, as you will add a different
bonus (Strength or Dexterity) depending on the sort of
weapon you use in combat (i.e. melee or missile
weapon).
Also look up your saving throws (as found on page 61)
and note them on your character sheet. Adjust the
saving throw figures based on your race, if your
character is not a Human (again, see Character Races
on page 5). Please note that the saving throw bonuses
for other races are presented as "plus" values, to be
added to the die roll; for convenience, you may simply
subtract them from the saving throw numbers on the
character sheet instead.
Finally, if you haven't done so already, name your
character. This often takes longer than all the other
steps combined.

3
PLAYER CHARACTERS BASIC FANTASY RPG

Character Abilities Charisma: This is the ability to influence or even lead


people; those with high Charisma are well-liked, or at
Each character will have a score ranging from 3 to 18 in
least highly respected. Apply the Charisma bonus or
each of the following abilities. A bonus or penalty is
penalty to reaction rolls. Also, the number of retainers
associated with each score, as shown on the table
a character may hire, and the loyalty of those retainers,
below. Each class has a Prime Requisite ability score,
is affected by Charisma.
which must be at least 9 in order for the character to
become a member of that class; also, there are required
minimum and maximum scores for each character race Hit Points and Hit Dice
other than Humans, as described under Character When a character is injured, they lose hit points from
Races on page 5. their current total. Note that this does not change the
Ability Score Bonus/Penalty
figure rolled, but rather reduces the current total;
healing will restore hit points, up to but not exceeding
3 -3
the rolled figure.
4-5 -2
6-8 -1 When their hit point total reaches 0, your character may
9-12 0 be dead. This may not be the end for the character;
13-15 +1 don't tear up the character sheet.
16-17 +2 First level characters begin play with a single hit die of
18 +3 the given type, plus the Constitution bonus or penalty,
with a minimum of 1 hit point. Each time a character
Strength: As the name implies, this ability measures the gains a level, the player should roll another hit die and
character's raw physical power. Strength is the Prime add the character's Constitution bonus or penalty, with
Requisite for Fighters. Apply the ability bonus or penalty the result again being a minimum of 1 point. Add this
for Strength to all attack and damage rolls in melee (hand amount to the character's maximum hit points figure.
to hand) combat. Note that a penalty here will not reduce Note that, after 9th level, characters receive a fixed
damage from a successful attack below one point in any number of hit points each level, as shown in the
case (see the Combat section for details).
advancement table for the class, and no longer add the
Intelligence: This is the ability to learn and apply Constitution bonus or penalty.
knowledge. Intelligence is the Prime Requisite for
Magic-Users. The ability bonus for Intelligence is added Languages
to the number of languages the character is able to
learn to read and write; if the character has an All characters begin the game knowing their native
Intelligence penalty, they cannot read more than a language. In most campaign worlds, Humans all (or
word or two, and will only know their native language. nearly all) speak the same language, often called
"Common." Each non-Human race has its own
Wisdom: A combination of intuition, willpower and language, i.e. Elvish, Dwarvish, or Halfling, and
common sense. Wisdom is the Prime Requisite for members of these races begin play knowing both their
Clerics. The Wisdom bonus or penalty may apply to own language and Common (or the local Human
some saving throws vs. magical attacks, particularly language if it isn't called Common).
those affecting the target's will.
Characters with Intelligence of 13 or higher may choose
Dexterity: This ability measures the character's to begin the game knowing one or more languages
quickness and balance as well as aptitude with tools. other than those given above; the number of additional
Dexterity is the Prime Requisite for Thieves. The languages that may be learned is equal to the
Dexterity bonus or penalty is applied to all attack rolls Intelligence bonus (+1, +2, or +3). Characters may
with missile (ranged) weapons, to the character's Armor choose to learn other non-Human languages, including
Class value, and to the character's Initiative die roll. those of creatures such as Orcs, Goblins, etc. The GM
will decide which languages may be learned. The
Constitution: A combination of general health and
player may choose to leave one or more bonus
vitality. Apply the Constitution bonus or penalty to
language "slots" open, to be filled during play. Some
each hit die rolled by the character. Note that a penalty
Game Masters may even allow player characters to
here will not reduce any hit die roll to less than 1 point.
learn exotic languages such as Dragon; also, "dead" or
otherwise archaic languages might be allowed to more
scholarly characters.

4
BASIC FANTASY RPG PLAYER CHARACTERS

Character Races
Dwarves Elves

Description: Dwarves are a short, stocky race; both


male and female Dwarves stand around four feet tall
and typically weigh around 120 pounds. Their long
Description: Elves are a slender race, with both males
hair and thick beards are dark brown, gray or black.
and females standing around five feet tall and weighing
They take great pride in their beards, sometimes
around 130 pounds. Most have dark hair, with little or
braiding or forking them. They have a fair to ruddy
no body or facial hair. Their skin is pale, and they have
complexion. Dwarves have stout frames and a strong,
pointed ears and delicate features. Elves are lithe and
muscular build. They are rugged and resilient, with the
graceful. They have keen eyesight and hearing. Elves
capacity to endure great hardships. Dwarves are
are typically inquisitive, passionate, self-assured, and
typically practical, stubborn and courageous. They can
sometimes haughty. Their typical lifespan is a dozen
also be introspective, suspicious and possessive. They
centuries or more.
have a lifespan of three to four centuries.
Restrictions: Elves may become Clerics, Fighters,
Restrictions: Dwarves may become Clerics, Fighters,
Magic-Users or Thieves; they are also allowed to
or Thieves. They are required to have a minimum
combine the classes of Fighter and Magic-User, and of
Constitution of 9. Due to their generally dour
Magic-User and Thief (see Combination Classes,
dispositions, they may not have a Charisma higher than
below). They are required to have a minimum
17. They may not employ Large weapons more than
Intelligence of 9. Due to their generally delicate nature,
four feet in length (specifically, two-handed swords,
they may not have a Constitution higher than 17. Elves
polearms, and longbows).
never roll larger than six-sided dice (d6) for hit points.
Special Abilities: All Dwarves have Darkvision (see
Special Abilities: All Elves have Darkvision (see page
page 43) with a 60' range, and are able to detect
43) with a 60' range. They are able to find secret doors
slanting passages, stonework traps, shifting walls and
more often than normal (1-2 on 1d6 rather than the
new construction on a roll of 1-2 on 1d6; a search must
usual 1 on 1d6). An Elf is so observant that one has a
be performed before this roll may be made.
1 on 1d6 chance to find a secret door with a cursory
Saving Throws: Dwarves save at +4 vs. Death Ray or look. Elves are immune to the paralyzing attack of
Poison, Magic Wands, Paralysis or Petrify, and Spells, ghouls. Also, they are less likely to be surprised in
and at +3 vs. Dragon Breath. combat, reducing the chance of surprise by 1 in 1d6.
Saving Throws: Elves save at +1 vs. Paralysis or
Petrify, and +2 vs. Magic Wands and Spells.

5
PLAYER CHARACTERS BASIC FANTASY RPG

Halflings Humans

Description: Halflings are small, slightly stocky folk Description: Humans come in a broad variety of
who stand around three feet tall and weigh about 60 shapes and sizes; the Game Master must decide what
pounds. They have curly brown hair on their heads sorts of Humans live in the game world. An average
and feet, but rarely have facial hair. They are usually Human male in good health stands around six feet tall
fair skinned, often with ruddy cheeks. Halflings are and weighs about 175 pounds, while females average
remarkably rugged for their small size. They are five feet nine inches and weigh around 145 pounds.
dexterous and nimble, capable of moving quietly and Most Humans live around 75 years.
remaining very still. They usually go barefoot.
Restrictions: Humans may be any single class. They
Halflings are typically outgoing, unassuming and good-
have no minimum or maximum ability score
natured. They live about a hundred years.
requirements.
Restrictions: Halflings may become Clerics, Fighters
or Thieves. They are required to have a minimum Special Abilities: Humans learn unusually quickly,
Dexterity of 9. Due to their small stature, they may not gaining a bonus of 10% to all experience points earned.
have a Strength higher than 17. Halflings never roll Saving Throws: Humans are the "standard," and thus
larger than six-sided dice (d6) for hit points regardless have no saving throw bonuses.
of class. Halflings may not use Large weapons, and
must wield Medium weapons with both hands.
Combination Classes
Special Abilities: Halflings are unusually accurate with
all sorts of ranged weapons, gaining a +1 attack bonus To become a member of a combination class, a
when employing them. When attacked in melee by character must meet the requirements of both classes.
creatures larger than man-sized, Halflings gain a +2 Combination class characters use the best attack bonus
bonus to their Armor Class. Halflings are quick-witted, and the best saving throw values of their original two
adding +1 to Initiative die rolls. In their preferred forest classes, but must gain experience equal to the
terrain, they are able to hide very effectively; so long as combined requirements of both base classes to advance
they remain still there is only a 10% chance they will be in levels. Elves are the only characters eligible to be a
detected. Even indoors, in dungeons or in non- member of one of these combination classes:
preferred terrain they are able to hide such that there is Fighter/Magic-User: These characters may both fight
only a 30% chance of detection. Note that a Halfling and cast magic spells; further, they are allowed to cast
Thief will roll only once, using either the Thief ability or magic spells while wearing armor. These characters roll
the Halfling ability, whichever is better. six-sided dice (d6) for hit points.
Saving Throws: Halflings save at +4 vs. Death Ray or Magic-User/Thief: Members of this combination class
Poison, Magic Wands, Paralysis or Petrify, and Spells, may cast spells while wearing leather armor. These
and at +3 vs. Dragon Breath. characters roll four-sided dice (d4) for hit points.

6
BASIC FANTASY RPG PLAYER CHARACTERS

Character Classes
Cleric Fighter
Exp. Spells Exp.
Level Points Hit Dice 1 2 3 4 5 6 Level Points Hit Dice
1 0 1d6 - - - - - - 1 0 1d8
2 1,500 2d6 1 - - - - - 2 2,000 2d8
3 3,000 3d6 2 - - - - - 3 4,000 3d8
4 6,000 4d6 2 1 - - - - 4 8,000 4d8
5 12,000 5d6 2 2 - - - - 5 16,000 5d8
6 24,000 6d6 2 2 1 - - - 6 32,000 6d8
7 48,000 7d6 3 2 2 - - - 7 64,000 7d8
8 90,000 8d6 3 2 2 1 - - 8 120,000 8d8
9 180,000 9d6 3 3 2 2 - - 9 240,000 9d8
10 270,000 9d6+1 3 3 2 2 1 - 10 360,000 9d8+2
11 360,000 9d6+2 4 3 3 2 2 - 11 480,000 9d8+4
12 450,000 9d6+3 4 4 3 2 2 1 12 600,000 9d8+6
13 540,000 9d6+4 4 4 3 3 2 2 13 720,000 9d8+8
14 630,000 9d6+5 4 4 4 3 2 2 14 840,000 9d8+10
15 720,000 9d6+6 4 4 4 3 3 2 15 960,000 9d8+12
16 810,000 9d6+7 5 4 4 3 3 2 16 1,080,000 9d8+14
17 900,000 9d6+8 5 5 4 3 3 2 17 1,200,000 9d8+16
18 990,000 9d6+9 5 5 4 4 3 3 18 1,320,000 9d8+18
19 1,080,000 9d6+10 6 5 4 4 3 3 19 1,440,000 9d8+20
20 1,170,000 9d6+11 6 5 5 4 3 3 20 1,560,000 9d8+22

Clerics are those who have devoted themselves to the Fighters include soldiers, guardsmen, barbarian
service of a deity, pantheon or other belief system. Most warriors, and anyone else for whom fighting is a way of
Clerics spend their time in mundane forms of service life. They train in combat, and they generally approach
such as preaching and ministering in a temple; but there problems head-on, weapon in hand.
are those who are called to go abroad from the temple
Not surprisingly, Fighters are the best at fighting of all
and serve their deity in a more direct way, smiting
the classes. They are also the hardiest, able to take
undead monsters and aiding in the battle against evil
more punishment than any other class. Although they
and chaos. Player character Clerics are assumed to be
are not skilled in the ways of magic, Fighters can
among the latter group.
nonetheless use many magic items, including but not
Clerics fight about as well as Thieves, but not as well as limited to magical weapons and armor.
Fighters. They are hardier than Thieves, at least at
The Prime Requisite for Fighters is Strength; a character
lower levels, as they are accustomed to physical labor
must have a Strength score of 9 or higher to become a
that the Thief would deftly avoid. Clerics can cast spells
Fighter. Members of this class may wear any armor
of divine nature starting at 2 nd level, and they have the
and use any weapon.
power to Turn the Undead, that is, to drive away
undead monsters by means of faith alone (see the
Encounter section for details).
The Prime Requisite for Clerics is Wisdom; a character
must have a Wisdom score of 9 or higher to become a
Cleric. They may wear any armor, but may only use
blunt weapons (specifically including warhammer,
mace, maul, club, quarterstaff, and sling).

7
PLAYER CHARACTERS BASIC FANTASY RPG

Magic-User Thief
Exp. Spells Exp.
Level Points Hit Dice 1 2 3 4 5 6 Level Points Hit Dice
1 0 1d4 1 - - - - - 1 0 1d4
2 2,500 2d4 2 - - - - - 2 1,250 2d4
3 5,000 3d4 2 1 - - - - 3 2,500 3d4
4 10,000 4d4 2 2 - - - - 4 5,000 4d4
5 20,000 5d4 2 2 1 - - - 5 10,000 5d4
6 40,000 6d4 3 2 2 - - - 6 20,000 6d4
7 80,000 7d4 3 2 2 1 - - 7 40,000 7d4
8 150,000 8d4 3 3 2 2 - - 8 75,000 8d4
9 300,000 9d4 3 3 2 2 1 - 9 150,000 9d4
10 450,000 9d4+1 4 3 3 2 2 - 10 225,000 9d4+2
11 600,000 9d4+2 4 4 3 2 2 1 11 300,000 9d4+4
12 750,000 9d4+3 4 4 3 3 2 2 12 375,000 9d4+6
13 900,000 9d4+4 4 4 4 3 2 2 13 450,000 9d4+8
14 1,050,000 9d4+5 4 4 4 3 3 2 14 525,000 9d4+10
15 1,200,000 9d4+6 5 4 4 3 3 2 15 600,000 9d4+12
16 1,350,000 9d4+7 5 5 4 3 3 2 16 675,000 9d4+14
17 1,500,000 9d4+8 5 5 4 4 3 3 17 750,000 9d4+16
18 1,650,000 9d4+9 6 5 4 4 3 3 18 825,000 9d4+18
19 1,800,000 9d4+10 6 5 5 4 3 3 19 900,000 9d4+20
20 1,950,000 9d4+11 6 5 5 4 4 3 20 975,000 9d4+22

Magic-Users are those who seek and use knowledge of Thieves are those who take what they want or need by
the arcane. They do magic not as the Cleric does, by stealth, disarming traps and picking locks to get to the
faith in a greater power, but rather through insight and gold they crave; or "borrowing" money from pockets,
understanding. beltpouches, etc. right under the nose of the "mark"
without the victim ever knowing.
Magic-Users are the worst of all the classes at fighting;
hours spent studying massive tomes of magic do not Thieves fight better than Magic-Users but not as well as
lead a character to become strong or adept with Fighters. Avoidance of honest work leads Thieves to be
weapons. They are the least hardy, equal to Thieves at less hardy than the other classes, though they do pull
lower levels but quickly falling behind. ahead of the Magic-Users at higher levels.
The Prime Requisite for Magic-Users is Intelligence; a The Prime Requisite for Thieves is Dexterity; a
character must have an Intelligence score of 9 or higher character must have a Dexterity score of 9 or higher to
to become a Magic-User. The only weapons they become a Thief. They may use any weapon, but may
become proficient with are the dagger and the walking not wear metal armor as it interferes with stealthy
staff (or cudgel). Magic-Users may not wear armor of activities, nor may they use shields of any sort. Leather
any sort nor use a shield as such things interfere with armor is acceptable, however.
spellcasting.
Thieves have a number of special abilities, described
A first level Magic-User begins play knowing read below. One turn (ten minutes) must usually be spent to
magic and one other spell of first level. These spells are use any of these abilities, as determined by the GM.
written in a spellbook provided by their master. The The GM may choose to make any of these rolls on
GM may roll for the spell, assign it as they see fit, or behalf of the player to help maintain the proper state of
allow the player to choose it, at their option. See the uncertainty. Also note that the GM may apply
Spells section for more details. situational adjustments (plus or minus percentage
points) as they see fit; for instance, it's obviously harder
to climb a wall slick with slime than one that is dry, so
the GM might apply a penalty of 20% for the slimy wall.

8
BASIC FANTASY RPG PLAYER CHARACTERS

Thief Abilities
Thief Level Open Locks Remove Traps Pick Pockets Move Silently Climb Walls Hide Listen
1 25 20 30 25 80 10 30
2 30 25 35 30 81 15 34
3 35 30 40 35 82 20 38
4 40 35 45 40 83 25 42
5 45 40 50 45 84 30 46
6 50 45 55 50 85 35 50
7 55 50 60 55 86 40 54
8 60 55 65 60 87 45 58
9 65 60 70 65 88 50 62
10 68 63 74 68 89 53 65
11 71 66 78 71 90 56 68
12 74 69 82 74 91 59 71
13 77 72 86 77 92 62 74
14 80 75 90 80 93 65 77
15 83 78 94 83 94 68 80
16 84 79 95 85 95 69 83
17 85 80 96 87 96 70 86
18 86 81 97 89 97 71 89
19 87 82 98 91 98 72 92
20 88 83 99 93 99 73 95

The numbers above are percentages; instructions for Hide permits the Thief to hide in any shadowed area large
making these rolls are in Using the Dice on page 2. enough to contain their body. Like Move Silently, the
Thief always believes they are being successful, so the GM
Open Locks allows the Thief to unlock a lock without a
makes the roll. A Thief hiding in shadows must remain still
proper key. It may only be tried once per lock. If the
for this ability to work.
attempt fails, the Thief must wait until they have gained
another level of experience before trying again. Listen is generally used to listen at a door, or to try to
listen for distant sounds in a dungeon. The GM must
Remove Traps is generally rolled twice: first to detect the
decide what noises the Thief might hear; a successful roll
trap, and second to disarm it. The GM will make these
means only that a noise could have been heard. The GM
rolls as the player won't know for sure if the character is
should always make this roll for the player. Note that the
successful or not until someone actually tests the trapped
Thief and their party must try to be quiet in order for the
(or suspected) area.
Thief to use this ability.
Pick Pockets allows the Thief to lift the wallet, cut the
Finally, Thieves can perform a Sneak Attack any time
purse, etc. of a victim without being noticed. If the roll
they are behind an opponent in melee and it is likely the
fails, the Thief didn't get what they wanted; but further, the
opponent doesn't know the Thief is there. The GM may
intended victim (or an onlooker, at the GM's option) will
require a Move Silently or Hide roll to determine this. The
notice the attempt if the die roll is more than two times the
Sneak Attack is made with a +4 attack bonus and does
target number (or if the die roll is 00).
double damage if it is successful. A Thief usually can't
Move Silently, like Remove Traps, is always rolled by the make a Sneak Attack on the same opponent twice in any
GM. The Thief will usually believe they are moving given combat.
silently regardless of the die roll, but opponents they are The Sneak Attack can be performed with any melee (but
trying to avoid will hear the Thief if the roll is failed. not missile) weapon, or may be performed bare-handed
Climb Walls permits the Thief to climb sheer surfaces with (in which case subduing damage is done, as explained on
few or no visible handholds. This ability should normally page 55. Also, the Sneak Attack can be performed with
be rolled by the player. If the roll fails, the Thief falls from the "flat of the blade;" the bonuses and penalties cancel
about halfway up the wall or other vertical surface. The out, so the attack has a +0 attack bonus and does normal
GM may require multiple rolls if the distance climbed is damage; the damage done in this case is subduing
more than 100 feet. See Falling Damage on page 59 for damage.
the consequences of failing this roll.

9
PLAYER CHARACTERS BASIC FANTASY RPG

Cost of Weapons and Equipment


Money
Monetary values are usually expressed in gold pieces.
In addition to gold coins, there are coins made of
platinum, silver, electrum (an alloy of gold and silver),
and copper. They are valued as follows:
1 platinum piece (pp) = 5 gold pieces (gp)
1 gold piece (gp) = 10 silver pieces (sp)
1 electrum piece (ep) = 5 silver pieces (sp)
1 silver piece (sp) = 10 copper pieces (cp)
For game purposes, assume that one gold piece weighs
1/20th of a pound, and that ten coins will "fit" in a cubic
inch of storage space (this isn't literally accurate, but
works well enough when applied to a box or chest).
First level characters generally begin the game with 3d6
x 10 gp, though the GM may choose some other
amount.

Equipment
This list represents common adventuring equipment at
average prices. Prices and availability may vary.
Weights are expressed in pounds. Items marked *
weigh very little; ten such items weigh one pound.
Items marked ** have almost no weight and should not
usually be counted.
Item Price Weight Item Price Weight
Backpack (Standard or Halfling) 4 gp * Paper (per sheet) 1 gp **
Belt Pouch 1 gp * Pole, 10' wooden 1 gp 10
Bit and bridle 15 sp 3 Quill 1 sp **
Candles, 12 1 gp * Quill Knife 1 gp *
Chalk, small bag of pieces 2 gp * Quiver or Bolt case 1 gp 1
Cloak 2 gp 1 Rations, Dry, one week 10 gp 14
Clothing, common outfit 4 gp 1 Rope, Hemp (per 50 ft.) 1 gp 5
Glass bottle or vial 1 gp * Rope, Silk (per 50 ft.) 10 gp 2
Grappling Hook 2 gp 4 Sack, Large 1 gp *
Holy Symbol 25 gp * Sack, Small 5 sp *
Holy Water, per vial 10 gp * Saddle, Pack 5 gp 15
Horseshoes & shoeing 1 gp 10 Saddle, Riding 10 gp 35
Ink, per jar 8 gp ½ Saddlebags, pair 4 gp 7
Iron Spikes, 12 1 gp 1 Spellbook (128 pages) 25 gp 1
Ladder, 10 ft. 1 gp 20 Tent, Large (ten men) 25 gp 20
Lantern 5 gp 2 Tent, Small (one man) 5 gp 10
Lantern, Bullseye 14 gp 3 Thieves' picks and tools 25 gp 1
Lantern, Hooded 8 gp 2 Tinderbox, flint and steel 3 gp 1
Manacles (without padlock) 6 gp 4 Torches, 6 1 gp 1
Map or scroll case 1 gp ½ Whetstone 1 gp 1
Mirror, small metal 7 gp * Whistle 1 gp **
Oil (per flask) 1 gp 1 Wineskin/Waterskin 1 gp 2
Padlock (with 2 keys) 12 gp 1 Winter blanket 1 gp 3

10
BASIC FANTASY RPG PLAYER CHARACTERS

Weapons to use Medium weapons one-handed and some Large


Weapon Price Size Weight Dmg.
weapons in two hands, but Large weapons more than
four feet in length are prohibited (specifically, two-
Axes
handed swords, polearms, and longbows). Some
Hand Axe 4 gp S 5 1d6
weapons must be used with both hands by design (such
Battle Axe 7 gp M 7 1d8 as bows and crossbows) but the maximum size limits
Great Axe 14 gp L 15 1d10 still apply.
Bows
Shortbow 25 gp M 2 The GM should apply similar limitations to weapon-
Shortbow Arrow 1 sp * 1d6
armed monsters; for instance, goblins are about the
same size as Halflings, and thus are similarly limited.
Silver† Shortbow Arrow 2 gp * 1d6
Longbow 60 gp L 3
Longbow Arrow 2 sp * 1d8
Missile Weapon Ranges
Silver† Longbow Arrow 4 gp * 1d8 Short Medium Long
Light Crossbow 30 gp M 7 Weapon (+1) (0) (-2)
Light Quarrel 2 sp * 1d6 Longbow 70 140 210
Silver† Light Quarrel 5 gp * 1d6 Shortbow 50 100 150
Heavy Crossbow 50 gp L 14 Heavy Crossbow 80 160 240
Heavy Quarrel 4 sp * 1d8 Light Crossbow 60 120 180
Silver† Heavy Quarrel 10 gp * 1d8 Dagger 10 20 30
Daggers Hand Axe 10 20 30
Dagger 2 gp S 1 1d4 Oil or Holy Water 10 30 50
Silver† Dagger 25 gp S 1 1d4 Sling 30 60 90
Swords Spear 10 20 30
Shortsword 6 gp S 3 1d6 Warhammer 10 20 30
Longsword/Scimitar 10 gp M 4 1d8
Missile weapon ranges are given in feet. In the
Two-Handed Sword 18 gp L 10 1d10
wilderness, substitute yards for feet. If the target is as
Hammers and Maces close as or closer than the Short range figure, the
Warhammer 4 gp S 6 1d6 attacker receives a +1 attack bonus. If the target is
Mace 6 gp M 10 1d8 further away than the Medium range figure, but not
Maul 10 gp L 16 1d10 beyond the Long range figure, the attacker receives a -
Other Weapons 2 attack penalty.
Club/Cudgel/Walking Staff 2 sp M 1 1d4
Quarterstaff 2 gp L 4 1d6 Armor and Shields
Pole Arm 9 gp L 15 1d10 Armor Type Price Weight AC
Sling 1 gp S * No Armor 0 gp 0 11
Bullet 1 sp * 1d4 Leather Armor 20 gp 15 13
Stone n/a * 1d3 Chain Mail 60 gp 40 15
Spear 5 gp M 5 Plate Mail 300 gp 50 17
Thrown (one handed) 1d6 Shield 7 gp 5 +1
Melee (one handed) 1d6
Melee (two handed) 1d8 Beasts of Burden
* These items weigh little individually. Ten of these items
weigh one pound. Note: Statistics for the animals below are on page 63.
† Silver tip or blade, for use against lycanthropes. Item Price
Horse, Draft 120 gp
Weapon Size Horse, War 200 gp
Humans and Elves must wield Large weapons with Horse, Riding 75 gp
both hands, but may use Small or Medium weapons in Pony* 40 gp
one hand. Halflings may not use Large weapons at all, Pony, War* 80 gp
and must use Medium weapons with both hands. * Due to their small stature, Dwarves and Halflings generally
Dwarves, due to their stocky, powerful builds, are able ride ponies rather than horses.

11
PLAYER CHARACTERS BASIC FANTASY RPG

Explanation of Equipment
A Backpack will hold a maximum 40 pounds or 3 cubic Hemp Rope is ½ inch in diameter and has a breaking
feet of goods. Some items may be lashed to the outside, strength of 1,600 pounds. Safe working load for a rope is
and thus count toward the weight limit but not the volume normally one-quarter of the breaking strength. One or
limit. A Halfling's backpack holds at most 30 pounds more knots in a rope cut the breaking strength in half.
and/or 1½ cubic feet, but costs the same as a full-sized This does not affect the safe working load, because knots
item. are figured into the listed one-quarter ratio.
A Candle will shed light over a 5' radius, with dim light Silk Rope is about 3/8 inch in diameter and has a
extending 5' further. A normal candle will burn about 3 breaking strength of 1,600 pounds, although it weighs
turns per inch of height. considerably less than hemp rope. The notes regarding
Chalk is useful for "blazing a trail" through a dungeon or rope strength given for hemp rope, above, apply here also.
ruin. A Large Sack will hold at most 40 pounds or 4 cubic feet
Holy Water is explained in the Encounter section. of goods.

Iron Spikes are useful for spiking doors closed (or spiking A Small Sack will hold at most 20 pounds or 2 cubic feet
them open) and may be used as crude pitons in of goods.
appropriate situations.
A pair of Saddlebags will hold at most 10 pounds or 1
A Lantern will provide light covering a 30' radius; dim light cubic foot of goods (divided evenly between both bags).
will extend about 20' further. A lantern will consume a
flask of oil in 18+1d6 turns. A Hooded Lantern allows the Thieves' Picks and Tools are required for the use of Thief
light to be hidden or revealed as the user pleases; in all abilities such as opening locks and removing traps. These
other ways it performs as an ordinary lantern. A Bullseye abilities may not be usable without appropriate tools, or
Lantern projects a cone of light 30' long and 30' wide at may be used at a penalty at the option of the Game
the widest point, with dim light extending an additional 20' Master.
beyond that point. This type of lantern is generally A Tinderbox is generally purchased with a flint and steel;
hooded. the flint, a piece of hard rock, is struck vigorously against a
A Map or Scroll Case is a tubular oiled leather case used C-shaped piece of high-carbon steel. When done
to carry maps, scrolls, or other paper items. The case will correctly, hot sparks will fly from the flint and steel into the
have a water-resistant (but not waterproof) cap which tinder, hopefully starting a fire. The best tinder is a dried
slides over the end, and a loop to allow the case to be piece of prepared tinder fungus, carried in the tinderbox to
hung from a belt or bandolier. A standard scroll case can keep it dry; char cloth, hemp rope, or even very dry grass
hold up to 10 sheets of paper, or a single scroll of up to can substitute if prepared tinder fungus is not available.
seven spells. The time required to start a fire should be determined by
the GM according to the prevailing conditions; under ideal
A Mirror is useful in a dungeon environment for many conditions, starting a fire with a flint, steel and tinder takes
reasons; for instance, it is the only way to look at a about a turn.
Medusa without being turned to stone. Mirrors are also
useful for looking around corners, and can be used A Torch sheds light over a 30' radius, with dim light
outdoors to send signals using reflected sunlight. extending about 20' further, and burns for 1d4+4 turns.
Of course, a torch is also useful for setting flammable
A Quiver is an open container used to hold arrows. A materials (such as cobwebs or oil) alight.
Bolt Case is a similar sort of container for crossbow bolts.
In either case, the standard capacity is 20 missiles. The A Whetstone is used to sharpen and maintain edged
length of a quiver or bolt case must match the length of weapons such as swords, daggers, and axes.
the ammunition for it to be useful; therefore, there are
longbow and shortbow quivers and light and heavy Wineskin/Waterskin is a container for drinking water or
crossbow bolt cases. The price is the same for all types. wine; though generally water is taken into a dungeon or
wilderness environment. The standard waterskin holds
Dry Rations may consist of dry bread, hard cheese, dried one quart of liquid, which is the minimum amount
fruit, nuts, beans, jerky, or any other food which will not required by a normal character in a single day. If
"go bad" in less than about a month (if not longer). Dry adventuring in the desert or other hot, dry areas, a
rations are generally sold in quantities sufficient for one character may need as much as ten times this amount.
character for a week, and are packaged in waxed or oiled Note that the given 2 pound weight is for a full skin; an
cloth to protect them. empty skin has negligible weight.

12
BASIC FANTASY RPG PLAYER CHARACTERS

Vehicles
The following tables give details of various land and sea vehicles. Game Masters should feel free to create their
own vehicles, in which case the table can be used for guidance. Some of the statistics given below are explained in
detail later.

Land Transportation
Vehicle Length x width* Weight Cargo Movement Hardness / HP Cost (gp)
Chariot 15' x 6' 300 750 lbs 60' (10') 10 / 10 400
Coach 30' x 8' 1,000 2,000 lbs 40' (15') 6 / 12 1,500
Wagon 35' x 8' 2,000 4,000 lbs 20' (15') 6 / 16 500
* Includes hitched horses or mules.

Water Transportation
Vehicle Length x Width Cargo Crew Movement Miles/Day Hardness / HP Cost (gp)
Canoe 15' x 4' ½ ton 1 40' (5') 30 4/4 50
Caravel 55' x 15' 75 tons 10 20' (20') 42 8 / 75 10,000
Carrack 60' x 20' 135 tons 20 30' (30') 48 10 / 120 20,000
Galley, Small 100' x 15' 210 tons 90 20' (20') 36 / 24 8 / 75 15,000
Galley, Large 120' x 20' 375 tons 160 30' (25') 42 / 24 10 / 120 30,000
Longship 110' x 15' 10 tons 70 30' (25') 42 / 24 9 / 110 25,000
Raft/Barge per 10' x 10' 1 ton 2 40' (10') 18 6 / 12 100
Riverboat 50' x 20' 50 tons 10 20' (20') 30 8 / 30 3,500
Rowboat 15' x 6' 1 ton 1 30' (10') 24 6/8 60
Sailboat 40' x 8' 5 tons 1 40' (15') 36 7 / 20 2,000

Notes Regarding Vehicles


The Crew figure given reflects the minimum number of A chariot requires a single horse, generally a warhorse,
sailors and/or rowers needed to operate the ship. to pull it. Both coaches and wagons require at least a
Officers are not counted among these numbers, and of pair of draft horses to pull them.
course it is always a good idea to hire extra sailors
A caravel is a highly maneuverable sailing ship with
and/or rowers to ensure that any casualties will not slow
two or three masts. Though superficially similar to the
down the ship.
larger carrack, caravels are capable of sailing up rivers,
Cargo for wagons is given in pounds, while for ships it a task for which the larger ship is ill suited.
is given in tons. If the ship sails night and day, each
A carrack is a large, ocean-going sailing ship with three
passenger requires living space equivalent to one ton of
or four masts.
cargo; in addition, provisions for one man for one
month occupy 1/10 of a ton of space. Galleys are equipped with both sails and oars; the
second listed movement rate for galleys is the rowing
Movement is given separately here in yards (see Time
speed. A small galley will have around 20 rows of oars,
and Scale on page 42 for an explanation) as well as
with each oar pulled by two men (for a total of 80
miles per day. The encounter movement of ships is not
rowers) while a large galley will have around 35 rows of
directly related to the long-distance travel rate, since the
oars (for a total of 140 rowers). Galleys are generally
crew must work hard to make the ship move quickly in
much more maneuverable than sailing ships such as the
combat, and this level of effort cannot be maintained
carrack or caravel, and may be outfitted with rams.
day and night.
The longship commonly used by northern raiders is
The parenthesized figure represents Maneuverability;
very similar to the large galley. However, where more
as explained in the Encounter section on page 51.
civilized nations have specialist rowers, sailors, and
See Attacking a Vehicle on page 60 of the Encounter marines, the crew of a longship is more generalized;
section, for details on the Hardness and HP statistics. most crewmen will be qualified for all of these tasks.

13
PLAYER CHARACTERS BASIC FANTASY RPG

Siege Engines
These are weapons used to attack strongholds, or sometimes ships. Their cost may be up to twice as high in a
remote location. A siege engine that throws missiles (a ballista, onager, or trebuchet) must have a trained artillerist
to fire it; this is the character who makes the attack rolls for the weapon. Missile-throwing engines have attack
penalties, detailed below. Note: siege engines are not generally usable against individuals or monsters; the GM
may make exceptions for very large monsters like giants or dragons. Review the rules in the Stronghold section
on page 198 for details regarding attacking fortified buildings such as castles, towers, fortresses, and so on.
Rate Attack Short Range Medium Range Long Range
Weapon Cost of Fire Penalty Damage (+1) (+0) (-2)
Ballista 100 gp 1/4 -3 2d8 50' 100' 150'
Battering Ram 200 gp 1/3 +0 2d8 N/A N/A N/A
Onager 300 gp 1/6 -6 2d12 100' 200' 300'
Screw 200 gp N/A N/A 1d8 N/A N/A N/A
Sow 100 gp N/A N/A N/A N/A N/A N/A
Trebuchet 400 gp 1/10 -8 3d10 N/A 300' 400'

Ballista: This is effectively a very large crossbow that Sow: This is a kind of portable roof, used for
may fire a spear-like bolt or a large stone. It is usually protection while performing slower attacks on a fortified
mounted on a tripod or wagon, but may also be building. Those under a sow will be harder to hit,
mounted on a ship. When firing bolts, a ballista cannot receiving at least a +6 bonus to Armor Class against
damage brick or stone. A ballista requires a crew of ranged attacks while taking cover under it. The sow
three to operate. itself has a hardness of 9 and 50 hit points.
Battering Ram: These are usually operated under a Onager: This weapon throws a stone with a fairly flat
sow. They require a crew of eight or more. trajectory. Operating an onager requires a crew of four.
Screw: This device may be used to attack a stronghold, Trebuchet: This mighty weapon uses a counterweight
by means of boring through the walls. A crew of at to fling a stone on a high, arcing path. It cannot fire at
least eight is required to operate it. It is only used at the targets within 200 yards. If it is aimed at a target that is
base of a wall, and it is usually operated under a sow. more than 20’ higher than the weapon, there is an
additional –2 attack penalty. A trebuchet requires a
crew of eight to operate.

14
BASIC FANTASY RPG SPELLS

PART 3: SPELLS
The number of spells of each level which a Cleric or Second Level Clerical Spells
Magic-User may cast per day is shown on the 1 Bless*
appropriate table in the Characters section starting on 2 Charm Animal
page 3. Each morning spellcasters prepare spells to 3 Find Traps
replace those they have used. Clerics pray, while 4 Hold Person
Magic-Users must study their spellbooks. Spells 5 Resist Fire
prepared but not used persist from day to day; only 6 Silence 15' radius
those actually cast must be replaced. A spellcaster may 7 Speak with Animals
choose to dismiss a prepared spell (without casting it) in
8 Spiritual Hammer
order to prepare a different spell of that level.
Spellcasters must have at least one hand free, and be Third Level Clerical Spells
able to speak, in order to cast spells; thus, binding and 1 Continual Light*
gagging a spellcaster is an effective means of preventing 2 Cure Blindness*
them from casting spells. In combat, casting a spell 3 Cure Disease*
usually takes the same time as making an attack. If a 4 Growth of Animals
spellcaster is attacked (even if not hit) or must make a 5 Locate Object
saving throw (whether successful or not) on the 6 Remove Curse*
Initiative number on which they are casting a spell, the 7 Speak with Dead
spell is spoiled and lost. As a specific exception, two 8 Striking
spell casters releasing their spells at each other on the
same Initiative number will both succeed in their Fourth Level Clerical Spells
casting; one caster may disrupt another with a spell only 1 Animate Dead
if they have a better Initiative, and choose to delay 2 Create Water
casting the spell until right before the other caster. 3 Cure Serious Wounds*
Some spells are reversible; such spells are shown with 4 Dispel Magic
an asterisk after the name. 5 Neutralize Poison*
6 Protection from Evil 10' radius*
Cleric Spells 7 Speak with Plants
8 Sticks to Snakes
Clerics receive their spells through faith and prayer.
Each day, generally in the morning, a Cleric must pray Fifth Level Clerical Spells
for at least three turns in order to prepare spells. Of 1 Commune
course, the Cleric may be expected to pray more than 2 Create Food
this in order to remain in their deity's good graces.
3 Dispel Evil
Because they gain their spells through prayer, a Cleric 4 Insect Plague
may prepare any spell of any level they are able to cast. 5 Quest*
In some cases the Cleric's deity may limit the availability 6 Raise Dead*
of certain spells; for instance, a deity devoted to healing 7 True Seeing
may refuse to grant reversed healing spells. 8 Wall of Fire
First Level Clerical Spells Sixth Level Clerical Spells
1 Cure Light Wounds* 1 Animate Objects
2 Detect Evil* 2 Blade Barrier
3 Detect Magic 3 Find the Path
4 Light* 4 Heal*
5 Protection from Evil* 5 Regenerate
6 Purify Food and Water 6 Restoration
7 Remove Fear* 7 Speak with Monsters
8 Resist Cold 8 Word of Recall

15
SPELLS BASIC FANTASY RPG

Magic-User Spells Third Level Magic-User Spells


1 Clairvoyance
Magic-Users cast spells through the exercise of 2 Darkvision
knowledge and will. They prepare spells by study of 3 Dispel Magic
their spellbooks; each Magic-User has their own 4 Fireball
spellbook containing the magical formulae for each spell 5 Fly
the Magic-User has learned. Spellbooks are written in a
6 Haste*
magical script that can only be read by the one who
7 Hold Person
wrote it, or through the use of the spell read magic. All
8 Invisibility 10‘ radius
Magic-Users begin play knowing read magic, and it is
9 Lightning Bolt
so ingrained that it can be prepared without a
spellbook. 10 Protection from Evil 10’ radius*
11 Protection from Normal Missiles
A Magic-User may only prepare spells after resting (i.e. 12 Water Breathing
a good night's sleep), and needs one turn per each
three spell levels to do so (rounding fractions up). Fourth Level Magic-User Spells
Spells prepared but not used on a previous day are not 1 Charm Monster
lost. For example, a 3 rd level Magic-User preparing all 2 Confusion
three of their available spells (two 1 st level and one 2nd 3 Dimension Door
level) is preparing a total of 4 levels of spells, and thus
4 Growth of Plants*
needs 2 turns (4 divided by 3 and rounded up).
5 Hallucinatory Terrain
Rules for the acquisition of new spells are found in the 6 Ice Storm
Game Master's section on page 186. 7 Massmorph
First Level Magic-User Spells 8 Remove Curse*
1 Charm Person 9 Polymorph Other
2 Detect Magic 10 Polymorph Self
3 Floating Disc 11 Wall of Fire
4 Hold Portal 12 Wizard Eye
5 Light*
Fifth Level Magic-User Spells
6 Magic Missile
1 Animate Dead
7 Magic Mouth
2 Conjure Elemental
8 Protection from Evil*
3 Cloudkill
9 Read Languages
4 Feeblemind*
10 Shield
5 Hold Monster
11 Sleep
6 Magic Jar
12 Ventriloquism
7 Passwall
Second Level Magic-User Spells 8 Telekinesis
1 Continual Light* 9 Teleport
2 Detect Evil* 10 Wall of Stone
3 Detect Invisible
Sixth Level Magic-User Spells
4 Invisibility
1 Anti-Magic Shell
5 Knock
2 Death Spell
6 Levitate
3 Disintegrate
7 Locate Object
4 Flesh to Stone*
8 Mind Reading
5 Geas*
9 Mirror Image
6 Invisible Stalker
10 Phantasmal Force
7 Lower Water
11 Web
8 Projected Image
12 Wizard Lock
9 Reincarnate
10 Wall of Iron

16
BASIC FANTASY RPG SPELLS

All Spells, in Alphabetical Order

Animate Dead Range: 30' Anti-Magic Shell Range: 10' radius


Cleric 4, Magic-User 5 Duration: special Magic-User 6 Duration: 1 turn/level
The casting of this spell causes the mortal remains of Within a 10' radius around the caster, all magic is
one or more deceased creatures to arise as animated negated for the full duration of the spell. Magical
skeletons or zombies. Such undead monsters persist attacks will not affect the caster, magic items and spells
until slain, and obey the verbal commands of the caster. within the radius are suppressed, and the caster cannot
perform further magic until the spell has expired.
A single casting of this spell may animate a number of
hit dice of undead equal to twice the caster's level of
ability, and no more. Animated skeletons have hit dice Blade Barrier Range: 90'
equal to the number the creature had in life; for Cleric 6 Duration: 1 round/level
skeletons of members of player character races, this This spell creates a barrier of flying, spinning, flashing
means one hit die, regardless of the character level of blades. The caster may choose a barrier up to 20' high
the deceased. Zombies have one more hit die than the which extends up to 20' long per level of caster, or a
creature had in life. ring-shaped barrier up to 20' high with a radius of up to
The sort of monsters created depend on the condition 5' per each two full caster levels (so 30' at level 12 or
of the remains. A reasonably intact corpse may only 13, 35' at level 14 or 15, and so on).
arise as a zombie, while similarly intact skeletal remains Should any creature pass through the wall, it suffers
may only be animated as a skeleton. The caster 1d6 points of damage per caster level, with a maximum
chooses which remains are animated when casting the damage of 15d6. A successful save vs. Death Ray
spell, in any case where there are more bodies than the reduces damage by half.
caster can animate.
The caster may choose to conjure the wall in an area
No character may normally control more hit dice of where creatures are already located; if this is done, all
undead than 4 times their level, regardless of how such creatures are harmed as if they passed through the
many times this spell is cast. wall, but a successful save vs. Death Ray in this case
indicates that the creature has avoided all damage by
Animate Objects Range: 100'+10'/level jumping to one side or the other of the wall as chosen
Cleric 6 Duration: 1 round/level by the creature.
This spell allows the caster to animate objects that are Any ranged attacks passing through a blade barrier
normally inanimate, such that they may move and even suffer a penalty of -4 on the attack roll.
appear to be alive. Objects to be animated may not be
in the possession (worn or carried) by any creature, and Bless* Range: 50' radius
must be non-magical in nature. The caster can animate Cleric 2 Duration: 1 minute/level
one object per level, up to a maximum of 25 lbs. per
caster level (i.e. 300 lbs. at 12 th level, 325 lbs. at 13th This spell gives the caster and their allies within a 50'
level, and so on). radius a bonus of +1 on all attack rolls, morale checks
(for monsters or NPCs allied with the caster), and
Such objects are normally used to attack the enemies of saving throws vs. any kind of magical fear. Casters of
the caster, and the GM must rule on their effectiveness the 7th or higher level grant a bonus of +2 to attacks
in combat. In general, animated objects attack using and saves vs. fear, but the morale bonus remains +1.
the same attack bonus as the caster. Small or
lightweight objects do no more than 1d4 damage per The reverse of bless is called bane. The caster's
hit, while larger and/or heavier objects do 1d6 or 1d8 enemies within a 50' radius become fearful and
(at the GM's discretion). As a special case, weapons uncertain, causing them to suffer a penalty of -1 on
which are animated do damage using the normal die attack rolls, morale checks, and saving throws vs. any
roll for the type, but only up to a maximum 1d8. kind of magical fear. Casters of the 7th or higher level
Animated objects have a movement rate of 10', and apply a penalty of -2 to attacks and saves vs. fear, but
generally must move in contact with the ground the morale penalty remains -1.
(walking, hopping, slithering, or bouncing, however
seems most appropriate to the GM).

17
SPELLS BASIC FANTASY RPG

Charm Animal Range: 60'


Cleric 2 Duration: level+1d4 rounds
This spell allows the caster to charm one or more
animals, in much the same fashion as charm person, at
a rate of 1 hit die per caster level. The caster may
decide which individual animals out of a mixed group
are to be affected first; excess hit dice of effect are
ignored. No saving throw is allowed, either for normal
or giant-sized animals, but creatures of more fantastic
nature (as determined by the GM) are allowed a save
vs. Spells to resist. When the duration expires, the
animals will resume normal activity immediately.
This spell does not grant the caster any special means
of communication with the affected animals; if
combined with speak with animals, this spell becomes
significantly more useful.

Charm Monster Range: 30'


Magic-User 4 Duration: special
This spell has an effect similar to charm person, but it The target receives a new saving throw each day if it
is able to affect living creatures of any size or type. has an Intelligence of 13 or greater, every week if its
Undead monsters are unaffected, as are constructs such Intelligence is 9-12, or every month if its Intelligence is
as golems and any creature which is functionally 8 or less; the GM must rule on the equivalent
mindless (such as any kind of jelly). This spell can intelligence of humanoid monsters.
affect 3d6 hit dice of creatures of 3 or fewer hit dice, or
one creature of more than 3 hit dice. Saving throws are Clairvoyance Range: 60'
made just as for charm person. Magic-User 3 Duration: 12 turns
This spell enables the caster to see into another area
Charm Person Range: 30' through the eyes of a living creature in that area. The
Magic-User 1 Duration: special caster must specify the direction and approximate
This spell causes a humanoid (including all character distance, up to a maximum of 60' away. If there is no
races as well as creatures such as orcs, goblins, gnolls, appropriate creature in that area, the spell fails. No
and so on) of 4 hit dice or less to perceive the caster as saving throw is allowed, and the target creature is
a close friend, love interest, or at the very least as its unaware that it is being so used. The caster may
trusted ally. Normal characters (PC or NPC) may be choose another subject creature after at least a turn has
affected regardless of level of ability. passed, enabling multiple locations to be viewed. If the
subject creature moves out of range, contact is lost,
A save vs. Spells will negate the effect. If hostilities though the caster may be able to choose another target
have already commenced or the target otherwise feels in this case.
threatened by the caster, it receives a bonus of +5 on its
saving throw.
Cloudkill Range: 100'+10'/level
The caster does not directly control the target; rather, Magic-User 5 Duration: 6 rounds/level
orders must be given verbally, in writing, or by means
of gestures. Obviously, verbal orders will only work if This spell creates a 20'x20'x20' cloud of poison gas
the target and caster share a spoken language, and the which moves at a rate of 10' per round under the
same limitation applies to written orders. Also note that control of the caster (so long as they concentrates on it).
the exact perception of the caster by the affected The gas kills outright any creatures of 3 or fewer hit dice
individual is not under the control of the caster; the GM or levels it comes in contact with; creatures having 4 or
should decide how the subject of this spell perceives its more hit dice or levels must save vs. Poison or die. The
relationship to the caster. cloud persists for the entire duration even if the caster
ceases to concentrate upon it.

18
BASIC FANTASY RPG SPELLS

Commune Range: self of the summoned Elemental is lost and cannot be


Cleric 5 Duration: 1 round/level regained. The creature then seeks to attack the
conjurer and all others in its path. Only dispel magic
This spell puts the caster in contact with his patron deity or dispel evil will banish the elemental once control has
or an extraplanar servant thereof, who answers one been lost. An elemental may, of course, choose to
yes-or-no question per caster level. The ritual to cast return to its home plane on its own; such creatures will
this spell takes 1 turn to complete. The being contacted not choose to remain on the material plane for long.
may or may not be omniscient, and further, though the
being is technically allied with the caster, it may still not
answer questions clearly or completely. These details Continual Light* Range: 360'
are left to the GM's discretion. Cleric 3, Magic-User 2 Duration: 1 year/level
This spell creates a spherical region of light, as bright as
Confusion Range: 280'+10'/ level full daylight up to a 30' radius, with light of lesser
Magic-User 4 Duration: 2 rounds+1/level intensity to a radius of 60'. Continual light can be cast
on an object, into the air, or at a creature, just as with
This spell causes up to 3d6 living creatures within a 30'
the light spell, up to a maximum range of 360' from the
radius circle around the target point to become confused,
making them unable to independently determine what
caster. The spell remains in effect for one year per level
they will do. A saving throw vs. Spells is allowed to resist of the caster.
the effect. Roll on the following table on each subject’s As with light, this spell can be used to blind a creature
Initiative number each round to see what the subject does. if cast on its visual organs. Creatures targeted by this
d10 Behavior spell are allowed a save vs. Death Ray; if the save is
1 Act normally. made, the spell is cast into the air just behind the target
creature. A penalty of -4 is applied to the blinded
2 Move toward the caster, and attack if possible.
creature's attack rolls if the saving throw fails.
3-5 Take no action except possibly to babble.
6-7 Move swiftly away from the caster. The reversed spell, continual darkness, causes
8-10 Attack the nearest creature, regardless of complete absence of light in the area of effect,
whether it is a friend or foe. overpowering normal light sources. Continual darkness
may be used to blind in the same way as continual
If the target cannot perform the action indicated, the light.
GM should move down the table (going back to the top
if the table runs out) until an action is found that the
target can perform. If a confused creature is attacked, it
Create Food Range: 10'
Cleric 5 Duration: permanent
returns the attack on its next initiative number (later in
this round or in the next round if it has already acted) This spell creates food sufficient to feed up to 3 men or
regardless of what is rolled on the table. one horse per caster level for one day. This food
remains edible for just a day, but this can be extended
Conjure Elemental Range: 240' by a day by casting purify food and water on it (and
Magic-User 5 Duration: special this can be done repeatedly, keeping the food good
indefinitely). Food created by this spell is nourishing
A portal to one of the Elemental Planes is opened, and satisfying, but is rather bland.
allowing the Magic-User to summon an elemental from
that plane. Review the Elemental entry in the
Create Water Range: 10'
Monsters section on page 88 for further details
Cleric 4 Duration: permanent
regarding the types available and their statistics. At
most one elemental of each type may be summoned by This spell creates one gallon of clean water per caster
the caster in a given day. Once the elemental appears, level. One or more vessels to contain the water must
it serves the conjurer indefinitely, provided the caster be available at the time of casting. Note: Water weighs
concentrates on nothing but controlling the creature; about 8 pounds per gallon, and one cubic foot of water
spell casting, combat, or movement over half the is roughly 8 gallons.
normal rate results in loss of concentration. The
conjurer, while in control of an elemental, can dismiss it Cure Blindness* Range: touch
to its native plane at will (doing so on their Initiative if in Cleric 3 Duration: instantaneous
combat). If the Magic-User loses concentration, control

19
SPELLS BASIC FANTASY RPG

With this spell the caster can cure a creature suffering


blindness (whether caused by injury or by magic,
including light or continual light). Blindness caused
by a curse cannot be cured by this spell.
Reversed, this spell becomes cause blindness, which
causes a living creature touched to become blind. A
successful melee attack roll is required to touch the
victim, and no Saving Throw is allowed. Blinded
creatures suffer the penalties described in Deafness
and Blindness on page 59.

Cure Disease* Range: touch


Cleric 3 Duration: instantaneous
Cure disease cures all diseases and kills all parasites
afflicting the target creature. A magical or otherwise
special disease (as defined by the GM) may be
unaffected by this spell, or may require a caster of a
certain minimum level to cure it. Also note, just
because a disease or parasite is removed does not
mean that the victim cannot be infected anew should
that affliction be encountered again.
The reverse form of this spell, cause disease, causes a
Undead are affected by this spell and its reverse in
living creature touched by the caster to suffer from a
debilitating and potentially deadly disease for the next opposite fashion; they are injured by cure light
1d10 days. A successful melee attack roll is required to wounds and healed by cause light wounds.
touch the victim, and no Saving Throw is allowed. The
target suffers a -2 penalty to attack rolls, Armor Class Cure Serious Wounds*
and Saving Throws. While the victim is sick they Cleric 4 Range: touch
cannot benefit from natural healing of damage or Duration: instantaneous
Constitution point losses, nor prepare spells or move at
This spell works exactly like cure light wounds, save
running speed. At the end of each day in which an
that it heals 2d6 points of damage, plus 1 point per
infected character performed any form of exertion (for
caster level. The reverse, cause serious wounds, also
example by fighting, traveling, working, or doing
works exactly like cause light wounds, except that it
magical research), the character must roll a saving
inflicts 2d6 points of damage, +2 points per caster level.
throw vs. Spells or suffer 1d6 points of damage. Once
the spell duration has elapsed the affected character, if
still alive, is free of the illness and can start healing Darkvision Range: touch
damage and recovering lost Constitution points, and Magic-User 3 Duration: 1 hour/level
can again prepare spells. The subject receives Darkvision with a range of 60' for
the duration of the spell. (See page 43 for details.)
Cure Light Wounds* Range: touch
Cleric 1 Duration: instantaneous Death Spell Range: 240'
With this spell the caster heals 1d6+1 hit points of Magic-User 6 Duration: instantaneous
damage by laying their hand upon the injured creature.
This spell will kill 3d12 hit dice or levels of creatures in a
The reverse form of this spell, cause light wounds, 30' radius sphere centered wherever the caster wishes
causes 1d6+1 damage to the creature affected by it. A (within the range limit). Excess levels of effectiveness
successful attack roll is required in this case, and the are lost. Each creature affected is allowed to save vs.
spell is wasted if the attack roll fails. Death Ray; those that fail the save die immediately.
Creatures of 8 or more hit dice or levels are immune to
the spell, as are undead monsters, golems, and any
other "creature" that is not truly alive.

20
BASIC FANTASY RPG SPELLS

Detect Evil* Range: 60' Disintegrate Range: 60'


Cleric 1, Magic-User 2 Duration: 1 round/level Magic-User 6 Duration: instantaneous
This spell allows the caster to detect evil; specifically, This spell causes a green laser-like beam of light to
the caster can detect creatures with evil intentions, spring from the caster's pointing finger. Any single
magic items with evil enchantments, and possibly creature or object (up to a 10x10x10 foot cube of
extraplanar creatures of evil nature. Normal characters, material) will be completely disintegrated. The target is
even "bad" characters, cannot be detected by this spell, allowed a save vs. Spells to resist. This spell can target
as only overwhelming evil is detectable. The caster just one creature per casting, so if the target makes its
sees the "evil" creatures or objects with a definite glow save the spell is wasted.
around them, but the glow cannot be seen by anyone
Equipment worn or carried by a disintegrated creature
else.
is not affected, and will naturally fall to the floor as if
The exact definition of evil is left for the GM to decide. dropped.
Note that items such as ordinary traps or poisons are
not "evil," and thus not detectable by this spell. Dispel Evil Range: touch
Reversed, this spell becomes detect good, which works Cleric 5 Duration: 1 round/level
just as described above with respect to detecting "good" This powerful spell aids the caster in dealing with
enchantments, angelic creatures, and so on. creatures from the nether planes, hereafter called "evil
creatures."
Detect Invisible Range: 60'
First, the caster's Armor Class is improved by 4 points
Magic-User 2 Duration: 1 turn/level
when attacked by evil creatures; this effect lasts until the
By means of this spell the caster is able to see invisible spell ends, whether by expiration of the duration or
characters, creatures or objects within the given range, through the employment of one of the following effects.
seeing them as bright transparent outlines or shapes.
With a successful attack roll the caster can drive an evil
creature back to the nether planes; the caster must of
Detect Magic Range: 60' course be engaged with the creature (i.e. in melee
Cleric 1, Magic-User 1 Duration: 2 turns range). The creature may make a save vs. Spells to
The caster of this spell is able to detect enchanted or resist. Any successful attack roll by the caster for this
enspelled objects or creatures within the given range by purpose ends the spells effects, whether or not the
sight, seeing them surrounded by a pale glowing light. creature saves.
Only the caster sees the glow. Invisible creatures or Alternately, by touching the affected creature, item, or
objects are not detected by this spell, but the area, the caster can immediately dispel any one spell or
emanations of the invisibility magic will be seen as an similar magical effect cast by the evil creature. There is
amorphous glowing fog, possibly allowing the caster no roll for this effect, except if the target is an unwilling
(only) to attack the invisible creature at an attack creature in which case an attack roll is needed to
penalty of only -2. actually touch it. The only spells which cannot be
ended this way are those which are immune to dispel
Dimension Door Range: 10' magic. Successfully performing the touch ends the
Magic-User 4 Duration: instantaneous spell, regardless of whether or not any evil magic is
actually ended.
The caster of this spell or any single target creature
within range is transported instantly, to any location
within 200 feet plus 20 feet per caster level. The caster
may give distance and direction or may choose to
visualize the target location, and the target will be
transported unerringly to that place. An unwilling target
may save vs. Spells to avoid being transported.
Anything worn or carried by the caster or target
creature will be transported also, including another
character or creature if the transportee can lift it. If the
target area is within a solid object, the spell fails
automatically.

21
SPELLS BASIC FANTASY RPG

Dispel Magic Range: 120' Find Traps Range: 30'


Cleric 4, Magic-User 3 Duration: instantaneous Cleric 2 Duration: 3 turns
This spell can be used to end ongoing spells or similar This spell permits the caster to detect a variety of traps,
magical effects cast on a creature or object, or to end both mechanical and magical. When the caster moves
such effects within a cubic area 20' on a side. The within 30’ of a trap, they will see it glow with a faint
caster must choose whether to dispel magic on a greenish-blue aura. The caster is not, however, able to
creature or object, or to affect an area. detect certain natural hazards such as quicksand, a
sinkhole, or unsafe walls of natural rock. The spell also
If dispel magic is targeted at a creature, all spell effects
does not bestow the caster with the knowledge needed
(including ongoing potion effects) may be canceled. If
to disarm the trap, nor any details about its type or
cast upon an area, all such effects within the area may
nature.
be canceled. Any spell or effect having a caster level
equal to or less than the dispel magic caster's level is
ended automatically. Those created by higher level Find the Path Range: touch
casters might not be canceled; there is a 5% chance the Cleric 6 Duration: 1 turn/level
dispel magic will fail for each level the spell effect This spell grants the caster, or another subject the caster
exceeds the caster level. For example, a 10 th level touches, the ability to find the best and shortest route to
caster dispelling magic created by a 14 th level caster has a destination selected by the caster. The caster must
a 20% chance of failure. have some knowledge about the location; any location
Some spells cannot be ended by dispel magic; this the caster has ever visited can be so located, as well as
specifically includes any curse, including those created locations described to the caster. Even knowing the
by bestow curse (the reverse of remove curse) as well name of a location (if it has a name) is enough for this
as by cursed items. spell to function.
This spell works as well indoors or even underground
Feeblemind* Range: 180' as it does in the outdoors. However, find the path
Magic-User 5 Duration: permanent works with respect to locations, not objects or creatures.
It can only lead someone to a destination that is on the
This spell allows the caster to inflict a terrible curse on a
same plane of existence as the caster when cast; this
living creature, reducing both Intelligence and Charisma
can be very limiting if the caster (and subject if any) is in
to just 1 point each. A saving throw vs. Spells is
a closed or pocket universe of some kind.
allowed to resist this effect, but if the target creature is a
spellcaster a penalty of -4 is applied to the saving throw. The subject can sense the approximate direction of the
destination, but also knows the best path to get there,
Once feebleminded, the victim of this spell can no
sensing each turning and knowing which paths or
longer cast spells, speak or understand any language, or
corridors to follow when choices appear (but not
indeed communicate at all as their mind can no longer
sooner, unfortunately). The spell even overcomes
understand even such simple things as pointing or
things such as secret doors, which the subject will sense
beckoning. The victim still knows their friends and
and know how to open, and grants the knowledge of
allies and will follow them and try to help or protect
passwords or codes at the correct moments.
them.
Note that the spell will always choose the best path.
This effect can be removed with a heal spell, or with For example, if the shortest way requires the use of a
the reversed form of this spell restoremind. key which the subject does not have, the spell will
choose a different, probably longer way if possible. If
this is not possible, the subject will be led to the locked
door and will understand that they must find a way to
pass through on their own.
The spell ends when the subject arrives at the
destination or when the duration expires, whichever
comes first. If the duration expires before arrival, the
subject may still remember the approximate direction to
the destination but will no longer know the way.

22
BASIC FANTASY RPG SPELLS

Fireball Range: 100'+10'/level Floating Disc Range: 0


Magic-User 3 Duration: instantaneous Magic-User 1 Duration: 5 turns +1/level
Casting this spell causes a tiny glowing ember about the The casting of this spell causes an invisible platform of
size of a pea to fly forth from the caster's pointing finger, magical force to appear. It is about the size of a shield,
by which the direction of flight is indicated. The ember about 3 feet in diameter and an inch deep at its center.
flies as fast as an arrow and explodes into flames filling It can support a maximum of 500 pounds of weight.
a 20' radius sphere when it reaches a distance chosen (Note that water weighs about 8 pounds per gallon.)
by the caster (up to its maximum range), or sooner if it
The disc floats level to the ground, at about the height
impacts any solid or liquid surface. Those within the
of the caster's waist. It remains still when within 10' of
area of the flames suffer 1d6 points of damage per
the caster, and follows at the caster's movement rate if
caster level, with a saving throw vs. Spells allowed for
they move away from it. The floating disc can be
half damage.
pushed as needed to position it but will be dispelled if
No roll is normally required when casting this spell, but somehow moved more than 10 feet from the caster.
if the caster wishes to project the ember through a slit or When the spell duration expires, the disc disappears
other small opening they must roll a missile attack from existence and drops whatever was supported to
(without range adjustments) to hit it; failure indicates the surface beneath.
the fireball hits an adjacent surface and detonates there.
The disc must be loaded so that the items placed upon
Combustible objects or substances within the area of it are properly supported, or they will (of course) fall off.
effect will generally catch fire and possibly be destroyed For example, the disc can support just over 62 gallons
(as determined by the GM). Metals with low melting of water, but the water must be in a barrel or other
points such as gold, silver, lead, copper, or bronze may reasonable container that can be placed upon the disc.
be softened briefly and thus deformed, but the flames Similarly, a pile of loose coins will tend to slip and slide
do not persist long enough to actually melt the metal about, and some will fall off with every step the caster
items unless they are very small (such as a thin gold takes; but a large sack full of coins, properly tied, will
neck chain for example). remain stable.
While the fireball exerts little if any force or pressure
when exploding, it may still destroy weak or flammable Fly Range: touch
barriers; if such a thing happens (in the determination Magic-User 3 Duration: 1 turn/level
of the GM, of course), the fireball completes its The subject of this spell can fly at a speed equal to their
expansion in the space beyond the destroyed barrier. normal ground movement rate (as adjusted by
encumbrance). The subject can ascend at half their
Flesh to Stone* Range: 30'/level movement rate and descend at twice normal movement
Magic-User 6 Duration: permanent rate, with the same maneuverability as the subject has
when moving on the ground. Flying under the effect of
This spell causes a living creature, along with all gear it
this spell requires no more concentration than walking,
wears or carries, to be petrified. This is the same effect
so the subject can attack or cast spells normally. The
caused by the gaze of a medusa or the touch of a
subject of a fly spell can neither charge nor run, nor
cockatrice. A saving throw vs. Petrification is allowed to
carry more weight than their normal maximum load.
resist the spell.
If the spell duration expires while the subject is still
The petrified victim becomes dormant; its mind cannot
airborne, the magic fails slowly such that the subject
be contacted in any way, and it is neither properly alive
descends at a rate of 120 feet per round for 1d10
nor dead. Damage inflicted on its statue-like form will
rounds. If the subject reaches the ground in that time
apply to its fleshy form if it is ever restored; simply
they land safely; if not, the subject falls the rest of the
breaking off an arm or leg is probably enough to result
distance and suffers normal falling damage. However,
in death due to blood loss. The GM should determine
if this spell is ended by dispel magic or similar outside
the effects of any such injury.
forces, the subject falls immediately. For any such fall,
The reverse spell, stone to flesh, acts as a counterspell see Falling Damage on page 59 for details of the
for flesh to stone, restoring the creature just as it was consequences.
when it was petrified. It does nothing if applied to
ordinary stone which is not the result of flesh to stone
or a similar petrification effect.

23
SPELLS BASIC FANTASY RPG

Geas* Range: 5' per level creature such items resume normal size instantly. Any
Magic-User 6 Duration: special magical properties of enlarged items are not changed.
By means of this spell the caster compels a living
creature to perform some specific action or services, or Growth of Plants* Range: 120'
alternately to avoid performing some action. The target Magic-User 4 Duration: permanent
creature must be able to hear and understand the This spell causes normal vegetation of any sort within
caster, or it cannot be affected. This spell will range to become thick and overgrown. The area of
automatically fail if used to compel a creature to engage effect is determined by the caster, but cannot exceed
in some obviously self-destructive action. 1,000 square feet (a 10'x100' area or equivalent) per 5
A saving throw vs. Spells will allow an unwilling target caster levels. The plants become densely entangled,
to resist a geas when it is first cast. However, the target and characters or creatures wishing to move through
may choose to accept the geas, typically as part of a must hack or force their way through it. All movement
bargain with the caster for some service. Once within the affected area is reduced to no more than 5’
subjected to this spell the subject must obey the per round for less than giant sized creatures; giant sized
instructions given by the caster indefinitely, though if creatures are reduced to half normal movement rate.
the geas is to perform some action the spell effectively This spell cannot take effect in an area that does not
ends when that action has been completed. already have some plants present. Any sort of
For every 24 hours that the subject chooses not to obey animated plant creature affected by this spell is allowed
the geas (or is prevented from obeying it), it suffers a a saving throw vs. Spells to resist, but if this save fails it
penalty of -2 to each of its ability scores, up to a is affected as with growth of animals above.
maximum penalty of -8. No ability score can be The reverse form, shrink plants, may be used to
reduced to less than 3 by this effect. If the subject render overgrown areas passable. The area of effect is
resumes obeying the geas, all such penalties are identical to the normal version. Animated plant
removed after 24 hours. creatures are normally unaffected by this spell, but if
If the task assigned to the subject of this spell is open- such creatures have already been enlarged by growth
ended or otherwise unable to be completed, the subject of plants this spell will reverse the effect. In the latter
is still compelled to try to perform the task, but the spell case, a saving throw vs. Spells is allowed to resist.
will end in no more than one day per caster level. Both forms of this spell are permanent until countered,
Very clever creatures may be able to subvert the either by the reverse of the spell or by dispel magic.
instructions given; the GM must decide on the results of
any such attempts. Hallucinatory Terrain
This spell can be ended by remove curse cast by a Magic-User 4 Range: 400'+40'/level
character of higher level than the caster of the geas, but Duration: 12 turns/level
is never affected by dispel magic. This spell makes one 10 yard cube per level of outdoor
terrain appear to be a different type (i.e. field into
Growth of Animals Range: 60'+10'/level forest, grassland into desert, or the like). This spell
Cleric 3 Duration: 1 turn/level requires a full turn to cast.
This spell causes an animal to grow to double its normal The affected terrain looks, sounds, and smells like
size and eight times its normal weight. The affected another type of normal terrain. The magic does not
creature will do double normal damage with all physical affect creatures nor any sort of fabricated item; such
attacks, and its existing natural Armor Class increases things retain their appearance and visibility. A save vs.
by 2. The animal's carrying capacity is also doubled. Spells is allowed to see through the illusion, but only if
Unfriendly animals may save vs. Spells to resist this the creatures or characters viewing the area actively
spell; normally, domesticated animals will not attempt attempt to do so.
to resist it, though they may become confused or
panicky afterward (at the GM's discretion).
This spell does not give the caster control of the animal.
Gear worn or carried by the animal are also enlarged
but not altered in any other way. If removed from the

24
BASIC FANTASY RPG SPELLS

Haste* Range: 30'+10'/level Hold Monster Range: 180'


Magic-User 3 Duration: 1 round/level Magic-User 5 Duration: 2d8 turns
This spell accelerates the actions of 1 creature per caster This spell functions like hold person, except that it
level. The affected creatures move and act twice as fast affects any living creature that fails its save vs. Spells.
as normal, having double their normal movement rates
and making twice the normal attacks per round, for the Hold Person Range: 180'
duration of the spell. Spellcasting is not accelerated, Cleric 2, Magic-User 3 Duration: 2d8 turns
nor is the use of magic items such as wands, which may
still be used just once per round. Multiple haste or This spell will render any living (not undead) humanoid
speed effects don’t combine; only apply the most creature (as defined in charm person) paralyzed.
powerful or longest lasting effect. Creatures larger than ogres will not be affected by this
spell. Targets of the spell are conscious and able to
In combat, the subject of this spell performs a full round breathe, but cannot move, act, or speak in any way. A
of actions (movement followed by attacking) on their successful save vs. Spells is allowed to resist the effect.
normal Initiative; after all combatants have acted, the The spell may be cast at a single person, who makes
subject may perform another round of actions as their save at -2, or at a group, in which case 1d4 of the
before. If two or more combatants are under the effect
creatures in the group may be affected.
of this spell, use the same Initiative numbers to
determine the order of their actions in each of their A paralyzed swimmer can’t swim and may drown. A
"extra" rounds. character who has somehow gained wings and is then
paralyzed while airborne will not be able to move its
Reversed, haste becomes slow; affected creatures wings to fly and will thus fall.
move at half speed, attacking half as often (generally,
every other round) and making half a normal move
each round. Naturally, target creatures may save vs. Hold Portal Range: 100'+10'/level
Spells to avoid the effect. Haste and slow counter and Magic-User 1 Duration: 1 round/level
dispel each other. This spell secures a portal such as a door, gate,
window, or shutter made of normal non-magical
Heal* Range: touch building materials; the portal behaves as if securely
Cleric 6 Duration: permanent locked for the duration of the spell. The door may be
opened early only by means of knock or a successful
This spell enables the caster to almost totally cure
casting of dispel magic, or by literally destroying the
wounds, diseases, and other afflictions of a single living
door (which may well require more time than the
creature. With a touch the caster cures blindness,
duration of this spell allows).
deafness, confusion, disease, feeblemind, choking,
nausea, and poison. All but 1d4 hit points are restored
to the subject, if it has any injuries. Ability points losses
are fully restored, if and only if those losses would be
recoverable without this spell; permanent losses to
ability scores are not recovered. Energy drain is also
not affected by this spell.
The reversed spell, harm, injures the creature touched
so horribly that it is left with only 1d4 hit points. The
caster must succeed at a normal attack roll in this case;
failure means the spell is wasted. Note that, if the
victim has fewer hit points remaining than the number
rolled, they will take at least one point of damage (and
this is the only case in which harm may kill a creature).
Heal and harm normally only affect living creatures. If
applied to an undead creature, the effects are reversed
such that heal becomes harm and vice versa.

25
SPELLS BASIC FANTASY RPG

Ice Storm Range: 300'+30'/level invisible item, it instantly becomes visible again; on the
Magic-User 4 Duration: 1 round other hand, items picked up do not automatically
become invisible. If the target places a visible item
This spell causes a powerful storm of sleet and hail to entirely inside its invisible clothing, backpack, pouch, or
fall in a 20' radius around the target spot for a full other container so that if the target were visible the item
round. This effect causes 5d6 points of damage to could not be seen, it will become invisible just as if it
every creature within the area, with a save vs. Spells were held when the spell was cast.
allowed to reduce damage by half. The ice storm fills a
vertical volume of 40', so creatures higher than that Note that casting this spell upon another makes the
distance above the target spot are unaffected. Any target invisible to the caster as well as everyone else. A
creature naturally resistant to cold takes half damage (or party of invisible characters will likely experience
one-quarter damage if it makes its save). problems with running into or tripping over each other.
Visibility within the storm is very poor, such that most The spell lasts at most 24 hours if not ended sooner. It
creatures will attack with a penalty of -2 on the attack ends instantly if the target attacks an opponent or casts
roll. Walking movement is reduced to half speed, and any spell. Other actions do not normally end the spell.
running is not possible within the storm; anyone who The target may end the spell at will.
tries will fall down and be forced to remain on the Objects that shed light may be made invisible but the
ground until the spell ends. Flying is likewise light itself will remain visible, and the source of that light
impossible, and any flying creature within the area will (and the character carrying it) can thus be discovered.
be driven to the ground. A penalty of -20% is applied Rain, dust, paint, and any other visible substance
to any Listen rolls made by those in the storm's area. thrown or applied to an invisible creature will also
When the spell ends, the hail and ice deposited by the render it detectable.
storm disappears as if it had never existed.
Invisibility 10' Radius
Insect Plague Range: 300'+30'/level Magic-User 3 Range: touch
Cleric 5 Duration: 1 round/level Duration: 1 turn/level
This spell summons one swarm of locusts per three The target of this spell becomes invisible just as with
caster levels, with a maximum of 6 swarms. See Insect invisibility, but in addition all other creatures within 10
Swarm on page 114 for the effects of a swarm. As feet of the target at the time of casting (referred to as
explained there, a normal swarm of insects occupies a members of the group) also become invisible. Unlike
contiguous area equal to three 10 foot cubes; all with normal invisibility, all members can see each other
swarms summoned by this spell must be contiguous and themselves normally.
with each other such that they effectively form a single If any member negates the effect by attacking or casting
huge swarm, though the caster may stretch them out in a spell, it becomes visible but all other members remain
a line, form them into a block, or indeed arrange them invisible. However, if the original subject takes an
in some serpentine form if desired. action that negates the invisibility, it ends for the entire
The summoned swarms persist for the duration above, group. If a member negates its own invisibility, that
or until they are slain, whichever comes first. The member will no longer be able to see the still-invisible
caster may summon them in areas where creatures are group members. Moving further than 10 feet from the
already located. Once summoned, the swarms are target also causes a group member to become visible;
stationary until they disappear or are slain, and they returning to the area does not reinstate the invisibility.
attack any creatures who are within their area.
Invisible Stalker Range: 0
Invisibility Range: touch Magic-User 6 Duration: special
Magic-User 2 Duration: special The caster summons an invisible stalker to do their
This spell causes the creature touched (who may be the bidding (see the Monsters section, below, for details).
caster) to become invisible, undetectable by normal The spell persists until dispel evil is cast on the
vision or Darkvision. Invisible creatures may be creature, it is slain, or the task is fulfilled. The GM is
detected by those with non-visual sensory abilities. advised to review the monster entry for the invisible
stalker (found on page 115) when this spell is used, as
All items worn or carried by the target when the spell is they may not always perform reliably.
cast become invisible as well. If the target lays down an

26
BASIC FANTASY RPG SPELLS

Knock Range: 30' Light* Range: 120'


Magic-User 2 Duration: special Cleric 1, Magic-User 1 Duration: 6 turns + 1/level
This spell can undo a single means of securing a door, This spell creates a light equal to torchlight which
chest, or shackle. It negates hold portal, dispelling it; a illuminates a 30' radius area well (with dim light
wizard lock spell is deactivated for 1 turn but is not extending for an additional 20') around the target
dispelled. A lock can be opened, a stuck door forced, a location or object. This effect is stationary when cast in
door barred or bolted can be unbarred or unbolted. an area, but it can be cast on a movable object or even
These effects do not automatically restore themselves, onto a character or creature.
except for the wizard lock. Knock cannot raise a
Reversed, light becomes darkness, creating an area of
portcullis or open any other portal which requires a
darkness just as described above. This darkness blocks
mechanism to open (such as a winch for example).
out Darkvision and negates mundane light sources.
Each casting undoes a single method of securing the Wherever both spells overlap they cancel out, leaving
door or item, so that for example a door which is both only normal illumination in the overlapping area.
locked and stuck can be unlocked but will still be stuck;
A light spell may be cast to dispel the darkness spell of
a second casting of knock will open such a door. an equal or lower level caster (and vice versa), leaving
neither spell active; likewise, a darkness spell can cancel
Levitate Range: touch the light spell of an equal or lower level caster.
Magic-User 2 Duration: 1 turn/level
Either version of this spell may be used to blind an
When this spell is cast, the caster or any one creature or opponent by means of casting it on the target's ocular
object they touch begins to levitate. Levitation allows organs. The target is allowed a saving throw vs. Death
the caster to cause the subject to rise or fall at a rate of Ray to avoid the effect, and if the save is made the spell
as much as 20 feet per round. does not take effect at all. A light or darkness spell
cast to blind does not have the given area of effect (that
If a target creature is unwilling, the caster must roll a
is, no light or darkness is shed around the victim).
successful attack roll in order to touch the target, and
even if this roll succeeds the target is allowed a save vs.
Spells to resist the magic. Likewise, if the target is an
object being held by an unwilling creature, a similar
attack roll and saving throw will be required.
Unattended objects are automatically affected when
touched.
The caster controls the levitating subject mentally. If
the caster ceases to control the subject, it remains at its
current altitude until the spell ends, at which point it
falls.
Levitation does not provide any means of horizontal
movement, but neither is the levitated subject fixed in
place. It can be moved by pushing or by towing with a
rope, for example. A creature being levitated can pull
itself along a cliff face or across a ceiling, or pull itself
with a rope fixed to a solid object. Movement of this
sort is usually at half normal walking speed. The
subject cannot, however, change its own altitude.
If a levitating creature attempts to attack with most
weapons it will find that it is unstable. The first such
attack is made at a penalty of -1 on the attack roll, and
this penalty worsens by an additional -1 each round to
a maximum penalty of -5. Should the creature refrain
from making an attack for a full round, it is reduced to
the -1 penalty level on the next round. This does not
usually affect spellcasting while levitated, however.

27
SPELLS BASIC FANTASY RPG

Lightning Bolt Range: 100'+10'/level layer of lead or gold no thicker than foil surrounding the
Magic-User 3 Duration: instantaneous item will prevent it from being located.
Casting this spell causes a bright thin spark about the
thickness of a string to fly forth from the caster's Lower Water Range: 20'/level
pointing finger, which indicates the direction. The spark Magic-User 6 Duration: 1 turn/level
stretches as fast as an arrow's flight until it reaches the Using this spell the caster lowers the level of the water
caster's chosen distance (but not more than the range in a river, a lake, or even the sea by up to 2 feet per
given above) or strikes a solid or liquid surface, at which caster level for the given duration, but to no less than 1
point it explodes into a full-fledged bolt of lightning inch deep. The spell affects an area with radius of at
extending another 60 feet further. The lightning bolt most 10 feet per level centered on the caster's chosen
passes through an area 5 feet wide, arcing and jumping, location (within the range given).
so that while it is not actually 5 feet wide, for game
purposes it is treated as if it were. There will be a steep slope up to the surface of any area
of un-lowered water that falls outside the spell's radius.
Those within the area of the lightning bolt suffer 1d6 Ships which were already in the area of effect as well as
points of damage per caster level, with a saving throw any that dare to enter it will, if not outright beached by
vs. Spells allowed for half damage. the spell, be unable to climb the slope and thus unable
If a lightning bolt is targeted at a body of water it to leave the area.
explodes at the point of impact, as described above, but This spell has the effect of slow (the reverse of haste)
within the water volume struck it expands like a fireball when cast upon water elementals and other creatures
to a maximum radius of 20 feet instead of performing formed from water; a save vs. Spells is allowed, with
as it does in the air. If a lightning bolt is cast success negating the effect. It cannot be cast upon any
underwater it explodes in the same way, but at the tip other kind of creatures.
of the caster's outstretched finger.
The lightning bolt sets fire to combustibles and damages Magic Jar Range: 60'
objects in its path. It can damage metals with a low Magic-User 5 Duration: special
melting point; metals such as gold, silver, lead, copper,
or bronze may be softened briefly and thus deformed, This spell allows the caster to attempt to possess the
but the lightning does not persist long enough to body of another living creature. The caster begins by
actually melt the metal items unless they are very small placing their spirit into a gem, jewel, or large crystal of
(such as a thin gold neck chain for example). some sort within the spell range, called the magic jar.
The caster needs to know where the magic jar is
If the damage caused to an interposing barrier shatters located, but does not have to be able to see it. While
or breaks through it, the bolt may continue beyond the the caster's spirit is outside their body, that body
barrier if the spell’s range permits; otherwise, it may appears to all intents and purposes to be dead, but
reflect from the barrier back toward the caster, or in a does not undergo decay as a normal dead body would.
random direction at the GM's option. Creatures already
affected by the lightning bolt do not take additional Each round after entering the magic jar the caster's spirit
damage if struck by the reflection of the same bolt. can attempt to take control of the body of a living
creature within the spell range; the target is allowed a
save vs. Spells to resist. If the saving throw fails, the
Locate Object Range: 360' spirit of the target (now called the host) is trapped in the
Cleric 3, Magic-User 2 Duration: 1 round/level magic jar and the caster's spirit takes possession of the
This spell grants the caster knowledge of the location of host's body. Possession of a creature by means of this
an object. The caster must know the object well or be spell is blocked by protection from evil or a similar
able to clearly imagine it. (Viewing an accurate drawing ward.
or painting will suffice for the latter option.) A general If the attempt to possess a victim fails, the caster's spirit
item can be located; if more than one such item is in remains in the magic jar, and that target creature is
range, the spell will lead the caster to the nearest one. immune to further attempts for the duration of the spell.
Unique or unusual items can only be located if the The caster may make an attempt to possess another
caster has first-hand knowledge (not merely through target on the following round, if desired.
divination such as clairvoyance or a crystal ball). The If on the other hand the possession attempt is
spell cannot be used to locate creatures of any sort. A successful, the caster may remain in control of the host's

28
BASIC FANTASY RPG SPELLS

body for as long as desired. The caster's spirit may used to drive the caster's spirit from the body, which
return to the magic jar at any time when it is within spell departs as noted, ending the spell. A stranded caster
range, restoring the host's spirit to its own body. The may use another casting of this spell (with another
caster may not return to the same host's body again for magic jar, of course) to return to their own body, which
the remainder of the duration of this spell, but may of course kills the host's body.
attempt to possess it again on a subsequent casting.
Whenever the caster's spirit is in the magic jar, it may Magic Missile Range: 100'+10'/level
choose to return to its own body if it is within spell Magic-User 1 Duration: instantaneous
range. If the body is not in range, the caster's spirit may This spell causes a magical arrow of energy to fly from
become trapped if no vulnerable creatures are in range. the caster's finger and unerringly hit its target, inflicting
Whenever the caster's spirit returns to their own body, 1d6+1 points of damage. The target must be at least
the spell ends. There is a 50% chance that the magic partially visible to the caster, and no saving throw is
jar will shatter when the spell ends (if the spell did not normally allowed. It's not possible to target a specific
end because it was broken), becoming worthless and part of the target. Inanimate objects are not affected by
unusable. this spell.
When the caster's spirit possesses a host, the caster has For every three caster levels beyond 1 st, an additional
access to the physical abilities of the host's body, missile is fired: two at 4 th level, three at 7th, four at 10th,
including Strength, Dexterity, and Constitution, while and the maximum of five missiles at 13 th level or higher.
still retaining their own Intelligence, Wisdom, and When multiple missiles are fired in this way, the caster
Charisma. The caster has access only to their own can target one or several creatures as desired, as long
knowledge, class and level, attack bonus, saving as all are visible to the caster at the same time. All such
throws, spell casting ability, and any other purely targets must be designated before any damage is rolled.
mental capabilities.
The caster does not gain access to supernatural or Magic Mouth Range: 30'
otherwise extraordinary powers of the host, and may Magic-User 1 Duration: special
not be able to perform physical actions that the caster This spell places a simple form of programmed illusion
has never done before (such as flying, if a winged body on a non-living object within range. When triggered,
has been possessed). The caster does have access to the spell causes the illusion of a mouth to appear on the
the host's sensory capabilities, such as Darkvision, the object and a message to be said aloud. The
enhanced sense of smell of a dog, and so on. enchantment can remain in place indefinitely, but is
If the caster's spirit is in the magic jar, and the jar is expended when triggered (i.e. the message is normally
broken (whether by dispel magic or physical damage), delivered only once).
the caster's spirit will return to its own body if it is in The message recounted may be up to three words per
spell range; if not, the caster's spirit departs (i.e. the caster level in length. The caster may insert pauses in
caster dies). In either case, the spell ends. the message, but the entire message must be delivered
If the caster's spirit is driven from the host body by in a time period of no more than a turn. The voice of
dispel evil, and the magic jar is in range of the host the spell can be made to speak at any volume
body, the caster's spirit returns to the jar and the host's attainable by a normal human. It will sound enough
spirit returns to its body. The caster will not be able to like the caster's own voice to be recognized by a close
possess the same host again for the remaining duration associate of the caster, but not identical.
of the spell. If the magic jar is not in range of the host The illusionary mouth moves as if actually speaking the
body, the caster's spirit departs, the host's spirit is freed message being delivered, and remains visible during
from the jar and also departs, and the host's body dies. pauses. If placed on an artistic depiction of a creature
If the host's spirit is in the magic jar, and the jar is with a mouth (such as a painting or statue), the spell
broken while in spell range of the host body, the can be made to appear to animate the mouth of the
caster's spirit departs, the host's spirit returns to its body, object.
and the spell ends. If the jar is broken while out of This spell cannot be used to activate magic items which
range of the host's body, the host's spirit departs, the have command words, nor to activate any other
caster's spirit is stranded in the host body. Note here magical effects.
that the spell has not ended. Dispel evil can still be

29
SPELLS BASIC FANTASY RPG

The caster must choose the conditions under which this the effect of this spell or any similar form of telepathy
spell is triggered. The conditions may be as will instantly know and be able to sense the direction of
complicated or simple as desired, but must depend only the caster.
on sight and hearing; the spell has no other sensory
Rock more than 2 inches thick or even a very thin
capabilities. The spell also has no particular
covering of lead or gold will block the spell. All undead
intelligence, and can be fooled by disguises or illusions.
creatures are immune to this effect, as are mindless
The spell does have the capability to effectively see in
creatures and constructs such as golems.
normal darkness, but not in any sort of magical
darkness, and it cannot detect invisible creatures nor
see through doors, walls, or even opaque curtains. Mirror Image Range: self
Likewise, stealth or magical silence are effective in Magic-User 2 Duration: 1 turn/level
preventing audible triggers. Finally, the spell cannot This spell allows the caster to create multiple illusory
detect a character's class, level, ability scores, or any duplicates (called figments) which seem to swirl and
other feature not obvious to a normal NPC. move around and through each other as well as the
Triggers have an effective sensory range of 10 feet per caster more or less constantly, making it impossible for
caster level; sounds, sights, or actions outside that range most creatures to determine which is the real one. A
will never trigger the spell. total of 1d4 images plus one image per three caster
levels (maximum eight images total) are created.
Massmorph Range: 100'+10'/level The figments mimic the caster's actions, going through
Magic-User 4 Duration: 1 hour/level the motions of casting spells, drinking potions,
levitating, and so on, just as the caster does. Figments
With this spell the caster causes 1d4+1 man-sized (or
always look exactly like the caster.
smaller) creatures per four caster levels to appear as if
they are natural effects of the terrain (for example, trees Any opponent who attacks or casts spells directly on the
in a forest, stalagmites in a cave, coral underwater, caster will always hit a figment instead. Attacking a
boulders in a cavern, etc.). All creatures to be affected figment destroys it, whether or not the attack roll is
must be within a 120' radius of the caster at the time successful, as does any attack spell directed at one.
the spell is cast. Only those creatures the caster wishes Area-effect spells are not cast directly on the caster, and
to hide are affected, and then only if they are willing to thus appear to affect all figments exactly as they affect
be concealed. The caster may include himself or the caster; for instance, if the caster is subjected to a
herself among the affected creatures. fireball, all figments will appear to be injured just as the
caster was.
Those affected are thus concealed from other creatures
passing through the area for so long as they remain still.
If an affected creature chooses to move or attack, the Neutralize Poison* Range: touch
illusion is dispelled for that creature, but those who Cleric 4 Duration: instantaneous
remain still continue to be hidden. The caster may end This spell neutralizes any poison or venom in the
the spell early if they wish by speaking a single word. creature or object touched. A creature suffering from
The illusion can also be ended by dispel magic. poison or venom suffers no further effects from it.
If cast upon a creature slain by poison in the last 10
Mind Reading Range: 60'
rounds, the creature is revived with 1 hit point. If cast
Magic-User 2 Duration: 1 turn/level
upon a poisonous object (weapon, trap, etc.) the
This spell, sometimes incorrectly called ESP, permits poison is rendered permanently ineffective.
the caster to hear (and possibly see, if the target
Reversed, this spell becomes poison. The caster must
visualizes anything) the surface thoughts of one or more
make a successful attack roll; if the attack is a success,
living creatures within range. The caster must designate
the target must save vs. Poison or die. The caster's
a direction or select a visible target, and then
touch remains poisonous for 1 round per caster level,
concentrate for a turn in order to "hear" the thoughts.
or until discharged (i.e. only one creature can be
Each turn the caster may choose to "listen" in a different
affected by the reversed spell).
direction. The caster may stop listening, then resume
again later, so long as the duration has not expired.
The target creature is not normally aware of being spied
upon in this way, though any creature already under

30
BASIC FANTASY RPG SPELLS

Passwall Range: 30' Polymorph Other Range: 30'


Magic-User 5 Duration: 3 turns Magic-User 4 Duration: permanent
Passwall creates a passage through wooden, plaster, or This spell allows the caster to change one living creature
stone walls, but not through metal or other harder which is not incorporeal or gaseous into another form
materials. The passage is up to 10 feet deep plus an of living creature. The assumed form can’t have more
additional 10 feet deep per three caster levels above 9 th hit dice than caster’s level, or be incorporeal or
(20 feet at 12th, 30 feet deep at 15th, 40 feet deep at gaseous. Unlike polymorph self, the transformed
18th). If the wall’s thickness is more than the depth of target also gains the behavioral and mental traits, any
the passage created, then a single passwall simply physical attacks, special, supernatural or spell-like
makes a niche or short tunnel. Several passwall spells abilities of the new form, in addition to the physical
can then form a continuing passage to breach very thick capabilities and statistics of such. If the new form is
walls. When passwall ends (due to duration, dispel substantially less intelligent, the target may not
magic, or caster's choice), creatures within the passage remember its former life.
are ejected out the nearest exit.
The target creature will have the same number of hit
points it previously had, regardless of the hit dice of the
Phantasmal Force Range: 180' form assumed. A creature with the ability to transform
Magic-User 2 Duration: concentration or change shape such as a doppleganger is changed,
With this spell the caster visualizes and projects the but can assume a different form after a single round.
illusion of an object, creature (or small group of Equipment worn or carried will be dropped if the new
creatures), or other effect. The caster can project an form is unable to wear or carry the items. If any such
illusion up to a maximum size of 20'x20'x20'. The items would be constricting or physically harmful to the
illusion is purely visual, with no other sensory features. new form, the transformation slows and alters such that
The image is not static, but can be animated as the they are dropped without damage to the items nor
caster desires so long as all images remain within the harm to the target creature. If the GM determines that
area of effect. The illusion persists so long as the caster any items cannot be removed in this way, they must
concentrates upon it. decide on the exact results.
If used to create the illusion of one or more creatures, Unwilling targets which successfully save vs. Paralysis
they will have an Armor Class of 11 and will disappear are not affected. The spell is permanent until dispelled
if hit in combat. Damage done by monsters, spells, etc. or the creature is slain, at which time the target resumes
simulated by this spell is not real; those "killed" or its original form.
otherwise apparently disabled will wake up uninjured
(at least by this spell) after 2d8 rounds. The illusory
Polymorph Self Range: self
damage done will be equal to the normal damage for
Magic-User 4 Duration: 1 hour/level
any attack form simulated.
This spell allows the caster to change into a different
Attempting to animate more creatures than the caster's
form of living creature. The form assumed may not
level grants viewing creatures with at least average
have more hit dice than the caster has levels, nor be
Intelligence an immediate save vs. Spells to recognize
incorporeal or gaseous.
the creatures as illusions; those making the save will be
unaffected by any actions taken by the illusions from The caster assumes the physical nature of the assumed
that point on. A similar save may be granted by the form while retaining their mental and spiritual
GM any time they feel the illusion is likely to be seen characteristics. He or she gains the Armor Class and all
through, especially if the player describes an illusion physical attacks possessed by the form but does not
which seems improbable or otherwise poorly gain any special, supernatural or spell-like abilities.
conceived. Dragon breath is a special ability, for instance, so were
the caster to assume the form of a dragon they could
use the dragon's normal claw, bite, and tail swipe
attacks, but not the dragon's breath.
If the form assumed is capable of speaking and making
appropriate gestures (as determined by the GM) the
caster may use their own spells in the assumed form.

31
SPELLS BASIC FANTASY RPG

Equipment worn or carried will be dropped if the new creature who receives this protection after being
form is unable to wear or carry the items. If any such possessed is not cured of the possession.
item would be constricting or physically harmful to the
Third, any and all summoned creatures and extraplanar
new form, the transformation slows and alters such that
creatures of evil nature are unable to physically touch
the item is dropped without damage to the items nor
the subject. Attacks by such creatures using their
harm to the target creature. If the GM decides that any
natural weapons simply fail. This effect is canceled if
such item cannot be removed in this way, the spell fails.
the subject performs any form of physical attack (even
The caster can remain transformed up to one hour per with a ranged weapon) on any affected creature, but
level of ability, or may choose to end the spell before the other features of the spell continue in force.
that point if they wish.
Reversed, this spell becomes protection from good. It
functions in all ways as described above, save that
Projected Image Range: 240' "good" creatures are kept away, rather than "evil" ones.
Magic-User 6 Duration: 6 turns
This spell creates a quasi-real, illusory version of the Protection from Evil 10' Radius*
caster. This illusory projected image looks, sounds, and Cleric 4, Magic-User 3 Range: touch
smells like the caster, in addition to mimicking gestures Duration: 1 turn/level
and actions (including speech, which is projected from
This spell functions exactly as protection from evil, but
the caster to the illusory image as if by a form of
with a 10' radius rather than a 1' radius. All within the
ventriloquism). Any further spells cast seem to
radius receive the protection; those who leave and then
originate from the illusion, not the actual caster.
re-enter, or who enter after the spell is cast, receive the
A line of sight between the caster and their illusory self protection as well.
must be maintained or the spell ends. Any effect or
Reversed, this spell becomes protection from good 10'
action that breaks the line of sight dispels the image, as
does the illusionary caster being struck in combat. Note radius, and functions exactly as the reversed form of
that this spell grants no special sensory powers to the protection from evil, except that it covers a 10' radius
caster; for example, if the illusory self is positioned so as around the target rather than the normal 1' radius.
to be able to see something the caster can't directly see,
the caster does not see it. Also, all spell ranges are still Protection from Normal Missiles
figured from the caster's actual position, not the illusory Magic-User 3 Range: self
self's position. Duration: 1 turn/level
The caster is completely protected from small sized,
Protection from Evil* non-magical missile attacks. Therefore, magic arrows,
Cleric 1, Magic-User 1 Range: touch hurled boulders, or other such are not blocked, but any
Duration: 1 turn/level number of normal arrows, sling bullets, crossbow bolts,
This spell protects the caster or a creature touched by thrown daggers, etc. will be fended off. Note that
the caster (the "subject") from evil; specifically, the spell normal missiles projected by magic bows count as
wards against summoned creatures, creatures with magical missiles for the purposes of this spell.
significantly evil intentions, and extraplanar creatures of
evil nature. A magical barrier with a radius of just 1 Purify Food and Water
foot is created around the subject. The barrier moves Cleric 1 Range: 10'
with the subject, and provides three specific forms of Duration: instantaneous
magical protection against attacks or other effects
With this spell the caster makes contaminated food or
attempted by the affected creatures against the subject.
water pure and safe to eat or drink. Poison is
First, the subject receives a bonus of +2 to their Armor neutralized and spoilage is reversed by this spell. The
Class, and a similar bonus of +2 on all saving throws. spell does not protect against future decay, however,
nor does it affect magic potions (including,
Second, the barrier blocks all attempts to charm or
unfortunately, potions of poison). Unholy water, if it
otherwise control the subject, or to possess the subject
exists in your campaign, is ruined by the casting of this
(such as with magic jar). Such attempts simply fail
spell. The spell affects about 2 pounds of food and/or
during the duration of this spell. Note however that a
drink per caster level; note that a quart of water or
similar drink weighs just over 2 pounds.

32
BASIC FANTASY RPG SPELLS

Quest* Range: 5'/level The body of the target must be adequately intact to
Cleric 5 Duration: special support life, but all wounds no matter how major are
healed. Body parts missing when the target is raised
By means of this spell the caster compels a living are still missing afterward. Normal poison and normal
creature to perform some specific action or services, or disease are cured in the process of raising the subject,
alternately to avoid performing some action. The target but magical diseases and curses are not undone.
creature must be able to hear and understand the
caster, or it cannot be affected. This spell will Creatures brought back from the dead always suffer
automatically fail if used to compel a creature to engage some loss or penalty from the ordeal. Characters lose
in some obviously self-destructive action. one level of ability permanently (i.e. it does not accrue
a negative level, but rather loses an actual level, being
A saving throw vs. Spells will allow an unwilling target reduced to the minimum number of experience points
to resist a quest when it is first cast. However, the required for the previous level). First level characters
target may choose to accept the quest, typically as part are reduced to Normal Man status; if the character was
of a bargain with the caster to perform some service. already a Normal Man they lose a point of Constitution.
Once subjected to this spell, the subject must obey the These losses are permanent, though of course the
instructions given by the caster indefinitely, though if character may gain levels in the normal fashion.
the quest is to perform some action the spell effectively (Characters reduced to Normal Man status must gain
ends when that action has been completed. 1,000 XP to return to 1st level).
For every 24 hours that the subject chooses not to obey Monstrous humanoids (orcs, goblins, and the like) lose
the quest (or is prevented from obeying it), it suffers a one hit die, or are reduced to ½ hit dice if the monster
penalty of -2 to each of its ability scores, up to a has just one to start with. Such humanoids who
maximum penalty of -8. No ability score can be already have ½ hit dice are reduced to a single hit point.
reduced to less than 3 by this effect. If the subject These losses are generally permanent, though the GM
resumes obeying the quest, all such penalties are may allow such creatures in service to a player
removed after 24 hours. character to recover by gaining 1,000 XP per hit die the
If the task assigned to the subject of this spell is open- creature would be returning to (so a lizard man who has
ended or otherwise unable to be completed, the subject been reduced to 1 hit die must earn 2,000 XP to return
is still compelled to try to perform the task, but the spell to its original 2 hit dice); treat such a creature as being a
will end in no more than one day per caster level. retainer for this purpose.
Very clever creatures may be able to subvert the Upon being raised, the target has 1 hit point per level or
instructions given; the GM must decide on the results of hit die (using its current reduced figure, of course), with
any such attempts. a minimum of 1 hit point. A character who died with
spells prepared has none prepared upon being raised.
A quest (and all effects thereof) can be ended by a
remove curse spell from a caster two or more levels The reverse of this spell, slay living, will kill instantly
higher than the caster of the quest, or by a wish, or by the creature touched (which may be of any sort, not
the reverse of this spell. Dispel magic does not affect a just a humanoid) unless a save vs. Spells is made. If
quest spell. the saving throw is successful, 2d6 points of damage is
dealt to the victim instead. An attack roll is required to
apply this spell in combat.
Raise Dead* Range: touch
Cleric 5 Duration: instantaneous
Read Languages Range: 0
This spell restores life to a deceased humanoid (as Magic-User 1 Duration: special
defined in charm person). The caster can only raise a
being that has not been dead for more days than the This spell grants the caster the ability to read almost any
caster has levels. The spirit of the target of this spell written language. It may be cast in one of three modes:
must be willing to return. If the target's spirit is trapped In the first mode, the spell allows the caster to read any
or contained in any way, the spell will fail. It will also number of written works in a variety of languages. This
fail if the target died of old age, as the body simply has mode lasts for 1 turn per caster level.
no life left in it. Similarly, undead creatures are not
affected by this spell as they can no longer be returned In the second mode, the spell allows the caster to read
to life in any normal sense. any one book or tome; this mode lasts 3 hours per
caster level.

33
SPELLS BASIC FANTASY RPG

In the third mode, the spell allows the caster to read Roll on the following table to determine the new form
any one non-magical scroll or other single-sheet of the target creature:
document; this mode is permanent.
d% New Form
This spell does not work on any sort of magical text, 01 Bugbear
such as spell scrolls or spellbooks; see read magic, 02-15 Dwarf
below, for the correct spell to use in such cases. 16-29 Elf
30 Gnoll
The spell grants the ability to read the texts, but does 31-39 Gnome
not in any way hasten the reading nor grant 40-46 Goblin
understanding of concepts the caster doesn't otherwise 47-60 Halfling
have the ability to understand. Also, for this spell to 61-88 Human
function, there must be at least one living creature that 98-91 Kobold
can read the given language somewhere on the same 92-93 Lizard Man
plane. The knowledge is not copied from that 94-98 Orc
creature's mind; rather, it is the existence of the 99-00 Choice*
knowledge that enables the spell to function.
If "choice" is rolled for a player character being
reincarnated, the player is allowed to choose the new
Read Magic Range: 0 form from among those on the table above. If an NPC
Magic-User 1 Duration: permanent is being reincarnated, the GM may choose or roll again.
When cast upon any magical text, such as a spellbook When the spell is cast, a new body forms in a nearby
or magic-user spell scroll, this spell enables the caster to location selected by the caster. The body forms over a
read that text. Casting this spell on a cursed text will period of 6 turns (i.e. an hour), first as a misty outline,
generally trigger the curse. All Magic-Users begin play then becoming more solid moment by moment until it
knowing this spell, and it can be prepared even if the takes its first breath and awakens. The new form is a
Magic-User loses access to their spellbook. young adult, unless the target was younger than that
when they died, in which case the new body is the
Regenerate Range: touch same age as the deceased body.
Cleric 6 Duration: permanent The target creature's new body has obviously suffered
This is the most powerful of healing spells, able to cause none of the harm that may have befallen the old one,
lost or destroyed body parts, even internal organs, of a and is completely healthy (at least, to start with).
living creature to grow back and heal. Severed body The target remembers their previous life, and retains
parts can be put back in place and will reattach fully in the same class (if possible for the new form) as well as
a round (or one round per body part if multiple parts its Intelligence, Wisdom, and Charisma. Strength,
are to be reattached), but regrowing any number of lost Dexterity, and Constitution scores should be rerolled.
body parts requires a full turn. In addition, the spell (If the character's ability scores are outside the allowable
heals 3d8 points of damage just as if it were a normal range for the new form, they should be adjusted up or
cure wounds spell. down by the GM as needed.) The target loses one
level (or hit die); this is a real reduction, not a negative
Reincarnate Range: touch level, and is not subject to magical restoration. The
Magic-User 6 Duration: instantaneous target's hit points should be rerolled completely, as this
is an entirely new body. If the target was 1st level,
By touching the body of a deceased humanoid (as instead of a hit point reduction its new Constitution
defined in charm person), the caster brings them back score is reduced by 2.
in an entirely new body. The whole body is not
needed; in fact, even the smallest fragment of body is Characters turned into non-character humanoids (such
sufficient, so long as that fragment was part of the body as an elf who returns as a kobold) will require
at the time of the target's death. adjudication by the GM; if the restored target is a player
character, the GM is counseled to give as much leeway
The caster can only reincarnate a being that has not to the player as possible with the character's new form.
been dead for more than a week. The spirit of the Conversely, non-character humanoids who return as
target of this spell must be willing to return. If the characters will need all ability scores rolled; such
target's spirit is trapped or contained in any way, the characters will usually be fighters with a level equal to
spell will fail.

34
BASIC FANTASY RPG SPELLS

the target's previous hit dice minus 1, or as Normal Men Resist Cold Range: touch
if the target's previous hit dice were 1 or less. Cleric 1 Duration: 1 round/level
Undead creatures are not affected by this spell; such This spell makes the caster, or any living creature the
creatures can no longer be returned to life in any caster touches, completely immune to normal cold.
normal sense. The spell also gives protection against magical or
otherwise superior cold such as the breath of an Ice
Remove Curse* Range: 30' Dragon or the ice storm spell. Specifically, the spell
Cleric 3, Magic-User 4 Duration: instantaneous gives the protected creature a bonus of +3 on all saving
throws against such effects, and reduces any damage
This spell removes any and all ordinary curses afflicting suffered by half (so that for example a successful save
a creature. It does not generally remove the curse from vs. the Ice Dragon's breath would reduce damage to
a magic item such as a sword or suit of armor, but a just one-fourth normal, and even if the saving throw
character afflicted by a cursed item of this type will be fails the protected creature only takes half damage).
freed of it long enough to discard the item (a turn, at
least).
Resist Fire Range: touch
Some special curses are more difficult to remove, and Cleric 2 Duration: 1 round/level
may require a caster of a certain minimum level. A
very few curses created by godlike beings cannot be This spell makes the caster, or any living creature the
removed by this spell at all. caster touches, completely immune to normal heat or
fire. The spell also gives protection against magical or
The reverse of this spell, bestow curse, allows the otherwise superior heat or fire such as the breath of a
caster to place a curse on the subject. A save vs. Spells Mountain Dragon or the fireball spell. Specifically, the
is allowed to resist. The caster must choose one of the spell gives the protected creature a bonus of +3 on all
following three effects: saving throws against such effects, and reduces any
–4 decrease to an ability score (minimum 1). damage suffered by half (so that for example a
–4 penalty on attack rolls and saves. successful save vs. the fireball spell would reduce
damage to just one-fourth normal, and even if the
Each round of combat, the target has a 50% saving throw fails the protected creature only takes half
chance to act normally; otherwise, it takes no damage).
action.
The caster may also invent their own curse, but it Restoration Range: touch
should be no more powerful than those described Cleric 6 Duration: permanent
above. The curse thus bestowed cannot be dispelled,
but it can be removed with a remove curse spell. Each casting of the spell removes a single negative level
from a creature who has suffered energy drain. At 16th
level, two negative levels may be removed. See the
Remove Fear* Range: touch (120')
rules for Energy Drain (in the Encounter section) for
Cleric 1 Duration: instantaneous
more details.
(2 turns)
Alternately, this spell can be used to restore drained
This spell will calm the creature touched. If the target
ability score points. If applied to a character who has
creature is currently subject to any sort of magical fear,
suffered temporary loss of ability points, it will restore
it is allowed a new save vs. Spells to resist that fear, at a
up to 1d4 lost points to any one drained ability
bonus of +1 per level of the caster.
immediately. If applied to a character who has suffered
The reverse of this spell, cause fear, causes one target permanent loss of ability points, 1 point can be
creature within 120' to become frightened; if the target restored.
fails to save vs. Spells, it flees for 2 turns. Creatures
This spell cannot restore any levels lost permanently,
with 6 or more hit dice are immune to this effect.
such as those lost due to death as described for the
spells raise dead and reincarnate.

35
SPELLS BASIC FANTASY RPG

Shield Range: self the affected creatures may continue sleeping normally
Magic-User 1 Duration: 5 rounds+1/level at the GM's option.
This spell creates an invisible shield made of magical
force which floats in front of the caster, protecting them Speak with Animals Range: special
from various attacks. The spell totally blocks magic Cleric 2 Duration: 1 turn/4 levels
missile attacks directed at the caster, and improves the This spell allows the caster to speak to and understand
caster's Armor Class by +3 vs. melee attacks and +6 vs. any single animal (normal or giant sized, but not
missile weapons. The Armor Class benefits do not magical or monstrous) that is in sight of the caster and
apply to attacks originating from behind the caster, but able to hear them. The caster may change which
magic missiles are warded off from all directions. animal they are speaking with at will, once per round.
The spell doesn’t alter the animal’s reaction or attitude
Silence 15' Radius Range: 360' towards the caster; a standard reaction roll should be
Cleric 2 Duration: 2 rounds/level made to determine this. The GM should ensure that
the animal's manner of speaking reflects its intelligence
This spell creates a spherical area with a 15 radius and nature.
where no sound will pass. No one within the affected
area can make nor hear any sound. Neither does
sound issue from the affected area; those outside Speak with Monsters
cannot hear those inside. This effect blocks verbal Cleric 6 Range: special
communication, of course, as well as spell casting. Duration: 1 turn/5 levels

This effect can be cast in a fixed area, upon an item This spell allows the caster to speak to and understand
(making it portable), or upon a creature. An unwilling any single living monster that is in sight of the caster
target receives a save vs. Spells to negate the spell. If and able to hear them. The caster may change which
an item in another creature’s possession is targeted, that monster they are speaking with at will, once per round.
creature also receives a save vs. Spells to negate. Others able to understand the language spoken by the
target monster (if any) will be able to understand the
This spell can be used to protect against any kind of caster. The spell doesn’t alter the monster’s reaction or
attack or magic where the victims must be able to hear attitude towards the caster. Mindless monsters, plant
the attacker, for such attacks cannot pass into or out of creatures and undead are unaffected by this spell.
the affected area.
Speak with Plants Range: 20'
Sleep Range: 90' Cleric 4 Duration: 1 turn
Magic-User 1 Duration: 5 rounds/level
This spell allows the caster to speak to and understand
This spell puts several creatures of 4 or fewer hit dice any single plant (either normal plant or animate plant
into a magical slumber. Creatures of 5 or more hit dice creature). The GM should remember that normal
are not affected. The caster chooses a point of origin plants have a limited sense of their surroundings, and
for the spell (within the given range, of course), and most never move from the place where they sprouted.
those creatures within 30' of the chosen point may be The spell doesn’t alter the plant’s reaction or attitude
affected. Each creature in the area of effect is allowed a towards the caster; however, normal plants will
save vs. Spells to resist the effect. generally communicate freely with the caster, as they
Victims of this spell can always be hit if attacked. have nothing else of importance to do. Plant creatures
Injuring such a creature will cause it to awaken, and it will tend to be slightly more intelligent, and a reaction
may begin fighting back or defending itself on the very roll should be used to determine how such creatures
next round. Slapping or shaking such a creature will respond to the caster's words.
awaken it in 1d4 rounds, but normal noises will not
awaken one. Speak with Dead Range: 10'
Cleric 3 Duration: 3 rounds/level
Sleep does not affect unconscious creatures, constructs,
or undead creatures. With this spell the caster causes the corpse of an
intelligent creature to become animated and to answer
When the duration elapses, the sleeping creatures
the caster's questions. It does not matter how long the
normally wake up immediately; however, if they are
corpse has been dead, but it must be essentially intact
made very comfortable and the surroundings are quiet,

36
BASIC FANTASY RPG SPELLS

with at least a complete mouth in order to answer types of snakes.) The snakes follow the commands of
questions. the caster. When slain, dispelled, or the spell expires,
the snakes return to their original stick form. Magical
The corpse will answer at most one question per two
"sticks" such as enchanted staves cannot be affected.
caster levels, but if the duration expires any remaining
questions are lost. The corpse only knows what it knew
when it was alive; this includes the languages it knew in Striking Range: touch
life. Thus, the caster must share a language with the Cleric 3 Duration: 1 round/level
deceased in order to get any questions answered at all. This spell bestows upon one weapon the ability to deal
The answers given are drawn from knowledge 1d6 points of additional damage. This extra damage is
"imprinted" on the corpse during life; the caster does applied on each successful attack for the duration of the
not in any case actually communicate with the spirit of spell. It provides no attack bonus, but if cast on a
the deceased creature. The corpse cannot retain any normal weapon, the spell allows monsters only hit by
information given to it, and does not even remember magical weapons to be affected; only the 1d6 points of
any previous instances of communication via this spell. magical damage applies to such a monster, however.
The answers given may not be useful for various
reasons. If the corpse knew the caster when it was Telekinesis Range: self
alive, or if the caster is a member of a group the Magic-User 5 Duration: 3 turns
deceased disliked, it may choose to lie or mislead the This spell permits the caster to move objects or
caster. If the caster asks the corpse questions of a creatures by concentration alone; the caster can move
personal nature, or questions that indicate the caster such things weighing up to 50 pounds per caster level
may be working against whatever interests the corpse at a rate of up to 20 feet per round. Creatures targeted
had in life, it will almost certainly seek to mislead the by this spell are allowed a saving throw vs. Death Ray
caster. to resist, whether it is the creature itself being affected
If the corpse has been roused by this spell within the or an object in its possession.
last seven days, the spell will fail. Undead creatures In order to use this power the caster must maintain
(including the remains of defeated undead creatures) concentration, moving no more than normal movement
cannot be affected by this spell. (no running), making no attacks and casting no further
spells. If concentration is lost (whether intentionally or
Spiritual Hammer Range: 30' not), the power may be used again on the next round
Cleric 2 Duration: 1 round/level but the target of the effect is allowed a new saving
throw.
This spell causes a warhammer made of magical force
to appear, attacking any foe chosen by the Cleric within
range once per round. The weapon moves about as if
wielded by a person of about the caster's stature, but no
such person is present. It deals 1d6 hit points of
damage per strike, +1 point per three caster levels
(maximum of +5). It uses the caster’s normal attack
bonus, striking as a magical weapon, and thus can
inflict damage upon creatures that are only hit by magic
weapons. If the Cleric loses sight of the weapon,
causes it to move out of the spell range, or ceases to
direct it, the hammer disappears. The weapon is
immune to any normal attack, but can be destroyed by
disintegrate, dispel magic, or a rod of cancellation.

Sticks to Snakes Range: 120'


Cleric 4 Duration: 6 turns
This spell transforms normal wooden sticks into 1d4 hit
dice worth of normal (not giant) snakes per every four
caster levels. (See the Monsters section for details on

37
SPELLS BASIC FANTASY RPG

Teleport Range: self definition of Knows Somewhat but has failed to acquire
Magic-User 5 Duration: instantaneous enough information (in the GM's opinion).
The caster of this spell is instantly transported to If the caster attempts to travel to a location that
another location up to 100 miles away per level of does not exist, or perhaps once existed but has been
ability. The spell transports the caster only within their destroyed or otherwise changed so much that the caster
current plane of existence. Other creatures would not recognize it, roll 2d20 instead d% for the
(passengers) and inanimate objects (cargo) may be result of the casting. In this case, if Success! is rolled
transported along with the caster, up to a maximum of the spell simply fails and no one is transported
300 pounds plus 100 pounds per level above 10th. anywhere.
The caster must be in contact with all objects and/or
Success! means exactly what it says. The caster,
creatures to be transported (although creatures to be
passengers, and cargo arrive safely exactly where the
transported may be in contact with one another, with at
caster intended.
least one of those creatures in contact with the caster).
Unwilling creatures are allowed a saving throw vs. Fell Short indicates that the caster, passengers, and
Spells to resist the spell, and the caster may need to cargo arrive safely 1d8x10% of the way to the intended
make an attack roll to make contact with such a destination. Note that arriving "safely" does not mean
creature. Likewise, a successful save vs. Spells will that the destination is safe, but only the trip.
prevent items in a creature's possession from being
Wrong Place means that the caster, passengers, and
teleported.
cargo arrive at some place that resembles the intended
The spell is directed by the mind of the caster, who destination. This means that the caster appears in the
must visualize the destination area; failure to visualize it closest similar place within range, as decided by the
properly can cause the spell to fail in a variety of ways, GM. If no such area exists within the spell’s range, the
and destinations heavily saturated with magical energy spell simply fails instead.
(as defined by the Game Master) will cause the spell to
Disaster indicates that the caster, passengers, and
fail automatically.
cargo have encountered dimensional turbulence and
To determine the results of this spell, choose the have crashed, becoming separated (if passengers
appropriate column on the table below, then roll d%. and/or cargo accompanied the caster) and being injured
Knows Knows Saw in the process. Each creature including the caster
Well Somewhat Once Spell Result suffers 1d12 points of damage, and then rolls again on
01 01-02 01-03 Disaster the same column using 2d20 instead of d%. If another
02 03-07 04-13 Wrong Place Disaster is rolled for any creature, apply another 1d12
03 08-13 14-25 Fell Short points of damage and roll once more. Cargo objects
04-00 14-00 26-00 Success! are not normally damaged but the result must be rolled
for each such item to determine where it has appeared;
Knows Well applies when the caster has visited the
in this case, if Disaster is rolled the cargo item
destination frequently and/or spent a substantial
disappears forever.
amount of time there; generally, the caster should have
spent at least 7 days (not necessarily in a row) at the
destination within the last year to qualify for this True Seeing Range: touch
category. Any place where a caster lived for more than Cleric 5 Duration: 1 round/level
a month in the last ten years, or more than a year in This spell confers on the target the ability to see all
their life, also qualifies. things as they actually are. The subject sees through
Knows Somewhat applies when the caster has spent normal and magical darkness, notices secret doors, sees
substantial time in the destination area, but not enough the exact locations of displaced creatures or objects,
to qualify for Knows Well. Alternately, the caster may sees through normal or magical disguises, sees invisible
have made an in-depth study of the area, looking at creatures or objects normally, sees through illusions,
accurate drawings, maps, and floorplans or spending and sees the true form of transformed, changed, or
hours listening to descriptions from one or more people transmuted things. The range of true seeing conferred
who Know Well the destination. is 120 feet.
Saw Once applies when the caster has visited a place True seeing, however, does not penetrate solid objects.
for as much as a day, but no more, or when the caster It in no way confers X-ray vision or its equivalent. It
has attempted the study required for the second does not negate concealment, including that caused by

38
BASIC FANTASY RPG SPELLS

fog and the like. In addition, the spell effects cannot be Wall of Iron Range: 90'
further enhanced with known magic, so one cannot use Magic-User 6 Duration: permanent
true seeing through a crystal ball or in conjunction
with clairvoyance. Using this spell the caster creates an iron wall. The wall
stands upright, and consists of up to one 10'x10' square
section, one inch thick, per caster level. The caster can
Ventriloquism Range: 60' increase the thickness of the wall with a proportionate
Magic-User 1 Duration: 1 turn/level reduction in the area; for example, doubling the
This spell causes the caster's voice to appear to come thickness halves the area. The caster may choose to
from another location within range, for example, from a make the wall smaller than the maximum size if desired.
dark alcove or statue. The caster may choose a new The wall may not be made less than one inch thick, and
location each round if desired, and can cause the spell must always be created in contact with the ground or
to temporarily abate without ending it and then resume floor beneath it. It is always a flat plate with no bends,
it again at any time within the given duration. but the edges do not have to be straight; indeed, the
caster can cause the wall edge to mold itself around any
obstructing object very closely. The wall cannot
Wall of Fire Range: 180' otherwise be created such that it occupies the space of
Cleric 5, Magic-User 4 Duration: 1 round/level any object or creature.
(or special)
If the caster wishes, the wall edges will bond to any
This spell creates a vertical sheet of flames in an area inanimate materials they touch (stone walls, soil,
indicated by the caster, which is either a wall of flame furnishings, and so on). If this is not done, the wall may
up to 20' in length per caster level, or a ring with a be unsupported (as determined by the GM based on
radius up to 5' per caster level. The caster may choose the situation) and will thus likely fall. If left unattended,
to make the wall smaller if desired. The wall may be up there is an equal chance it will fall in either direction in
to 20' tall (as desired by the caster and/or constrained 1d6 rounds, but it can be pushed in a specific direction
by the ceiling). The entire wall must lie within the range by any character having a minimum of 13 Strength, or
given above. One or both sides of the wall may be hot, any monster with 4 or more hit dice. Several creatures
as determined by the caster at the time of casting. can work together to do so if desired. (If the optional
Once created, the wall cannot be moved or changed. Ability Roll rule is being used, a Strength roll at -3 is
Any creature within 20 feet of a hot side of the wall will sufficient to topple the wall.)
suffer 1d4 points of damage each round, or 2d4 points When the wall falls, any creatures it falls upon are likely
if within 10 feet. Damage is applied on the round the to be injured or killed. If it is possible for a character or
spell is cast and each round thereafter. Actually passing creature to escape the area (i.e. it has sufficient
through the wall causes 2d6 points of damage, plus 1 movement rate and is not otherwise prevented from
per caster level, even if the side the character or doing so), it is allowed to roll a save vs. Death Ray (with
creature entered from was not a hot side. Dexterity bonus added). If this save is successful, the
Undead creatures are particularly susceptible to this creature or character moves by the most direct route to
spell, and suffer twice the damage described above. the nearest safe space; if the save fails or it is for some
reason impossible to flee, 10d6 points of damage are
If the caster evokes the wall so that it appears where inflicted on that victim. Creatures larger than ogre-sized
creatures are, each creature takes damage as if passing are immune to being crushed and will simply be
through the wall; a save vs. Spells is allowed, with knocked down if the save fails.
success indicating that damage is rolled as if the
creature is within 10' of the wall. The wall is permanent, as indicated, but being made of
iron is susceptible to rust and corrosion.
The caster may choose to maintain the spell indefinitely
(within reasonable limits of endurance) by
concentration, or may cast it with the standard duration
of 1 round per level, at their option.

39
SPELLS BASIC FANTASY RPG

Wall of Stone Range: 15' per level Web Range: 10' per level
Magic-User 5 Duration: permanent Magic-User 2 Duration: 2 turns/level
Using this spell the caster creates a stone wall. The wall This spell creates a volume of sticky strands resembling
is composed of up to one 10'x10' square section, one a spider's web but much larger and thicker. The spell
foot thick, per caster level. The caster can form this fills a volume of up to 8,000 cubic feet (equivalent to
wall into almost any shape, with some restrictions. The eight 10'x10'x10' cubes). The webs must be attached
caster can increase the thickness of the wall with a to adjacent solid objects such as walls, pillars, and the
proportionate reduction in the area; for example, like; any unsupported section of webbing collapses to
doubling the thickness halves the area. The wall cannot the ground and disappears. Within this limitation, the
be created such that it occupies the space of any object caster may choose any arrangement of webs they wish,
or creature. It must be adequately supported by up to the limit of range and the given 8,000 cubic foot
existing stone, which it will bond with automatically, but volume. The caster may choose to create a smaller
need not be supported over its entire area. For volume if they wish.
example, a wall of stone may be formed into a bridge
Creatures within the web at the time the spell is cast, as
over a stream or chasm, so long as both ends of the
well as anyone entering the area afterward, will become
bridge rest solidly upon (and bond with) existing stone.
entangled. Each should roll a save vs. Death Ray, and
Bridges longer than 20 feet must be arched, buttressed, any creatures who succeed at this save may move
or both in order to stand; this extra construction through the webbing but are reduced to one-half
reduces the wall's usable volume by half, as does normal movement rate. Such creatures may not cast
creating a wall with battlements, crenelations, and spells or perform normal attacks; whether other actions
similar basic structural elements. No complex structural are possible is left to the GM to decide. Once an
elements may be created by this spell. entangled creature leaves the area of effect of the web,
it will be able to act normally again.
Though made by magic, the wall is made of stone and
can be broken or damaged just as if it were ordinary Those who fail the save are fully entangled and
stone. trapped. They cannot move, cast spells, or perform
normal attacks or any other physical action. Speech
The wall can be formed into a container to trap
remains possible, however. Creatures with Strength of
creatures, and if this is attempted the targets of the spell
13 or higher (or 4 or more hit dice) may be able to
are allowed to save vs. Death Ray to avoid being
break loose, however; each round, such creatures are
trapped. If the save is successful the targets are able to
allowed another save vs. Death Ray with results as
make up to one full move to a space outside the
given above. Creatures failing the initial save and
container.
having Strength of 12 or less (or fewer than 4 hit dice)
are trapped until the duration expires or the webs are
Water Breathing Range: touch otherwise removed.
Magic-User 3 Duration: 2 hours/level
Attacks against an entangled creature by one outside
This spell grants living creatures touched by the caster the webbing will not normally entrap the attacker, so
(including the caster, if desired) the ability to breath in long as they do not need to venture into the web to
water as a fish does. The duration may be divided reach the entangled target.
evenly if the caster touches multiple targets one after
another. Affected targets do not lose the ability to The web can be ignited; any application of fire to the
breathe air. webbing will cause a 10 foot cube to burn away in one
round, with all 10 foot cubes adjacent to the destroyed
one burning in the next round, and so on. If any part
of the web becomes unsupported it will collapse and
disappear as noted above.
Creatures trapped within the burning web suffer 2d4
points of damage when the cube they are trapped in
burns, but they are thereafter completely free of the
web.

40
BASIC FANTASY RPG SPELLS

Wizard Eye Range: 240' Word of Recall Range: self (special)


Magic-User 4 Duration: 6 turns Cleric 6 Duration: instantaneous
With this spell the caster creates an invisible magical With the utterance of a single word this spell transports
"eye" through which they can see. The eye has the caster to a place of refuge which they designate
Darkvision with a range of 30 feet, but otherwise sees when preparing the spell. The place must be Known
exactly as the caster would. It can be created in any Well (as explained for teleport) to the caster to be so
place the caster can see, up to a range of 240 feet designated. This spell cannot transport the caster
away, and thereafter can move at a rate of 40 feet per beyond their current plane of existence.
round as directed by the caster. The eye will not move
The caster can bring along objects or creatures, not to
more than 240 feet away from the caster under any
exceed 300 pounds plus 100 pounds per level above
circumstances. The eye cannot pass through solid
10th. The caster must be in contact with all objects
objects, but as it is exactly the size of a normal human's
and/or creatures to be transported (although creatures
eye, it can pass through holes as small as 1 inch in
to be transported may be in contact with one another,
diameter. The caster must concentrate to use the eye.
with at least one of those creatures in contact with the
caster).
Wizard Lock Range: 20'
Magic-User 2 Duration: permanent Unwilling creatures cannot be transported by this spell,
nor can items in their possession. If the caster or one of
This spell magically holds shut a door, gate, window, or their passengers is holding an object that is also being
shutter of wood, metal, or stone. The magic affects the held by an unwilling creature, the latter can retain
portal just as if it were securely closed and normally possession of the object with a successful save vs.
locked. The effect lasts indefinitely. Knock can be Spells.
used to open the doorway without ending the spell, and
dispel magic can be used to end it permanently. The
caster of this spell can easily open the door or other
portal without ending the spell, as can a Magic-User
three or more levels higher than the caster.

41
ADVENTURE BASIC FANTASY RPG

PART 4: THE ADVENTURE


Time and Scale
Time in the dungeon is measured in game turns (or just turns), which are approximately 10 minutes long. When
combat begins, the time scale changes to combat rounds, which are approximately 10 seconds long. Thus, there
are 60 combat rounds per game turn. Approximately, because time is not meant to be kept exactly as it is
subjective to the characters.
Distances in the dungeon are measured in feet. Outdoors, change all distance measurements (movement, range,
etc.) to yards (so 100 feet becomes 100 yards) but area of effect measurements (for spells, for instance) normally
remain in feet. Note that the single quote character is used as an abbreviation for feet in some places.

Dungeon Adventures
Carrying Capacity This may seem slow, but this rate of movement
includes such things as drawing maps, watching out for
Normal Human, Elven, and Dwarvish player characters
traps and monsters (though they may still surprise the
are able to carry up to 60 pounds and still be
party), etc. In a combat situation, on the other hand,
considered lightly loaded, or up to 150 pounds and be
everyone is moving around swiftly, and such things as
considered heavily loaded. Halflings may carry up to
drawing maps are not important.
50 pounds and be considered lightly loaded, or up to
100 pounds and be heavily loaded. Note that armor A character's movement rate is adjusted by their
for Halfling characters is about one-quarter as heavy as Encumbrance (the load they are carrying) as follows:
armor for the other races.
Lightly Heavily
These figures are affected by Strength; each +1 of Armor Type Loaded Loaded
Strength bonus adds 10% to the capacity of the No Armor or Magic Leather 40' 30'
character, while each -1 deducts 20%. Thus, carrying Leather Armor or Magic Metal 30' 20'
capacities for normal characters are as shown below
Metal Armor 20' 10'
(rounded to the nearest 5 pounds for convenience):
Dwarf, Elf, Human Halfling Count the weight of armor worn when calculating
STR Light Load Heavy Load Light Load Heavy Load encumbrance, because armor counts both for bulk and
3 25 60 20 40 restrictiveness as well as for weight. Magic armor
4-5 35 90 30 60 counts for its full weight but is not as bulky and
restrictive as normal armor, thus granting an improved
6-8 50 120 40 80
movement rate.
9-12 60 150 50 100
13-15 65 165 55 110 For animals such as horses, being heavily loaded
16-17 70 180 60 120 reduces movement rate as shown below:
18 80 195 65 130
Normal Mv Heavy Load Normal Mv Heavy Load
The carrying capacities of various domesticated animals 10' 5' 130' 100'
are given in the Monsters section, in the entry for each 20' 10' 140' 110'
type of animal.
30' 20' 150' 120'
Movement and Encumbrance 40' 30' 160' 130'

The movement rate of a character or creature is 50'-60' 40' 170'-180' 140'


expressed as the number of feet it can move per 70' 50' 190' 150'
combat round. The normal player character races can
80' 60' 200' 160'
all move 40' per round. When exploring a dungeon,
time is expressed in turns, as explained above; normal 90' 70' 210' 170'
movement per turn is 3 times the movement rate per 100' 80' 220' 180'
round.
110'-120' 90' 230'-240' 190'

42
BASIC FANTASY RPG ADVENTURE

Doors
A stuck door can be opened on a roll of 1 on 1d6; add
the character's Strength bonus to the range, so that a
character with a bonus of +2 can open a stuck door on
a roll of 1-3 on 1d6.
Locked doors can be forced by rolling the same range,
but on 1d10. Metal bars can sometimes be bent on a
roll of this range on 1d20.
A careful character might choose to listen at a door
before opening it. Thieves have a special ability, Listen,
which should be applied if the listener is a Thief. For
other characters, the GM rolls 1d6, with 1 indicating
success. Sounds heard might include voices, footsteps,
or any other sound the GM considers appropriate. Of
Mapping
course, the room beyond the door might really be
In any dungeon expedition, making maps is important. silent; thus, the Game Master must make the roll, so
Generally one player will do this, drawing a map on that a roll of 1 in such a case will not give anything
graph paper as the Game Master describes each room away to the players.
or corridor. Absolute accuracy is usually not possible;
the main thing is to ensure that the party can find its Traps
way back out of the dungeon.
Dungeons and ruins frequently contain traps, including
spear-throwers, covered pits, etc. The GM will decide
Light
what is required to trigger a trap, and what happens
A torch or lantern will provide light covering a 30' when the trap is triggered. (Some guidance on this is
radius; dim light will extend about 20' further. Normal provided in the Game Master section later in this book.)
torches burn for 1d4+4 turns, while a flask of oil in a In general, there will be some way to avoid or reduce
lantern will burn for 1d6+18 turns. A candle will shed the effect of the trap being sprung. For instance, a save
light over a 5' radius, with dim light extending 5' further. vs. Death Ray is often used to avoid falling into a
In general, taper candles such as are used for covered pit (with Dexterity bonus added), while spear-
illumination will burn about 3 turns per inch of height. throwers, automated crossbows, and the like are
sometimes treated as if they were monsters (attacking
Darkvision vs. the victim's Armor Class at some given attack
bonus).
Some character races as well as almost all monsters
have Darkvision, an ability which allows them to see Normal characters have a chance equal to a roll of 1 on
even in total darkness. Such vision is in black and 1d6 to detect a trap if a search for one is made. Note
white, but otherwise like normal sight. Magical that this is about a 16.7% chance; Thieves have a
darkness obstructs Darkvision just as it does normal special ability to find and remove traps, which
vision. The range of Darkvision is typically either 30' or supersedes this roll, as does the stonework trap-finding
60'; if not given for a particular creature, assume the 60' ability of Dwarves. A Dwarven Thief is a special case;
range. apply whichever trap-detection ability is higher. In all
cases, a search for traps takes at least a turn per 10'
Darkvision is totally ineffective in any light greater than square area. A single character may only effectively
moonlight. search a given area for traps once, even if the character
has more than one trap-detection roll "type" allowed
(such as the Dwarven Thief above).
Trap detection may not be allowed if the trap is purely
magical in nature; on the other hand, in such cases
Magic-Users and/or Clerics may be able to detect
magical traps at the given 1 in 1d6 chance, at the Game
Master's option.

43
ADVENTURE BASIC FANTASY RPG

Secret Doors Dungeon Survival


Under normal conditions, searching for secret doors As described previously in the Equipment section,
takes one turn per character per 10' of wall searched. A normal characters must consume one day's worth of
secret door is found on a roll of 1 on 1d6; characters rations (or equivalent food) and at least one quart of
with 15 or higher Intelligence succeed on a roll of 1-2. water per day.
Also, as noted previously, Elves add 1 to the range Failure to consume enough food does not significantly
automatically, such that an Elf discovers secret doors on affect a character for the first two days, after which they
a 1-2 on 1d6, or 1-3 if the Elf has an Intelligence of 15 loses 1 hit point per day. Furthermore, at that point the
or higher. The GM may create secret doors that are character lose the ability to heal wounds normally,
more difficult (or easier) to detect at their option. though magic will still work. Eating enough food for a
Multiple characters searching for secret doors ensures day (over the course of about a day, not all at once)
that any such will eventually be found; however, if the restores the ability to heal, and the character will
first and second searchers fail, the next searcher must resume recovering lost hit points at the normal rate.
take two turns to search, and all subsequent searches of Inadequate water affects characters more swiftly; after a
the area require an hour. single day without adequate water, the character loses
Note that finding a secret door does not grant 1d4 hit points, and will lose an additional 1d4 hit points
understanding of how it works. The GM may require per day thereafter. Healing ability is lost when the first
additional rolls or other actions to be taken before the die of damage is rolled.
door can be opened.

44
BASIC FANTASY RPG ADVENTURE

Wilderness Adventures
Wilderness Movement Rates usual 8 hours per day. Sailing ships may travel 24
hours per day if a qualified navigator is aboard, and so
The table below shows wilderness travel rates for
may be able to cover twice the normal distance per day
characters or creatures based on encounter movement.
of travel. This is in addition to the multiplier given
Naturally, any group traveling together moves at the
below. If the ship stops each night, as is done by some
rate of the slowest member.
vessels traveling along a coastline as well as those
Normal Mv Miles/Day Normal Mv Miles/Day having less than the minimum number of regular crew
10' 6 70' 42 on board, the two-times multiplier does not apply.
20' 12 80' 48 Movement of sailing ships is affected by the weather, as
30' 18 90' 54 shown below. Sailing movement modifiers apply
40' 24 100' 60 when sailing with the wind; sailing against the wind
50' 30 110' 66 involves tacking (called "zigzagging" by landlubbers)
60' 36 120' 72 which reduces movement rates as indicated.
d12 Wind Direction
Overland Travel 1 Northerly
The movement rates shown on the table above are 2 Northeasterly
figured based on an 8 hour day of travel through open, 3 Easterly
clear terrain. The terrain type will alter the rate 4 Southeasterly
somewhat, as shown on this table: 5 Southerly
Terrain Adjustment 6 Southwesterly
Jungle, Mountains, Swamp x1/3 7 Westerly
Desert, Forest, Hills x2/3 8 Northwesterly
Clear, Plains, Trail x1 9-12 Prevailing wind direction for this locale
Road (Paved) x1 1/3
d% Wind Conditions Sailing Tacking
Characters may choose to perform a forced march, 01-05 Becalmed x0 x0
traveling 12 hours per day and adding 50% to the 06-13 Very Light Breeze x1/3 x0
distance traveled. Each day of forced march after the 14-25 Light Breeze x1/2 x1/3
first inflicts 1d6 points of damage on the characters (and 26-40 Moderate Breeze x2/3 x1/3
their animals, if any). A daily save vs. Death Ray with 41-70 Average Winds x1 x1/2
Constitution bonus applied is allowed to avoid this 71-85 Strong Winds x1 1/3 x2/3
damage, but after this save is failed once, it is not rolled 86-96 Very Strong Winds x1 1/2 x0
again for that character or creature. A day spent resting 97-00 Gale x2 x0
"restarts" this progression.
Becalmed: Sailing ships cannot move. Oared ships may
Becoming Lost move at the given rowing movement rate.
Very Strong Winds: Sailing against the wind (tacking) is not
Though adventurers following roads, rivers, or other possible.
obvious landmarks are unlikely to become lost, striking
out into trackless forest, windblown desert, and so on is Gale: Sailing against the wind is not possible, and ships
another matter. Secretly roll a save vs. Death Ray, exposed to a gale may be damaged or sunk; apply 2d8 points
of damage to any such ship, per hour sailed.
adjusted by the Wisdom of the party leader (i.e.,
whichever character seems to be leading). An Ability
Roll against Wisdom may be rolled, if that optional rule Traveling by Air
is in use. The GM must determine the effects of failure. When traveling by air, overland movement rates are
doubled, and all terrain effects are ignored. Most
Waterborne Travel winged creatures must maintain at least one-third
normal forward movement in order to remain airborne;
Travel by water may be done in a variety of boats or however, devices such as flying carpets generally do
ships; see Vehicles on page 13 for details. Travel not have this limitation.
distances are for a 12 hour day of travel, rather than the

45
ADVENTURE BASIC FANTASY RPG

Retainers, Specialists and Mercenaries


Player characters will sometimes want or need to hire If a Try again result is rolled, the potential retainer is
NPCs (Non-Player Characters) to work for them. reluctant, and needs more convincing; the player
There are several categories of NPCs available for hire, character must "sweeten" the deal in order to get an
as follows: additional roll, such as by offering more pay, a magic
item, etc. If the player character makes no better offer,
Retainers treat Try again as a Refusal result.
A retainer is a close associate of his employer. Loyalty: All retainers have a Loyalty score, which is
Retainers are hired for a share of treasure (typically at generally 7 plus the employer's Charisma bonus (or
least 15% of the employer's income) plus support costs penalty). The Loyalty score is used just as the Morale
(weapons, armor, rations, and basic equipment score of monsters or mercenaries is used.
provided by the employer). Retainers are typically very If a Loyalty check roll made in combat is a natural 2,
loyal and are willing to take reasonable risks; in the Loyalty of the retainer increases by +1 point. Note
particular, they are the only sort of hireling who will that a Loyalty of 12 is fanatical… the retainer will do
generally accompany a player character into a virtually anything the player character asks, and never
dungeon, lair, or ruin. flees in combat. However, the Game Master should still
Hiring a retainer is more involved than hiring other apply penalties when the player character instructs the
NPCs. First, the player character must advertise for a retainer to do something which appears very risky,
retainer, typically by hiring a crier, posting notices in making a failed check possible.
public places, or asking (and possibly paying) NPCs In addition, the Game Master should roll a Loyalty
such as innkeepers or taverners to direct potential check for each retainer at the end of each adventure,
retainers to the player character. It is up to the Game after treasure is divided, to determine if the retainer will
Master to rule on what must be done, and how remain with the player character. The GM may apply
successful these activities are. adjustments to this roll, probably no more than two
If the player character is successful, one or more NPCs points plus or minus, if the retainer is particularly well or
will present themselves to be interviewed. The Game poorly paid.
Master should play out the interview with the player,
Maximum Number of Retainers: A player character
and after all offers have been made and all questions
may hire at most 4 retainers, adjusted by the character's
asked, a reaction roll should be made. To check the
Charisma bonus or penalty. Any attempts to hire more
potential retainer's reaction, the Game Master rolls 2d6
than this number of retainers will be met with automatic
and adds the player character's Charisma bonus. In
refusals.
addition, the Game Master may apply any adjustments
they feel are appropriate (a bonus of +1 for higher- Level of Retainers: Normally, potential retainers will
than-average pay or the offer of a magic item such as a be one-half the level of the employer (or less). So, a
sword +1, or a penalty if the player character offers first level character cannot hire retainers, second level
poor terms). The roll is read as follows: PCs can only hire first level characters, and so on. Of
course, there is no way for the retainers to directly
Adjusted Die Roll Result
know the level of the PC employer, nor for the
2 or less Refusal, -1 on further rolls
employer to know the level of the potential retainer; but
3-5 Refusal the Game Master should usually enforce this rule for
6-8 Try again purposes of game balance. It shouldn't be surprising
9-11 Acceptance that first level characters can't hire retainers, as they
12 or more Acceptance, +1 to Loyalty have no reputation to speak of yet.

Refusal, -1 on further rolls means that all further Experience for Retainers: Unlike other hired NPCs,
reaction rolls made toward that player character in the retainers do gain experience just as other adventurers
given town or region will be at a penalty of -1 due to do; however, as they are under the command of a
unkind words said by the NPC to his fellows. If the player character, only one-half of a share of XP is
player character tries again in a different town, the allocated to each retainer. See Character
penalty does not apply. Advancement, below, for an example.

46
BASIC FANTASY RPG ADVENTURE

Specialists Fighters employed, one armorer is required to care for


their gear. The armorer's equipment is not included in
Specialists are NPCs who may be hired by player
the costs given above, but the cost to maintain his
characters to perform various tasks. Specialists do not
apprentices is included; most such characters will have
go on adventures or otherwise risk their lives fighting
1d4 apprentices assisting.
monsters, disarming traps, or any of the other
dangerous things player characters and retainers may Higher priced armorers or weaponsmiths may be hired
do. Rather, specialists perform services the player to assist in making magic weapons or armor; in this
characters usually can't perform for themselves, like case, the character hired will be a specialist, an expert in
designing and erecting castles, training animals, or making one particular type of armor or weapon, and
operating ships. will command a higher price (as shown above). Such
characters will rarely agree to do the mundane work of
A player character is limited in the number of specialists
maintaining weapons and armor for a military unit.
they can hire only by the amount of money they cost;
Charisma does not affect this. Engineer: 750 gp per month. Any player character
wishing to build a fortress, a ship, or any other
Alchemist: 1,000 gp per month. These characters are
mundane construction will need an engineer. Large
generally hired for one of two reasons: to make potions,
projects may require several engineers, at the GM's
or to assist a Magic-User with magical research.
option.
An alchemist can produce a potion, given the required
Savant: 1,500 gp per month. Savants are experts in
materials and a sample or a written formula for the
ancient and obscure knowledge. Many savants have
potion, in the same time and for the same cost as a
particular interests in very limited or focused areas (for
Magic-User. They may also research new potions, but
example, "Elven migrations of the 2 nd age"), but even
at twice the cost in time and materials as a Magic-User.
these will know or have access to a lot of facts. The
Review the rules for Magical Research starting on
listed cost is the minimum required to maintain a savant
page 190 for details.
with his library, collections, etc. If the savant's patron
Alternately, a Magic-User seeking to create certain asks a difficult question, there may be additional costs
magic items may employ an alchemist as an assistant. for materials or research to answer it.
In this case, the alchemist adds 15% to the Magic-User's
Ship's Crew: Special. A crew for a waterborne vessel
chance of success.
involves several types of characters. At the very least, a
Animal Trainer: 250 to 750 gp per month. complement of sailors and a Captain are needed;
Characters wishing to ride hippogriffs or employ rowers will be needed aboard galleys, and a Navigator
carnivorous apes as guards will need the assistance of is required aboard ships going out of sight of land.
an animal trainer. The lowest cost above is for an Costs per month for each sort of character are given
average animal trainer, able to train one type of below:
"normal" animal such as carnivorous apes; those able to
train more than one sort of animal, or to train Seaman Type Cost
monstrous creatures such as hippogriffs, are more Captain 300 gp
expensive to hire. The Game Master must decide how Navigator 200 gp
long it takes to train an animal; in some cases, animal Sailor 10 gp
training may take years, a fact the player characters Rower 3 gp
may find inconvenient as well as expensive. A single
In general, all such characters are normal men, and are
animal trainer can train and manage no more than 5
not armored; they will usually be armed with clubs,
animals at a time, though in most cases once an animal
daggers, or shortswords. Player characters with
is fully trained, if it is put into service right away the
appropriate backgrounds may act as Captain, but
animal trainer won't be needed to handle it any longer.
unless experienced as a ship's captain, they will have
Armorer (or Weaponsmith): 100 to 500 gp per difficulty commanding respect from the regular sailors
month. Characters hiring mercenaries, or having (lower the Morale of such regular sailors by -2 if led by
armed and armored followers to take care of, will need an inexperienced Captain).
the services of an armorer. In general, for every 50

47
ADVENTURE BASIC FANTASY RPG

Mercenaries
Mercenaries are hired warriors. They are generally
hired in units as small as platoons: 32 to 48 Fighters,
divided into two to four squads of soldiers; each squad
is led by a corporal, while the platoon is led by a
lieutenant plus a sergeant. Platoons are joined together
into companies, each generally consisting of two to five
platoons and led by a captain with a sergeant as his
assistant (called a first sergeant).
As mercenaries are almost always veteran troops, the
average mercenary is a 1st level Fighter; 10% of
corporals and 50% of sergeants are 2nd level. A
mercenary lieutenant will generally be 2nd level, while a
captain will be 2nd to 4th level and his first sergeant will
be 2nd or 3rd level. Larger mercenary units will usually
be beyond the reach of player characters until they
have reached fairly high levels, and are left to the Game
Master to detail.
Mercenaries will virtually never go into a dungeon, lair,
or ruin, at least until it has been fully cleared. Rather,
they are used in outdoor military engagements; high demand better living conditions.) See the Stronghold
level player characters may hire mercenaries to defend section on page 198 for more details.
or help defend their castles or other holdings.
Statistics are given below for the most common sorts of
Mercenaries housed in a player character's stronghold mercenaries; the statistics are for first level characters,
require 200 square feet each but cost 25% less per and should be adjusted when higher level characters
month, as this is covered by their room and board. are indicated (as given above). In particular, multiply
(Elven mercenaries, however, require 500 square feet the given cost of each mercenary by their level. Listed
of space each in order to reduce their pay, as they costs are in gold pieces per month.

Type of Mercenary Cost/Day Equipment Morale


Light Foot, Human 2 gp Leather Armor, Shield, and Longsword 8
Light Foot, Elf 8 gp Leather Armor, Shield, and Longsword 8
Light Foot, Orc 1 gp Leather Armor and Spear 7
Heavy Foot, Human 3 gp Chainmail, Shield, and Longsword 8
Heavy Foot, Dwarf 6 gp Chainmail, Shield, and Shortsword 9
Heavy Foot, Orc 2 gp Chainmail, Shield, and Shortsword 8
Archer, Human 5 gp Leather Armor, Shortbow, and Shortsword 8
Archer, Elf 15 gp Chainmail, Shortbow, and Shortsword 8
Archer, Orc 3 gp Leather Armor, Shortbow, and Shortsword 8
Crossbowman, Human 5 gp Chainmail, Crossbow, and Shortsword 8
Crossbowman, Dwarf 12 gp Platemail, Crossbow, and Shortsword 9
Longbowman, Human 9 gp Chainmail, Longbow, and Shortsword 8
Longbowman, Elf 20 gp Chainmail, Longbow, and Longsword 8
Light Horseman, Human 10 gp Leather Armor, Shield, Lance, and Longsword 8
Light Horseman, Elf 22 gp Leather Armor, Lance, Shortbow, and Longsword 8
Medium Horseman, Human 15 gp Chainmail, Shield, Lance, and Longsword 8
Medium Horseman, Elf 33 gp Chainmail, Lance, Shortbow, and Longsword 9
Heavy Horseman, Human 20 gp Platemail, Shield, Lance, and Longsword 8

48
BASIC FANTASY RPG ADVENTURE

Character Advancement
Experience Points (XP) receive a one-half share; so a group with four player
characters and a retainer is counted as having 4½
Experience points are given for monsters defeated, and
members. If 2,000 XP are earned by this group, one
for other challenges as the GM sees fit. The following
share is 444 XP, and the retainer receives 222 XP.
table provides XP values for monsters. Where a
monster has both a character level and hit dice given, No character may advance more than one level due to
use the larger value as the monster's level. Non-combat the experience points from a single adventure. For
challenges may be assigned a level, or a flat XP value example, Barthal the Thief is 1st level and has 1,000
assigned, as the GM wishes. XP before going on an adventure; during the
adventure, he earns 2,000 more XP (an amazing feat).
If asterisks appear after the hit dice listing for a monster,
This would make his total 3,000 XP, and he would be a
each asterisk adds the special ability bonus once; for
3rd level Thief. This is not allowed; instead, he
example, a creature with a hit dice figure of 2** is
advances to 2,499 XP, one short of the amount
worth 125 XP.
required for 3rd level, and starts his next adventure at
For monsters with more than 25 hit dice, add 750 XP 2nd level.
to the XP Value and 25 XP to the Special Ability Bonus
per additional hit die. Monster Hit Dice XP Value Special Ability Bonus
less than 1 10 3
NPCs should be treated as monsters of a number of hit
dice equivalent to the character's level. Add a special 1 25 12
ability bonus for Clerics and Magic-Users if they are 2 75 25
able to cast useful spells during the encounter. 3 145 30
After tallying the XP earned in a given adventure, the 4 240 40
amount should be divided by the number of 5 360 45
adventurers. As described above, each retainer should 6 500 55
7 670 65
8 875 70
9 1,075 75
10 1,300 90
11 1,575 95
12 1,875 100
13 2,175 110
14 2,500 115
15 2,850 125
16 3,250 135
17 3,600 145
18 4,000 160
19 4,500 175
20 5,250 200
21 6,000 225
22 6,750 250
23 7,500 275
24 8,250 300
25 9,000 325

49
ENCOUNTER BASIC FANTASY RPG

PART 5: THE ENCOUNTER


I raised my shield to fend off one of the monsters, and hewed at another with my sword, but I missed my first
swing. Morningstar swung at one of the monsters and struck it, but her sword did the bony thing little harm. I
saw that Apoqulis still stood by the door; of Barthal there was no sign. Fortunately, Apoqulis also had a torch.
Apoqulis raised his holy symbol and called in a loud voice, "In the name of Tah, begone!" To my surprise,
several of the monsters turned as if afraid and ran out the door, disappearing into the gloom. Unfortunately this
left quite a few of them still in the room.
Even as I saw all this I continued to hack at the monsters. It took two good blows to down the first one; it
appeared that Morningstar was having similar trouble with the monsters. Then one of the skeletons hit her, just a
minor wound, but still I felt good that I had invested my part of the proceeds of our last excursion in a suit of plate
mail armor; I was shrugging off blows that would have harmed me were I still wearing chain mail.
To my surprise, I saw Apoqulis down one of the monsters in a single blow, then do the same to another in his
very next strike. His mace seemed to be much more effective against the monsters than our swords. As I finally
managed to down a second skeleton, I heard a high-pitched yell… it was Barthal, a little ways down the hallway,
and he was throwing something.
There was a sound of glass breaking, and I felt a splash of water on my face. Several of the skeletons began to
smoke, and then one of them fell in a heap. Holy water, I decided, but I didn't have time to think about it. I just
kept hacking at the skeletons.
By the time they were all gone, I had taken a wound, and Morningstar had taken a second. We had one potion
of healing left of those that Apoqulis' temple had given us; Morningstar told me to drink it, but I could tell she was
in worse shape than I, so I insisted she take it.
Then we turned back to the sarcophagus…

Order of Play Surprised characters or creatures stand flat-footed for


one round. They still defend themselves, so there is no
When the party of adventurers comes in contact with
penalty to Armor Class, but they cannot move nor
potential enemies, time shifts to combat rounds (10
attack during the round of surprise.
seconds long, as described previously). Before
beginning combat, surprise is checked (see below).
Unsurprised characters then roll for Initiative, and act in Monster Reactions
order of the rolls (again, as described below). When a group of player characters meet one or more
monsters, it's important to know how the monsters will
Surprise react to the party. In many cases, the reaction of the
monster or monsters is obvious… zombies guarding a
When surprise is possible, roll 1d6 for each side which
tomb will virtually always attack intruders, for example.
might be surprised; most normal characters are
surprised on a roll of 1-2. Surprised characters are In cases where the reaction of the monsters to the party
unable to act for one round. Characters or creatures is not obvious, a reaction roll may be made. The
which are well hidden and prepared to perform an Game Master rolls 2d6, adding the Charisma bonus of
ambush surprise on a roll of 1-4 on 1d6. Some the "lead" character (or applying their Charisma
characters or creatures (such as Elves) are described as penalty) along with any other adjustments they feel are
being less likely to be surprised; reduce the range by 1 reasonable, and consults the table below:
for such creatures.
Reaction Roll Table
For example: Darion (a Human) and Morningstar (an
Adjusted Die Roll Result
Elf) open a door and come face-to-face with a party of
2 or less Immediate Attack
goblins. The GM rolls 1d6 for the goblins; on a 1-2
they are all surprised. Then the GM rolls 1d6 for 3-7 Unfavorable
Darion and Morningstar. If the result is 1, both of them 8-11 Favorable
are surprised; if the roll is 2, only Darion is surprised. If 12 or more Very Favorable
the roll is 3 or more, neither of them are surprised.

50
BASIC FANTASY RPG ENCOUNTER

A result of 2 or less means that the player characters


have so offended the monsters that they attack
immediately. An Unfavorable result means that the
monsters do not like the player characters, and will
attack if they may reasonably do so. A Favorable result
simply means that the monsters will consider letting the
Combat
player characters live if they choose to parley; it does
not necessarily mean that the monsters like the player Each character or creature involved in combat may
characters. A Very Favorable result means that the move, if desired, up to its encounter movement
monsters (or perhaps only the monster leader) do, in distance, and then attack, if any opponent is in range,
fact, like the player characters; this does not mean that when its Initiative number comes up. After attacking, a
the monsters will just hand over their treasure, but it character or creature may not move again until the next
does indicate that they may choose to cooperate with round.
the player characters in mutually beneficial ways.
Opponents more than 5' apart may move freely, but
As always, interpreting the results of this roll is left to the once two opposing figures are within 5' of each other,
GM, who may choose to alter the result if they believe a they are "engaged" and must abide by the rules under
different result would be more enjoyable to play out Defensive Movement, below.
than the one rolled.
Running
Initiative
Characters may choose to run; a running character is
Each combat round, 1d6 is rolled for Initiative for each not normally allowed to attack (but see Charging,
character or monster. This roll is adjusted by the below). Running characters can move at double their
character's Dexterity bonus. High numbers act first. normal encounter movement rate. Characters are
Any characters/monsters with equal numbers act allowed to run a number of rounds equal to 2 times the
simultaneously. The GM may make single rolls for character's Constitution, after which they are exhausted
groups of identical monsters at their option. and may only walk (at the normal encounter rate). For
monsters not having a given Constitution, allow the
As the GM counts down the Initiative numbers, each
monster to run for 24 rounds. Exhausted characters or
character or monster may act on their number. If
creatures must rest for at least a turn before running
desired, a combatant can choose to wait until a later
again.
number to act. If a player states that they are waiting
for another character or monster to act, then that
character's action takes place on the same Initiative Maneuverability
number as the creature they are waiting for, and is The following rules may be considered optional. They
simultaneous just as if they rolled the same number. are hardly needed for most dungeon adventures, but
A character using a weapon with a long reach (spears, will add measurably to combat situations in the
for instance) may choose to attack a closing opponent wilderness, especially in waterborne combat situations
on the closing opponent's number and thus attack or when some or all combatants are flying.
simultaneously with the opponent, even if the character Characters, creatures, and vehicles of various sorts have
rolled lower for Initiative. a turning distance. This is given as a distance in feet in
parentheses after their movement rate, and it
determines how far they must move between facing
changes when moving about in combat.
All normal player characters, and in fact most
moderately sized creatures which walk on the ground,
have a turning distance of 5'. If no turning distance is
given for a creature, assume that it is 5'.
In general, a facing change is any turn of up to 90º (a
right-angle turn); on a square-gridded map, this means
turning to face directly to the right or left of the figure's
current facing. A half-turn (45º) still counts as a full
facing change. If using hexes, "diagonal" movement is

51
ENCOUNTER BASIC FANTASY RPG

not available, so a facing change is the 60º turn to face and the path to the target must be reasonably clear.
toward the hex-side to the right or left of the current Finally, the attacker must be using a weapon such as a
facing. spear, lance, or pole arm which is suitable for use while
charging. Certain monsters, especially including those
There are a few exceptions to this rule:
with horns, are able to use natural attacks when
First, any creature that does not move away from its charging. If the attacker does not have line of sight to
starting position during the combat round may make as the opponent at the start of the charge, that opponent
many facing changes as desired (though circumstances, can’t be charged.
such as trying to turn a horse around in a narrow
The attack made after the charge is made at +2 on the
corridor, may prevent this).
attack roll. The charging character or creature suffers a
Incorporeal flying creatures, such as spectres, can turn -2 penalty to Armor Class for the remainder of the
freely at any point while moving. round. If the attack hits, it does double damage.
Creatures which are running (moving at double speed) Set Weapon Against Charge: Spears, pole arms, and
may not make facing changes of more than 60º, and certain other piercing weapons deal double damage
their turning distance increases by 10' (or, if it is 5' when "set" (braced against the ground or floor) and
normally, it increases to 10'). used against a charging creature. For this to be done,
the character or creature being charged must have
Also, most creatures can shift one space laterally while
equal or better Initiative; this counts as holding an
preserving their facing (this is called "sidestepping"), but
action: both attacker and defender act on the attacker's
this may only be done when moving at normal
Initiative number and are therefore simultaneous.
("walking") speed, not at fast ("running") speed. "One
space" means either 5' or 10', depending on the map
or board being used. Evasion and Pursuit
Sometimes a party of adventurers will want nothing
Climbing and Diving more than to avoid a group of monsters (or sometimes,
it's the monsters avoiding the adventurers). If one
For battles involving three dimensions, each creature or
group is surprised, and the other is not, the unsurprised
vehicle has an altitude (when flying) or depth
group may be able to escape automatically (unless
(underwater). For air or sea battles, at least one of the
something prevents them from making an exit).
creatures or vehicles should start at an altitude/depth of
0, and a new 0 level can be established at any time, to Otherwise, the characters wanting to flee begin doing so
simplify play, by adjusting the altitudes of each creature on their Initiative numbers. The GM may easily play
or vehicle. out the pursuit, following along on their map (note that
the players can't draw maps while they run headlong
A winged flier can gain up to 10' of altitude after
through the dungeon or wilderness area). Any time a
moving forward by the distance shown for its
character must pass through a doorway, make a hard
maneuverability class, and can dive (lose altitude in a
turn, etc., the GM may require a saving throw vs. Death
controlled fashion) at up to twice the normal movement
Ray (with Dexterity bonus added); if the save is failed,
rate; if the creature does not move horizontally by at
the character has fallen at that point and moves no
least one-third its normal speed, it will stall, being forced
further that round; they may stand up and make a full
to dive at maximum rate for one round. Floating
move on their Initiative number in the next round.
creatures or vehicles (balloons, fly spell, flying carpets,
etc.) can climb vertically without horizontal motion up If at any point the pursuers are within 5' (melee range)
to half the normal movement rate, but such "floaters" at the start of a round, they may begin melee combat;
can only descend at the normal movement rate, unless the fleeing characters will be subject to "parting shots"
they have lost the ability to float entirely. as described under Defensive Movement if they
continue to flee after the pursuers close to melee range.
Charging If the fleeing characters or creatures are ever able to get
Under some circumstances, characters or creatures may beyond the pursuer's sight for a full round, they have
be allowed to attack at the end of a running move. evaded pursuit… the pursuers have lost them.
This is called a charge, and some specific limitations
apply. The charging character or creature must have
moved at least 10 feet. The movement must be in a
more or less straight line toward the intended target,

52
BASIC FANTASY RPG ENCOUNTER

Attack Bonus Table


Fighter Level Cleric or Thief Level Magic-User Level Monster Hit Dice Attack Bonus
NM less than 1 +0
1 1-2 1-3 1 +1
2-3 3-4 4-5 2 +2
4 5-6 6-8 3 +3
5-6 7-8 9-12 4 +4
7 9-11 13-15 5 +5
8-10 12-14 16-18 6 +6
11-12 15-17 19-20 7 +7
13-15 18-20 8-9 +8
16-17 10-11 +9
18-20 12-13 +10
14-15 +11
16-19 +12
20-23 +13
24-27 +14
28-31 +15
32 or more +16

Defensive Movement Attacking From Behind


Any time a character turns their back on an adjacent Attacks made from behind an opponent usually receive
opponent (who has a ready weapon) and begins a +2 attack bonus. This does not combine with the
movement, that opponent is allowed a "parting shot" Sneak Attack ability (see the Thief, above).
with a +2 bonus to attack, even if that opponent has
already made all attacks for the round. Opponents with Normal Men
attack routines must choose one attack mode; for
instance, a tiger with a claw/claw/bite routine could only A note about normal men: The NM entry in the table
claw once or bite once. above is for normal men, also known as zero level
characters. These characters represent the artisans,
Alternately, the character may begin backing away (at shopkeepers, scullery maids, and other non-adventurer
up to half normal walking movement) while continuing characters who will appear in the game. All such
to fight (if the opponent remains within reach, that is, characters are NPCs, of course. As mentioned
follows the retreating character). This is termed a elsewhere, it is up to the GM to determine if members
fighting withdrawal. of non-Human character races have zero level
members of their own, and the exact statistics of such
How to Attack characters.
To roll "to hit," the attacker rolls 1d20 and adds their Average zero-level humans have 1d4 hit points, and
attack bonus (AB), as shown on the Attack Bonus usually are not proficient with any weapons except bare
table, as well as Strength bonus (if performing a melee hands. Green troops (those who have not been in
attack) or Dexterity bonus (if performing a missile battle yet) are zero-level, but they have 1d6 hit points
attack) and any other adjustments required by the and are allowed to use any weapon allowed to a
situation. If the total is equal to or greater than the Fighter.
opponent's Armor Class, the attack hits and damage is
It is recommended not to waste time in detailing the
rolled. A natural "1" on the die roll is always a failure.
ability score or other statistics of such characters further;
A natural "20" is always a hit, if the opponent can be hit
they are normal, as in "average," and so very few would
at all (for example, monsters that can only be hit by
have extreme statistics. A blacksmith might be credited
silver or magic weapons cannot be hit by normal
with a Strength score of 13 or more, or a savant with
weapons, so a natural "20" with a normal weapon will
Intelligence of 16 or more, but in general such things
not hit such a monster).
need not be detailed for most of these characters.

53
ENCOUNTER BASIC FANTASY RPG

Monster Attack Bonus Missile Weapon Rate of Fire


When looking up a monster's hit dice on the Attack In general, missile weapons are allowed a single attack
Bonus Table, ignore all "plus" or "minus" values; so a per round, just as are melee weapons. However,
monster with 3+2 hit dice, or one with 3-1, is still crossbows are an exception, as reloading a crossbow
treated as just 3 hit dice. The exception is monsters between shots is time-consuming.
with 1-1 hit dice or less, which are considered as being
A light crossbow can be fired once per two rounds, and
less than one hit die and have an attack bonus of +0.
the user may not perform any other actions (including
movement) during the "reloading" round. A heavy
Melee Combat crossbow can be fired just once per three rounds, again
Melee occurs when a character closes (approaches requiring the user to spend two rounds doing nothing
within the reach of their own weapon) and strikes at a other than cocking and loading the weapon in order to
foe. Melee weapons or attacks may generally only be fire it again.
used against foes who are engaged with the attacker (as Siege engines also fire less often than ordinary
described above). weapons. The rate of fire for such a weapon is
presented as a fraction, indicating the number of attacks
Missile Fire per round; for example, 1/6 means one attack every six
Missile weapons may be used to attack foes at a rounds.
distance. The distance the attacker is from his target Of course, the user of such a weapon may drop or sling
affects the attack roll, as shown on the Missile Weapon the weapon and switch to another weapon rather than
Ranges table in the previous section on Characters. In reloading. Also, it is possible (especially when
general, opponents within Short range are attacked at defending a position) to load more than one crossbow
+1 on the die, those beyond Short range but within in advance and then switch weapons each round until
Medium range are attacked at +0, and those beyond all have been fired. In a dungeon environment this sort
Medium but within Long range are attacked at -2. Foes of strategy is unlikely, of course.
beyond Long range cannot be effectively attacked.
If a character attempts to use a missile weapon against a Grenade-Like Missiles
foe who is within 5' of them (i.e. who is engaged with When throwing grenade-like missiles (flasks of oil, etc.),
the shooter), a penalty of -5 is applied to the attack roll. a successful attack roll indicates a direct hit. Otherwise,
This is due to the shooter dodging around to avoid the the GM will roll 1d10 and consult the diagram below to
foe's attacks. The only exception is if the attacker is determine where the missile hit. Treat each number as
behind the target creature and undetected, or that representing a 10' square area.
creature is distracted so as to not be able to attack the
shooter; in these cases, apply the usual +1 bonus (+3 (behind)
total bonus if attacking from behind).
0
Cover and Concealment
In certain situations, the intended target of a missile (or
7 8 9
melee) attack may have cover or concealment of some
kind. Cover is defined as "hard" protection such as that
afforded by a thick tree trunk or stone wall, that is, 5 Target 6
anything that will stop or slow a missile weapon.
Concealment is "soft" cover like fog or light foliage that
makes the target difficult to see but does not affect the 2 3 4
missile itself. Cover or concealment makes it more
difficult to strike an intended target, and thus a penalty
will be applied to the attacker's die roll depending upon 1
how much of the target is protected from attack. For
concealment the attack penalty should range from -1 (in front)
(25% obscured) to -4 (90% obscured). For hard cover,
these penalties should be doubled.

54
BASIC FANTASY RPG ENCOUNTER

Missiles That Miss Holy Water


With the exception of grenade-like missiles, missile Holy water is harmful to undead creatures. A character
weapons which miss the intended target are normally may throw a flask of holy water as a grenade-like
considered lost. However, if the weapon is fired into a missile, which will break and release the contents if
melee where allies of the shooter are involved, and the thrown against the body of a corporeal creature. To
attack misses, it may hit one of the allied creatures. The use it against an incorporeal creature it must be opened
GM should decide which allies may be hit, and roll and poured or splashed onto the target, generally
attacks against each until a hit is made or all possible requiring the attacker to be directly adjacent to it.
targets are exhausted. These attack rolls are made with
Each flask of holy water can inflict 1d8 points of
the shooter's normal attack bonus, just as if they
damage to such a monster. In addition, each additional
intended to attack the allied creature. However, the
undead monster within 5 feet of the point of impact
GM must make these rolls, not the player.
receives 1d6 points of damage from the splash. Holy
This rule is applied to attacks made by monsters, when water is only effective for one round.
appropriate. However, the GM still makes the rolls.
This rule is intentionally vague; the GM must decide Damage
when and how to apply it based on the circumstances If an attack hits, the attacker rolls damage as given for
of the battle. It is recommended that no more than the weapon. Melee attacks apply the Strength bonus or
three allies be "tried" in this way, but the GM may make penalty to the damage dice, as do thrown missile
an exception as they see fit. weapons such as daggers or spears. Usually, attacks
with bows or crossbows do not gain the Strength
Oil bonus, but sling bullets or stones do.
A flask of oil can be used as a grenade-like missile. The Also, magic weapons will add their bonuses to damage
oil must be set afire in order to inflict damage; otherwise (and cursed weapons will apply their penalty). Note
the oil is just slippery. Assuming some means of that, regardless of any penalties to damage, any
igniting the oil is at hand, a direct hit to a creature deals successful hit will do at least one point of damage.
1d8 points of fire damage, plus in the next round the As explained elsewhere, a creature or character
target takes an additional 1d8 points of damage, unless reduced to 0 hit points is dead.
they spend the round extinguishing the flames by some
reasonable means. The GM must judge the method
Subduing Damage
used; rolling on the floor (assuming it's not oily also) or
covering the flames with a wet blanket are good Attacks made with the "flat of the blade" for non-lethal
methods, for instance, while pouring or splashing water damage are made at a -4 attack penalty and do half
on burning oil does little good. In any event, a flask of damage. Most weapons can be used this way; only
burning oil only causes damage for two rounds at most. those with penetration or slashing features on all sides
cannot.
If the oil is ignited by some sort of wick or fuse, then all
other creatures within 5 feet of the point of impact If a character is reduced to zero hit points who has
receive 1d6 points of fire damage from the splash. A taken at least some subduing damage, and the total
save vs. Death Ray is allowed to avoid this damage. If amount of normal (killing) damage the character has
the flask does not hit the intended target (as described suffered is not equal to or greater than their total hit
under Grenade-Like Missiles, above), then that creature points, the character becomes unconscious rather than
may still take damage from the splash, and receives a dying. (Any further subduing damage is then
saving throw. No saving throw is allowed for a creature considered killing damage, allowing the possibility that
which has received a direct hit. someone might be beaten to death.) A character
knocked out in this way, but not subsequently killed,
A flask of oil spilled or splattered on the ground will will wake up with 1 hit point in 1d4 turns, or can be
burn for 10 rounds. Those attempting to cross the awakened (with 1 hit point) by someone else after 2d10
burning oil will receive 1d6 points of fire damage each rounds.
round they are in it (with no saving throw in this case).
Fire-resistant creatures, including creatures having fire-
based abilities, are not damaged by burning oil.

55
ENCOUNTER BASIC FANTASY RPG

Brawling Actions Allowed to the Defender: The target of a


successful hold is usually immobile (but not helpless) at
Sometimes a character will attack without a weapon,
least until their next action, as determined by Initiative.
striking with a fist or foot. This is called brawling.
Such characters suffer a penalty of -4 to AC against
Normal characters do 1d3 points of subduing damage
opponents other than the attacker.
with a punch, 1d4 with a kick; kicks are rolled at a -2
attack penalty. A character in no armor or leather If the defender is significantly stronger and/or larger
armor cannot successfully punch or kick a character in than the attacker, they may move at up to one-half
metal armor, and in fact, if this is attempted the damage speed, dragging the attacker along.
is applied to the attacker instead of the defender. The
On the defender's next action, they can try to escape
GM must decide which monsters can be successfully
the pin with a saving throw vs. Death Ray; the defender
attacked this way. All character classes may engage in
must apply the better of their Strength or Dexterity
brawling; there is no "weapon" restriction in this case.
bonuses (or penalties) on this roll. If the escape roll
succeeds, the defender finishes the action by moving
Wrestling into any space adjacent to the attacker.
A wrestling attack requires a successful melee attack
If more than one attacker has a hold on a particular
roll, where success indicates the attacker has grabbed
defender, a successful escape roll frees the defender
their opponent. This hold is maintained until the
from just one of those attackers.
attacker releases it or the defender makes a save vs.
Death Ray, which is attempted at the defender's next Held characters may also use simple magic items such
action (according to Initiative). A successful wrestling as rings. A character being held may not normally cast
attack causes the attacker to move into the same a spell, even if they have not been silenced by the
"space" as the defender (if miniature figures are used). attacker.
After achieving a hold on an opponent, the attacker can Multiple Opponents: Several combatants can be
automatically inflict unarmed damage (as if striking with involved in a wrestling match. Up to four combatants
a fist), prevent a held opponent from speaking, use can wrestle a single opponent of normal size in a given
simple magic items such as rings, or take any other round. Creatures that are smaller than the attacker
action the GM allows. The attacker may also attempt to count for half, while creatures that are larger count at
acquire an item the opponent is holding (such as a least double (as determined by the GM). Note that,
weapon) or attempt to move the opponent (as after an opponent is pinned, other attackers benefit
described below). A held character may be voluntarily from the -4 AC penalty applied to the defender.
released whenever the attacker so desires. However, this AC penalty is not cumulative (that is,
each successful attack does not lower the defender's AC
The attacker can’t draw or use a weapon or use a
further).
wand, staff, scroll or potion, escape another’s wrestling
attack, cast a spell, or pin another character while It is also possible for another character to attack the
holding an opponent. attacker in an ongoing wrestling bout. In this case, a
successful hold on the attacker grants the original
Moving the Opponent: The attacker can move up to
defender a +4 bonus on subsequent escape rolls.
one-half speed (bringing the defender along) with a
successful attack roll, if the attacker is strong enough to Wrestling With Monsters: In general, the rules above
carry or drag the defender. can be used not only when character races wrestle but
also when humanoid monsters are involved. The GM
Acquiring an Object: The attacker may attempt to
will decide whether or not to allow wrestling involving
take an item away from the defender. This requires an
non-humanoid creatures on a case-by-case basis; if this
additional attack roll; if the roll fails, the defender may
is allowed, the following adjustments apply:
immediately attempt an attack roll (even if they have
already attacked this round) which, if successful, results Creatures with extra grasping appendages (more than
in the defender pinning the attacker; or, the defender the usual two) gain a +1 bonus on attack rolls or saving
may choose to escape instead of reversing the hold. throws for each such appendage. This includes
creatures with feet capable of grasping (such as
monkeys or apes, giant spiders, etc.)
Large creatures able to fly may attempt to carry off their
opponents (even if the flying creature is the defender).

56
BASIC FANTASY RPG ENCOUNTER

Wrestling attacks against creatures with touch attacks A monster that fails a Morale check will generally
(such as wights) will cause the attacker to suffer one attempt to flee; intelligent monsters or NPCs may try to
such attack automatically every round. surrender, if the GM so desires.
Note that special rules apply to retainers, as explained
Morale further on page 46.
NPCs and monsters don't always fight to the death; in
fact, most will try to avoid death whenever possible. Turning the Undead
Each monster listing includes the monster's Morale
Clerics can Turn the undead, that is, drive away
score, a figure between 2 and 12. To make a Morale
undead monsters by means of faith alone. The Cleric
check, roll 2d6; if the roll is equal to or less than the
brandishes their holy symbol and calls upon the power
Morale score, the monster or monsters are willing to
of their divine patron. The player rolls 1d20 and tells
stand and fight. If the roll is higher, the monster has lost
the GM the result. Note that the player should always
its nerve. Monsters with a Morale score of 12 never fail
roll, even if the GM knows the character can't succeed
a Morale check; they always fight to the death.
(or can't fail), as telling the player whether or not to roll
In general, Morale is checked when monster(s) first may reveal too much.
encounter opposition, and again when the monster
The GM looks up the Cleric's level on the Clerics vs.
party is reduced to half strength (by numbers if more
Undead table, and cross-references it with the undead
than one monster, or by hit points if the monster is
type or Hit Dice. (The Hit Dice row is provided for use
alone). For this purpose, monsters incapacitated by
with undead monsters not found in the Core Rules;
sleep, charm, or hold magic are counted as if dead.
only use the Hit Dice row if the specific type of undead
The Game Master may apply adjustments to a monster is not on the table and no guidance is given in
monster's Morale score at their discretion. Generally, the monster's description. Note that the hit dice given
adjustments should not total more than +2 or -2. No are not necessarily the same as the hit dice of the
adjustment is ever applied to a Morale score of 12. monster given for that column.) If the table indicates
"No" for that combination, it is not possible for the

Clerics vs. Undead Table


Cleric Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Ghost
Level 1 Hit Die 2 Hit Dice 3 Hit Dice 4 Hit Dice 5 Hit Dice 6 Hit Dice 7 Hit Dice 8 Hit Dice 9+ Hit Dice
1 13 17 19 No No No No No No
2 11 15 18 20 No No No No No
3 9 13 17 19 No No No No No
4 7 11 15 18 20 No No No No
5 5 9 13 17 19 No No No No
6 3 7 11 15 18 20 No No No
7 2 5 9 13 17 19 No No No
8 T 3 7 11 15 18 20 No No
9 T 2 5 9 13 17 19 No No
10 T T 3 7 11 15 18 20 No
11 D T 2 5 9 13 17 19 No
12 D T T 3 7 11 15 18 20
13 D D T 2 5 9 13 17 19
14 D D T T 3 7 11 15 18
15 D D D T 2 5 9 13 17
16 D D D T T 3 7 11 15
17 D D D D T 2 5 9 13
18 D D D D T T 3 7 11
19 D D D D D T 2 5 9
20 D D D D D T T 3 7

57
ENCOUNTER BASIC FANTASY RPG

partial failure (possible against a mixed group) counts as


a failure for this purpose.
Undead monsters which are Turned flee from the Cleric
and their party at maximum movement. If the party
pursue and corner the Turned undead, they may
resume attacking the party; but if left alone, the
monsters will not return or attempt to attack the Cleric
or those near them for at least 2d4 turns.
Undead monsters subject to a D (Damaged) result
suffer 1d8 damage per level of the Cleric (roll once and
apply the same damage to all undead monsters
affected); those reduced to zero hit points are utterly
destroyed, being blasted into little more than dust.
Those surviving this damage are still Turned as above.

Energy Drain
Sometimes characters are exposed to energy drain from
undead or evil magic. Such energy drain is manifested
Cleric to affect that type of undead monster. If the in the form of "negative levels." For each negative level
table gives a number, that is the minimum number a victim receives, they suffer a semi-permanent loss of
needed on 1d20 to Turn that type of undead. If the one hit die worth of hit points, a penalty of -1 on all
table says "T" for that combination, that type of undead attack and saving throw rolls (and any other roll made
is automatically affected (no roll needed). If the result on 1d20), and -5% to any percentile roll such as thief
shown is a "D," then that type of undead will be abilities. In addition, an affected spell caster loses
Damaged (and possibly destroyed) rather than Turned. access to one of their highest-level spell slots. The
If the roll is a success, 2d6 hit dice of undead monsters victim may or may not be allowed a saving throw to
are affected; surplus hit dice are lost (so if zombies are resist the effect (depending on the specific monster
being Turned and a roll of 7 is made, at most 3 zombies type).
can be Turned), but a minimum of one creature will If the character's hit points are reduced to zero or less
always be affected if the first roll succeeds. by means of energy drain, the victim is immediately
If a mixed group of undead (say, a wight and a pair of slain. If the energy drain is caused by an undead
zombies) is to be Turned, the player still rolls just once. monster, the victim will usually be transformed into that
The result is checked against the weakest sort first (the sort of undead (exact details vary by type of monster).
zombies), and if they are successfully Turned, the same Negative levels may be removed by magic, such as the
result is checked against the next higher type of restoration spell. When a negative level is to be
undead. Likewise, the 2d6 hit dice are rolled only removed, divide the total number of hit points lost by
once. For example, if the group described above is to the number of negative levels (rounding normally) to
be Turned by a 2nd level Cleric, they would first need to determine how many hit points are restored.
have rolled a 15 or higher to Turn the zombies. If this
is a success, 2d6 are rolled; assuming the 2d6 roll is a 7, For example, a character suffers three negative levels of
this would Turn both zombies and leave a remainder of energy drain. The hit point losses rolled were 6, 5, and
3 hit dice of effect. Wights are, in fact, 3 hit die 2, for a total of 13 points lost. The first negative level
monsters, so assuming the original 1d20 roll was a 20, removed restores 13 / 3 = 4.3333 hit points (which is
the wight is Turned as well. Obviously, were it a group rounded to 4 even). Now the character has two
of 3 zombies and a wight, the 2d6 roll would have to be negative levels and has lost 9 hit points. The next time
a total of 9 or higher to affect them all. a negative level is removed, the character recovers 9 / 2
= 4.5 hit points, which is rounded to 5 even. Now the
If a Cleric succeeds at Turning the undead, but not all character has one negative level and 4 hit points lost.
undead monsters present are affected, they may try Removal of the last negative level will restore the
again in the next round to affect those which remain. If remaining 4 points.
any roll to Turn the Undead fails, that Cleric may not
attempt to Turn Undead again for one full turn. A

58
BASIC FANTASY RPG ENCOUNTER

Those who have suffered energy drain generally have a


gaunt, haggard look about them, noticeable by
observant characters.

Healing and Rest


Characters recover 1 hit point of damage every day,
provided that normal sleep is possible. Characters who
choose full bedrest regain an additional hit point each
evening.
Normal characters require 6 hours sleep out of every
24. Subtract from this number of hours the character's
Constitution bonus; so a character with 18 Constitution
needs only 3 hours sleep per night (and a character
with 3 Constitution needs 9 hours). Note that these
figures are minimums; given a choice, most characters
would prefer to sleep two or more hours longer.
Characters who get less than the required amount of
sleep suffer a -1 penalty on all attack rolls and saving
throws (as well as not receiving any hit points of
healing). For each additional night where sufficient
sleep is not received, the penalty becomes one point
worse. Regardless of how long the character has gone
without adequate sleep, the normal amount of sleep
will remove these penalties.

Constitution Point Losses


Falling Damage
Any character who has lost Constitution points
temporarily (such as due to a disease) may regain them Characters suffer 1d6 points of damage per 10' fallen,
with normal rest. The rate of recovery is one point per up to a maximum 20d6. Fractional distances are
day, awarded each morning when the character rounded to the nearest whole number, so that a fall of
awakens from a normal night's sleep. If more than one 1-4' does no damage, 5'-14' does 1d6, etc.
Constitution point was lost, the character must make a
save vs. Death Ray (without adjustments) to regain the Deafness and Blindness
final point; failure results in a permanent loss of that A deafened creature can react only to what it can see or
point. feel, is surprised on 1-3 on 1d6, and suffers a -1
If a Constitution loss results in a lower bonus or penalty to its Initiative rolls. A blinded creature is
penalty, the character's maximum hit points must be surprised on 1-4 on 1d6, suffers a -4 penalty to its
reduced appropriately; for instance, a character attack rolls, a -4 penalty to its Armor Class, and a -2
reduced from 16 to 15 Constitution goes from +2 to penalty to its Initiative rolls. These effects are modified
+1, thus losing one hit point per die rolled. If a when dealing with monsters having unusual sensory
reduction in maximum hit points reduces that figure to abilities; for example, bats may be affected by deafness
less than the character's current hit points, reduce the as if blinded instead.
current hit points to the new maximum hit point figure These penalties are for characters or creatures recently
immediately. handicapped. Those who are normally blind or deaf
When regaining Constitution, any increase that may have reduced penalties at the GM's option.
increases the character's Constitution bonus results in Note that the penalty for attacking an invisible
the restoration of the hit points lost due to the opponent is the same as the penalty for attacking blind,
reduction, added to the maximum hit point figure only. that is, -4 on the attack roll. Do not apply this twice... a
Current hit points will not be improved in this fashion, blind character attacking an invisible opponent is no
but rather must be regained by normal healing. worse off than if they were attacking a visible one.

59
ENCOUNTER BASIC FANTASY RPG

Attacking a Vehicle Repairing a Vehicle


Attacks against vehicles (such as wagons or ships) are Damage done to a vehicle may be restored at a rate of
made against Armor Class 11. Each vehicle has listed 1d4 hit points per crew member per hour of labor.
Hardness and Hit Point values. Roll damage against However, a vehicle can only be restored to 90% of its
the vehicle, and then reduce that damage by the maximum hit points by field repairs; a damaged ship
Hardness value. Any excess damage is applied to the must be put into drydock and repaired by a shipwright
vehicle. and his crew, while a wagon, cart or chariot will require
a wagonmaker to repair them. Costs of such repairs
If the vehicle takes damage equal to or greater than the
are left to the Game Master to decide.
listed HP on one side, it is reduced to half speed due to
wheel damage or a hull breach; if it takes this much
again, it is immobilized, and this much damage will sink
a ship.

Saving Throws
Saving throws represent the ability of a character or • Saving throws against charm spells (and other
creature to resist or avoid special attacks, such as spells forms of mind control) are adjusted by the
or poisons. Saving throws are made by rolling a d20 character's Wisdom modifier.
against a target number based on the character's class
The GM may decide on other saving throw adjustments
and level; for monsters, a comparable class and level
as they see fit.
are provided for the purpose of determining the
monster's saving throw figures. As with attack rolls, a
natural (unadjusted) roll of 20 is always a success, and Item Saving Throws
a natural 1 is always a failure. Area effects (such as fireball or lightning bolt spells) may
The five categories of saving throw as follows: Death damage items carried by a character as well as injuring
Ray or Poison, Magic Wands, Paralysis or Petrify, the character. For simplicity, assume that items carried
Dragon Breath, and Spells. Spells and monster are unaffected if the character or creature carrying them
special attacks will indicate which category applies makes their own saving throw. However, very fragile
(when a saving throw is allowed), but in some unusual items (paper vs. fire, glass vs. physical impact, etc.) may
situations the Game Master will need to choose a still be considered subject to damage even if the bearer
category. One way to make this choice is to interpret makes their save.
the categories metaphorically. For example, a GM In any case where one or more items may be subject to
might be writing an adventure wherein there is a trap damage, use the saving throw roll of the bearer to
that pours burning oil on the hapless adventurers. determine if the item is damaged or not. For example,
Avoiding the oil might be considered similar to avoiding if a character holding an open spellbook is struck by a
Dragon Breath. Or perhaps a stone idol shoots beams fireball spell, they must save vs. Spells, and then save
of energy from its glaring eyes when approached. This again at the same odds for the spellbook.
attack may be considered similar to a Magic Wand, or if
especially potent, a Spell. The saving throw vs. Death The GM should feel free to amend this rule as they
Ray is often used as a "catch all" save versus many of wish; for instance, a backpack full of fragile items might
the "ordinary" dangers encountered in a dungeon be given a single saving throw rather than laboriously
environment. rolling for each and every item.

In general, saving throw rolls are not adjusted by ability


score bonus or penalty figures. There are a few
exceptions:
• Poison saving throws are always adjusted by the
character's Constitution modifier.
• Saving throws against illusions (such as
phantasmal force) are always adjusted by the
character's Intelligence modifier.

60
BASIC FANTASY RPG ENCOUNTER

Saving Throw Tables by Class

Cleric Magic-User
Death Death
Ray or Magic Paralysis Dragon Ray or Magic Paralysis Dragon
Level Poison Wands or Petrify Breath Spells Level Poison Wands or Petrify Breath Spells
1 11 12 14 16 15 1 13 14 13 16 15
2-3 10 11 13 15 14 2-3 13 14 13 15 14
4-5 9 10 13 15 14 4-5 12 13 12 15 13
6-7 9 10 12 14 13 6-7 12 12 11 14 13
8-9 8 9 12 14 13 8-9 11 11 10 14 12
10-11 8 9 11 13 12 10-11 11 10 9 13 11
12-13 7 8 11 13 12 12-13 10 10 9 13 11
14-15 7 8 10 12 11 14-15 10 9 8 12 10
16-17 6 7 10 12 11 16-17 9 8 7 12 9
18-19 6 7 9 11 10 18-19 9 7 6 11 9
20 5 6 9 11 10 20 8 6 5 11 8

Fighter Thief
Death Death Spells
Ray or Magic Paralysis Dragon Ray or Magic Paralysis Dragon
Level Poison Wands or Petrify Breath Spells Level Poison Wands or Petrify Breath
NM 13 14 15 16 18 1 13 14 13 16 15
1 12 13 14 15 17 2-3 12 14 12 15 14
2-3 11 12 14 15 16 4-5 11 13 12 14 13
4-5 11 11 13 14 15 6-7 11 13 11 13 13
6-7 10 11 12 14 15 8-9 10 12 11 12 12
8-9 9 10 12 13 14 10-11 9 12 10 11 11
10-11 9 9 11 12 13 12-13 9 10 10 10 11
12-13 8 9 10 12 13 14-15 8 10 9 9 10
14-15 7 8 10 11 12 16-17 7 9 9 8 9
16-17 7 7 9 10 11 18-19 7 9 8 7 9
18-19 6 7 8 10 11 20 6 8 8 6 8
20 5 6 8 9 10

61
MONSTERS BASIC FANTASY RPG

PART 6: MONSTERS
Name: The first thing given for each monster is its they are marked 1 weapon. Ghouls are marked
name (or its most common name, if the monster is 2 claws, 1 bite as they can attack with both claws and
known by more than one). If an asterisk appears after also bite in one round. Some monsters have alternate
the monster's name, it indicates that the monster is only attacks, such as the Triceratops with an attack of 1 gore
able to be hit by special weapons (such as silver or or 1 trample which means that the creature can do a
magical weapons, or creatures affected only by fire, gore attack or a trample attack, but not both in the
etc.) which makes the monster harder to defeat. same round.
Armor Class: This line lists the creature’s Armor Class. Damage: The damage figures caused by successful
If the monster customarily wears armor, the first listed attacks by the monster. Generally this will be defined in
AC value is with that armor, and the second, in terms of one or more die rolls.
parentheses, is unarmored. Some monsters are only
able to be hit (damaged) by silver or magical weapons; No. Appearing: This is given in terms of one or more
these are indicated with (s); some monsters may only die rolls. Monsters that only appear underground and
be hit with magical weapons, indicated by (m). have no lairs will have a single die roll; those that have
lairs and/or those that can be found in the wilderness
Hit Dice: This is the creature’s number of hit dice, will be noted appropriately. For example, a monster
including any bonus hit points. Monsters always roll noted as "1d6, Wild 2d6, Lair 3d6" is encountered in
eight sided dice (d8) for hit points, unless otherwise groups of 1d6 individuals in a dungeon setting, 2d6
noted. So for example, a creature with 3+2 hit dice individuals in the wilderness, or 3d6 individuals in a lair.
rolls 3d8 and adds 2 points to the total. A few monsters
may be marked as having ½ hit dice; this means 1d4 Note that number appearing applies to combatants.
points, and the creature has "less than one hit die" for Non-combatant monsters (juveniles, and sometimes
attack bonus purposes. females) do not count in this number. The text of the
monster description should explain this in detail where
One or two asterisks (*) may appear after the hit dice it matters, but the GM is always the final arbiter.
figure; where present, they indicate a Special Ability
Bonus to experience points (XP) awarded for the Save As: This is the character class and level the
monster. See Character Advancement in the monster uses for saving throws. Most monsters save as
Adventure section for more details. Fighters of a level equal to their hit dice.

If the monster's Attack Bonus is different than its Morale: The number that must be rolled equal to or
number of Hit Dice, for convenience the Attack Bonus less than on 2d6 for the monster to pass a Morale
will be listed in parentheses after the Hit Dice figure. Check. Monsters having a Morale of 12 never fail
morale checks, and fight until destroyed (or until they
Movement: This is the monster's movement rate, or have no enemies left). Morale is explained further on
rates for those monsters able to move in more than one page 57.
fashion. For example, Bugbears have a normal walking
movement of 30', and this is all that is listed for them. Treasure Type: This describes any valuables the
Mermaids can only move about in the water, and so monster is likely to have. See the Treasure section on
their movement is given as Swim 40'. Pegasi can both page 162 for more details about interpreting the letter
walk and fly, so their movement is listed as 80' Fly codes which usually appear here. A monster's treasure
160'. is normally found in its lair, unless described otherwise;
sometimes for monsters who live in towns or other large
In addition, a distance may appear in parentheses after groups this line will describe both the lair treasure as
a movement figure; this is the creature's turning well as treasure carried by random individuals.
distance (as explained in Maneuverability on page 51).
If a turning distance is not listed, assume 5'. XP: This is the number of experience points awarded
for defeating this monster. In some cases, the figure will
Attacks: This is the number (and sometimes type or vary; for instance, Dragons of different age categories
types) of attacks the monster can perform. For will have different XP values. Review the Experience
example, Goblins may attack once with a weapon, so Points awards table in the Adventure section on page
49 to calculate the correct figure in these cases.

62
BASIC FANTASY RPG MONSTERS

Beasts of Burden
Camel Donkey Horse, Draft Horse, Riding
Armor Class: 13 13 13 13
Hit Dice: 2 2 3 2
No. of Attacks: 1 bite/1 hoof 1 bite 2 hooves 2 hooves
Damage: 1 point bite, 1d4 hoof 1d2 bite 1d4 hoof 1d4 hoof
Movement: 50' (10') [ 40' (10') ] 40' (10') 60' (10') 80' (10')
No. Appearing: Wild 2d4 Wild 2d4 domestic only Wild 10d10
Save As: Fighter: 2 Fighter: 2 Fighter: 3 Fighter: 2
Morale: 7 7 7 7
XP: 75 75 145 75

Horse, War Mule Pony


Armor Class: 13 13 13
Hit Dice: 3 2 1
No. of Attacks: 2 hooves 1 kick or 1 bite 1 bite
Damage: 1d6 hoof 1d4 kick, 1d2 bite 1d4 bite
Movement: 60' (10') 40' (10') 40' (10')
No. Appearing: domestic only domestic only domestic only
Save As: Fighter: 3 Fighter: 2 Fighter: 1
Morale: 9 7 6 (9)
XP: 145 75 25

For convenience, animals commonly used to carry Riding Horses are smaller horses bred and trained for
loads and/or characters are listed here together. Such riding. They cannot effectively fight while the rider is
creatures obviously have no treasure. mounted. A light load for a riding horse is up to 250
pounds; a heavy load, up to 500 pounds.
Camels are large animals found in arid environments
that bear distinctive fatty deposits known as "humps" on War Horses are large, powerful horses which are both
their backs. There are two relevant species of camel bred for their size, strength, and combat ability and
described here: the far more common one-humped trained to tolerate the sounds and stresses of battle.
dromedary, and the two-humped Bactrian camel. They are able to attack while the rider is mounted due
Statistics presented above are for the dromedary; the to their training. A light load for a warhorse is up to
Bactrian camel is slower and its movement is given in 350 pounds; a heavy load, up to 700 pounds.
brackets. A light load for a camel is up to 400 pounds;
Mules are a domestic equine hybrid between a donkey
a heavy load, up to 800 pounds.
and a horse. Mules vary widely in size, and may be of
Donkeys are hoofed mammals in the same family as any color. They are more patient, hardier and longer-
the horse. They are smaller, but are strong and hardy. lived than horses, and are perceived as less obstinate
Burros are a similar species, and the statistics herein can and more intelligent than donkeys. Like donkeys, they
be used for either; both varieties are capable of being are capable of being taken into dungeons as pack
taken into dungeons as pack animals. A light load for a animals. A light load for a mule is up to 300 pounds; a
donkey is up to 70 pounds; a heavy load, up to 140 heavy load, up to 600 pounds.
pounds.
A Pony is a variety of small horse. Compared to a
Draft Horses are large horses bred to be working larger horse, a pony may have a thicker coat, mane and
animals doing hard tasks such as plowing and other tail, with proportionally shorter legs, a wider barrel,
farm labor. There are a number of breeds, with varying heavier bone, a thicker neck and a shorter, broader
characteristics, but all share common traits of strength, head. Ponies can be trained for war, and the morale in
patience, and a docile temperament. A light load for a parentheses above is for a war pony; this does not
draft horse is up to 350 pounds; a heavy load, up to allow them to fight while a rider is mounted, however.
700 pounds. A light load for a pony is up to 275 pounds; a heavy
load, up to 550 pounds.

63
MONSTERS BASIC FANTASY RPG

Monster Descriptions
Ant, Giant (and Huge, Large) Antelope
Giant Huge Large Armor Class: 13
Armor Class: 17 15 13 Hit Dice: 1 to 4
Hit Dice: 4 2 1 No. of Attacks: 1 butt
No. of Attacks: – 1 bite – Damage: 1d4 or 1d6 or 1d8 (see below)
Damage: 2d6 bite 1d10 bite 1d6 bite Movement: 80' (10')
Movement: 60' (10') 50' 40' No. Appearing: Wild 3d10
No. Appearing: 2d6, 3d6, 4d6, Save As: Fighter: 1 to 4 (as Hit Dice)
Lair 4d6 Lair 4d8 Lair 4d10 Morale: 5 (7)
Save As: Fighter: 4 Fighter: 2 Fighter: 1 Treasure Type: None
Morale: – 7 on first sighting, 12 after engaged – XP: 25 - 240
Treasure Type: – U or special –
XP: 240 75 25 The statistics above represent common sorts of wild
herd animals, including deer (1 hit die), aurochs (2 hit
Giant ants are fantastically enlarged versions of the dice), elk or moose (3 hit dice) and bison (4 hit dice).
more common variety of ants. Normal workers are 5 to Such creatures are often skittish and likely to flee if
6 feet long; queens are larger, growing up to 9 feet in provoked, but males are more aggressive in the
length. Giant ants may be red or black; there is no presence of females (the parenthesized morale applies
statistical difference between them. Though relatively in this case).
shy when first encountered, once combat begins they
will fight to the death. They are known to collect shiny Ape, Carnivorous
things, and so will sometimes have a small amount of
treasure in their lair. Armor Class: 14
Hit Dice: 4
Giant ants may occasionally mine shiny metals such as No. of Attacks: 2 claws
gold or silver; one in three (1-2 on 1d6) giant ant lairs
Damage: 1d4 claw
will contain 1d100 x 1d100 gp value in relatively pure
Movement: 40'
nuggets.
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Large and huge ants are similar to giant ants in all ways Save As: Fighter: 4
except for size; large ants are 1 to 2 feet long, while Morale: 7
huge ants are 3 to 4 feet in length. Though smaller, Treasure Type: None
their colonies have more members, and so their lair XP: 240
treasures are of similar size to those found in the lairs of
giant ants. Carnivorous apes appear much like ordinary gorillas,
but are bad-tempered and aggressive. They are
actually omnivores, but have a marked preference for
meat. Adult females are 4½ to 5 feet tall and weigh up
to 300 pounds, while males are larger, being 5½ to 6
feet tall and weighing up to 400 pounds.

Assassin Vine
See Strangle Vine on page 148.

64
BASIC FANTASY RPG MONSTERS

Basilisk but if an attacker can manage to surprise the monster


with a mirror it may see its reflection.
Common Greater*
Armor Class: 16 17 The greater basilisk appears identical to the common
Hit Dice: 6** 8*** variety, save that it is larger, having a body length of
No. of Attacks: 1 bite/1 gaze 1 bite/1 gaze about 8 feet with a 7 to 9 foot long tail and weighing
Damage: 1d10 bite, 1d12 + poison bite, between 400 and 750 pounds. The skin of the greater
petrification gaze petrification gaze basilisk is toxic to the touch, such that any living
Movement: – 20' (10') – creature bitten by one or who touches one with bare
No. Appearing: 1d6, Wild 1d6, 1 skin must save vs. Poison or die. This effect persists
Lair 1d6 even after the monster is dead, typically for about 2d20
Save As: Fighter: 6 Fighter: 8 hours; the only way to tell if the effect has subsided is to
Morale: 9 10 touch the corpse, an obviously bad idea.
Treasure Type: F F, K
XP: 610 1,085 Barklings
Armor Class: 15 (11)
A basilisk is a giant six-legged lizard-like monster that
Hit Dice: ½ (1d4 hit points)
petrifies living creatures with its gaze. A basilisk has
dark brown, green, or black skin on its back and a pale No. of Attacks: 1 bite or 1 weapon
yellow or white belly. Adults reach a body length of 5 Damage: 1d4 bite, 1d4 or by weapon
to 7 feet with a tail of roughly equal length, and a Movement: 20' Unarmored 40'
weight of 250 to 400 pounds. There is no particular No. Appearing: 3d4, Wild 4d6, Lair 5d10
difference in size between males and females. Save As: Normal Man
Morale: 7 (9)
Any living creature meeting the gaze of a basilisk must
Treasure Type: P, Q each; C, K in lair
save vs. Petrification or be turned to stone instantly. In
XP: 10
general, any creature surprised by the basilisk will meet
its gaze. Those who attempt to fight the monster while Barklings are diminutive furry humanoids with very
averting their eyes suffer penalties of -4 to attack and -2 dog-like faces. They stand between 2½ and 3½ feet tall
to AC. It is possible to use a mirror to fight the and typically weigh around 45 pounds. They are pack
monster, in which case the penalties are -2 to attack hunters by nature, shy when encountered singly or in
and no penalty to AC. If a basilisk sees its own small groups but bold when their numbers are
reflection in a mirror it must save vs. Petrification or be overwhelming. Use the higher morale figure when a
turned to stone; a petrified basilisk loses its power to
petrify. Basilisks instinctively avoid mirrors or other
reflective surfaces, even drinking with their eyes closed,

65
MONSTERS BASIC FANTASY RPG

barkling group outnumbers their enemies by 3 Bat (and Bat, Giant)


combatants to 1 or more.
Bat Giant Bat
Barklings can deliver a nasty bite but prefer to fight with Armor Class: 14 14
weapons, favoring small weapons made for their stature Hit Dice: 1 Hit Point 2
and relative lack of strength; all such weapons do 1d4 No. of Attacks: 1 special 1 bite
points of damage on a hit. Damage: Confusion 1d4
Barklings see well in the dark, having Darkvision with a Movement: 30' Fly 40' 10' Fly 60' (10')
range of 30 feet, but their sense of smell is where they No. Appearing: 1d100, 1d10,
excel; a barkling can track almost any living or Wild 1d100, Wild 1d10,
corporeal undead creature by scent, even if it has been Lair 1d100 Lair 1d10
as much as a day since it passed. Save As: Normal Man Fighter: 2
Morale: 6 8
In combat barklings usually wear chainmail armor Treasure Type: None None
which they craft themselves (as shown in the Armor
XP: 10 75
Class given above).
One out of every ten barklings will be a warrior with 1 Bats have a natural sonar that allows them to operate in
hit die (25 XP). In barkling encampments, one out of total darkness; for game purposes, treat this ability as
every twenty will be a chieftain of 2 hit dice (75 XP) equivalent to Darkvision.
having a +1 bonus to damage due to strength. In A group of normal-sized bats has no effective attack (at
villages of 50 or more there will be a barkling chieftain least in terms of inflicting damage), but can confuse
of 3 hit dice (145 XP) who has +1 bonus to damage. those in the area, flying around apparently randomly.
Barklings gain a +1 bonus to their morale as long as For every ten bats in the area, one creature can be
they are led by any of their leaders. confused; such a creature will suffer a penalty of -2 on
In addition, a lair has a chance equal to 1-2 on 1d6 of a all attack and saving throw rolls while the bats remain in
wizard being present (or 1-3 on 1d6 if a chieftain is the area.
present). A wizard is equivalent to a 1 hit die warrior A giant bat has a wingspan of 15 feet and weighs about
barkling statistically, but has Magic-User abilities at level 200 pounds. They have the same sensory abilities as
1d4+1. For XP purposes, treat the wizard barkling as if normal-sized bats, but being much larger, they are able
it has a number of hit dice equal to its magic-user level to attack adventurers; many are carnivorous, making
-1, and assign one special ability bonus asterisk. such attacks likely.
Barklings are sometimes confused with kobolds, for
whom they have a particular hatred; calling a barkling a
kobold or suggesting that the two species are related is
considered a terrible insult.

66
BASIC FANTASY RPG MONSTERS

Bear when on all four feet are up to six feet high at the
shoulder. They are ferocious killers, attacking almost
Bears attack by rending opponents with their claws,
anything of equal or smaller size.
dragging them in and biting them. A successful hit with
both paws indicates a hug attack for additional damage
(as given for each specific bear type). All bears are very Bear, Grizzly (or Brown)
tough to kill, and are able to move and attack for one Armor Class: 14
round after losing all hit points. Hit Dice: 5
No. of Attacks: 2 claws, 1 bite + hug
Damage: 1d4 claw, 1d8 bite, 2d8 hug
Movement: 40'
No. Appearing: 1, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Morale: 8
Treasure Type: None
XP: 360

Brown bears are huge, carnivorous, and aggressive. An


adult male weighs 400 to 800 pounds and four feet
high at the shoulder; females are slightly smaller, but
just as bloodthirsty.
Bear, Black
Armor Class: 14
Bear, Polar
Hit Dice: 4 Armor Class: 14
No. of Attacks: 2 claws, 1 bite + hug Hit Dice: 6
Damage: 1d4 claw, 1d6 bite, 2d6 hug No. of Attacks: 2 claws, 1 bite + hug
Movement: 40' Damage: 1d6 claw, 1d10 bite, 2d8 hug
No. Appearing: 1d4, Wild 1d4, Lair 1d4 Movement: 40'
Save As: Fighter: 4 No. Appearing: 1, Wild 1d2, Lair 1d2
Morale: 7 Save As: Fighter: 6
Treasure Type: None Morale: 8
XP: 240 Treasure Type: None
XP: 500
Black bears are omnivorous, and despite their
formidable size and strength are not particularly Polar bears are found in far northern regions. They are
aggressive, though a female will fight fiercely if her cubs larger and more powerful than brown bears, and just as
are threatened. hostile.

Bear, Cave
Armor Class: 15
Hit Dice: 7
No. of Attacks: 2 claws, 1 bite + hug
Damage: 1d8 claw, 2d6 bite, 2d8 hug
Movement: 40'
No. Appearing: 1d2, Wild 1d2, Lair 1d2
Save As: Fighter: 7
Morale: 9
Treasure Type: None
XP: 670

These monstrous bears are even larger than brown


bears, with one weighing up to 1,800 pounds and

67
MONSTERS BASIC FANTASY RPG

Bee, Giant Beetle, Giant Bombardier


Armor Class: 13 Armor Class: 16
Hit Dice: ½* (1d4 hit points) Hit Dice: 2*
No. of Attacks: 1 sting No. of Attacks: 1 bite, 1 spray (special, see below)
Damage: 1d4 + poison sting Damage: 1d6 bite, 2d6 spray
Movement: 10' Fly 50' Movement: 40'
No. Appearing: 1d6, Wild 1d6, Lair 5d6 No. Appearing: 1d8, Wild 2d6, Lair 2d6
Save As: Fighter: 1 Save As: Fighter: 2
Morale: 9 (12 if queen is threatened) Morale: 8
Treasure Type: Special Treasure Type: None
XP: 13 XP: 100
Giant bees live in hives, generally in underground areas. Giant bombardier beetles have red head and thorax
In each such hive will be a queen who has 2 hit dice and sections and black abdomens. They are 3 to 4 feet
inflicts only a bite doing 1d8 points of damage. She is long. In combat, a giant bombardier beetle bites
immobile, and if she is threatened all bees in the hive will opponents in front of it, and sprays a cone of very hot
fight without checking morale. The queen is worth 75 XP and noxious gases from a nozzle in the rearmost tip of
if defeated. the abdomen. This toxic blast causes 2d6 points of
Those stung by a giant bee must save vs. Poison or die. A damage to all within a cone 10' long and 10' wide at the
giant bee that successfully stings another creature pulls far end (a save vs. Death Ray for half damage is
away, leaving its stinger in the creature; the bee then dies. allowed). A giant bombardier beetle can use this spray
attack up to five times per day, but no more than once
Each giant bee hive will contain honeycomb filled with
per three rounds. Faced with enemies attacking from
honey, which is entirely safe to eat and is worth 10 GP per
one direction, a giant bombardier beetle may choose to
gallon if carefully removed. Generally 2d10+10 gallons of
honey will be present in any given hive. There is also a turn away and use the spray attack rather than biting.
15% chance that one of the cells in the honeycomb will Giant bombardier beetles, like most beetles, have about
contain special honey which acts as 1d6+1 Potions of the same visual acuity in all directions, and thus suffer
Healing if consumed. This honey can be discovered by no penalty to Armor Class when attacked from behind.
chance, or through the use of detect magic.
Beetle, Giant Fire
Armor Class: 16
Hit Dice: 1+2
No. of Attacks: 1 bite
Damage: 2d4 bite
Movement: 40'
No. Appearing: 1d8, Wild 2d6, Lair 2d6
Save As: Fighter: 1
Morale: 7
Treasure Type: None
XP: 25

Giant fire beetles are huge, being 18 to 30 inches long,


and have shiny black carapaces. Each has a pair of
glowing red organs located just below their eyes which
illuminate a radius of 10 feet around the creature.
These glands continue to glow for 1d6 days after one is
killed, and may be removed and used for illumination
by any adventurers not too squeamish to do so.
They are normally timid but will fight if cornered. Like
most beetles, they have more or less the same visual
acuity in all directions, and thus those who attack them
from behind receive no bonus to do so.

68
BASIC FANTASY RPG MONSTERS

Beetle, Giant Oil Black Pudding


Armor Class: 16 See Jelly, Black on page 116.
Hit Dice: 2*
No. of Attacks: 1 bite + spray (see below) Blink Dog (Flicker Beast)
Damage: 2d4 bite, special spray (see below)
Armor Class: 15
Movement: 40'
Hit Dice: 4*
No. Appearing: 1d8, Wild 2d6, Lair 2d6
No. of Attacks: 1 bite
Save As: Fighter: 2
Damage: 1d6 bite
Morale: 8
Movement: 40'
Treasure Type: None
No. Appearing: 1d6, Wild 1d6, Lair 1d6
XP: 100
Save As: Fighter: 4
Giant oil beetles are about 3 feet long, and are often Morale: 6
found burrowing in soil or roaming dungeon corridors. Treasure Type: C
Their eyes are arranged on the sides of their heads such XP: 280
that they can see perfectly well behind them as well as
in front, negating any normal bonus for attacking from Blink dogs, also known as flicker beasts, are strange
behind. creatures which resemble wolves or hyenas who can
teleport up to 120 feet at will. Teleportation is so easy
In addition to its bite, a giant oil beetle can attack with a for them that they can sometimes teleport away before
spray of oil from its abdomen; this can only be applied being attacked; specifically, when a flicker beast know
to opponents within 5 feet of the back of the beetle, of the attacker’ presence. The flicker beast is allowed a
and an attack roll is needed to hit. Living creatures hit saving throw vs. Death Ray, and on a successful roll
by this spray suffer a penalty of -2 on all attack rolls for teleports 1d6 x 10 feet in a random direction (but never
24 hours due to painful blisters inflicted by the irritating into solid matter, nor into any dangerous area the
oil. A cure light wounds spell may be used to remove creature knows about).
this effect, but if so used the spell does not also restore
hit points to the victim. These creatures are pack hunters, using their
teleportation to confuse their prey until they are able to
surround it. In this way, some members of the pack will
Beetle, Giant Tiger
be able to attack from behind, a trick they are so good
Armor Class: 17 at that they receive the same benefits as a thief: +4 to
Hit Dice: 3+1 hit and double damage if the hit is successful.
No. of Attacks: 1 bite Blink dogs are large canines, typically light brown in
Damage: 2d6 bite color with short bristly hair; some varieties are striped or
Movement: 60' (10') spotted. They communicate using a language of barks,
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 3
Morale: 9
Treasure Type: U
XP: 145

Giant tiger beetles are predatory monsters around 5


feet long. Their carapaces tend to be dark brown with
lighter brown striped or spotted patterns, but there are
many variations.
They are fast runners, depending on their speed to run
down prey, and they willingly prey on any creature of
man size or smaller. Like most beetles, they have more
or less the same visual acuity in all directions, and thus
suffer no penalty to Armor Class when attacked from
behind.

69
MONSTERS BASIC FANTASY RPG

growls, and yips which is somewhat limited but can Each blood rose plant will have 1, 2 or 3 whiplike canes
convey useful tactical information. They are shy, studded with thorns with which it can attack. When a
generally avoiding a fight if possible, but they hate cane hits, it wraps around the victim and begins to drain
deceivers and will generally attack them on sight. blood, doing 1d6 points of damage per round. A blood
rose which has recently (within one day) "eaten" in this
Blood Rose way will have flowers ranging from pink to deep wine
red in color, which will fade slowly back to white or
Armor Class: 13 yellow as the plant digests the blood it has consumed.
Hit Dice: 2* to 4*
No. of Attacks: 1 to 3, each + blood drain Boar
Damage: 1d6 bite, 1d6/round blood drain
Movement: 1' Armor Class: 13
No. Appearing: Wild 1d8 Hit Dice: 3
Save As: Fighter: 2 No. of Attacks: 1 tusk
Morale: 12 Damage: 2d4 tusk
Treasure Type: None Movement: 50' (10')
XP: 100 – 280 No. Appearing: Wild 1d6
Save As: Fighter: 3
Blood roses appear to be normal rose bushes, but are Morale: 9
actually animated plants, dimly aware of their Treasure Type: None
surroundings. These plants are always in bloom, XP: 145
bearing beautiful flowers that are normally white (or
rarely, yellow) in color. Wild boars are the natural variety of swine. They are
surly and aggressive, prone to attacking characters just
The fragrance of the flowers is detectable up to 30' from
because they are present. Note that "boar" refers
the plant in ideal conditions. Blood roses can move
specifically to the male of the species, but females are
about slowly, and will try to find locations sheltered
equally large and fierce, more so if they have offspring.
from the wind in order to achieve those ideal
conditions. Living creatures who smell the fragrance Wild boars have stocky and muscular bodies, covered
must save vs. Poison or become befuddled; such a with bristly hair which may be black, brown, or gray in
victim will drop anything carried and try to approach color. Those in colder climates will have an under-layer
the plant. Each round an unaffected living creature can of warm fur, while those found in warmer areas will not.
smell the fragrance it must make this save. Befuddled
creatures will not resist the attacks of the blood rose; if
affected creatures are removed from the area, the effect
of the fragrance will expire 2d4 rounds later. Undead
monsters, constructs, etc. are not affected.

70
BASIC FANTASY RPG MONSTERS

Bugbear damage. In lairs of 16 or more bugbears, there will be


a chieftain of 6+6 Hit Dice (500 XP), with a +3 bonus
Armor Class: 15 (13)
to damage. Bugbears gain a +1 bonus to their morale
Hit Dice: 3+1 if they are led by a hardened warrior or chieftain. In
No. of Attacks: 1 weapon the lair, bugbears never fail a morale check as long as
Damage: 1d8+1 or by weapon +1 the chieftain is alive. In addition, there is a 2 in 6
Movement: 30' Unarmored 40' chance that a shaman will be present in a lair. A
No. Appearing: 2d4, Wild 5d4, Lair 5d4 shaman is equal to an ordinary bugbear statistically, but
Save As: Fighter: 3 possesses 1d4+1 levels of Clerical abilities.
Morale: 9
Treasure Type: Q, R each; B, L, M in lair Caecilia, Giant
XP: 145
Armor Class: 14
Bugbears look like huge, hairy goblins, standing about Hit Dice: 6*
6 feet tall. Their eyes are usually a darkish brown color No. of Attacks: 1 bite + swallow on natural 19 or 20
and they move very quietly. They are wild and cruel, Damage: 1d8 bite + 1d8/round if swallowed
and bully smaller humanoids whenever possible. Movement: 20' (10')
Bugbear attacks are coordinated, and their tactics are No. Appearing: 1d3, Lair 1d3
sound if not brilliant. They are able to move in nearly Save As: Fighter: 3
complete silence, surprising opponents on 1-3 on 1d6. Morale: 9
In order to remain silent, they must wear only leather or Treasure Type: B
hide armor, as indicated in the Armor Class scores XP: 555
above. Bugbears receive a +1 bonus on damage due
to their great Strength. As with most goblinoid Caecilia are carnivorous, legless amphibians; they
monsters, they have Darkvision with a 30' range. strongly resemble earthworms, but they have bony
skeletons and sharp teeth. Caecilia live entirely
One out of every eight bugbears will be a hardened underground. The giant variety grows up to 30' long
warrior of 4+4 Hit Dice (240 XP), with a +2 bonus to and frequently are found in caverns or dungeons. They
are nearly blind, but caecilia are very sensitive to sound
and vibrations, and are able to find their prey regardless
of light or the absence thereof.
A caecilia can swallow a single small humanoid (such as
a goblin or Halfling) whole. On a natural attack roll of
19 or 20, such a victim has been swallowed (assuming
that roll does actually hit the victim). A swallowed
victim suffers 1d8 damage per round, and may only
attack from the inside with a small cutting or stabbing
weapon such as a dagger. While the inside of the
caecilia is easier for the victim to hit, fighting while
swallowed is more difficult, so no modifiers to the attack
roll are applied.
Once a caecilia has swallowed an opponent, it will
generally attempt to disengage from combat, going to
its lair to rest and digest its meal.

71
MONSTERS BASIC FANTASY RPG

Cattle (and Aurochs) Cave Locust, Giant


Armor Class: 16 Armor Class: 16
Hit Dice: 4 Hit Dice: 2**
No. of Attacks: 1 horn/head butt or 1 trample No. of Attacks: 1 bite or 1 bump or 1 spit
Damage: 1d4 horn/head butt or 2d4 trample Damage: 1d2 bite or 1d4* bump or special
Movement: 60’ (10') Movement: 20' Fly 60' (15')
No. Appearing: Domestic special; Wild 10d12 No. Appearing: 2d10, Wild 1d10
Save As: Fighter: 4 Save As: Fighter: 2
Morale: 5 Morale: 5
Treasure Type: None Treasure Type: None
XP: 240 XP: 125

Cattle are large mammals with cloven hooves and Giant cave locusts are pale, cricket-like creatures that
horned heads. Cattle are raised mostly for their meat live underground. An average giant cave locust is 2 to
(beef), leather, and milk. Cattle eat grass and are fairly 4 feet long. They are eyeless, depending on their
gentle unless spooked, in which case they will stampede sound-sensitive antennae, vibration-sensitive feet and a
(run in a group). Anyone caught in the path of the variety of touch-sensitive "hairs" on their legs to sense
stampede will suffer at least one trampling attack, as the environment around them.
determined by the GM. Male cattle are called bulls,
These creatures eat subterranean fungus (including
females are cows, and young are calves (calf is
wailing morels) as well as carrion; they are not
singular). If attacked, cattle will charge, generally using
predators, but if disturbed they will attack, shrieking
their horns to attack. A bull will become aggressive if
loudly, biting, jumping wildly around, or spitting nasty
he sees quick movements from creatures he might be
goo.
able to reach with a charge.
All giant cave locusts in a group will shriek when
A typical small farm with cattle will have a bull, 5d4 disturbed, attracting wandering monsters. The GM
cows, and 2d10 calves (but not more than the number should roll a wandering monster check each round that
of cows). one or more cave locusts are attacking; if wandering
An ox is typically a castrated bull used as a draft animal; monsters are indicated, they will arrive in 1d4 rounds.
females may be used, rarely, but males are preferred Any giant cave locust that is engaged (adjacent to an
due to their greater size and strength. Oxen are usually opponent) will attempt to bite, doing 1d2 damage on a
paired as a team to pull a fully-loaded wagon (or the successful hit. This does not interrupt the monster's
equivalent of 3,000 lb). Oxen require less food and shrieking.
water, being able to eat rough grass better than draft
horses, which makes them valuable to merchants with A giant cave locust can leap up to 60' horizontally, or
large caravans going over semi-arid prairie. up to 30' up. If one of these creatures is not engaged at
the beginning of the round, it will leap toward one of
the opponent creatures; roll a normal attack roll, and if
the attack hits, the target creature takes 1d4 points of
non-lethal damage from the impact.
Finally, a giant cave locust can spray a greenish-brown
goo (its digestive juices) up to 10' away. Each giant
cave locust can perform this attack just once per
encounter. This spit attack will usually be reserved until
they fail a morale check, in which case all remaining
giant cave locusts will spit at their nearest opponent,
and then all will attempt to flee in the next round. To
spit on an opponent, the giant cave locust rolls an
attack against Armor Class 11 (plus Dexterity and
magical bonuses, but no normal armor value applies).
If the attack hits, the target must save vs. Poison or be
unable to do anything for 3d6 rounds due to the
horrible smell.

72
BASIC FANTASY RPG MONSTERS

Centaur
Armor Class: 15 (13)
Hit Dice: 4
No. of Attacks: 2 hooves, 1 weapon
Damage: 1d6 hoof, 1d6 or by weapon
Movement: 50' Unarmored 60' (10')
No. Appearing: Wild 2d10
Save As: Fighter: 4
Morale: 8
Treasure Type: A
XP: 240 Centipede, Giant
Centaurs appear to be half man, half horse, having the Armor Class: 11
torso, arms and head of a man in the position a horse's Hit Dice: ½* (1d4 hit points)
head would otherwise occupy. The horse part of a No. of Attacks: 1 bite
centaur is as large and powerful as a warhorse; males Damage: poison bite
average 7 feet in height and weigh about a ton (2,000 Movement: 40'
pounds), while females are just a bit shorter and very
No. Appearing: 2d4, Wild 2d4, Lair 2d4
close to the same weight. Centaurs may charge with a
Save As: Normal Man
spear or lance just as a man on horseback, with the
Morale: 7 (see below)
same bonuses. They typically wear leather armor when
prepared for combat. Treasure Type: None
XP: 13
Centaurs are generally haughty and aloof, but very
honorable. Most would rather die than allow any sort Giant centipedes are larger versions of the normal sort,
of humanoid to ride on their backs. being 2 to 3 feet long. Centipedes are fast-moving,
predatory, venomous arthropods, having long
segmented bodies with exoskeletons. They prefer to
live in underground areas, shadowy forested areas, and
other places out of direct sunlight; however, there are
desert-dwelling varieties that hide under the sand
waiting for prey to wander by.
These creatures are aggressive and always hungry,
attacking any living creature and only checking morale
if injured. Giant centipedes attack with a poisonous
bite, and those bitten must save vs. Poison or die;
however, the poison is somewhat weak and thus grants
a bonus of +2 on the saving throw.

73
MONSTERS BASIC FANTASY RPG

Cheetah could be any common dragon except cloud (i.e. desert,


forest, ice, mountain, plains, or sea), and has the same
Armor Class: 14
type of breath weapon as that sort of dragon.
Hit Dice: 2 Regardless of type, the dragon's head breathes a 50'
No. of Attacks: 2 claws, 1 bite long cone with a 10' wide end which inflicts 3d6 points
Damage: 1d4 claw, 2d4 bite of damage; victims may save vs. Dragon Breath for
Movement: 100' one-half damage.
No. Appearing: Wild 1d3, Lair 1d3
Chimeras are cruel and voracious. They can speak
Save As: Fighter: 2
Dragon but seldom bother to do so, except when toadying
Morale: 7 to more powerful creatures.
Treasure Type: None
XP: 75
Cockatrice
A Cheetah is one of the fastest land animals; a large Armor Class: 14
(about 100 pounds) cat capable of reaching up to 75 Hit Dice: 5**
miles per hour when running. It hunts alone or in small No. of Attacks: 1 beak
groups (usually composed of siblings). It will rarely Damage: 1d6 + petrification beak
attack humans unless compelled to do so, but a female
Movement: 30' Fly 60' (10')
will ferociously defend her young.
No. Appearing: 1d4, Wild 1d8, Lair 1d8
Save As: Fighter: 5
Chimera
Morale: 7
Armor Class: 16 Treasure Type: D
Hit Dice: 9** (+8) XP: 450
No. of Attacks: 2 claws, 1 lion bite, 1 goat horns,
1 dragon bite or breath A cockatrice is a strange creature, appearing to be a
Damage: 1d4 claw, 2d4 bite (lion or dragon), chicken (hen or rooster) with a long serpentine neck
1d8 horns (goat), 3d4 dragon breath and tail; the neck is topped by a more or less normal
Movement: 40' (10') Fly 60' (15') looking chicken head. Like a common rooster, a male
No. Appearing: 1d2, Wild 1d4, Lair 1d4 cockatrice has wattles and a full comb, while the much
Save As: Fighter: 9 rarer females have neither. An individual cockatrice
Morale: 9
weighs more than a chicken, averaging about 20
pounds. A cockatrice is no more intelligent than any
Treasure Type: F
animal, but they are bad-tempered and prone to attack
XP: 1,225
if disturbed.
Chimeras are strange creatures having a lion's body Anyone touched by a cockatrice, or who touches one
with the heads of a lion, a goat, and a dragon, and the (even if gloved), must save vs. Petrification or be turned
wings of a dragon. The dragon head of a chimera to stone.

74
BASIC FANTASY RPG MONSTERS

Crab, Giant Deceiver (Panther-Hydra)


Armor Class: 18 Common Greater
Hit Dice: 3 Armor Class: 16 16
No. of Attacks: 2 pincers Hit Dice: 6* 7**
Damage: 2d6 pincer No. of Attacks: – 3 bites (see below) –
Movement: 20' Swim 20' Damage: 1d6 snake bite, 1d6 + poison
No. Appearing: 1d2, Wild 1d6, Lair 1d6 1d8 panther bite snake bite,
Save As: Fighter: 3 2d6 panther bite
Morale: 7 Movement: 50' 40'
Treasure Type: None No. Appearing: 1d4, Wild 1d4
XP: 145 Save As: Fighter: 6 Fighter: 7
Morale: 8 9
Giant crabs naturally resemble the ordinary variety, but Treasure Type: D D
are much larger, averaging 5' in diameter (not counting XP: 555 800
their legs). These creatures are often found in water-
filled caves, particularly those connected to a river, lake Deceivers are greenish-black catlike monsters with thick
or sea, and are tolerant of both fresh and salt water. serpents extending from their shoulders. All three of
Also, they are able to live in stagnant water, though the monster's mouths can bite, though the smaller
they prefer a better environment. serpent heads do not do as much damage.
Giant crabs carry their eyes on armored stalks, which The real power and danger of the deceiver is its power
means that no bonus is awarded for attacking them of deception, a mental ability which causes those
from behind. attacking the monster to believe the creature is about 3
feet from its true location. Any character fighting a
Crocodile deceiver for the first time will miss their first strike
regardless of the die roll. Thereafter, all attacks against
Normal Large Giant deceivers will be at a penalty of -2 to the attack roll.
Armor Class: 15 17 19 This is not cumulative with the penalty for fighting
Hit Dice: 2 6 15 (+11) blind. As a mental power, this ability does not affect
No. of Attacks: 1 bite 1 bite 1 bite mindless creatures, constructs such as golems or living
Damage: 1d8 bite 2d8 bite 3d8 bite statues, or any sort of undead. Living creatures which
Movement: 30' (10') Swim 30' (10') are not mindless will be affected even if they do not use
No. Appearing: Wild 1d8 Wild 1d4 Wild 1d3 sight to target the deceiver.
Save As: Fighter: 2 Fighter: 6 Fighter: 15 Greater Deceivers are larger and more fierce than
Morale: 7 8 9 common Deceivers, and on top of that, their serpent
Treasure Type: None None None heads have a deadly venomous bite; victims must save
XP: 75 500 2,850 vs. Poison or die.
Crocodiles are large semiaquatic reptiles that live
throughout the tropics. They are ambush predators,
waiting for fish or land animals to come close, then
rushing out to attack. When in their natural element,
they surprise on 1-4 on 1d6.
Large Crocodiles: These huge creatures are from 12-
20 feet long. Large crocodiles fight and behave like
their smaller cousins.
Giant Crocodiles: These gigantic creatures usually live
in salt water and are generally more than 20 feet long.
Giant crocodiles fight and behave like their smaller
cousins.

75
MONSTERS BASIC FANTASY RPG

Dinosaur, Deinonychus Dinosaur, Pterodactyl (and Pteranodon)


Armor Class: 15 Pterodactyl Pteranodon
Hit Dice: 3 Armor Class: 12 13
No. of Attacks: 1 bite Hit Dice: 1 5
Damage: 1d8 No. of Attacks: 1 bite 1 bite
Movement: 50' Damage: 1d4 bite 2d6 bite
No. Appearing: 1d3, Wild 2d3, Lair 2d6 Movement: Fly 60' (10') Fly 60' (15')
Save As: Fighter: 3 No. Appearing: Wild 2d4 Wild 1d4
Morale: 8 Save As: Fighter: 1 Fighter: 5
Treasure Type: None Morale: 7 8
XP: 145 Treasure Type: None None
XP: 25 360
The Deinonychus (sometimes mistakenly called a
"Velociraptor") is a medium-sized feathered dinosaur Pterodactyls are prehistoric winged reptilian creatures,
weighing approximately 150 pounds and reaching having a wingspan of around 25 to 30 inches. Though
about 11 feet of length (tail included). It is an avid they eat mostly fish, they may attack smaller characters
predator and a skilled pack-hunter; its warm blood, or scavenge unguarded packs.
aerodynamic build and vicious maw allow it to feed on
Pteranodons are essentially giant-sized pterodactyls,
larger but more primitive dinosaurs.
having wingspans of 25 feet or more. They are
predators, and may attack adventuring parties.

Dinosaur, Stegosaurus
Armor Class: 17
Hit Dice: 11 (+9)
No. of Attacks: 1 tail/1 bite or 1 trample
Damage: 2d8 tail, 1d6 bite, 2d8 trample
Movement: 20' (15')
No. Appearing: Wild 1d4
Save As: Fighter: 6
Morale: 7
Treasure Type: None
XP: 1,575

Although fearsome looking, the stegosaurus is actually a


peaceable creature and will only fight in self-defense,
either biting, trampling, or using its spiked tail,
depending on where the opponent is standing in
relation to the dinosaur. A stegosaurus can't use its tail
and bite attacks against the same creature in the same
round.

76
BASIC FANTASY RPG MONSTERS

Dinosaur, Triceratops Dinosaur, Tyrannosaurus Rex


Armor Class: 19 Armor Class: 23
Hit Dice: 11 (+9) Hit Dice: 18 (+12)
No. of Attacks: 1 gore or 1 trample No. of Attacks: 1 bite
Damage: 3d6 gore or 3d6 trample (see below) Damage: 6d6 bite
Movement: 30' (15') Movement: 40' (10')
No. Appearing: Wild 1d4 No. Appearing: Wild 1d4
Save As: Fighter: 7 Save As: Fighter: 18
Morale: 8 Morale: 11
Treasure Type: None Treasure Type: None
XP: 1,575 XP: 4,000

A triceratops is a three-horned herbivorous dinosaur. The tyrannosaurus rex is a bipedal carnivorous


They are aggressive toward interlopers, attacking dinosaur with a massive skull balanced by a long, heavy
anyone who might appear to be a threat. Individuals tail. Relative to its large and powerful hind limbs, its
are quite large, weighing 11,000 to 20,000 pounds and forelimbs are short but unusually powerful for their size,
ranging from 26 to 30 feet in length. with two clawed digits. Despite this, they are not used
to attack, as the tyrannosaur's powerful bite is its
When facing opponents of smaller size, a triceratops will
preferred weapon.
usually attempt to trample them, reserving the gore
attack for larger opponents. Up to two adjacent man- Individuals can grow to lengths of over 40 feet and can
sized or up to four smaller opponents may be trampled weigh up to 20,000 pounds, though most are a bit
simultaneously; the triceratops rolls a single attack roll smaller than this, averaging around 35 feet in length
which is compared to the Armor Class of each of the and 17,000 pounds in weight.
potential victims, and then rolls a separate damage roll
The statistics above can also be used to represent other
for each one successfully hit. The gore attack may only
large bipedal carnosaurs, such as the allosaurus.
be used against a single man-sized or larger creature,
but may be used in the same round as the trample if
the creature being gored is larger than man sized. Also
note that a charging bonus may be applied to the gore
attack.

77
MONSTERS BASIC FANTASY RPG

Djinni* Due to their highly magical nature, djinn cannot be


harmed by non-magical weapons. They are immune to
Armor Class: 15 (m)
normal cold, and suffer only half damage from magical
Hit Dice: 7+1** attacks based on either cold or wind.
No. of Attacks: 1 fist or 1 whirlwind
Damage: 2d8 fist, 2d6 whirlwind
Dog
Movement: 30' Fly 80'
No. Appearing: 1 Normal Riding
Save As: Fighter: 12 Armor Class: 14 14
Morale: 12 (8) Hit Dice: 1+1 2
Treasure Type: None No. of Attacks: 1 bite 1 bite
XP: 800 Damage: 1d4 + hold 1d4+1 + hold
Movement: 50' 50'
Djinn (singular djinni) are a race of manlike creatures No. Appearing: Wild 3d4 domestic only
believed to be from the Elemental Plane of Air. They Save As: Fighter: 1 Fighter: 2
are large beings, 10 to 11 feet in height and weighing Morale: 9 9
around 1,000 pounds, though their weight is generally Treasure Type: None None
immaterial due to their ability to fly by magical means.
XP: 25 75
The djinni's morale
score of 12 reflects Normal dogs include most medium and large breeds,
its absolute control including wild dogs. After biting an opponent, a dog
over its own fear, can hold on, doing 1d4 damage automatically every
but does not round, until killed or until the victim spends an attack
indicate that the breaking free (which requires a save vs. Death Ray,
creature will throw adjusted by the character's Strength bonus).
its life away easily. Riding dogs are a large breed, used primarily by
Use the "8" figure Halflings for transport. They may be trained for war,
to determine and equipped with barding to improve their Armor
whether an Class. They can maintain a hold in the same way that
outmatched djinni normal dogs do. A light load for a riding dog is up to
decides to leave a 150 pounds; a heavy load, up to 300 pounds.
combat.
Djinn have a
number of magical
powers, which can
be used at will (that
is, without needing
magic words or
gestures): create food and drink, creating tasty and
nourishing food for up to 2d6 humans or similar
creatures, once per day; become invisible, with
unlimited uses per day; create normal items, creating
up to 1,000 pounds of soft goods or wooden items of
permanent nature or metal goods lasting at most a day,
once per day; assume gaseous form, as the potion, up
to one hour per day; and create illusions, as the spell
phantasmal force but including sound as well as visual
elements, three times per day.
Djinn may assume the form of a whirlwind at will, with
no limit as to the number of times per day this power
may be used; a djinni in whirlwind form fights as if it
were an air elemental.

78
BASIC FANTASY RPG MONSTERS

Dragon
Dragons are large (sometimes very large) winged
reptilian monsters. Unlike wyverns, dragons have four
legs as well as two wings; this is how experts distinguish
"true" dragons from other large reptilian monsters. All
dragons are long-lived, and they grow slowly for as long
as they live. For this reason, they are described as
having seven "age categories," ranging from 3 less to 3
more hit dice than the average. For convenience, a
table is provided following the description of each
dragon type; this table shows the variation in hit dice,
damage from their various attacks, and other features
peculiar to dragons.
If one dragon is encountered, it is equally likely to be a
male or female ranging from -2 to +3 hit dice (1d6-3);
Doppleganger two are a mated pair ranging from -1 to +2 hit dice
(1d4-2). If three or four are encountered, they consist
Armor Class: 15 of a mated pair plus one or two young of -3 hit dice in
Hit Dice: 4* size. If this is the case, the parents receive a Morale of
No. of Attacks: 1 fist or by weapon 12 in combat since they are protecting their young.
Damage: 1d12 fist, 1d6 or by weapon
In combat dragons use a powerful bite, slashing claws,
Movement: 30' a long, whiplike tail, and most famously some form of
No. Appearing: 1d6, Wild 1d6, Lair 1d6 breath weapon. Tactically, dragons prefer to fight while
Save As: Fighter: 4
Morale: 10
Treasure Type: E
XP: 280

Dopplegangers are weird humanoid creatures who are


able to take on the appearance of nearly any other
humanoid ranging from 3 feet up to 7 feet in height.
They can also read minds (as the spell, mind reading,
but with unlimited duration), an ability that can even be
used to speak any language known to the creature
whose mind is being read. In their natural form (which
few creatures ever see) they are pale and pasty looking,
slim, around 5½ feet tall and weighing about 150
pounds. Their features look unformed and incomplete.
Dopplegangers wish to live a life of ease, and in pursuit
of that goal they will seek to take the place of any
character they meet who they believe can help them get
that kind of life. This usually means separating the
victim from any allies and quietly killing them. While a
doppleganger can duplicate the appearance of the
clothing and equipment worn by a creature, such items
are part of the creature and cannot, for example, be
laid down or handed to someone. Taking the clothing
and equipment of a victim is thus the preferred tactic.
A doppleganger can mimic the sound of the voice of
any living creature as well as the appearance of any
humanoid. Their mind reading ability will be used to
help them behave like the person they have replaced.

79
MONSTERS BASIC FANTASY RPG

flying, making passes over ground-based enemies to


strike or breathe on them. Smarter and older dragons
will look for the toughest or most dangerous foe to
strike down first, particularly preferring to eliminate
magic-users as early in a fight as possible.
Each dragon can use its breath weapon as many times
per day as it has hit dice, except that dragons of the
lowest age category do not yet have a breath weapon.
The breath may be used no more often than every
other round, and the dragon may use its claws and tail
at the same time. The tail swipe attack may only be
used if there are opponents behind the dragon, while
the claws may be used only on those opponents in
front of the creature. Due to their serpentine necks,
dragons may bite in any direction, even behind them.
The breath weapon of a dragon does 1d8 points of
damage per hit die (so, a 7 hit die dragon does 7d8
points of damage with its breath). Victims may make a
save vs. Dragon Breath for half damage. The breath
weapon may be projected in any direction around the
dragon, even behind, for the same reason that the
dragon can bite those behind it. "talking" is successful, the GM may roll again, with each
additional roll adding another language which the
There are three shapes (or areas of effect) which a
dragon may speak.
dragon's breath weapon can cover. Each variety has a
"normal" shape, which that type of dragon can use from Some dragons learn to cast spells; the odds that a
the second age category (-2 hit dice) onward. Upon dragon can cast spells are the same as the odds that a
reaching the sixth age category (+2 hit dice), a dragon dragon will learn to speak to lesser creatures, but each
learns to shape its breath weapon into one of the other is rolled for separately.
shapes (GM's option); at the seventh age category (+3
All dragons crave wealth, hoarding as many coins,
hit dice), the dragon can produce all three shapes.
gems, items of jewelry, and best of all magic items in
The shapes are: their lair as possible. The greater a dragon's hoard, the
less it will seek to leave its lair, though of course it must
Cone Shaped: The breath weapon begins at the
hunt for food from time to time. Dragons rarely trust
dragon's mouth, and is about 2' wide at that point; it
any other creature to defend their hoard, though some
extends up to the maximum length (based on the
will entice aggressive but unintelligent creatures to live
dragon type and age) and is the maximum width at that
nearby in the hopes that they will kill and eat any
point (again, as given for the dragon's type and age).
thieves who might come nosing around.
Line Shaped: The breath weapon is 5' wide
Note that, for most monsters, the Treasure Type given
(regardless of the given width figure) and extends the
is for a lair of average numbers; for dragons, the
given length in a straight line.
Treasure Type is for a single individual of average age.
Cloud Shaped: The breath weapon covers an area up Note also that mated pairs do not share treasure!
to the maximum given width (based on the dragon type Rather than adjusting the treasure amounts for the
and age) in both length and width (that is, the length number of monsters, adjust for the age of the dragon; a
figure given for the dragon type and age is ignored). A dragon of the highest age category would have about
cloud-shaped breath weapon is, at most, 20' deep or double the given amount, while one of the next to
high. lowest age category would have perhaps a tenth that
amount (of course, hatchlings generally have no
All dragons save for those of the lowest age category
treasure).
are able to speak Dragon. Each type has a given
chance of "talking;" this is the chance that the dragon Young dragons typically have brightly colored, glossy
will know Common or some other humanoid language. skin; as a dragon ages, both the color and the sheen
Many who talk choose to learn Elvish. If the first roll for slowly become dull.

80
BASIC FANTASY RPG MONSTERS

Dragon, Cloud dragon acquires the breath weapon of a randomly-


chosen (or GM assigned) dragon type; upon reaching
Armor Class: 22
the fourth age category, they acquire a second breath
Hit Dice: 11** (+9) weapon type. Cloud dragons possess the same
No. of Attacks: 2 claws, 1 bite or breath, 1 tail immunities as the dragons whose breath weapons they
Damage: 2d4 claw, 6d6 bite or breath, 2d4 tail reproduce.
Movement: 30' Fly 80' (20')
No. Appearing: 1, Wild 1, Lair 1d4 All cloud dragons have the power to assume the form
of any type of humanoid (as described in the spell
Save As: Fighter: 11 (as Hit Dice)
charm person) at will in a manner otherwise equivalent
Morale: 10
to the spell polymorph self.
Treasure Type: H
XP: 1,765 Cloud Dragon Age Table
Age Category 1 2 3 4 5 6 7
Cloud dragons have the most varied appearance of all Hit Dice 8 9 10 11 12 13 14
the true dragons. In an indoor environment or when Attack Bonus +8 +8 +9 +9 +10 +11 +11
underground a cloud dragon appears to be a bright
Breath Weapon Special (see above)
metallic color, while outdoors their coloration is brighter
Length - 70' 80' 90' 95' 100' 110'
and less metallic, and may take on a reddish or bluish
Width - 30' 35' 45' 50' 55' 60'
cast reminiscent of a sunrise or sunset. Hatchlings have
a coppery skin tone, brightening to silver at the second Chance/Talking 0% 35% 70% 85% 90% 95% 95%
age category, then to gold at the fourth before fading to Spells by Level
a platinum tone by age category 6. While most true Level 1 - 1 2 3 4 5 6
dragons become duller in color and sheen as they age, Level 2 - - 1 2 3 4 5
cloud dragons do not. Level 3 - - - 1 2 3 4
Level 4 - - - - 1 2 3
Cloud dragons are not cruel and do not seek to kill for
Level 5 - - - - - 1 2
pleasure. Many tales are told of cloud dragons offering
Level 6 - - - - - - 1
assistance to adventurers, though they are every bit as
avaricious as any dragon; adventurers in need of gold Claw 1d6 1d6 1d6 2d4 2d4 2d6 2d8
need not bother asking for a loan. Bite 3d6 4d6 5d6 6d6 6d6 7d6 7d6
Tail 1d4 1d6 1d6 2d4 2d6 2d6 2d8
Another way in which cloud dragons differ from other
types is that they do not have fixed breath weapons.
Upon reaching the second age category, a cloud

81
MONSTERS BASIC FANTASY RPG

Dragon, Desert (Blue Dragon) Dragon, Forest (Green Dragon)


Armor Class: 20 Armor Class: 19
Hit Dice: 9** (+8) Hit Dice: 8**
No. of Attacks: 2 claws, 1 bite or breath, 1 tail No. of Attacks: 2 claws, 1 bite or breath, 1 tail
Damage: 1d8 claw, 3d8 bite or breath, 1d8 tail Damage: 1d6 claw, 3d8 bite or breath, 1d6 tail
Movement: 30' Fly 80' (15') Movement: 30' Fly 80' (15')
No. Appearing: 1, Wild 1, Lair 1d4 No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 9 (as Hit Dice) Save As: Fighter: 8 (as Hit Dice)
Morale: 9 Morale: 8
Treasure Type: H Treasure Type: H
XP: 1,225 XP: 1,015

Desert dragons have rough, gritty-feeling hide which is Forest dragons are bright leaf green in color, with a tan
a dark steel blue color with a smoother, streaky brown underbelly. They have long sinuous bodies and move
underbelly. Their bodies are wiry and serpentine. with catlike grace. They are cruel monsters, but they
are renowned for their curiosity. They especially like to
They hunt by day in the heat of the sun, sometimes
question adventurers to learn more about their society
flying high overhead looking for prey, or sometimes
and abilities, what is going on in the countryside, and if
choosing to bury themselves in the sand and lie in wait
there is treasure nearby. Adventurers may be allowed
with only eyes and nostrils exposed. One will wait in
to live so long as they remain interesting… but woe to
this fashion until victims come within 100 feet, then
them when the dragon becomes bored.
spring out and attack (surprising on a roll of 1-4 on 1d6
in this case). Forest dragons are immune to all poisons. Note that,
despite their breath weapon being described as "poison
A desert dragon will usually choose to lair in an
gas," damage done by it is exactly the same as with
underground cavern, or perhaps in a ruined castle or
other dragons. More specifically, those in the area of
desert outpost. They are evil monsters, though not so
effect do not have to "save or die" as with ordinary
fierce as mountain dragons. They particularly enjoy
poison, but rather save vs. Dragon Breath for half
tricking intelligent prey into entering their lairs or
damage.
passing by their hiding places to be ambushed and
killed; usually one member of a party attacked by a Forest Dragon Age Table
desert dragon will be left alive for a while, and the Age Category 1 2 3 4 5 6 7
dragon will play with that person as a cat plays with a Hit Dice 5 6 7 8 9 10 11
mouse. Attack Bonus +5 +6 +7 +8 +8 +9 +9
Desert dragons are immune to normal lightning, and Breath Weapon Poison Gas (Cloud)
suffer only half damage from magical lightning. Length - 70' 80' 90' 95' 100' 100'
Width - 25' 30' 40' 45' 50' 55'
Desert Dragon Age Table
Chance/Talking 0% 15% 20% 30% 45% 55% 65%
Age Category 1 2 3 4 5 6 7
Spells by Level
Hit Dice 6 7 8 9 10 11 12
Level 1 - 1 2 3 3 4 4
Attack Bonus +6 +7 +8 +8 +9 +9 +10
Level 2 - - 1 2 3 3 4
Breath Weapon Lightning (Line)
Level 3 - - - - 1 2 3
Length - 80' 90' 100' 100' 110' 120'
Level 4 - - - - - - 1
Width - - - - - 55' 60'
Claw 1d4 1d6 1d6 1d6 1d6 1d8 1d10
Chance/Talking 0% 15% 20% 40% 50% 60% 70%
Bite 2d4 3d4 3d6 3d8 3d8 3d8 3d10
Spells by Level
Tail 1d4 1d4 1d6 1d6 1d6 1d8 1d8
Level 1 - 1 2 4 4 4 5
Level 2 - - 1 2 3 4 4
Level 3 - - - - 1 2 2
Level 4 - - - - - - 1
Claw 1d4 1d4 1d6 1d8 1d8 1d8 1d10
Bite 2d6 3d6 3d8 3d8 3d8 3d8 3d10
Tail 1d4 1d6 1d6 1d8 1d8 1d8 1d8

82
BASIC FANTASY RPG MONSTERS

Dragon, Ice (White Dragon) Dragon, Mountain (Red Dragon)


Armor Class: 17 Armor Class: 21
Hit Dice: 6** Hit Dice: 10** (+9)
No. of Attacks: 2 claws, 1 bite or breath, 1 tail No. of Attacks: 2 claws, 1 bite or breath, 1 tail
Damage: 1d4 claw, 2d8 bite or breath, 1d4 tail Damage: 1d8 claw, 4d8 bite or breath, 1d8 tail
Movement: 30' Fly 80' (10') Movement: 30' Fly 80' (20')
No. Appearing: 1, Wild 1, Lair 1d4 No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 6 (as Hit Dice) Save As: Fighter: 10 (as Hit Dice)
Morale: 8 Morale: 8
Treasure Type: H Treasure Type: H
XP: 610 XP: 1,480

Ice dragons have pale blue-white skin, ranging from sky Mountain dragons are red in color, ranging from the
blue for a hatchling to the stark pure white of an ancient brilliant blood red of a hatchling to the dull terracotta
individual. They are the same color all over, having no color of an ancient individual. These dragons are
contrasting underbelly color. powerfully built, with heavy-jawed heads and thick
muscular bodies, yet their necks are still long enough to
They prefer to live in cold regions, whether in the
give them the legendary flexibility of a true dragon.
highest mountains or in the cold northern lands. They
are the least intelligent of dragons, though this does not They are cruel monsters, actively seeking to hunt,
mean that they are stupid by any stretch of the torment, kill and consume intelligent creatures. They
imagination. They are motivated completely by a drive are often said to prefer women and elves, but in truth a
to live, to reproduce, and (of course) to accumulate mountain dragon will attack almost any creature less
treasure; they kill to live, not for pleasure. powerful than itself.
In a fashion similar to swamp and desert dragons, an They are intelligent and self-assured, but also impatient
ice dragon will sometimes choose to bury itself in snow and overconfident. One will often plan strategies in
and wait, with only its eyes and nostrils exposed, in a advance and then choose one at random when facing
place where prey is likely to pass by. The ice dragon unknown opponents, without regard to whether or not
will then burst out when likely prey approaches within the strategy is likely to work. The sheer power of a
100', surprising on a roll of 1-4 on 1d6. mountain dragon is often the only reason one is still
alive.
Ice dragons are immune to normal cold, and take only
half damage from magical cold or ice. Mountain dragons are immune to normal fire, and
suffer only half damage from magical fire.
Ice Dragon Age Table
Age Category 1 2 3 4 5 6 7 Mountain Dragon Age Table
Hit Dice 3 4 5 6 7 8 9 Age Category 1 2 3 4 5 6 7
Attack Bonus +3 +4 +5 +6 +7 +8 +8 Hit Dice 7 8 9 10 11 12 13
Breath Weapon Cold (Cone) Attack Bonus +7 +8 +8 +9 +9 +10 +11
Length - 60' 70' 80' 85' 90' 95' Breath Weapon Fire (Cone)
Width - 25' 30' 30' 35' 40' 45' Length - 70' 80' 90' 95' 100' 110'
Chance/Talking 0% 10% 15% 20% 30% 40% 50% Width - 30' 35' 45' 50' 55' 60'
Spells by Level Chance/Talking 0% 15% 30% 50% 60% 70% 85%
Level 1 - 1 2 3 3 3 3 Spells by Level
Level 2 - - - - 1 2 3 Level 1 - 1 2 3 4 5 5
Level 3 - - - - - - 1 Level 2 - - 1 2 3 4 5
Claw 1d4 1d4 1d4 1d4 1d4 1d6 1d8 Level 3 - - - 1 2 2 3
Bite 2d4 2d6 2d6 2d8 2d8 2d10 2d10 Level 4 - - - - 1 2 2
Tail 1d4 1d4 1d4 1d4 1d4 1d6 1d6 Level 5 - - - - - 1 2
Claw 1d4 1d6 1d8 1d8 1d8 1d10 1d10
Bite 2d6 3d6 4d6 4d8 5d8 5d8 6d8
Tail 1d4 1d6 1d6 1d8 1d8 1d8 1d10

83
MONSTERS BASIC FANTASY RPG

Dragon, Plains (Yellow Dragon) Dragon, Sea (Gray Dragon)


Armor Class: 16 Armor Class: 19
Hit Dice: 5** Hit Dice: 8**
No. of Attacks: 2 claws, 1 bite or breath, 1 tail No. of Attacks: 2 claws, 1 bite or breath
Damage: 1d6 claw, 2d10 or breath, 1d8 tail Damage: 1d6 claw, 3d8 bite or breath
Movement: 50' Fly 80' (10') Movement: 10' Fly 60' (20') Swim 60' (15')
No. Appearing: 1, Wild 1, Lair 1d6 No. Appearing: 1, Wild 1, Lair 1d4
Save As: Fighter: 5 (as Hit Dice) Save As: Fighter: 8 (as Hit Dice)
Morale: 8 Morale: 8
Treasure Type: H Treasure Type: H
XP: 450 XP: 1,015

Plains dragons are the smallest of the true dragons. Young sea dragons are light bluish-gray in color (similar
They have yellow skin dappled with light green patches, to dolphins), darkening to a deep slate color in older
spots, or sometimes thin stripes. The color dulls and individuals. Their skin is smooth and sleek, and their
darkens with age until it reaches an almost uniform tan bodies are more compact than most dragons, though
color at the oldest age category. They have long their long neck gives them the same flexibility.
sinuous bodies and unusually long legs, giving them the
Though they live in the water and are somewhat
fastest land movement rate of any dragon, but they are
adapted to it, sea dragons still must breathe air, similar
also accomplished fliers, as fast and maneuverable as
to dolphins or whales. A sea dragon may hold its
any dragon.
breath up to three turns while swimming or performing
Plains dragons may hunt on the wing, attacking other moderate activity.
suddenly from above and surprising on 1-3 on 1d6; or,
These dragons have much the same physical structure
they may lie in wait in tall grass or a copse of trees,
as other dragons, but their feet are webbed and their
using their coloration as camouflage. As one ages and
tails are short, flat and broad; these adaptations help
its colors dull, this ability improves; when lying in wait,
the sea dragon swim efficiently, but severely limit their
they gain surprise on 1-3 on 1d6 at age categories 2
ability to walk on dry land. Unlike other dragons, sea
and 3, on 1-4 in age categories 4 through 6, and on 1-5
dragons do not have a tail attack. The breath weapon
at age category 7.
of a sea dragon is a cloud of steam; they are immune to
The breath weapon of the plains dragon is a scorching, damage from non-magical steam (including the breath
shimmering cone of heat, barely visible to the naked weapon of another sea dragon), and suffer only half
eye; at night, however, a glow like steel being forged damage from magical steam attacks.
can be seen streaming from the dragon's open mouth.
Sea dragons are neutral in outlook, in much the same
Plains Dragon Age Table way as ice dragons. They often maintain lairs in air-
Age Category 1 2 3 4 5 6 7 filled undersea caverns.
Hit Dice 2 3 4 5 6 7 8 Sea Dragon Age Table
Attack Bonus +2 +3 +4 +5 +6 +7 +8 Age Category 1 2 3 4 5 6 7
Breath Weapon Heat (Cone) Hit Dice 5 6 7 8 9 10 11
Length - 50' 60' 70' 80' 85' 90' Attack Bonus +5 +6 +7 +8 +8 +9 +9
Width - - - - - 35' 40' Breath Weapon Steam (Cloud)
Chance/Talking 0% 10% 15% 20% 30% 40% 50% Length - 70' 80' 90' 95' 100' 100'
Spells by Level Width - 25' 30' 40' 45' 50' 55'
Level 1 - 1 2 3 3 3 3 Chance/Talking 0% 15% 20% 30% 45% 55% 65%
Level 2 - - - - 1 2 3 Spells by Level
Level 3 - - - - - - 1 Level 1 - 1 2 3 3 4 4
Claw 1d4 1d4 1d6 1d6 1d6 1d8 1d8 Level 2 - - 1 2 3 3 4
Bite 2d4 2d6 2d8 2d10 2d10 2d10 2d12 Level 3 - - - - - 1 2
Tail 1d4 1d6 1d6 1d8 1d8 1d8 1d10 Claw 1d4 1d6 1d6 1d6 1d6 1d8 1d10
Bite 2d4 3d4 3d6 3d8 3d8 3d8 3d10

84
BASIC FANTASY RPG MONSTERS

Dragon, Swamp (Black Dragon) Dragon Turtle


Armor Class: 18 Armor Class: 22
Hit Dice: 7** Hit Dice: 30**
No. of Attacks: 2 claws, 1 bite or breath, 1 tail No. of Attacks: 2 claws, 1 bite or breath
Damage: 1d6 claw, 2d10 bite or breath, 1d6 tail Damage: 2d8 claw, 10d6 bite or 30d8 breath
Movement: 30' Fly 80' (15') Movement: 10' (10') Swim 30' (15')
No. Appearing: 1, Wild 1, Lair 1d4 No. Appearing: Wild 1
Save As: Fighter: 7 (as Hit Dice) Save As: Fighter: 20 at +5
Morale: 8 Morale: 10
Treasure Type: H Treasure Type: H
XP: 800 XP: 13,650

Swamp dragons have green skin so dark as to appear Dragon turtles are so large, up to 200 feet long, that
to be black, especially in uncertain light or while wet. they are occasionally mistaken for rocky outcroppings
They often choose to hide underwater, leaving only or even small islands. Though they are not true
part of the head above the waterline, and leap up dragons, they do advance through the same sort of age
suddenly when prey comes within 100' (surprising on a categories as the true dragons do; however, each age
roll of 1-4 on 1d6 in this case). category changes the dragon turtle's Hit Dice by 5.
Though swamp dragons are more cruel than ice Due to their massive size, dragon turtles are immune to
dragons, they are still motivated mostly by the urge to virtually all poisons.
live, breed and collect valuable items.
Dragon Turtle Age Table
Swamp dragons are immune to all forms of acid. A Age Category 1 2 3 4 5 6 7
swamp dragon may hold its breath up to three turns Hit Dice 15 20 25 30 35 40 45
while lying in wait underwater. Attack Bonus +11 +13 +14 +15 +16 +16 +16
Swamp Dragon Age Table Breath Weapon Steam (Cloud)
Age Category 1 2 3 4 5 6 7 Length - 50' 75' 100' 125' 150' 175'
Hit Dice 4 5 6 7 8 9 10 Width - 25' 50' 75' 100' 125' 150'
Attack Bonus +4 +5 +6 +7 +8 +8 +9 Chance/Talking 0% 15% 20% 30% 45% 55% 65%
Breath Weapon Acid (Line) Spells by Level
Length - 70' 80' 90' 95' 100' 100' Level 1 - - 1 2 2 3 3
Width - - - - - 40' 45' Level 2 - - - 1 2 2 3
Chance/Talking 0% 15% 20% 25% 35% 50% 60% Claw 1d6 2d4 2d6 2d8 2d10 2d12 3d10
Spells by Level Bite 4d6 6d6 8d6 10d6 12d6 14d6 16d6
Level 1 - 1 2 4 4 4 4
Level 2 - - - - 1 2 3
Level 3 - - - - - 1 2
Claw 1d4 1d4 1d6 1d6 1d6 1d8 1d8
Bite 2d4 2d6 2d8 2d10 2d10 2d10 2d12
Tail 1d4 1d4 1d4 1d6 1d6 1d8 1d8

85
MONSTERS BASIC FANTASY RPG

Dryad tree, and dies when the tree dies; likewise, if the dryad
is killed, her tree dies also.
Armor Class: 15
Hit Dice: 2* A dryad resembles an elf woman, with skin that
No. of Attacks: 1 dagger or 1 fist resembles fine polished wood or smooth bark and hair
Damage: 1d4 dagger or 1d4 fist like leaves; the hair color of a dryad usually changes
Movement: 40' with the seasons, being brown in the winter, pale green
No. Appearing: Lair 1d6 in the spring, darker green in the summer, and yellow,
orange, or red in the fall.
Save As: Magic-User: 4
Morale: 6 Though they are usually content to live alone, dryads
Treasure Type: D are often friends with creatures such as treant or other
XP: 100 nature spirits who might live nearby. Once per day a
dryad can cast a charm similar to the spell charm
Dryads are female nature spirits; each is mystically person, and one may choose to use this ability to
bound to a single, enormous oak tree and must never compel an interesting human or elf to remain with her
stray more than 300 yards from it. Any who do as a companion for a period of up to a year. The
become ill and die within 4d6 hours. A dryad’s oak companion can be taken into and brought out of the
does not radiate magic. A dryad lives as long as her dryad's tree so long as the charm is still in effect.

Eagle
Armor Class: 13
Hit Dice: 2
No. of Attacks: 2 talons, 1 beak
Damage: 1d6 talon, 1d4 beak
Movement: 10’ Fly 160’ (10’)
No. Appearing: 1, Wild 1d4
Save As: Fighter: 2
Morale: 8
Treasure Type: None
XP: 145

Eagles are large birds with wingspans 6½ to 7½ feet in


width. They stand about 2½ to 3 feet tall and weigh
about 13 lbs. These birds have heavy talons and large
beaks with a sharp hooked end. Eagles are known to
carry prey up to 15 lbs. An eagle will also kill and start

86
BASIC FANTASY RPG MONSTERS

to eat animals that are 5 times the eagles size, up to 80


lbs. The largest eagles tend to be fish-eating or sea
eagles, while other types of eagles will eat snakes or
small animals. Coloring is dependent on the species of
eagle from dark browns with a white head, to fully
brown, to various grays ranging from black to white.
The beaks can be bright yellowish orange to black.
Eagles will fly at a prey and attack with both sets of
talons, then attack with the beak.

Eagle, Giant
Armor Class: 15
Hit Dice: 4
No. of Attacks: 2 claws, 1 bite
Damage: 1d6 claw, 1d8 bite
Movement: 10' fly 90'
No. Appearing: 2d6
Save As: Fighter: 4
Morale: 7 (12 if defending a nest)
Treasure Type: Nil
XP: 240

An average giant eagle has a wingspan of 15 to 20 feet


and stands 8 to 12 feet tall. They are intelligent
creatures, and many speak Common or another
language common in their home territory.
Individual giant eagles are rarely encountered alone, as
they prefer to live in loose communities. However, Efreeti*
when they hunt they do so in a solitary fashion, with
Armor Class: 21 (m)
each eagle choosing a single creature as prey. As they
can communicate with each other, it is extremely rare Hit Dice: 10* (+9)
for two of them to make the mistake of attacking the No. of Attacks: 1 huge weapon
same prey; in fact, it is not uncommon for one to attack Damage: 2d8 huge weapon or special
alone to scatter a group of prey so they can each more Movement: 30' Fly 80' (10')
easily choose a victim. No. Appearing: 1
Save As: Fighter: 15
Giant eagles mate for life. If a nest with eggs or
Morale: 12 (9)
hatchlings is threatened, both parents will fight without
Treasure Type: None
checking morale, and other giant eagles in their
community may come to their defense but will still seek XP: 1,390
to scatter any opponents so as to attack them one on Efreet (singular efreeti) are a race of manlike creatures
one. believed to be from the Elemental Plane of Fire. They
are large beings, 11 to 12 feet in height and weighing
around 2,000 pounds, though their weight is generally
immaterial due to their ability to fly by magical means.
Note that the 12 morale reflects an efreeti's absolute
control over its own fear, but does not indicate that the
creature will throw its life away easily. Use the "9"
figure to determine whether an outmatched efreeti
decides to leave a combat.
Efreet have a number of magical powers, which can be
used at will (that is, without needing magic words or

87
MONSTERS BASIC FANTASY RPG

Elemental*
An elemental is a being formed from one of the
foundational elements of reality. In Western traditions,
the classical elements are air, earth, fire, and water;
Asian traditions include a different group: fire, earth,
metal, water, and wood. This book presents the full
range needed for either tradition, and to those types are
added cold and lightning elementals for those who wish
to be less traditional. As always, the Game Master
decides what sort of monsters appear in their world,
and so not all of the following creatures may be
encountered.
Each type of elemental may be summoned to the
material plane by means of one of three different
methods:
Conjured by the 5th level Magic-User spell conjure
elemental; or,
Summoned by means of a magical staff; or,
Summoned by a device (as given in the Miscellaneous
Magic subsection of the Treasure section of this book.
These three types of elementals are quite reasonably
called staff, device, and conjured elementals. The hit
dice of an elemental depends on the type, as follows:
Type Hit Dice
Staff 8
gestures): become invisible, with unlimited uses per
Device 12
day; assume gaseous form, as the potion, up to one
hour per day; create illusions, as the spell phantasmal Conjured 16
force but including sound as well as visual elements,
three times per day; create flame, with unlimited uses; The summoner of an elemental must concentrate on it
and create a wall of fire (as the spell), once per day. to control it, and may take no other action, including
Create flame allows the efreet to cause a flame to attacking, being attacked, or moving, or control will be
appear in its hand or otherwise on its person at will; it lost. Once control is lost it cannot be regained, and the
behaves as desired by the efreet, becoming as large as uncontrolled elemental will move directly toward the
a torch flame or as small as a candle, and ignites summoner and attack.
flammable material just as any ordinary flame does. Elementals must be summoned from a large quantity of
The flame can be thrown as a weapon with a range of the appropriate natural material. For example, air
up to 60', causing 1d8 points of damage on a successful elementals require a large quantity of air (so small
hit. The efreet can create another flame, and throw it underground spaces will not support the summoning of
as well if desired, once per round. one); earth elementals require access to natural earth or
Efreet may assume the form of a column of fire at will, stone (and worked stone such as the stone walls of a
with no limit as to the number of times per day this castle will not work); fire elementals require a large fire
power may be used; an efreeti in flame-form fights as if such as a bonfire; and water elementals require access
it were a fire elemental. to a substantial body of water, at the very least a river
or lake (small streams and artificial pools will not work).
Due to their highly magical nature, efreet cannot be Finally, when an elemental is summoned, no other
harmed by non-magical weapons. They are immune to elemental of the same type may be summoned in the
normal fire, and suffer only half damage from magical same day within a radius of 100 miles of the location.
fire attacks.
Non-magical weapons cannot harm an elemental.
Attacks made by an elemental should be considered

88
BASIC FANTASY RPG MONSTERS

magical for purposes of determining how much damage a 5' radius to the ground; if the latter attack is used, all
creatures resistant to the elemental's attack form should creatures of 2 hit dice or less must save vs. Death Ray
suffer. or fall prone. Creatures of 3 or more levels or hit dice
are not so affected. Air elementals do an additional
Generally, elementals are immune to both normal and
1d8 points of damage against creatures or vehicles
magical forms of their own attack form. Most are more
which are airborne.
susceptible to attacks from one or two specific other
types of elemental; this is noted in the text for each
type. Elemental, Cold*
Staff Device Spell
Elemental, Air* Armor Class: 18 (m) 20 (m) 22 (m)
Staff Device Spell Hit Dice: 8* 12* (+10) 16* (+12)
Armor Class: 18 (m) 20 (m) 22 (m) No. of Attacks: 1 1 1
Hit Dice: 8* 12* (+10) 16* (+12) Damage: 1d12 2d8 3d6
No. of Attacks: – special, see below – Movement: – 40' –
Damage: 1d12 2d8 3d6 No. Appearing: – special –
Movement: – Fly 120' – Save As: Fighter: 8 Fighter: 12 Fighter: 16
No. Appearing: – special – Morale: – 10 –
Save As: Fighter: 8 Fighter: 12 Fighter: 16 Treasure Type: – None –
Morale: – 10 – XP: 945 1,975 3,385
Treasure Type: – None – A cold elemental resembles a crude, headless ice statue
XP: 945 1,975 3,385 with long sharp icicles in place of hands. A cold
elemental suffers double damage from fire attacks,
Air elementals resemble "dust devils," that is, small
including the attacks of fire elementals. It deals an
whirlwinds, but they are much more powerful. Air
additional 1d8 points of damage against creatures that
elementals take double damage when attacked by
are hot or flaming in nature, as well as creatures made
earth-based attacks (including by earth elementals). An
of liquids or jelly. A cold elemental's body is so bitterly
air elemental may choose either to attack a single
cold that creatures within 5 feet take 1d6 points of
opponent, thus receiving one attack per round at the
damage automatically, unless they are immune to the
listed damage, or may choose to knock all opponents in
effects of cold. Any liquids the cold elemental touches

89
MONSTERS BASIC FANTASY RPG

immediately freeze solid. A cold elemental cannot enter Elemental, Fire*


places where the temperature is above 50 degrees
Staff Device Spell
Fahrenheit, and if forced to do so will suffer 1d6 points
Armor Class: 18 (m) 20 (m) 22 (m)
of damage each round.
Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1
Elemental, Earth*
Damage: 1d12 2d8 3d6
Staff Device Spell Movement: – 40' Fly 30' –
Armor Class: 18 (m) 20 (m) 22 (m) No. Appearing: – special –
Hit Dice: 8* 12* (+10) 16* (+12) Save As: Fighter: 8 Fighter: 12 Fighter: 16
No. of Attacks: 1 1 1 Morale: – 10 –
Damage: 1d12 2d8 3d6 Treasure Type: – None –
Movement: – 20' (10') – XP: 945 1,975 3,385
No. Appearing: – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16 Fire elementals are simply flames, which may appear
Morale: – 10 – generally humanoid for brief moments when they
Treasure Type: – None – attack. Fire elementals take double damage when
XP: 945 1,975 3,385
attacked by water (including water elementals). They
cannot cross a body of water wider than their own
Earth elementals resemble crude, headless humanoid diameter. They do an additional 1d8 points of damage
statues, with clublike hands and feet. They cannot against creatures which are cold or icy in nature.
cross a body of water wider than their own height. Remember that a fire elemental is constantly burning;
Earth elementals take double damage when attacked such a creature may easily start fires if it moves into an
by fire (including fire elementals). They do an area containing items which burn easily, such as dry
additional 1d8 points of damage against creatures, wood, paper, or oil. No specific rules are given for such
vehicles, or structures which rest on the ground. fires, but the GM is directed to the rules for burning oil
for an example of fire damage.

90
BASIC FANTASY RPG MONSTERS

Elemental, Lightning* Elemental, Metal*


Staff Device Spell Staff Device Spell
Armor Class: 19 (m) 21 (m) 23 (m) Armor Class: 19 (m) 21 (m) 23 (m)
Hit Dice: 8* 12* (+10) 16* (+12) Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: – special – No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6 Damage: 1d12 2d8 3d6
Movement: – 40' Fly 80' – Movement: – 20' (10') –
No. Appearing: – special – No. Appearing: – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16 Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: – 10 – Morale: – 10 –
Treasure Type: – None – Treasure Type: – None –
XP: 945 1,975 3,385 XP: 945 1,975 3,385

A lightning elemental resembles dark clouds lit from Metal elementals resemble lithe, somewhat abstract
within by flashes of lightning. One can magnetically humanoid figures formed from metal. They are able to
draw metal items towards itself as if using telekinesis. move as if liquid, though they are cool and hard to the
It deals 1d8 extra points of damage to creatures that are touch. Their semi-liquid form permits them to form
in contact with water or metal but not touching solid their extremities into wickedly sharp blades, which is
ground. A lightning elemental takes double damage their preferred means of attack. Those wearing metal
when attacked by air or wind attacks (including air armor receive no protection against a metal elemental
elementals), and from the attacks of wood elementals (except for magical bonuses, if any); indeed, on a
as well. A lightning elemental can choose either to successful hit one deals an additional 1d8 points of
strike a single creature or create a mighty thunderclap. damage to creatures, vehicles, or structures that are
If the latter attack is used, all creatures within a 3" made of or in direct contact with some form of metal.
radius must save vs. Paralysis or be deafened for 1d8 Lightning attacks deal double damage to a metal
turns. elemental. Like an earth elemental, a metal elemental
cannot cross a body of water greater than its own
height.

91
MONSTERS BASIC FANTASY RPG

Elemental, Water* Elemental, Wood*


Staff Device Spell Staff Device Spell
Armor Class: 18 (m) 20 (m) 22 (m) Armor Class: 17 (m) 19 (m) 21 (m)
Hit Dice: 8* 12* (+10) 16* (+12) Hit Dice: 8* 12* (+10) 16* (+12)
No. of Attacks: 1 1 1 No. of Attacks: 1 1 1
Damage: 1d12 2d8 3d6 Damage: 1d12 2d8 3d6
Movement: – 20' (15') Swim 60' – Movement: – 40' –
No. Appearing: – special – No. Appearing: – special –
Save As: Fighter: 8 Fighter: 12 Fighter: 16 Save As: Fighter: 8 Fighter: 12 Fighter: 16
Morale: – 10 – Morale: – 10 –
Treasure Type: – None – Treasure Type: – None –
XP: 945 1,975 3,385 XP: 945 1,975 3,385

Water elementals resemble roiling waves of water, A wood elemental appears to be a large, leafless tree.
which seem to fall upon any creature attacked, only to They deal 1d8 points of extra damage to creatures in
reform the next round. They take double damage contact with any woody materials, living or dead
when attacked with air or wind attacks (including air (including weapons or shields made mainly of wood).
elementals). A water elemental cannot move more On the other hand, they suffer double damage from fire
than 60' from a body of water. They do an extra 1d8 or lightning attacks of any kind, including the attacks of
points of damage against creatures, vehicles, or fire or lightning elementals.
structures which are in the water.

92
BASIC FANTASY RPG MONSTERS

Elephant Falcon
Asiatic African Armor Class: 11
Armor Class: 16 18 Hit Dice: 1d4 HP
Hit Dice: 9 (+8) 10 (+9) No. of Attacks: 2 talons, 1 beak
No. of Attacks: – 2 tusks, 1 trunk grab, 2 tramples – Damage: 1d4 talon, 1d4 beak
Damage: 2d4 tusk, 2d6 tusk, Movement: 10’ Fly 160’(10’)
2d6 grab, 2d6 grab, No. Appearing: 1, Wild 1d4
2d8 trample 2d8 trample Save As: Fighter: 1
Movement: 40' (10') 50' (15') Morale: 8
No. Appearing: Wild 1d20 Wild 1d12 Treasure Type: None
Save As: Fighter: 9 Fighter: 10 XP: 10
Morale: 8 8
Treasure Type: special special Falcons are birds with wingspans of 16 to 20 inches;
XP: 1,075 1,300 they stand about 1.5 to 2 feet tall and weigh about 3
pounds. These are the most popular of the hunting
A light load for an African elephant is 7,500 pounds; a birds used by royalty. Falcons can only carry prey up
heavy load, up to 15,000 pounds. For an Asiatic to 1 pound. They will hunt snakes, small rodents, and
elephant, a light load is up to 7,000 pounds, and a even other birds such as wild ducks. Falcons appear in
heavy load up to 14,000 pounds. a variety of colors, typically ranging from dark gray on
Though elephants have five distinct attack modes (two top to white with dark stripes on the bottom; kestrels, a
tusks, a trunk grab, and two tramples with the front variety of falcon, have reddish brown to dark brown
feet), a single elephant can apply no more than two of feathers with dark stripes. A falcon typically attacks
these attacks to any single opponent of small or prey by diving, striking first with the talons before
medium size; large opponents may be targeted by three making the kill with its sharp beak.
of these attacks in a round. However, an elephant can
attack multiple opponents in its immediate area at the
same time.
An elephant has no treasure as such, but the tusks of an
elephant are worth 1d8 x 100 gp each.

93
MONSTERS BASIC FANTASY RPG

Fish, Giant Barracuda Fish, Giant Catfish


Huge Giant Armor Class: 16
Armor Class: 16 15 Hit Dice: 8
Hit Dice: 5 9 (+8) No. of Attacks: 1 bite, 2 fins
No. of Attacks: 1 bite 1 bite Damage: 2d8 bite, 1d4+poison fin
Damage: 2d6 bite 2d8+1 bite Movement: Swim 30' (10')
Movement: Swim 60' Swim 60' (10') No. Appearing: Wild 1d2
No. Appearing: Wild 2d4 Wild 1 Save As: Fighter: 8
Save As: Fighter: 5 Fighter: 9 Morale: 8
Morale: 8 10 Treasure Type: None
Treasure Type: None None XP: 875
XP: 360 1,075
Giant catfish fins are edged with a natural poison that
Barracuda are predatory fish found in salt water. Huge causes a painful burning sensation for 3d10 rounds if a
barracudas are about 12' long, while giant specimens save vs. Poison is failed. The pain causes the affected
can exceed 20'. They have elongated bodies, pointed character or creature to suffer a -1 penalty on all attack
heads and prominent jaws. Their bodies are covered rolls and saving throws; further poisonings will increase
with smooth scales, typically blue, gray or silver in this penalty by -1 each, down to a maximum penalty of
color. They have extremely keen eyesight and are -5 as well as adding 6 rounds to the duration of the
surprised only on a 1 on 1d6. Due to the quickness of poison effect.
their attack, barracudas are capable of surprising on 1-3
on 1d6 and gain a +2 bonus to Initiative. Because of its large size (15 to 20 feet long) and body
design, a giant catfish cannot target more than one of its
Giant barracudas always appear singly and are 50% attacks on any single creature; that is, it cannot bite and
likely to break off the attack after 1d4 rounds if they fin the same opponent, nor use both fins on one victim.
haven't killed their prey. Both kinds are attracted to
shiny objects. Fish, Giant Piranha
Fish, Giant Bass Armor Class: 15
Hit Dice: 4
Armor Class: 13 No. of Attacks: 1 bite
Hit Dice: 2 Damage: 1d8
No. of Attacks: 1 bite Movement: Swim 50'
Damage: 1d6 No. Appearing: Wild 2d4
Movement: Swim 40' (10') Save As: Fighter: 4
No. Appearing: Wild 1d6 Morale: 7 (11)
Save As: Fighter: 2 Treasure Type: None
Morale: 8 XP: 240
Treasure Type: None
XP: 75 Giant piranha average 5' in length at adulthood, and
are aggressive carnivores. They are able to sense blood
Giant bass are generally between 10' and 25' long. in the water just as sharks do, and once they smell or
Most are greenish-grey marked with dark lateral stripes, taste blood in the water, their morale rises to the
though some are almost completely black. They are parenthesized figure.
generally found in lakes or rivers, as they are not
adapted for salt water.
Giant bass are predatory, and on a natural attack roll of
20 a giant bass will swallow whole a dwarf-sized or
smaller creature, which then takes 2d4 damage per
round until it is dead. Swallowed characters can attack
only with daggers or similar short weapons. Note that
each giant bass can swallow at most one character, and
a giant bass which has swallowed a character will
attempt to retreat (having achieved its goal).

94
BASIC FANTASY RPG MONSTERS

Fly, Giant Frog, Giant (and Toad, Giant)


Armor Class: 14 Armor Class: 13
Hit Dice: 2 Hit Dice: 2
No. of Attacks: 1 bite No. of Attacks: 1 tongue or 1 bite
Damage: 1d8 Damage: tongue grab or 1d4+1 bite
Movement: 30' Fly 60' Movement: 30' Swim 30'
No. Appearing: 1d6, Wild 2d6 No. Appearing: 1d4, Wild 1d4
Save As: Fighter: 2 Save As: Fighter: 2
Morale: 8 Morale: 6
Treasure Type: None Treasure Type: None
XP: 75 XP: 75

Giant flies look much like ordinary houseflies, but are Giant frogs are enlarged versions of the common frog;
about 3' long. Some are banded yellow and black, and most resemble bullfrogs in appearance, but an adult
are thus mistaken for giant bees. Giant flies are giant frog is 3' long and weighs about 250 pounds.
predators; after killing prey, they will sometimes lay They are predators, but will normally only attack
eggs in the remains. creatures smaller than themselves. Giant toads are
statistically just like giant frogs; however, they are often
found in "drier" areas as they do not have to maintain a
wet skin surface.
A giant frog can stretch its tongue out up to 15' and
drag up to dwarf-sized prey to its mouth; on every
subsequent round, the victim is hit automatically. On a
natural 20 attack roll, the victim is swallowed whole,
taking 1d6 points of damage per round thereafter.
Each giant frog can swallow only one such victim.

95
MONSTERS BASIC FANTASY RPG

Gargoyle* Ghast
Armor Class: 15 (m) See Ghoul (and Ghast) on page 97.
Hit Dice: 4**
No. of Attacks: 2 claws, 1 bite, 1 horn Gelatinous Cube
Damage: 1d4 claw, 1d6 bite, 1d4 horn
See Jelly, Glass on page 117.
Movement: 30' Fly 50' (15')
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Ghost*
Save As: Fighter: 6
Morale: 11 Armor Class: 20 (m)
Treasure Type: C Hit Dice: 10* (+9)
XP: 320 No. of Attacks: 1 touch, 1 gaze
Damage: 1d8 + special touch, special gaze
Gargoyles are demonic-looking winged humanoid Movement: 30'
monsters with gray stone-like skin. They can remain No. Appearing: 1
still for an extended period, and are thus often mistaken
Save As: Fighter: 10
for stone statues. Gargoyles use this disguise to
Morale: 10
ambush their foes, surprising on 1-4 on 1d6 if their foes
Treasure Type: E, N, O
do not otherwise suspect them. They are cruel
monsters, inflicting pain on other creatures for the sole XP: 1,390
purpose of enjoyment. A ghost is the soul or spirit of a deceased sentient
Gargoyles can go for very long periods of time, on the creature that has for some reason remained on the
order of decades, without air or sustenance. Due to material plane. They usually appear as they did in life,
their highly magical nature, they can only be harmed by but sometimes the appearance of a ghost is altered by
magical weapons. its original personality; for instance, the ghost of an
angry person might have a threatening or even
demonic visage. Ghosts are undead, and as such are
immune to sleep, charm, and hold magic.
Seeing a ghost is so terrible that any living creature who
does so must save vs. Spells or flee for 2d6 rounds.
Anyone who successfully makes this save may not be
so affected by that ghost again.
A ghost that hits a living target with its touch attack does
1d8 points of damage, and at the same time
regenerates the same number of hit points. In addition,
the victim loses 1 Constitution point. Elves and
dwarves (and other long-lived creatures such as
dragons) are allowed a saving throw vs. Death Ray to
resist this effect, which must be rolled on each hit.
Characters who lose Constitution appear to have aged.
If a ghost is fighting a living creature which does not
have a Constitution score, the GM should assign
whatever score they see fit.
Like most incorporeal creatures, ghosts may normally
be hit only by magical weapons. However, if a ghost
makes use of its touch attack, it becomes vulnerable to
non-magical weapons until the beginning of the next
round of combat.
Lost Constitution can be regained at a rate of one point
per casting of restoration; nothing else (except a wish)
can restore Constitution lost to a ghost. If a character's

96
BASIC FANTASY RPG MONSTERS

Constitution falls to 0, they die permanently and cannot Ghoul (and Ghast)
be raised (but still may be reincarnated).
Ghoul Ghast
Once per turn, a ghost can use telekinesis (as the spell) Armor Class: 14 15
as if it were a 10th level Magic-User. Hit Dice: 2* 2**
Instead of attacking, a ghost may attempt to possess a No. of Attacks: – 2 claws, 1 bite –
living creature. This ability is similar to a magic jar spell Damage: 1d4 claw, 1d4 bite, 1d4 claw, 1d4 bite,
(as if cast by a 10th level Magic-User), except that it all plus paralysis + paralysis +
stench
does not require a receptacle. To use this ability, the
Movement: 30' 30'
ghost must be able to move into the target (so it is
possible to avoid this attack by outrunning the ghost). No. Appearing: 1d6, Wild 2d8, 1d4, Wild 1d8,
Lair 2d8 Lair 1d8
The target can resist the attack with a successful save
vs. Spells. A creature that successfully saves is immune Save As: Fighter: 2 Fighter: 2
to being possessed by that ghost for 24 hours. If the Morale: 9 9
save fails, the ghost enters the target's body and Treasure Type: B B
controls it; control may be maintained until the ghost XP: 100 125
chooses to leave the victim's body, or until it is driven
Ghouls are undead monsters which eat the flesh of
out by means of a remove curse or dispel evil spell.
dead humanoids to survive. They are vile, disgusting
While it is possessing a living creature, a ghost may not
carrion-eaters, but are more than willing to kill for food.
use any of its special abilities.
Those slain by ghouls will generally be stored until they
begin to rot before the ghouls will actually eat them.
Living creatures hit by a ghoul’s bite or claw attack
must save vs. Paralysis or be paralyzed for 2d8 turns.
Elves are immune to this paralysis. Ghouls try to attack
with surprise whenever possible, striking from behind
tombstones or bursting from shallow graves; when they
attack in this way, they are able to surprise opponents
on 1-3 on 1d6. Like all undead, they may be Turned
by Clerics and are immune to sleep, charm, and hold
magics.
Humanoids bitten by ghouls may be infected with
ghoul fever. Each time a humanoid is bitten, there is a

97
MONSTERS BASIC FANTASY RPG

5% chance of the infection being passed. The afflicted Giant, Cloud


humanoid is allowed to save vs. Death Ray; if the save
Armor Class: 19 (13)
is failed, the humanoid dies within a day.
Hit Dice: 12+3* (+10)
An afflicted humanoid who dies of ghoul fever rises as a No. of Attacks: 1 giant weapon or 1 thrown rock
ghoul at the next midnight. A humanoid who becomes Damage: 6d6 giant weapon or 3d6 rock
a ghoul in this way retains none of the knowledge or Movement: 20' Unarmored 40' (10')
abilities they possessed in life. The newly-risen ghoul is No. Appearing: 1d2, Wild 1d3, Lair 1d3
not under the control of any other ghouls, but hungers
Save As: Fighter: 12
for the flesh of the living and behaves like any other
Morale: 10
ghoul in all respects.
Treasure Type: E + 1d12x1,000 gp
Ghasts look and fight almost exactly like ghouls, but XP: 1,975
they are smarter and just a bit more powerful. Refer to
the previous paragraphs for information about their Cloud giants are huge, with males averaging 18 feet tall
claw attacks and other abilities. and females 17 feet tall; an adult cloud giant will
normally weigh more than 4,750 pounds. They have
The stink of death and corruption surrounding these very pale skin, sometimes with a slight bluish tint, and
creatures is overwhelming. Living creatures within 10 their hair is bright metallic colors such as silver, brass, or
feet must succeed on a save vs. Poison or be sickened even gold. They have long lives, with most surviving to
for 2d6 rounds (-2 to attack rolls). A creature that 400 years barring disease or misadventure.
successfully saves cannot be affected again by the same
ghast’s stench for 24 hours. A neutralize poison spell Cloud giants are often vain, convinced they are the
removes the effect from a sickened creature. highest form of creation. They wear the finest clothing,
make and eat the best food and drink, and live in
They may be Turned by Clerics using the same column castles built on high mountains or even in the clouds
as the ghoul, but as they are superior to ghouls, in a themselves. Like most giants, they are suspicious of the
mixed group of ghasts and ghouls the GM should apply smaller races, but cloud giants do not usually prey upon
Turning effects to the ordinary ghouls first.
Humanoids bitten by ghasts may be infected with ghast
fever. Each time a humanoid is bitten, there is a 10%
chance of the infection being passed. The afflicted
humanoid is allowed to save vs. Death Ray; if the save
is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghast fever rises as a
ghast at the next midnight, in a similar fashion to the
ghoul. However, a humanoid who becomes a ghast in
this way retains all of the knowledge and abilities they
possessed in life, unless those abilities are directly
incompatible with the creature's new form (as decided
by the GM). For such ghasts, the GM should also
adjust XP values to include any such abilities. The
newly-risen ghast is not under the control of any other
ghasts, but hungers for the flesh of the living and
behaves like any other ghast in all respects.

98
BASIC FANTASY RPG MONSTERS

them, preferring instead to demand tribute from smaller Giant, Fire


humanoids living nearby.
Armor Class: 17 (13)
Despite being self-centered, they fight in highly trained Hit Dice: 11+2* (+9)
units that use good tactics; their belief in their own No. of Attacks: 1 giant weapon or 1 thrown rock
superiority allows no less. Attacking from above is Damage: 5d6 giant weapon or 3d6 rock
preferred, and ranged attacks are always considered Movement: 20' Unarmored 40' (10')
better than melee. To that end, cloud giants can throw No. Appearing: 1d2, Wild 1d3, Lair 1d3
large stones up to 200' for 3d6 points of damage each.
Save As: Fighter: 11
Also, 5% of cloud giants have the abilities of a Magic-
Morale: 9
User of level 2 to 8 (2d4). A favorite tactic is to circle
Treasure Type: E + 1d10x1,000 gp
the enemies, barraging them with rocks while the giants
with magical abilities confound them with spells. In XP: 1,670
battle, cloud giants wear finely crafted, intricately Despite their great size, fire giants have a Dwarf-like
engraved plate mail. appearance, being barrel-chested with thick arms and
legs; average males stand 14 feet tall and weigh around
Giant, Cyclops 3,200 pounds, while females average 13 feet tall and
Armor Class: 15 (13) around 3,000 pounds. Their skin is ruddy, their hair is
Hit Dice: 13* (+10) black, and their eyes are a very dark red that is almost
black (and looks that color in poor lighting).
No. of Attacks: 1 giant club or 1 rock (thrown)
Damage: 3d10 giant club or 3d6 rock Fire giants are unfriendly to almost all other humanoid
Movement: 20' Unarmored 30' races, though they sometimes subjugate those living
No. Appearing: 1, Wild 1d4, Lair 1d4 nearby to act as their servants.
Save As: Fighter: 13 In combat they favor heavy plate steel armor (the first
Morale: 9 AC given above) made of steel blackened by
Treasure Type: E + 1d8x1,000 gp quenching in oil. They arm themselves with massive
XP: 2,285 weapons made of the same material. A fire giant can
throw large stones up to 200' for 3d6 points of damage.
A cyclops is a one-eyed giant. Huge and brutish, they Fire giants are immune to all fire-based attacks.
most resemble hill giants, and even dress in the same
"style," layers of crudely prepared hides with the fur left
on, unwashed and unrepaired. They are reclusive and
unfriendly to almost all of the smaller races.
A cyclops can throw a large rock up to 200' for 3d6
points of damage, but they aim poorly and thus suffer
an attack penalty of -2. Once per year, a cyclops can
cast the spell bestow curse (the reverse of the spell
remove curse).

99
MONSTERS BASIC FANTASY RPG

Giant, Frost and fur (the first AC given above), and weapons of the
same material. A frost giant can throw large stones up
Armor Class: 17 (13)
to 200' for 3d6 points of damage. Frost giants are
Hit Dice: 10+1* (+9) immune to all ice or cold-based attacks.
No. of Attacks: 1 giant weapon or 1 thrown rock
Damage: 4d6 giant weapon or 3d6 rock
Giant, Hill
Movement: 20' Unarmored 40' (10')
No. Appearing: 1d2, Wild 1d4, Lair 1d4 Armor Class: 15 (13)
Save As: Fighter: 10 Hit Dice: 8
Morale: 9 No. of Attacks: 1 giant weapon (club)
Treasure Type: E + 1d10x1,000 gp Damage: 2d8 giant weapon
XP: 1,390 Movement: 30' Unarmored 40'
No. Appearing: 1d4, Wild 2d4, Lair 2d4
Frost giants have pale, almost white skin, blonde or Save As: Fighter: 8
pale blue hair, and bright blue eyes. Average males Morale: 8
stand 15 feet tall and weigh around 2,800 pounds, Treasure Type: E + 1d8x1,000 gp
while females average 14 feet tall and 2,500 pounds. XP: 875
Frost giants are, first and foremost, cunning. They
dislike the smaller races as much as any giant, but The smallest of giants, adult
rather than attacking outright they will try to use their hill giants stand between 10
advantages to convince those weaker than them to and 12 feet in height and
submit. If faced with a stronger force, frost giants will weigh about 1,100 pounds.
parley or withdraw if possible, attacking only if victory They have medium brown
seems assured. skin, though they are often
so dirty as to hide their true
In combat frost giants prefer brightly-polished steel skin color; their hair is dark,
chainmail worn over their customary clothing of leather lank, and greasy, and their
eyes are dark as well. They
wear crude clothing made
of leather; the lack of
livestock or game of great
enough size often results in
whole pelts being stitched
together.
Whether attacking with a
weapon or fist, hill giants deal 2d8 damage. Hill giants
are brutish and aggressive. They are sometimes found
leading groups of ogres or bugbears. Hill giants often
keep dire wolves as pets.

100
BASIC FANTASY RPG MONSTERS

Giant, Mountain Giant, Stone


Armor Class: 15 (13) Armor Class: 17 (15)
Hit Dice: 16 (+12) Hit Dice: 9 (+8)
No. of Attacks: 1 giant weapon or 1 thrown rock No. of Attacks: 1 stone club or 1 thrown rock
Damage: 7d6 (8d6) giant weapon, 4d6 rock Damage: 3d6 stone club or 3d6 rock
Movement: 40' Unarmored 50' (10') Movement: 30' Unarmored 40'
No. Appearing: 1d4, Wild 1d4, Lair 1d4+1 No. Appearing: 1d2, Wild 1d6, Lair 1d6
Save As: Fighter: 16 Save As: Fighter: 9
Morale: 10 Morale: 9
Treasure Type: E + 1d12x1,000 gp Treasure Type: E + 1d8x1,000 gp
XP: 3,250 XP: 1,075

Mountain giants are the largest of all giants, with adult Stone giants are not the largest of giants, but with an
males averaging 24 feet in height and weighing around average adult standing 12 feet tall and weighing roughly
16,000 pounds. Females are slightly smaller, standing 1,500 pounds they are still formidable. There is no
22 feet tall on the average and weighing around 14,000 substantial difference in height between males and
pounds. They look very much like enormous, thickly females. They usually dress in heavy leather clothing
built hill giants, and among humans they are often seen with sections having been boiled to stiffen them; these
as little more than that. This is underselling the outfits serve as armor and give them the first AC above.
mountain giants, however, for though their crafting is Stone giants are reclusive, but they will defend their
primitive they have an intricately detailed social territory (typically in rocky mountainous terrain) against
structure. any who trespass therein.
Mountain giants live in clans, led by the oldest male and A stone giant can throw large stones up to 300' for 3d6
female (or by their oldest offspring if the elders choose points of damage. They will fight in groups to defend
to delegate leadership due to advanced age). Each clan their territory but use only simple, basic tactics and
rules over and controls a group of 1d6 mountain peaks, strategy.
generally spanning an area with a 5-6 mile diameter.
They prefer peaks connected by high ridges so that
they do not have to descend too far when walking their
territory. Clan members who are mated establish
households within the territory; unmarried members
typically live with their parents until they are wed. The
"lair" encounter figures above are for a single
household, but if one household is attacked and the
attackers subsequently retreat, upon their return they
will usually find much of the rest of the clan waiting for
them in ambush.
They wear armor made of wood held together with
heavy rope, and wield giant clubs or staves carved from
fully grown trees harvested from the lower reaches of
their territory. If they live near storm giants, they may
trade for better weapons (the second damage rating
given above) but usually cannot afford storm giant
armor.
A mountain giant can throw large stones up to 240' for
4d6 points of damage each.

101
MONSTERS BASIC FANTASY RPG

Giant, Storm Storm giants have the ability to throw lightning bolts
as if they were spears (which work just as the spell
Armor Class: 19 (13)
does, and can be used once per five rounds; a save vs.
Hit Dice: 15** (+11)
Spells reduces damage to half). They prefer to attack
No. of Attacks: 1 giant weapon or 1 lightning bolt first with lightning before moving on to other attack
Damage: 8d6 giant weapon or 15d6 lightning forms. Not surprisingly, storm giants are resistant to all
Movement: 30' Unarmored 50' (10') forms of lightning or electrical attack, suffering only half
No. Appearing: 1, Wild 1d3, Lair 1d3 damage normal when so attacked.
Save As: Fighter: 15
Also note that 10% of storm giants have the abilities of
Morale: 10
a Magic-User of level 2 to 12 (2d6).
Treasure Type: E + 1d20x1,000 gp
XP: 3,100
Gnoll
Storm giants are nearly the largest of the giants, with Armor Class: 15 (13)
adult males standing 21 feet tall and weighing around Hit Dice: 2
12,000 pounds; adult females average 20 feet and
No. of Attacks: 1 weapon
typically weigh around 11,000 pounds. Most storm
Damage: 2d4 or by weapon +1
giants have pale skin and dark hair, but some
individuals have skin of a lavender color, and some Movement: 30' Unarmored 40'
have pale white or silver hair. Their eyes range from No. Appearing: 1d6, Wild 3d6, Lair 3d6
bright blue to deep gray in color. Save As: Fighter: 2
Morale: 8
They prefer to dress in light clothing, such as tunics, Treasure Type: Q, S each; D, K in lair
sandals, and so on, but in battle they wear finely-crafted XP: 75
plate mail armor of bright metal and wield weapons of
the same sort. Their equipment usually appears to be Gnolls are large fur-covered humanoids, averaging 7½
silver but those of the highest class or rank wear armor feet in height and weighing about 300 pounds. They
and bear arms of a bright and shining golden color. are best recognized by their heads, which resemble
Unlike most other giants, storm giants have been those of hyenas or perhaps wolves but with shorter
known to befriend humans, elves, or dwarves. muzzles than either.
Gnolls are nocturnal and have Darkvision with a 30'
range. They are cruel carnivores, preferring intelligent
creatures for food because they scream more. They
show little discipline when fighting unless they have a
strong leader.

102
BASIC FANTASY RPG MONSTERS

One out of every six gnolls will be a hardened warrior


of 4 Hit Dice (240 XP) having a +1 bonus to damage
due to strength. Gnolls gain a +1 bonus to their morale
if they are led by such a warrior. In lairs of 12 or
greater, there will be a pack leader of 6 Hit Dice (500
XP) having a +2 bonus to damage. In the lair, gnolls
never fail a morale check as long as the pack leader is
alive. In addition, a lair has a chance equal to 1-2 on
1d6 of a shaman being present, and 1 on 1d6 of a
witch or warlock. A shaman is equivalent to a
hardened warrior statistically, and in addition has
Clerical abilities at level 1d4+1. A witch or warlock is
equivalent to a regular gnoll, and has Magic-User
abilities of level 1d4.

Gnome
Armor Class: 15 (11)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 20' Unarmored 40'
No. Appearing: 1d8, Wild 5d8, Lair 5d8
Save As: Fighter: 1 (with Dwarf bonuses) Gnomes encountered in the wilderness (who are not
Morale: 8 traders or merchants) are likely to be unfriendly, but not
Treasure Type: D hostile. They tolerate dwarves but dislike most other
XP: 25 humanoid races. When forced to interact with other
races, a gnome will generally be recalcitrant, unless
Gnomes are humanoids distantly related to dwarves; offered a significant amount of treasure.
they have a similar appearance, but are smaller
The statistics given above are for warriors. In a
(averaging 3 to 3½ feet tall and weighing 40 to 45
settlement or lair, for every warrior there will be an
pounds) and less stocky. Their ears are pointed, not in
average of three civilians having 1-1 Hit Dice and
as pronounced a fashion as elves but certainly
Armor Class 11; such gnomes have Morale of 7. One
noticeable, and their noses likewise are pointed a bit
out of every eight gnome warriors will be a sergeant
more than those of most other kinds of humanoids.
having 3 Hit Dice (145 XP). Gnomes gain a +1 bonus
Their preferred habitat is the forest, preferably in a hilly
to their morale if they are led by a sergeant. Both
temperate region.
warriors and sergeants commonly wear chainmail. In
They have Darkvision with a 30' range. When attacked gnomish communities, one out of every sixteen warriors
in melee by creatures larger than man-sized, gnomes will be a captain of 5 Hit Dice (360 XP) with an Armor
gain a +1 bonus to their Armor Class. Outdoors in their Class of 16 (11), adding a shield. In addition, in
preferred forest terrain they are able to hide very communities of 35 or greater, there will be a king of 7
effectively; so long as they remain still there is only a Hit Dice (670 XP), with an Armor Class of 18 (11), in
20% chance they will be detected. If one or more plate mail and carrying a shield, having a +1 bonus
gnomes who are successfully hiding attack from damage due to strength. In their community, gnomes
ambush, they surprise their foes on 1-4 on 1d6. never fail a morale check as long as the king is alive.
There is a chance equal to 1-4 on 1d6 that a
Gnomes have their own language, and many also know
community will have a Cleric of level 1d6+1, and 1-2
the language of the dwarves. Some gnomes make their
on 1d6 of a Magic-User of level 1d6. Gnomish Clerics
living as traders, often acting as go-betweens for
use 1d6 hit dice and Magic-Users use 1d4 hit dice, and
dwarves and humans, and those gnomes naturally tend
in all other ways behave as if they were normal
to learn Common. Those who are engaged in
characters.
defending their forest settlements from humanoid
incursions often choose to learn Goblin or Orc.

103
MONSTERS BASIC FANTASY RPG

Goblin
Armor Class: 14 (11)
Hit Dice: 1-1
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: 20' Unarmored 30'
No. Appearing: 2d4,Wild 6d10, Lair 6d10
Save As: Fighter: 1
Morale: 7 or see below
Treasure Type: R each; C in lair
XP: 10

Goblins are small, reputedly wicked humanoids. They


are cunning and vicious, and very sneaky. Adult
goblins are 3 to 3½ feet tall and weigh 40 to 45 pounds,
with very little difference between males and females.
Their skin color ranges from gray to green, and their
eyes are usually bright and crafty-looking, varying in
color from red to yellow.
All goblins have Darkvision with a 30' range.
The statistics given above are for a standard Goblin in
leather armor with a shield; they have a natural
Movement rate of 30' and a natural Armor Class of 11.
of 15 (11) and movement of 10' that gains a +1 bonus
Some goblins ride dire wolves into combat, and large to damage due to strength. In lairs or settlements of 30
groups of goblins will often employ them to track and or more goblins, there will be a goblin king of 7-7 Hit
attack their foes. Dice (670 XP), with an Armor Class of 16 (11), wearing
chainmail and carrying a shield, with a movement of
One out of every eight goblins will be a warrior of 3-3 10', and having a +1 bonus to damage. Goblins have a
Hit Dice (145 XP). Goblins gain a +1 bonus to their +2 bonus to morale while their king is present (this is
morale if they are led by a warrior. In a lair or other not cumulative with the bonus given by a warrior
settlement, one out of every fifteen will be a chieftain of leader). In addition, a lair has a chance equal to 1 on
5-5 Hit Dice (360 XP) in chainmail with an Armor Class 1d6 of a shaman being present (or 1-2 on 1d6 if a
goblin king is present). A shaman is equivalent to a
regular goblin statistically, but has Clerical abilities at
level 1d4+1.

104
BASIC FANTASY RPG MONSTERS

Golem* successfully calmed, it can be given commands again


on the very next round of combat.
Golems are a kind of construct, a creature created from
non-living matter and animated by application of magic. As their bodies are made of non-living matter, golems
The powers required to animate a golem are can only be hit by magical weapons. Conversely, they
prodigious, and involve summoning, capturing, and are less resistant to various effects due to the fact that
binding an elemental spirit to the constructed body. they are not living creatures; in general, golems save as
This process also binds the golem to the will of its if they were Fighters of ½ their hit dice in levels. For
creator. example, a Bone Golem has 8 hit dice, but saves as a
Fighter of 4th level.
They are mindless, and thus immune to magics
affecting the mind such as sleep, charm, hold, and any
form of mind reading or telepathy. They must be Golem, Amber*
given explicit, detailed instructions verbally, and the Armor Class: 21 (m)
controller must usually be within 60 feet of the golem to Hit Dice: 10* (+9)
do so. If not actively being commanded, a golem will No. of Attacks: 2 claws, 1 bite
follow the last instructions given to it until the controller Damage: 2d6 claw, 2d10 bite
returns. If such a golem is attacked, it will fight in its Movement: 60'
own defense but will usually not pursue the attackers if No. Appearing: 1
they flee. The controller can order the golem to follow
Save As: Fighter: 5
the commands of another, but can always resume
Morale: 12
control if desired (i.e. the controller's commands always
take precedence). Treasure Type: None
XP: 1,390
Employing a golem in combat is tricky, for once one
attacks an opponent there is a cumulative 1% chance Amber golems are generally built to resemble lions or
each round (so 1% the first round, 2% the second, 3% other great cats. They are able to detect invisible
the third, and so on) that the golem will stop following creatures or objects within 60', and can track with 95%
commands and become berserk. Once this happens accuracy through any terrain type.
the golem will attack any creature in range, choosing A magical attack that deals electricity damage heals 1
targets randomly when there are more than one. If all point of damage for every 3 full points of damage the
targets are killed or driven away the golem will move attack would otherwise deal. For example, an amber
on, looking for more creatures to kill and breaking golem hit by a lightning bolt for 20 points of damage is
down any barrier that stands in its way if it is at all instead healed up to 6 points. If the amount of healing
possible. would cause the golem to exceed its full normal hit
The berserk chance for a golem that is still under points, the excess is ignored.
control is reset to 0% only when the golem is inactive,
neither attacking nor being attacked, for one full round.
The creator of the golem (but not any other person
who might have been delegated control) may try to
calm the golem, speaking firmly to it to convince it to
stop. The creator needs to succeed at a saving throw
vs. Spells to do this, after spending a round talking to
the golem. If this roll fails the golem turns its attention
to the creator and pursues them with single-minded
hatred.
If a berserk golem is unable to attack anyone for 5
rounds it resumes its inactive state, and the controller
can again give it commands. If it begins to pursue its
creator, though, it will never stop no matter how long it
takes, and must normally be trapped or destroyed to
stop it. It has no special way to find the creator,
however, and will become inactive if it loses sight of the
creator for a minimum of 1 day. If the golem is

105
MONSTERS BASIC FANTASY RPG

Golem, Bone*
Armor Class: 19 (m)
Hit Dice: 8*
No. of Attacks: 4 weapons
Damage: 1d6 or by weapon (each)
Movement: 40' (10')
No. Appearing: 1
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 945

Bone golems are huge four-armed monsters created


from the skeletons of at least two dead humanoids.
Though made of bone, they are not undead and
cannot be turned.
Instead of four one-handed weapons, a bone golem
can be armed with two two-handed weapons, giving 2
attacks per round and a damage figure of 1d10 or by
weapon (each).

Golem, Bronze*
Armor Class: 20 (m)
Hit Dice: 20** (+13)
No. of Attacks: 1 fist + special
Damage: 3d10 fist + special
Movement: 80' (10')
No. Appearing: 1
Save As: Fighter:10
Morale: 12
Treasure Type: None
XP: 5,650

These golems resemble statues made of bronze; unlike


natural bronze statues, they never turn green from
verdigris. A bronze golem is 10 feet tall and weighs
about 4,500 pounds. A bronze golem cannot speak or
make any vocal noise, nor does it have any
distinguishable odor. It moves with a ponderous but
smooth gait. Each step causes the floor to tremble
unless it is on a thick, solid foundation.
The interior of a bronze golem is molten metal.
Creatures hit by one in combat suffer an additional
1d10 points of damage from the heat (unless resistant
to heat or fire). If one is hit in combat, molten metal
spurts out, spraying the attacker for 2d6 damage. A
save vs. Death Ray is allowed to avoid the metal spray.

106
BASIC FANTASY RPG MONSTERS

Golem, Clay* Golem, Flesh*


Armor Class: 22 (m) Armor Class: 20 (m)
Hit Dice: 11** (+9) Hit Dice: 9** (+8)
No. of Attacks: 1 fist No. of Attacks: 2 fists
Damage: 3d10 fist Damage: 2d8 fist
Movement: 20' Movement: 30'
No. Appearing: 1 No. Appearing: 1
Save As: Fighter: 6 Save As: Fighter: 5
Morale: 12 Morale: 12
Treasure Type: None Treasure Type: None
XP: 1,765 XP: 1,225

Clay golems are made of clay, naturally, and thus may Flesh golems are horrible creations made of body parts
be any natural clay color; generally, one is will be from deceased humanoids (including all character races
grayish in color, but common clay containing iron oxide as well as humanoid monsters), crudely stitched
may be used which results in a red, brown, or even together and animated by magic. A flesh golem is 8
orange clay golem. They are usually unclad, but some feet tall and weighs about 450 pounds.
golem-makers choose to put a leather belt, girdle, or
A magical attack that deals cold or fire damage slows a
apron on their creation. A clay golem weighs about
flesh golem (as the slow spell) for 2d6 rounds, with no
600 pounds.
saving throw. Attacks using lightning or electricity heal
Wounds inflicted by a clay golem do not heal normally; 1 point of damage per every 3 points the attack would
worse, magical healing cures only 1 point per die rolled normally inflict, rounded down; further, such an attack
(but add all bonuses normally). breaks any ongoing slow effect on the golem. As usual,
healing will not increase the monster above its normal
hit points. For example, a flesh golem hit by a lightning
bolt which should deal 14 points of damage instead
receives up to 4 points of healing.

107
MONSTERS BASIC FANTASY RPG

Golem, Iron* A magical attack that deals lightning or electrical


damage slows an iron golem (as the slow spell) for 1d6
Armor Class: 25 (m)
rounds, with no saving throw. Attacks using fire heal 1
Hit Dice: 17** (+12)
point of damage per every 3 points the attack would
No. of Attacks: 1 strike + special normally inflict, rounded down; further, such an attack
Damage: 4d10 strike + special breaks any ongoing slow effect on the golem. As usual,
Movement: 20' (10') healing will not increase the monster above its normal
No. Appearing: 1 hit points. For example, an iron golem hit by a fireball
Save As: Fighter: 9 which should deal 17 points of damage instead receives
Morale: 12 up to 5 points of healing. An iron golem is affected by
Treasure Type: None rust attacks such as that of a rust monster, suffering 2d6
XP: 3,890 points of damage for each hit (with no saving throw
normally allowed).
Iron golems are huge, generally 11 to 12 feet in height
with a weight of 4,500 to 5,500 pounds. Such golems Golem, Stone*
are usually fashioned like statues, and may appear to
be wearing armor and armed with a short sword or Armor Class: 25 (m)
mace; the sculpting will often be simpler and cruder Hit Dice: 14** (+11)
than that done by a real sculptor. They have no voices, No. of Attacks: 1 strike + special
but are hardly silent when in motion, as its gentlest Damage: 3d8 strike + special
footstep on any hard surface shakes the floor and walls. Movement: 20' (10')
Note that, while an iron golem has little if any odor No. Appearing: 1
normally, when wet they have a strong metallic smell Save As: Fighter: 7
detectable up to 60 feet away. Morale: 12
Iron golems can exhale a cloud of poisonous gas which Treasure Type: None
fills a 10-foot cube and persists for 1 round. Those XP: 2,730
within the area of effect must save vs. Dragon Breath or
die. This ability can be used up to 3 times per day. Stone golems are quite large, normally being about 8 to
10 feet in height with a weight of around 2,000 pounds.
These golems are usually fashioned like statues, and
may appear to be wearing armor and armed with a
short sword or mace; the sculpting will often be simpler
and cruder than that done by a real sculptor.
Once every other round a stone golem has the ability to
cast a slow effect, as the spell; a save vs. Spells is
allowed to resist. This effect lasts for 2d6 rounds and
has an effective range of just 10 feet.
A stone to flesh spell may be used to weaken the
monster. The spell does not actually change the
golem’s structure, but for one full round after being
affected, the golem is vulnerable to normal weapons.
The stone golem is allowed a save vs. Spells to resist
this effect.

108
BASIC FANTASY RPG MONSTERS

Golem, Wood* Gorgon


Armor Class: 13 (m) Armor Class: 19
Hit Dice: 2+2* Hit Dice: 8*
No. of Attacks: 1 fist No. of Attacks: 1 gore or 1 breath
Damage: 1d8 fist Damage: 2d6 gore, petrification breath
Movement: 40' Movement: 40' (10')
No. Appearing: 1 No. Appearing: Wild 1d4
Save As: Fighter: 1 Save As: Fighter: 8
Morale: 12 Morale: 8
Treasure Type: None Treasure Type: None
XP: 100 XP: 945

Wood golems are small constructs, not more than 4' in Gorgons are magical monsters resembling cattle made
height, and are crudely made. Being made of wood of iron. Their breath can turn living creatures to stone;
makes them vulnerable to fire-based attacks; thus, it covers an area 60' long by 10' wide, and can be used
wood golems suffer one extra point of damage per die as many times per day as the monster has hit dice, but
from fire; any saving throws against such effects are at a no more often than every other round. A save vs.
penalty of -2. They move stiffly, suffering a -1 penalty Petrification is allowed to resist.
to Initiative.
An adult male gorgon weights up to 4,500 pounds and
can be as much as 7 feet tall at the shoulder and up to
9 feet long. Females (cows) will be a bit smaller,
perhaps no more than 6 feet at the shoulder and 8 feet
long with a weight of around 4,000 pounds. However,
their combat statistics are much the same as the males.
Any group of more than one gorgon will consist of one
bull with the rest being cows.

Gray Jelly
See Jelly, Gray on page 118.

Green Slime
See Jelly, Green on page 117.

109
MONSTERS BASIC FANTASY RPG

Hangman Tree
Armor Class: 16
Hit Dice: 5
No. of Attacks: 4 limbs plus strangle
Damage: 1d6 per limb or strangle
Movement: 0
No. Appearing: Wild 1
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 360

Hangman trees are horrible, semi-animate creatures


that fertilize themselves with dead bodies. A hangman
tree has four animated limbs that can wrap around the
necks of living creatures that pass beneath, strangling
for 1d6 points of damage per round. These limbs are
arranged evenly around the tree in most cases, and
generally no more than one limb can attack any single
Griffon creature at a time.
Armor Class: 18 The roots of this tree are also animated; they do not
Hit Dice: 7 attack, but they do pull dead bodies below the surface
No. of Attacks: 2 claws, 1 bite of the ground for "digestion."
Damage: 1d4 claw, 2d8 bite
Movement: 40' (10') Fly 120' (10')
No. Appearing: Wild 2d8, Lair 2d8
Save As: Fighter: 7
Morale: 8
Treasure Type: E
XP: 670

Griffons are large carnivorous creatures resembling


lions with the head, foreclaws and wings of eagles.
Average adults (male or female) have a wingspan of
around 22 feet and weigh around 500 pounds.
Griffons nest on high mountaintops, soaring down to
feed on horses, the beast’s preferred prey. They hunt
and travel in flocks. A Griffon will attack a horse over
anything else, diving low to swipe with their claws.
They are not above retreating and coming back later,
when there may be less of a defense mounted.
Griffons can be trained as mounts if raised in captivity,
but even in this case they may try to attack horses if any
come within about 120'. Roll a morale check in this
case; if the check is failed, the griffon will try to attack
immediately. A light load for a griffon is up to 400
pounds; a heavy load, up to 900 pounds.

110
BASIC FANTASY RPG MONSTERS

Harpy Once in reach of a harpy, a charmed victim will


surrender completely, even allowing the harpy to attack
Armor Class: 13
and kill it without putting up any sort of resistance. The
Hit Dice: 2* charm effect lasts one full round after all harpies have
No. of Attacks: 2 claws, 1 weapon + special ceased singing.
Damage: 1d4 claw, 1d6 or by weapon + special
Movement: 20' Fly 50' (10') Hawk
No. Appearing: 1d6, Wild 2d4, Lair 2d4
Save As: Fighter: 2 Normal Giant
Morale: 7 Armor Class: 12 14
Treasure Type: C Hit Dice: 1d4 Hit Points 4
XP: 100 No. of Attacks: 1 claw or bite 1 claw or bite
Damage: 1d2 claw or bite 1d6 claw or bite
A harpy looks like a giant vulture bearing the torso and Movement: Fly 160' Fly 150' (10')
face of a human female. They are able to attack with No. Appearing: Wild 1d6, Lair 1d6 Wild 1d3, Lair 1d3
their claws as well as with a normal weapon, but they Save As: Fighter: 1 Fighter: 4
are most feared for the power of their song by which Morale: 7 8
they are able to charm living creatures, and, having Treasure Type: None None
charmed them, tear them to pieces at their leisure.
XP: 10 240
All living creatures within a 300' range of one or more
singing harpies must make a save vs. Spells or become Normal hawks (or falcons) are raptors, predatory birds
charmed. The same harpy’s song cannot affect a that typically subsist on small snakes and other vermin.
creature that successfully saves again for 24 hours. This Most have wingspans of less than 5 feet and a body
charm is very powerful, such that victims will approach length of no more than 2 feet.
the harpy or harpies without fear with a dazed Giant hawks are 4 to 6 feet long, with wingspans of 12
expression on its face. If the victim is led toward some feet or more; they can carry off creatures of Halfling size
danger, such as a ravine, fire, or the like, a second or smaller.
saving throw is allowed immediately; however, if this
save fails the victim will proceed directly into danger. All hawks will shy away from combat with any creature
of equal or greater size, unless forced or cornered or
their eggs or offspring are threatened.

111
MONSTERS BASIC FANTASY RPG

Hellhound saving throw vs. Dragon Breath reduces damage to half


normal.
Armor Class: 14 to 18
Hit Dice: 3** to 7** Note that hellhounds vary with regard to the number of
No. of Attacks: 1 bite or 1 breath hit dice each has. If generating a group randomly, roll
Damage: 1d6 bite, 1d6 per Hit Die breath 1d6+1 for the hit dice of each, reading a total of 2 as 3.
Movement: 40' A hellhound has an Armor Class equal to 11 plus its hit
dice.
No. Appearing: 2d4, Wild 2d4, Lair 2d4
Save As: Fighter: 3 to 7 (same as Hit Dice)
Morale: 9
Hippogriff
Treasure Type: C Armor Class: 15
XP: 3 HD 205, 4 HD 320, 5 HD 450, Hit Dice: 3
6 HD 610, 7 HD 800 No. of Attacks: 2 claws, 1 bite
Damage: 1d6 claw, 1d10 bite
Hellhounds are large canine creatures sheathed in
hellish flame; they range in size from 3 to 5 feet at the Movement: 60' (10') Fly 120' (10')
shoulder (3 feet for a 3 hit die monster, plus ½ foot for No. Appearing: Wild 2d8
each additional hit die) with a weight ranging from 100 Save As: Fighter: 3
to 200 pounds (100 pounds at 3 hit dice plus 25 Morale: 8
pounds per additional hit die). These monsters are Treasure Type: None
native to another plane where they hunt in packs; XP: 145
sometimes powerful wizards or evil priests summon
them for use as watchdogs. In addition to biting, each Hippogriffs resemble large flying horses with the
hellhound may breathe fire a number of times per day forefront of a bird of prey; they have wingspans of
equal to its hit dice. In combat, one-third of the time around 20 feet and an overall body length up to 9 feet,
(1-2 on 1d6) a hellhound will choose to breathe fire; and weigh 900 to 1,200 pounds. They are found in a
otherwise it will attempt to bite. Roll each round to variety of colors and patterns, including white, black,
determine which attack form will be used. tan, brown, and reddish brown with markings such as
blazes, stripes, stars, "bald" faces, and so on.
A hellhound's breath weapon is a cone of flame 10'
wide at the far end which is 10' long for those with 3 or A hippogriff avoids the territories and civilizations of
4 hit dice, 20' long for those with 5 or 6 hit dice, and other creatures, dwelling in extreme altitudes. Griffons
30' long for the largest hellhounds. This breath weapon sometimes prey upon them, and hippogriffs will
does 1d6 points of damage per each hit die of the generally attack griffons on sight if they have a
hellhound to all within the area of effect; a successful numerical advantage.
Hippogriffs are omnivorous, entering combat only as
defense, save for those times a griffon is met. They are
prized as flying mounts since, unlike griffons, they are
relatively safe around horses; note that it is still
necessary to raise one in captivity in order to use it as a
mount. A light load for a hippogriff is up to 400
pounds; a heavy load, up to 900 pounds.

112
BASIC FANTASY RPG MONSTERS

Hobgoblin
Armor Class: 14 (11)
Hit Dice: 1
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d4, Lair 4d8
Save As: Fighter: 1
Morale: 8
Treasure Type: Q, R each; D, K in lair
XP: 25

Hobgoblins are, basically, man-sized goblins. They are


better organized than their smaller kin, and are also
better adapted to life in the sun. Their skin tone ranges
from a greenish tan to a grayish brown, and their hair
and eyes are usually dark. Most wear toughened hides
and carry wooden shields for armor. As with most
goblinoids, they have Darkvision with a 30' range.
Tribes of hobgoblins prefer to live in walled villages, or
preferably in castles, and are quite willing to overrun
villages or castles built by other races rather than build
their own. Some tribes do choose to live underground.
Hobgoblins have a well-known hatred of elves, and will
attack them whenever they think they can win.
One out of every six hobgoblins will be a warrior of 3
Hit Dice (145 XP). Regular hobgoblins gain a +1 Hydra
bonus to their morale if they are led by a warrior. In Armor Class: 16 to 23
hobgoblin lairs, one out of every twelve will be a Hit Dice: 5 to 12 (+10)
chieftain of 5 Hit Dice (360 XP) in chainmail with an
No. of Attacks: 5 to 12 bites
Armor Class of 15 (11) and a movement of 20', having
Damage: 1d10 per bite
a +1 bonus to damage due to strength. In lairs of 30 or
Movement: 40' (10')
more there will be a hobgoblin
king of 7 Hit Dice (670 XP), No. Appearing: 1, Wild 1, Lair 1
with a shield for an Armor Class Save As: Fighter: 5 to 12
of 16 (11) having a +2 bonus to Morale: 9
damage. In the lair, hobgoblins Treasure Type: B
never fail a morale check as XP: 5 HD 360, 6 HD 500, 7 HD 670,
long as the king is alive. In 8 HD 875, 9 HD 1,075, 10 HD 1,300,
addition, a lair has a chance 11 HD 1,575, 12 HD 1,875
equal to 1-2 on 1d6 of a Hydras are reptilian creatures with multiple heads.
shaman being present (or 1-3 They are bad-tempered and territorial, but not
on 1d6 if a hobgoblin king is particularly cunning.
present), and 1 on 1d6 of a
witch or warlock. A shaman is The Armor Class and Hit Dice of a hydra are keyed to
equivalent to a hobgoblin the number of heads; specifically, a hydra has a
warrior statistically, but has number of Hit Dice exactly equal to the number of
Clerical abilities at level 1d6+1. heads, and an Armor Class equal to the number of
A witch or warlock is equivalent heads plus 11.
to a regular hobgoblin, but has A hydra may be slain by damage in the normal fashion;
Magic-User abilities of level however, most who fight them choose to strike at their
1d6. heads. If a character using a melee weapon chooses to

113
MONSTERS BASIC FANTASY RPG

strike at a particular head and succeeds in doing 8 Insect Swarm


points of damage, that head is disabled (severed or
Armor Class: Immune to normal weapons, including
severely damaged) and will not be able to attack
most magical types
anymore. Such damage also applies to the monster's
Hit Dice: 2* to 4*
total hit points, of course.
No. of Attacks: 1 swarm
Some hydras live in the ocean; use the given Damage: 1d3 (double against no armor)
movement as a swimming rate rather than walking in Movement: 10' Fly 20'
this case. A very few hydras can breathe fire; those that No. Appearing: 1 swarm, Wild 1d3 swarms
have this ability can emit a flame 10' wide and 20' long Save As: N/A
one time per head per day. This attack will be used Morale: 11
about one time in three (1-2 on 1d6) if it is available;
Treasure Type: None
roll for each head which is attacking. Each such attack
XP: 2 HD 100, 3 HD 175, 4 HD 280
does 3d6 damage, with a save vs. Dragon Breath
reducing the amount by half. Note that the XP value of An insect swarm is not a single creature; rather, it is a
a fire-breathing hydra should be higher; treat them as if large group of ordinary flying or crawling insects moving
they have a single asterisk (i.e. add the special ability as a unit. In general, a swarm fills a volume equal to
bonus to the base XP for the monster). three 10' cubes, though it is possible for a swarm to
become more compact in order to move through a
Hyena (and Hyenodon) small doorway or narrow corridor. If the swarm
Hyena Hyenodon
consists of crawling insects, it covers three 10' squares
and the flying movement above is ignored.
Armor Class: 13 13
Hit Dice: 2+1 3+1 Any living creature within the volume or area of the
No. of Attacks: 1 bite 1 bite swarm suffers 1d3 points of damage each round.
Damage: 1d6 bite 1d8 bite Damage rolls are doubled if the victim is unarmored
Movement: 60' 40' (for creatures which do not wear armor, any creature
No. Appearing: 1d8 1d6 Wild/Lair 1d8 having less than AC 15 is considered unarmored).
Save As: Fighter: 2 Fighter: 3 Damage is reduced to a single point per round for three
Morale: 8 8 rounds if the character manages to exit the swarm. It is
Treasure Type: None None possible to "ward off" the insects by swinging a weapon,
XP: 75 145 shield, or other similar-sized object around, and in this
case damage is likewise reduced to 1 point per round.
Hyenas are doglike carnivores who exhibit some of the If a lit torch is used in this way, the swarm takes 1d4
behaviors of canines but are not related. They not only points of damage per round. Weapons, even magic
hunt but also scavenge and steal meals. A hungry weapons, do not harm an insect swarm. An entire
hyena will chew on anything that is even remotely swarm can be affected by a sleep spell. Smoke can be
tainted by blood, meat or other food traces. They will used to drive a swarm away (if the swarm moves away
mostly be found in the same savanna-like environments from any victims due to smoke, the damage stops
where lions and zebras may be found. They can live in immediately). Finally, a victim who dives into water will
clans of up to a hundred individuals, though smaller take damage for only one more round.
groups are more common. They are among the
favorite pets of gnolls, who may take them into regions
where they are not normally found.
Hyenodon refers to ancient four-legged predators
whose name means "hyena tooth." While they are not
technically hyenas, the statistics given may be used for
the giant prehistoric hyena varieties as well; likewise,
some varieties of hyenodon were smaller, and the
statistics for standard hyenas may be used for them.

114
BASIC FANTASY RPG MONSTERS

Invisible Stalker complicated, and if assigned an unwanted task will try


to find a loophole or otherwise subvert the summoner's
Armor Class: 19
command.
Hit Dice: 8*
No. of Attacks: 1 An invisible stalker's form is amorphous, such that a
Damage: 4d4 detect invisible spell shows only an undulating blob-
Movement: 40' shaped outline. Don't forget to apply the standard
No. Appearing: 1 (special) penalty of -4 on the attack die when an invisible stalker
Save As: Fighter: 8
is attacked by a creature which is unable to see it.
Morale: 12
Treasure Type: None Ironbane*
XP: 945 Armor Class: 15
Hit Dice: 3*
Invisible stalkers are monsters from another plane of
No. of Attacks: 1 touch
existence who may be summoned to slay the enemies
of a wizard or to perform some other simple task. They Damage: special
are naturally invisible, and remain so even after Movement: 50'
attacking. No. Appearing: 1d4
Save As: Fighter: 4
A summoned invisible stalker does whatever the Morale: 8
summoner commands, even if the task takes days or
Treasure Type: None
weeks to perform. The creature is compelled to
XP: 175
complete the task regardless of time required. Invisible
stalkers don't like tasks that take too long or are too An ironbane resembles a large armadillo in its overall
body plan, but has an anteater-like snout with a long
flicking tongue, and long, strangely hare-like back legs
which allow it to hop from place to place. When
attacking or pursuing, the ironbane stands up on its
hind legs, but when resting or moving slowly it folds
them and walks on all four feet.
Like the more common rust monster (as found on page
138), the touch of any part of an ironbane's body
transforms metal objects into rust (or verdigris, or other
oxides as appropriate). Non-magical metal attacked by
an ironbane, or that touches the monster (such as a
sword used to attack it), is instantly ruined. A non-
magical metal weapon used to attack the monster does

115
MONSTERS BASIC FANTASY RPG

half damage before being destroyed. Magic weapons Jelly, Black* (Black Pudding)
or armor lose one "plus" each time they make contact
Armor Class: 14
with the ironbane; this loss is permanent.
Hit Dice: 10* (+9)
The metal oxides created by this monster are its food; No. of Attacks: 1 pseudopod
thus, a substantial amount of metal dropped in its path Damage: 3d8
may cause it to cease pursuit of metal-armored Movement: 20'
characters. Use a morale check to determine this. No. Appearing: 1
Metals that do not normally oxidize, such as gold, are of Save As: Fighter: 10
no interest to an ironbane and will be ignored. Silver Morale: 12
and copper on the other hand are candy for this Treasure Type: None
creature and one will pursue the tastiest-smelling XP: 1,390
adventurer in any party.
Black jellies are amorphous creatures that live only to
Jaguar eat. They inhabit underground areas throughout the
world, scouring caverns, ruins, and dungeons in search
Armor Class: 16 of organic matter, living or dead. They attack any
Hit Dice: 4 creatures they encounter, lashing out with pseudopods
No. of Attacks: 2 claws, 1 bite or simply engulfing opponents with their bodies, which
Damage: 1d4 claw, 2d4 bite secrete acids that help them catch and digest their prey.
Movement: 70' Swim 30'
If attacked with normal or magical weapons, or with
No. Appearing: 1d2, Wild 1d6 lightning or electricity, a black jelly suffers no injury, but
Save As: Fighter: 4 will be split into two jellies; the GM should divide the
Morale: 8 original creature's hit dice between the two however
Treasure Type: None they see fit, with the limitation that neither pudding may
XP: 240 have less than two hit dice. A two hit die black jelly is
simply unharmed by such attacks, but cannot be split
These great cats are about 8 to 9 feet long (from nose further.
to tail-tip) and weigh about 165 pounds. Unlike other
great cats, they enjoy swimming and often hunt near Cold or ice based attacks do not harm a black jelly, but
rivers or lakes. Jaguars kill with their powerful bite, such an attack will paralyze the jelly for one round per
preferring to deliver a fatal wound to the skull of their die of damage the attack would normally cause. Other
prey.

Jelly
Jellies are strange creatures made of amorphous
protoplasm. They are similar to tiny single-celled
creatures such as a few wizards may have studied using
magic, but far larger. Jellies are always completely non-
intelligent, and are thus immune to sleep or charm
magic as well as any form or mind reading or
telepathy. Generally they also do not check morale,
but simply move toward any potential meal and attack
automatically.

116
BASIC FANTASY RPG MONSTERS

attack forms will affect a black jelly normally; the long as it took to pass the constriction before the
preferred method of killing one usually involves fire. monster begins to flow into a shape that fills the
available space again.
The typical black jelly measures 10 feet across and 2
feet thick, and weighs about 10,000 pounds. Black Glass jellies move quietly, making a faint sucking or
jellies of smaller sizes may be encountered, possibly as slurping sound if anyone thinks to listen. Combined
a result of the splitting described above. with their transparency, they are able to surprise prey
on a roll of 1-3 on 1d6. Worse, any living creature hit
Jelly, Glass (Gelatinous Cube) by a glass jelly must save vs. Paralysis or be paralyzed
for 2d4 turns in addition to suffering damage from its
Armor Class: 12 acid secretions.
Hit Dice: 4*
No. of Attacks: 1 Any treasure indicated will be visible inside the creature,
Damage: 2d4 + paralysis which must be slain if the treasure is to be recovered.
Movement: 20'
No. Appearing: 1
Jelly, Green* (Green Slime)
Save As: Fighter: 2 Armor Class: hit only by fire or cold
Morale: 12 Hit Dice: 2**
Treasure Type: V No. of Attacks: 1 special
XP: 280 Damage: special
Movement: 1'
The glass jelly travels slowly along dungeon corridors
No. Appearing: 1
and cave floors, absorbing carrion, creatures, and trash.
Save As: Fighter: 2
Inorganic material remains trapped and visible inside
the jelly’s body. Glass jellies are huge, averaging 1,000 Morale: 12
cubic feet and weighing as much as 20,000 pounds. Treasure Type: None
The body of a glass jelly is more viscous than that of XP: 125
other jellies, and it tends to take on the shape of its Green jelly devours flesh and organic materials on
surroundings such that one in a dungeon with 10' wide contact and is even capable of dissolving metal given
corridors might have a shape similar to that of a cube, enough time. Bright green, wet, and sticky, it clings to
while one living in round sewer drains under a city walls, floors, and ceilings in patches, reproducing as it
would have a cylindrical or half-cylindrical shape. consumes organic matter. It drops from walls and
If a glass jelly encounters a narrow place (a doorway, ceilings when it detects movement (and possible food)
for example) it will need 2d4 rounds to push through below. Green jelly cannot grow in sunlight; even the
the constriction and will have assumed a new shape indirect sunlight of a dense forest will stunt it and
after doing so; such a new shape will persist for twice as prevent it from spreading, and direct sunlight will kill it

117
MONSTERS BASIC FANTASY RPG

On the first round of contact, the jelly can be scraped Jelly, Ochre*
off a creature (most likely destroying the scraping
Armor Class: 12 (only hit by fire or cold)
device), but after that it must be frozen, burned, or cut
away (dealing the same damage to both the victim and Hit Dice: 5*
the jelly). A cure disease spell will destroy a patch of No. of Attacks: 1 pseudopod
green jelly. It does not harm stone or enchanted metal, Damage: 2d6
but can dissolve normal metal or enchanted wood in a Movement: 10'
turn and normal wood in 2d4 rounds. No. Appearing: 1
Save As: Fighter: 5
If not destroyed or scraped off within 6+1d4 rounds,
Morale: 12
the victim will be completely transformed into more
Treasure Type: None
green jelly; such a character or creature cannot be
XP: 405
retrieved by any magic short of a wish.
Ochre jellies are yellowish-brown amorphous monsters.
Jelly, Gray (Gray Ooze) Average individuals will be up to 10 feet in diameter,
Armor Class: 12 about 6 inches thick (high), and weigh up to 2,500
pounds.
Hit Dice: 3*
No. of Attacks: 1 pseudopod Ochre jellies can only be hit (damaged) by fire or cold.
Damage: 2d8 Attacks with weapons or electricity/lightning cause the
Movement: 1' creature to divide into 1d4+1 smaller jellies of 2 hit dice
No. Appearing: 1 apiece. If divided, the resulting smaller jellies do 1d6
Save As: Fighter: 3 points of damage with each hit. Other attack forms
Morale: 12 simply have no effect on the monster.
Treasure Type: None
XP: 175 Kobold
Armor Class: 13 (11)
Gray jellies are amorphous creatures that live only to
Hit Dice: ½ (1d4 hit points)
eat. They inhabit underground areas, scouring caverns,
ruins, and dungeons in search of organic matter, living No. of Attacks: 1 weapon
or dead. Average individuals will be up to 10 feet in Damage: 1d4 or by weapon
diameter, about 6 inches thick (high), and weigh up to Movement: 20' Unarmored 30'
2,500 pounds. No. Appearing: 4d4, Wild 6d10, Lair 6d10
Save As: Normal Man
The acid secretions of the gray jelly can dissolve most
Morale: 6
organic matter and most metals; stone and glass are not
Treasure Type: P, Q each; C in lair
affected, however. After a successful hit, the jelly will
stick to the creature attacked, dealing 2d8 damage per XP: 10
round automatically. Normal (non-magical) armor or Kobolds are diminutive, dog-faced humanoids with
clothing dissolves and becomes useless immediately. reptilian skin. They stand between 2½ and 3½ feet tall
Any non-magical weapon made of metal or wood and typically weigh around 40 pounds. They are
which hits a gray jelly will be similarly destroyed. cowardly by nature, and in combat they prefer
Magical weapons, armor, and clothing are allowed a ambushing their foes and constructing traps both clever
saving throw (use the wearer's save vs. Death Ray, and deadly; to simply stand and fight is considered the
adding any magical "plus" value to the roll if applicable). worst possible strategy, and kobolds may fake
withdrawing in fear in order to draw enemies into a
trap.
Kobolds prefer to rely on ranged combat whenever
possible. They tend to favor daggers and short spears
since both can be used in close quarters or thrown at
foes at range. Some may be armed with diminutive
bows or crossbows which inflict 1d4 points of damage
on a hit.

118
BASIC FANTASY RPG MONSTERS

Leech, Giant
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite + hold
Damage: 1d6 bite + 1d6/round hold
Movement: 30'
No. Appearing: Wild 1d4
Save As: Fighter: 6
Morale: 10
Treasure Type: None
XP: 500

Giant leeches are slimy, segmented wormlike creatures


which live in water. Salt or fresh, clean or stagnant,
there are giant leech varieties for all wet environments.
However, only a true leech expert can tell the various
types apart. An average giant leech will be 4 to 6 feet
long.
Once a giant leech hits in combat, it attaches to the
Kobolds normally dwell underground, while those who victim and sucks blood, causing an additional 1d6
choose to dwell above ground may adopt a nocturnal points of damage each round until the victim or the
lifestyle. All possess Darkvision with a range of 60 feet, leech is dead. There is no way to remove the leech
and generally avoid exposure to daylight. When they other than to kill it.
are exposed to sunlight or the effect of continual light
they suffer a penalty of -1 to all attack rolls. Most
kobolds wear leather armor in combat.
One out of every six kobolds will be a warrior with 1 hit
die (25 XP). Kobolds gain a +1 bonus to their morale if
they are led by a warrior. In kobold lairs, one out of
every twelve will be a chieftain of 2 hit dice (75 XP)
with an armor class of 14 (11) and having a +1 bonus
to damage due to strength. In lairs of 30 or greater,
there will be a kobold king of 3 hit dice (145 XP) who
wears chain mail with an armor class of 15 (11) and has
a movement rate of 10' and a +1 bonus to damage. In
the lair, kobolds never fail a morale check as long as the
kobold king is alive. In addition, a lair has a chance
equal to 1 on 1d6 of a shaman being present (or 1-2 on
1d6 if a kobold king is present). A shaman is
equivalent to a 1 hit die warrior kobold statistically, but
has Clerical abilities at level 1d4+1. For XP purposes,
treat the shaman as if it has a number of hit dice equal
to its clerical level -1, and assign one special ability
bonus asterisk.
Kobolds are sometimes confused with barklings, for
whom they have a particular hatred; calling a kobold a
barkling or suggesting that the two species are related is
considered a terrible insult.

119
MONSTERS BASIC FANTASY RPG

Leopard (Panther)
Armor Class: 16
Hit Dice: 4
No. of Attacks: 2 claws, 1 bite
Damage: 1d4 claw, 2d4 bite
Movement: 60’ (10’)
No. Appearing: 1, Wild 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: None
XP: 240

Leopards are large cats that are 7 to 8 feet long


including tail, and weigh about 175 lb. These cats have
four black spots that form a large circle (rosette). The
center of the circle and around the rosette spots range
from yellow tan to white on the underside. An all-black
leopard is called a Panther. The tail has a white tip.
They don’t like to swim as much as jaguars, preferring
instead to climb trees. A leopard will drag prey into a
tree.

Lion
Armor Class: 14
Hit Dice: 5
No. of Attacks: 2 claws, 1 bite
Damage: 1d6 claw, 1d10 bite
Movement: 50'
No. Appearing: Wild 1d8
Save As: Fighter: 5
Morale: 9
Treasure Type: None
XP: 360

The lion is a large cat found in grasslands and


savannas. They have muscular, broad-chested bodies,
short, rounded heads, round ears, and a hairy tuft at
the end of its tail. Adult male lions are larger than
females, and in most varieties have a prominent mane. Living Statue
They live in social groups called prides consisting of a
Living statues are magically animated. They are true
few adult males, several related females, and their cubs.
automatons, unlike golems, which are animated by
Groups of female lions usually hunt together, preying elemental spirits. While this means that living statues
mostly on large ungulates; any hunting group of 1 or 2 have no chance of going "berserk," it also means that
is 80% likely to be females, and any group of 3 or more they may only perform simple programmed activities.
almost certainly are. Sometimes male lions are rogues, They may not be commanded in any meaningful
living outside a pride, and in those cases they may hunt fashion. They make very effective guards for tombs,
as individuals or in pairs. treasure rooms, and similar places.
Lions typically do not actively seek out and prey on Living statues can be crafted to resemble any sort of
humans. Injured or obviously vulnerable humans may living creature, but most commonly are made to look
be too much of a temptation though. like the type of humanoid which crafted them.

120
BASIC FANTASY RPG MONSTERS

Living Statue, Crystal Lizard, Giant Draco


Armor Class: 16 Armor Class: 15
Hit Dice: 3 Hit Dice: 4+2
No. of Attacks: 2 fists No. of Attacks: 1 bite
Damage: 1d6 fist Damage: 1d10
Movement: 30' Movement: 40' Fly 70' (20', and see below)
No. Appearing: 1d6 No. Appearing: 1d4, Wild 1d8
Save As: Fighter: 3 Save As: Fighter: 3
Morale: 12 Morale: 7
Treasure Type: None Treasure Type: None
XP: 145 XP: 240

Crystal living statues have no particular special powers, Giant draco lizards are able to extend their ribs and
unlike those made of iron or stone. connected skin to form a sort of wing, allowing them to
fly for short distances (no more than three rounds, and
Living Statue, Iron ascending is impossible). An average giant draco lizard
is 8' long, including its nearly 3' long tail.
Armor Class: 18
Hit Dice: 4*
Lizard, Giant Gecko
No. of Attacks: 2 fists
Damage: 1d8 fist + special Armor Class: 15
Movement: 10' Hit Dice: 3+1
No. Appearing: 1d4 No. of Attacks: 1 bite
Save As: Fighter: 4 Damage: 1d8
Morale: 12 Movement: 40' (special)
Treasure Type: None No. Appearing: 1d6, Wild 1d10
XP: 280 Save As: Fighter: 2
Morale: 7
If struck by a non-magical metal (even partially metal) Treasure Type: None
weapon, the wielder must make a successful save vs. XP: 145
Spells or the weapon will become stuck in the monster.
If this happens, it cannot be removed until the statue is Giant gecko lizards range from 4' to 6' in length, and are
"killed." generally green in color, though grey or white versions
can be found underground. They can climb walls and
Living Statue, Stone even walk across ceilings at full movement rate due to
their specialized toe pads. They are carnivores,
Armor Class: 16 typically attacking weaker prey from above.
Hit Dice: 5*
No. of Attacks: 2 lava sprays
Damage: 2d6 lava spray
Movement: 20'
No. Appearing: 1d3
Save As: Fighter: 5
Morale: 12
Treasure Type: None
XP: 405

A stone living statue attacks by spraying molten rock


from its fingertips. The range of the spray is 5'.

121
MONSTERS BASIC FANTASY RPG

Lizard, Giant Horned Chameleon Lizard, Monitor


Armor Class: 18 Large Huge Giant
Hit Dice: 5 Armor Class: 12 14 16
No. of Attacks: 1 tongue or 1 bite Hit Dice: 3* 5* 7*
Damage: tongue grab or 2d6 bite No. of Attacks: – 1 bite –
Movement: 40' (10') Damage: 1d4 + 1d6 + 1d8 +
No. Appearing: 1d3, Wild 1d6 poison poison poison
Save As: Fighter: 4 Movement: – 40' (special) –
Morale: 7 No. Appearing: – 1d4, Wild 1d6 –
Treasure Type: None Save As: Fighter: 3 Fighter: 4 Fighter: 5
XP: 360 Morale: 7 8 9
Treasure Type: – None –
Giant horned chameleons average 8' to 10' in length. XP: 175 405 735
They are typically green, but can change color to blend
into their surroundings, allowing them to surprise prey Monitor lizards are generally dark in color, but often
on 1-4 on 1d6. Giant horned chameleon have very have bright, colorful, lace-like patterns covering their
long tongues, able to spring out up to 20' forward; the skin. A monitor may rise up onto its hind legs to run at
sticky muscular ball on the end grabs on to the a rate of 60 feet per round; such movement must be in
chameleon's prey, and the chameleon then drags the a straight line, ending with the creature on all fours
prey to its mouth, doing bite damage automatically on again. However, unlike a "double move" running
the following round (and all subsequent rounds, until movement, the monitor may still attack after moving.
the chameleon is killed or fails a morale check, or until
Large monitor lizards range from 4 to 7 feet in length,
the prey is dead).
and include such creatures as the so-called Komodo
The horns of the giant horned chameleon are used only Dragon. Their venom is slow; those who are bitten
in mating rituals, not in combat. must save vs. Poison at +2, with failure resulting in the
victim suffering 1d6 points of damage each turn for 2d4
Lizard, Giant Tuatara turns.

Armor Class: 16 Huge monitors range from 8 to 11 feet in length. Their


Hit Dice: 6 venom works faster than that of their smaller brethren;
No. of Attacks: 2 claws, 1 bite those bitten must save vs. Poison as +2 or suffer 1d6
points of damage each round for 2d4 rounds.
Damage: 1d4 claw, 2d6 bite
Movement: 40' (10') Giant monitor lizards range from 12 to 15 feet in length.
No. Appearing: 1d2, Wild 1d4 Those bitten by a giant monitor must save vs. Poison at
Save As: Fighter: 5 +2 or die.
Morale: 6 All monitors are carnivores who hunt by running down
Treasure Type: None their prey, and anything smaller than a monitor is
XP: 500 considered prey.
Giant tuataras are large, being 10 to 12 feet long, and
heavily built. They are predators with a powerful
shearing bite. Giant tuataras are more resistant to cold
than most lizards, and are thus sometimes found
hunting deep underground. They are also known to
hibernate in cold weather. Sages argue as to whether
or not they are actually members of the lizard family,
but the giant tuatara does not care about such things.

122
BASIC FANTASY RPG MONSTERS

Lizard Man
Common Subterranean
Armor Class: 15 (12) 15
Hit Dice: 2 2
No. of Attacks: 1 weapon 2 claws, 1 bite
Damage: 1d6+1 or 1d4 claw,
by weapon +1 1d4 bite
Movement: 20' 30'
Unarmored 30' Swim 40'
Swim 40' (no
armor)
No. Appearing: 2d4, Wild 2d4, 1d8, Lair 5d8
Lair 6d6
Save As: Fighter: 2 Fighter: 2
Morale: 11 9
Treasure Type: D D
XP: 75 75

Common lizard men are tall, generally 6 to 7 feet tall


at adulthood and weighing up to 250 pounds. Males
and females are basically the same size, and it is quite
difficult for other races to tell them apart. Due to their
great Strength they always receive a +1 to damage
done with melee weapons. They wear leather armor
and carry shields in battle.
Lizard men are excellent swimmers and can hold their
breath for an extended period of time (up to a full turn). however, they are fearsome warriors, using simple but
They cannot swim while wearing armor; however, they sound tactics.
often hide in the water even while armored, standing Subterranean lizard men, also called troglodytes, are
on the bottom with just nose and eyes exposed (similar superficially very similar to the common variety. Their
to a crocodile). When they are able to employ this skin is paler, and their eyes are red and seem to glow in
maneuver, lizard men surprise on 1-4 on 1d6. low light conditions. Individuals are shorter than the
Lizard men are largely indifferent to other races, being common variety, standing just 5 to 6 feet tall, due in
primarily interested in their own survival. If aroused, part to their somewhat "hunched" stance. They weigh
about as much as the common type.
These monsters can change color at will, allowing them
to blend into underground environments so well that
they gain surprise on a roll of 1-5 on 1d6.
Furthermore, they gain a +2 attack bonus during any
surprise round due to their excellent ambush skills.
Subterranean lizard men secrete a smelly oil that keeps
their scaly skin supple. All mammals (including, of
course, all the standard character races) find the scent
repulsive, and those within 10 feet of one must make a
saving throw versus poison. Those failing the save
suffer a -2 penalty to attack rolls while they remain
within 10 feet of the creature. Getting out of range
negates the penalty, but renewed exposure reinstates
the penalty without an additional saving throw. The
results of the original save last a full 24 hours, after
which a new save must be rolled.

123
MONSTERS BASIC FANTASY RPG

Lycanthrope* Lycanthrope, Wereboar*


Lycanthropes are humans who transform into animals Armor Class: 16 (s)
or animal-human hybrid forms; the exact nature of the Hit Dice: 4*
transformation varies between specific types. They No. of Attacks: 1 bite
look like ordinary humans when not transformed, Damage: 2d6
though lycanthropes who have been afflicted for a long Movement: 50' Human Form 40'
time sometimes begin to resemble their animal form No. Appearing: 1d4, Wild 2d4, Lair 2d4
even when not transformed. An animal form will Save As: Fighter: 4
usually appear larger and stronger than normal animals
Morale: 9
of the same type, and some say you can see the
Treasure Type: C
intelligence of a human in their eyes, if you dare to get
XP: 280
close enough.
This affliction is in fact a kind of magical disease, though Wereboars gain full control of their transformations
it is not susceptible to the cure disease spell. Any quickly, needing only about a year to achieve mastery.
human who loses half or more of their hit points due to They have just two forms, that of a human and that of a
lycanthrope bite and/or claw attacks will subsequently particularly large wild boar or sow.
contract the same form of lycanthropy in 3d6 days. For In human form they tend to have "piggish" features
non-Human characters or creatures, contracting the such as gluttony and cunning, as well as an often strong
disease is fatal in the same time period. A cure disease physical resemblance to swine. Wereboars usually
cast before the onset is complete will stop the progress dislike both hard work and responsibility, but they are
of the disease, but once the time has elapsed, the bullies who enjoy being in charge. They are easily
transformation is permanent. bored with mundane things but are excited by violence
When first infected, most lycanthropes cannot control (whether witnessing it or participating in it).
their changes and will transform when stressed or under
some other type-specific circumstances. After around Lycanthrope, Wererat*
two to three years, they gain the ability to change at
Armor Class: 13 (s)
will, and may attempt to resist involuntary
Hit Dice: 3*
transformation by means of a saving throw vs.
No. of Attacks: 1 bite or 1 weapon
Paralysis.
Damage: 1d4 bite or 1d6 or by weapon
In animal or hybrid form lycanthropes may be hit only Movement: 40'
by silver or magical weapons. No. Appearing: 1d8, Wild 2d8, Lair 2d8
Save As: Fighter: 3
Lycanthrope, Werebear* Morale: 8
Armor Class: 18 (s) Treasure Type: C
Hit Dice: 6* XP: 175
No. of Attacks: 2 claws, 1 bite + hug
In addition to assuming the form of a giant rat, wererats
Damage: 2d4 claw, 2d8 bite, 2d8 hug can assume a hybrid form. This ratman form shares the
Movement: 40' animal form's immunity to normal weapons and can
No. Appearing: 1d4, Wild 1d4, Lair 1d4 deliver an identical bite, but in this form the wererat
Save As: Fighter: 6 may use a normal weapon instead of biting. Note that
Morale: 10 the wererat in ratman form cannot bite and use a
Treasure Type: C weapon in the same round.
XP: 555
In human form, wererats tend to be skinny, nervous-
Werebears are humans that can transform into large looking individuals with pointed noses and lank hair.
bears. When in human form, they typically appear as Their hair is almost always a rat-like brown color; those
well-muscled, imposing figures, with an abundance of with different hair color who become wererats usually
thick hair. Werebears typically dwell in deep forests, far undergo a slow change to this color.
from civilization. They are distrustful of those that they Unlike most lycanthropes, wererats prefer to inhabit
do not know, but will ferociously defend those that they civilized areas, particularly cities. They frequently lair in
have befriended. sewers or other underground areas, coming out by

124
BASIC FANTASY RPG MONSTERS

Lycanthrope, Werewolf*
Armor Class: 15 (s)
Hit Dice: 4*
No. of Attacks: 1 bite (or 1 weapon, as given below)
Damage: 2d4 bite, 1d6 or by weapon
Movement: 60' Human Form 40'
No. Appearing: 1d6, Wild 2d6, Lair 2d6
Save As: Fighter: 4
Morale: 8
Treasure Type: C
XP: 280

Werewolves may be found anywhere humans are


found. They are ferocious predators, equally willing to
night to steal from or kill city folk. The common eat animal or human flesh. Unlike most lycanthropes,
stereotype of wererats as thieves is not unfounded; in werewolves have no distinguishing features in human
fact, in many cities wererats lead the guild of thieves, form, making them very hard indeed to identify.
sometimes secretly, sometimes not so much.
Though they usually have only the usual human and
animal forms, there are rumors of some who are also
Lycanthrope, Weretiger* able to assume a wolfman form. In this form they may
Armor Class: 17 (s) choose to either bite or use a weapon, and may change
Hit Dice: 5* back and forth each round. As with the animal form,
No. of Attacks: 2 claws, 1 bite the wolfman form is hit only by silver or magical
Damage: 1d6 claw, 2d6 bite weapons.
Movement: 50' Human Form 40'
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Morale: 9
Treasure Type: C
XP: 405

Weretigers are humans that can transform into tigers.


In human form, they are generally tall, trim, and very
agile. They tend to live and hunt close to human
settlements, and are excellent trackers (5 in 6 chance to
track prey in either form). Weretigers will typically only
attack if provoked. They are capricious and arbitrary to
deal with unless whatever offer is made to them is very
attractive to them.

125
MONSTERS BASIC FANTASY RPG

Mammoth (and Mastodon) targeted by three of these attacks in a round. However,


one can attack multiple opponents in its immediate area
Mammoth Mastodon
at the same time.
Armor Class: 17 18
Hit Dice: 15 (+11) 13 (+10) A light load for a mammoth is 8,500 pounds; a heavy
No. of Attacks: – 2 tusks, 1 trunk grab, 2 tramples – load, up to 17,000 pounds.
Damage: 3d6 tusk, 2d6 tusk, A mammoth has no treasure as such, but its tusks are
2d6 trunk, 2d4 trunk, worth 2d6 x 100 gp.
2d8 trample 2d8 trample
Movement: 40' (15') 50' (15') Mastodons are a related species found in more
No. Appearing: Wild 1d12 Wild 2d8 temperate climates. These prehistoric relatives of the
Save As: Fighter: 15 Fighter: 13 elephant are intelligent and able to communicate with
Morale: 8 8 each other in a rudimentary way. They are more
Treasure Type: special special
aggressive than the common elephant and will attack
any creature they see as a threat.
XP: 2,850 2,175
They have the same basic attack modes as mammoths,
Mammoths are huge, shaggy prehistoric relatives of with the same limitations as given above.
the elephant. Though found in a variety of climates,
they are most common in colder territories. A light load for a mastodon is 8,000 pounds; a heavy
load, up to 16,000 pounds.
Like elephants, mammoths have five distinct attack
modes (two tusks, a trunk grab, and two tramples with A mastodon has no treasure as such, but its tusks are
the front feet), but a single individual can apply no worth 1d10 x 100 gp.
more than two of these attacks to any single opponent
of small or medium size; large opponents may be

126
BASIC FANTASY RPG MONSTERS

Manticore safe to view a medusa's reflection in a mirror or other


reflective surface; anyone using a mirror to fight a
Armor Class: 18
medusa suffers a penalty of -2 to attack and no penalty
Hit Dice: 6+1* to AC. If a medusa sees its own reflection, it must save
No. of Attacks: 2 claws, 1 bite vs. Petrification itself; a petrified medusa is no longer
or 1d8 spikes (180' range)
able to petrify others, but the face of a medusa
Damage: 1d4 claw, 2d4 bite, 1d6 spike continues to possess the power to petrify even after
Movement: 40' Fly 60' (10') death otherwise. Medusae instinctively avoid mirrors or
No. Appearing: 1d2, Wild 1d4, Lair 1d4 other reflective surfaces, even drinking with their eyes
Save As: Fighter: 6 closed, but if an attacker can manage to surprise the
Morale: 9 monster with a mirror she may see her reflection.
Treasure Type: D
Further, the snakes growing from her head are
XP: 555
poisonous (save vs. Poison or die in one turn). They
Manticores look like an overgrown lion with thick attack as a group, not individually, once per round for
leathery wings and an ugly bearded humanoid face, 1d6 points of damage (plus the poison).
often like that of a human or dwarf. Their tail ends in These creatures are well aware that, from the neck
an assortment of spikes, which the beast may fire as down anyway, they are quite visually pleasing to most
projectiles; a maximum of 24 are available, and the humanoid males; they will thus often seek to show off
manticore will launch a random number (1d8, as their bodies in clinging clothes while wearing veils,
shown above) each time it chooses to use this attack. hoods, scarves, and so on to hide their true nature. In
The creature will regrow just 1d6 spikes per day after this way they hope to get closer to potential victims and
expending them, so they will often delay using them more easily surprise them.
against weaker opponents who they think they can
easily dispatch. Medusae are shy and reclusive, owing no doubt to the
fact that, once the lair of one is found, any humans
An adult manticore is big, with an average weight of living nearby will not rest until she is slain. They are
1,000 pounds and a length (not including tail) of hateful creatures, however, and will seek to destroy as
around 8 feet. many humans as they can without being discovered.
Manticores are vicious carnivores with a preference for
human flesh. They will use their ranged attacks to
"soften up" larger or more dangerous-looking prey
before closing to melee range.

Medusa
Armor Class: 12
Hit Dice: 4**
No. of Attacks: 1 snakebite, gaze
Damage: 1d6+poison bite, petrification gaze
Movement: 30'
No. Appearing: 1d3, Wild 1d4, Lair 1d4
Save As: Fighter: 4
Morale: 8
Treasure Type: F
XP: 320

A medusa appears to be a human female with vipers


growing from her head instead of hair. The gaze of a
medusa will petrify any creature who meets it unless a
save vs. Petrification is made. In general, any creature
surprised by the medusa will meet its gaze. Those who
attempt to fight the monster while averting their eyes
suffer penalties of -4 on attack rolls and -2 to AC. It is

127
MONSTERS BASIC FANTASY RPG

Mermaid
Armor Class: 12
Hit Dice: 1*
No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Movement: Swim 40'
No. Appearing: Wild 1d2 or 3d6 (see below)
Save As: Fighter: 1
Morale: 8
Treasure Type: A
XP: 37

Mermaids have the upper bodies of women and the


lower bodies of dolphins. Also called "sirens,"
mermaids often attempt to lure sailors or other men
found near the sea. They accomplish this by means of
their enchanting songs.
A mermaid's song will attract any man within 100 yards,
but generally has no effect on women. Men within the
area of effect must save vs. Spells to resist, or else they
will move toward the mermaid with amorous intent as
directly as possible. If two mermaids are singing, apply
a penalty of -4 to the save; more than two gives no
extra benefit. Affected men will submit to anything the
mermaid desires. When she tires of him, he might be
freed or slain, depending on the mermaid's
temperament.
Contrary to popular belief, mermaids are not fish (nor
even half fish) and do not breathe water. They can
hold their breath for up to an hour of light activity, or
two turns (20 minutes) of strenuous action. However,
being out of water more than two turns (20 minutes)
causes the mermaid 1d4 points of damage per turn.
Mermaids can hear as well as dolphins, and can
produce sounds ranging from the lowest frequency a
normal human woman can produce up to the highest
frequency of a dolphin. This means that mermaids can
learn to communicate with dolphins and whales; at least
35% of mermaids will know the language of one or the A mermaid with a child will not generally be
other, and 10% can communicate with any such encountered, as they remain in the deeper parts of the
creature. ocean and avoid the attention of men. Pods of
mermaids do likewise, and in fact any pod includes
Three-quarters of mermaid births are female. Of the 2d4-2 children or juveniles (over and above the
quarter which are male, most have legs rather than tails. number rolled for Number Appearing). Adventurers
Such will either be slain or put ashore to be adopted by generally meet mermaids only in groups of one or two.
humans, depending on the temperament of the mother.
Mermen (those born with tails) are raised to be Mermaids arm themselves with spears or daggers.
subservient to the females. A small mermaid They hunt fish and harvest kelp for food. Mermaids
community (3d6 including the male) will often form sometimes possess more than 1 hit die, and about 3%
around such a merman and his mother, who becomes have some Clerical abilities.
their leader. Such a group is called a pod.

128
BASIC FANTASY RPG MONSTERS

Minotaur Mountain Lion


Armor Class: 14 (12) Armor Class: 14
Hit Dice: 6 Hit Dice: 3+2
No. of Attacks: 1 gore, 1 bite or 1 weapon No. of Attacks: 2 claws, 1 bite
Damage: 1d6 gore, 1d6 bite, 1d6+2 or by Damage: 1d4 claw, 1d6 bite
weapon +2 Movement: 50'
Movement: 30' Unarmored 40' No. Appearing: Wild 1d4, Lair 1d4
No. Appearing: 1d6, Wild 1d8, Lair 1d8 Save As: Fighter: 3
Save As: Fighter: 6 Morale: 8
Morale: 11 Treasure Type: None
Treasure Type: C XP: 145
XP: 500
These great cats are about 7 feet long (from nose to
Minotaurs are huge bull-headed humanoid monsters, tail-tip) and weigh about 140 pounds. They see well in
standing more than 7 feet tall and weighing nearly 500 darkness and may be found hunting day or night.
pounds. Most minotaurs are very aggressive, and fly
into a murderous rage if provoked or hungry. Although Mummy*
minotaurs are not especially intelligent, they possess
innate cunning and logical ability. They never become Armor Class: 17 (m) (see below)
lost (even in mazes), and can track enemies with 85% Hit Dice: 5**
accuracy. They gain +2 to damage when using melee No. of Attacks: 1 touch
weapons due to their great Strength. Minotaurs often Damage: 1d12 + disease
wear toughened hides for armor. Movement: 20'
No. Appearing: 1d4, Lair 1d12
Save As: Fighter: 5
Morale: 12
Treasure Type: D
XP: 450

Mummies are undead monsters, linen-wrapped


preserved corpses animated through the auspices of
dark desert gods best forgotten. Mummies are normally
man-sized, but due to their desiccation one will
normally not weigh more than about 100 pounds.

129
MONSTERS BASIC FANTASY RPG

As they are undead, mummies are immune to sleep, year (unless dispelled). A save vs. Spells is allowed to
charm, and hold magic. They can only be injured by resist. Each nixie can cast water breathing once per
spells, fire, or magical weapons; furthermore, magic day, with a duration of one day. Finally, a group of
weapons do only half damage, while any sort of fire- nixies will often have a school of giant bass living
based attack does double damage. Those injured by nearby who can be called to their aid (see Fish, Giant
mummy attacks will contract mummy rot, a disease Bass for details).
that prevents normal or magical healing; a cure disease
Nixies are fey creatures, and thus unpredictable.
spell must be applied to the victim before they may
However, they are rarely malicious, attacking only
again regain hit points.
when they feel threatened. They do not like leaving
their safe, comfortable river or lake and will do so only
Nixie in the most dire need.
Armor Class: 16
Hit Dice: 1* Ochre Jelly
No. of Attacks: 1 dagger See Jelly, Ochre on page 118.
Damage: 1d4
Movement: 40' Swim 40'
Octopus, Giant
No. Appearing: Wild 2d20, Lair 2d20
Save As: Fighter: 2 Armor Class: 19
Morale: 6 Hit Dice: 8
Treasure Type: B No. of Attacks: 8 tentacles, 1 bite (see below)
XP: 37 Damage: 1d4 tentacle, 1d6 bite
Movement: Swim 30'
Nixies are small water fairies, just 4 feet tall and about No. Appearing: Wild 1d2
40 pounds at most. As far as anyone knows, all nixies Save As: Fighter: 8
are female. Most nixies are slim and comely, with Morale: 7
lightly scaled, pale green skin and dark green hair. Treasure Type: None
They often twine shells and pearl strings in their hair
XP: 875
and dress in wraps woven from colorful seaweed.
Ten or more nixies can work together to cast a powerful The giant octopus is, obviously, an enormous version of
charm (similar to charm person). The charm lasts one the normal creature. They are physically powerful as
well as being clever, which makes them a serious threat
to seagoing vessels.
In order to bite a creature, the giant octopus must hit
with at least two tentacles first. Further, any time a
giant octopus hits with at least one tentacle per each
100 pounds of weight of its prey, it has grabbed it;
unless the victim can find a way to resist (using
whatever method the player might think of and
whatever rolls the GM may choose), they will be pulled
into the water and thus be in danger of drowning.
Don't forget to account for the weight of armor worn!
If a giant octopus fails a morale check, it will squirt out a
cloud of black "ink" 40' in diameter and then jet away at
twice normal speed for 2d6 rounds. Any characters
being held will normally be released at this point.

130
BASIC FANTASY RPG MONSTERS

Ogre Orc
Armor Class: 15 (12) Armor Class: 14 (11)
Hit Dice: 4+1 Hit Dice: 1
No. of Attacks: 1 huge weapon No. of Attacks: 1 weapon
Damage: 2d6 huge weapon Damage: 1d8 or by weapon
Movement: 30' Unarmored 40' Movement: 30' Unarmored 40'
No. Appearing: 1d6, Wild 2d6, Lair 2d6 No. Appearing: 2d4, Wild 3d6, Lair 10d6
Save As: Fighter: 4 Save As: Fighter: 1
Morale: 10 Morale: 8
Treasure Type: C + 1d20x100 gp Treasure Type: Q, R each; D in lair
XP: 240 XP: 25

Ogres appear as large, very ugly humans. They are Orcs are short humanoids (around 5' tall) with solidly-
brutish and aggressive, but inherently lazy. They built bodies. Their upturned noses, wide pointed ears,
employ direct attacks in combat, typically using large and beady eyes give their faces a piglike appearance.
clubs, axes, or pole arms, generally causing 2d6 An adult weighs about 200 pounds, and this weight
damage. If normal weapons are employed, an ogre has does not differ much between males and females. Orcs
a +3 bonus to damage due to strength. If an ogre fights utilize all manner of weapons and armor scavenged
bare-handed, it does 1d8 subduing damage per hit. from battlefields.
One out of every six ogres will be a pack leader of 6+1 Orcs have Darkvision to a range of 60'. They suffer an
Hit Dice (500 XP). Ogres gain a +1 bonus to their attack penalty of -1 in bright sunlight or within the
morale if they are led by a pack leader. In ogre lairs of radius of a spell causing magical light. They speak
10 or greater, there will also be an ogre bully of 8+2 Hit their own rough and simple language, but many also
Dice (875 XP), with an Armor Class of 17 (13) speak some Common or Goblin.
(movement 20') and having a +4 bonus to damage due
One out of every eight orcs will be a warrior of 2 Hit
to strength. Ogre bullies generally wire together pieces
Dice (75 XP). Orcs gain a +1 bonus to their morale if
of chainmail to wear over their hides. Ogres gain +2 to
they are led by a warrior. In orc lairs, one out of every
morale so long as the ogre bully leads them.
twelve will be a chieftain of 4 Hit Dice (240 XP) in
chainmail with an Armor Class of 15 (11), a movement
20', and having a +1 bonus to damage due to strength.
In lairs of 30 or more, there will be an orc king of 6 Hit

131
MONSTERS BASIC FANTASY RPG

Dice (500 XP), with an Armor Class of 16 (11), in Owlbear


chainmail with a shield, movement 20', and having a
Armor Class: 15
+2 bonus to damage. In the lair, orcs never fail a
morale check as long as the orc king is alive. In Hit Dice: 5
addition, a lair has a chance equal to 1-2 on 1d6 of a No. of Attacks: 2 claws, 1 bite + 1 hug
shaman being present. A shaman is equivalent to a Damage: 1d8 claw, 1d8 bite, 2d8 hug
warrior orc statistically, but has Clerical abilities at level Movement: 40'
1d4+1. No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 5
Ostrich (and Emu) Morale: 9
Treasure Type: C
Ostrich Emu
XP: 360
Armor Class: 14 14
Hit Dice: 3 2 Owlbear are among the most feared of the nocturnal
No. of Attacks: 1 kick 1 kick forest dwelling monsters, and for good reason for they
Damage: 1d6 1d4 are always hungry and always aggressive. They appear
Movement: 60' 50’ to be bears with owlish faces, including a large, sharp
No. Appearing: Wild 1d6 Wild 1d6 beak. They fight much as do bears, and as with normal
Save As: Fighter: 3 Fighter: 2 bears an owlbear must hit with both claws in order to
Morale: 8 8 do the listed "hug" damage.
Treasure Type: None None These monsters are known to hunt by day when
XP: 145 75 particularly hungry, but they prefer to live nocturnally.
They have superior Darkvision with a range of 120 feet,
These birds are sometimes raised (or hunted) as food. without the usual penalties for being in full sunlight.
In addition, the large, decorative quills of ostriches are They are also very quiet, surprising on 1-4 on 1d6 in
in demand in some social circles. their native territory.
Emus will not be found in most campaigns. Unlike
ostriches, they have no particular value to humans
except as meat.

Owl
Armor Class: 15
Hit Dice: 1
No. of Attacks: 2 talons/1 beak
Damage: 1d4 talon, 1d4 beak
Movement: 10’ Fly 160’ (10’)
No. Appearing: 1, Wild 1d4
Save As: Fighter: 1
Morale: 8
Treasure Type: None
XP: 25

Owls are birds of prey with large eyes and the ability to
fly without making a sound. They are nocturnal, and
have superior Darkvision of 120' range. An owl will
stand about 6 to 18 inches tall with a wingspan of 20
inches. An owl’s vision is very sharp and comparable
to that of a falcon. It can also hear very well, even to
the point that a rodent creeping through grass will draw
attention. The owl will fly over a field and listen and
watch for movement and then dive for a kill with its
talons.

132
BASIC FANTASY RPG MONSTERS

Parrot (or Cockatiel) Pegasus


Armor Class: 11 Armor Class: 15
Hit Dice: 1d4 HP Hit Dice: 4
No. of Attacks: 1 talon or 1 beak No. of Attacks: 2 hooves
Damage: 1d4 talon or 1d4 beak Damage: 1d6 hoof
Movement: 10’ Fly 100’ (10’) Movement: 80' (10') Fly 160' (10')
No. Appearing: Wild 1d4 No. Appearing: Wild 1d12
Save As: Normal Man Save As: Fighter: 2
Morale: 6 Morale: 8
Treasure Type: None Treasure Type: None
XP: 10 XP: 240

These are decorative birds about the size of a falcon, The pegasus is the winged horse of legend. They are
known for their ability to learn to mimic speech and prized as aerial steeds as they are the swiftest of fliers,
other sounds. Parrots usually have green or blue but they are shy creatures who live in the highest
feathers with multi-colored tail feathers. Cockatiels are mountains, making them rare indeed in captivity.
white with crested heads. While these birds can learn
An average female pegasus stands 5 feet high at the
to imitate human speech when raised in captivity, most
shoulder, weighs 1,200 pounds, and has a wingspan of
cannot actually carry on a conversation.
20 feet; males are somewhat larger, averaging 6 feet in
height and weighing 1,400 pounds, with a wingspan of
22 feet. A light load for a pegasus is up to 400 pounds;
a heavy load, up to 900 pounds.

133
MONSTERS BASIC FANTASY RPG

Pixie Purple Worm


Armor Class: 17 Armor Class: 16 17
Hit Dice: 1* Hit Dice: 11* (+9) to 16* (+12) to
No. of Attacks: 1 dagger 15* (+11) 20* (+13)
Damage: 1d4 No. of Attacks: – 1 bite, 1 sting –
Movement: 30' Fly 60' Damage: 2d8 bite, 3d8 bite,
No. Appearing: 2d4, Wild 10d4, Lair 10d4 1d8+poison sting 1d10+poison sting
Save As: Fighter: 1 (with Elf bonuses) Movement: – 20' (15') Burrow 20' (15') –
Morale: 7 No. Appearing: – 1d2, Wild 1d4 –
Treasure Type: R, S Save As: – Fighter: 6 to 10 (½ of Hit Dice) –
XP: 37 Morale: 10 10
Treasure Type: None None
Pixies are winged fairies often found in forested areas. XP: 11 HD 1,670, 16 HD 3,385,
Like sprites, pixies love beauty. They dress in bright 12 HD 1,975, 17 HD 3,745,
colors and favor clothing with flourishes like feathered 13 HD 2,285, 18 HD 4,160,
caps, curly-tipped shoes, scarves, and so on. They are 14 HD 2,615, 19 HD 4,675,
quite small, just 2½ feet in height and weighing no more 15 HD 2,975 20 HD 5,450
than 30 pounds. Purple worms are gigantic subterranean monsters; they
A pixie can become invisible at will, as many times per are rarely found above ground. Adult purple worms
day as it wishes, and can attack while remaining range from 5-9 feet in diameter and 50-100 feet long,
invisible. Anyone attacking an invisible pixie does so with an average weight of about 40,000 pounds.
with an attack penalty of -4 unless the attacker can The creature's tail ends in a narrow point tipped with a
somehow detect invisible creatures. Pixies may poisonous stinger; those injured by it must save vs.
ambush their foes while invisible; if they do so, they Poison or die. Note that the purple worm's movement
surprise on 1-5 on 1d6. is less than the monster's length, so that, if attacking
Pixies are whimsical, enjoying nothing so much as a from out of a tunnel, it might not be able to use the
good joke or prank, especially at the expense of a "big stinger for several rounds.
person." Any time a purple worm successfully bites a man-sized
Pixies can only fly for 3 turns maximum before or smaller opponent with a natural roll of 19 or 20, the
requiring rest of at least one turn, during which time the opponent has been swallowed and will suffer 3d6
pixie may walk at normal speed but may not fly. damage per round afterward due to being digested. A
character who has been swallowed can only effectively
attack with small cutting or stabbing weapons such as
dagger or shortsword.

134
BASIC FANTASY RPG MONSTERS

Rat (and Rat, Giant) Rhagodessa, Giant


Normal Giant Armor Class: 16
Armor Class: 11 13 Hit Dice: 4
Hit Dice: 1 Hit Point ½ (1d4 hit points) No. of Attacks: 2 legs, 1 bite
No. of Attacks: 1 bite per pack 1 bite Damage: leg grab, 2d8 bite
Damage: 1d6 + disease 1d4 + disease Movement: 50'
Movement: 20' Swim 10' 40' Swim 20' No. Appearing: 1d4, Wild 1d6, Lair 1d6
No. Appearing: 5d10, 3d6, Save As: Fighter: 4
Wild 5d10, Wild 3d10, Morale: 9
Lair 5d10 Lair 3d10 Treasure Type: U
Save As: Normal Man Fighter: 1 XP: 240
Morale: 5 8
Treasure Type: None C The rhagodessa is related to both spiders and
XP: 360* 10 scorpions, though it is not properly either. Rhagodessas
have "pedipalps," an elongated pair of forelegs with
Rats are omnivorous pests found in all climates where sticky pads on them for capturing prey.
humans live.
Giant rhagodessas are the size of a pony. Those found
Normal rats attack as a swarm; each point of damage in desert terrain are generally marked in yellow, red,
done to the swarm reduces their numbers by one and brown, while those found underground may be
animal. black or white in color (those found in the deepest
Giant rats are scavengers, but will attack to defend their caverns are always white). Like spiders, they can climb
nests and territories. A giant rat can grow to be up to 4 walls, but they are unable to cross ceilings or otherwise
feet long and weigh over 50 pounds. A single giant rat, climb entirely upside down.
or a small group of up to four, will generally be shy, but A hit by a leg does no damage, but the victim is stuck
larger packs attack fearlessly, biting and chewing with fast and will be drawn to the rhagodessa's mouth on the
their sharp incisors. next round and automatically hit for 2d8 points of
Any rat bite has a 5% chance of causing a disease. A damage; this repeats each round, so long as the victim
character who suffers one or more rat bites where the is held. Escaping from the sticky hold requires a
die roll indicates disease will sicken in 3d6 hours. The successful roll to open doors. If both legs hit, this roll
infected character will lose one point of Constitution per frees the victim from just one of them; a second roll is
hour; after losing each point, the character is allowed a needed to fully escape, and of course the rhagodessa
save vs. Death Ray (adjusted by the current can simply attack again with the free leg on the next
Constitution bonus or penalty) to break the fever and round. Alternately, victims may attack with small or
end the disease. Any character reduced to zero medium melee weapons, and in fact gain a bonus of +2
Constitution is dead. See Constitution Point Losses in is added to the attack roll if a small weapon is used. If
the Encounter section for details on regaining lost the giant rhagodessa is slain, any held victim can be
Constitution. freed with the open doors roll mentioned above (and in
this case another character can help, making the roll for
* Note: The XP award for the victim).
normal rats is for driving
away or killing an entire The rhagodessa seems unable to use its bite attack
pack of normal size. If the against a foe it has not captured in this way, and neither
adventurers are forced to will it attack more than one foe with its legs. If
flee, the GM should award threatened, a rhagodessa which has captured a victim
3 XP per rat slain. will attempt to withdraw to consume its prey in peace.

135
MONSTERS BASIC FANTASY RPG

Rhinoceros
Black Woolly
Armor Class: 17 19
Hit Dice: 8 12 (+10)
No. of Attacks: 1 butt or 1 trample
Damage: 2d6 butt, 2d8 butt,
2d8 trample 2d12 trample
Movement: 40' (15') 40' (15')
No. Appearing: Wild 1d12 Wild 1d8
Save As: Fighter: 6 Fighter: 8
Morale: 6 6
Treasure Type: None None
XP: 875 1,875

A rhinoceros (or "rhino") is a member of any of several


species (including numerous supposedly extinct
species) of odd-toed hooved mammals. They are
found primarily in tropical and temperate grasslands.
The woolly rhinoceros is a prehistoric beast with long
fur, found in primitive "lost world" areas in colder
territories. They behave much as the black rhino does.

Roc
Normal Large Giant
Armor Class: 18 18 18
Hit Dice: 6 12 (+10) 32 (+16)
No. of Attacks: 2 claws, 1 bite
Damage: 1d6 claw, 1d8 claw, 3d6 claw,
load up to 1,200. Giant rocs can easily lift up to 3,000
2d6 bite 2d10 bite 6d6 bite
pounds, and are heavily loaded when carrying up to
Movement: 20' Fly 160' (10')
6,000 pounds. Tales of giant rocs carrying off full-
No. Appearing: Wild 1d12 Wild 1d8 Wild 1
grown elephants are somewhat exaggerated, but note
Save As: Fighter: 6 Fighter: 12 Fighter: 20 that a young elephant would be reasonable prey for
at +5
these monstrous birds.
Morale: 8 9 10
Treasure Type: I I I A roc attacks from the air, swooping earthward to
XP: 500 1,875 14,250 snatch prey in its powerful talons and carry it off for
itself and its young to devour. Any successful hit with
Rocs are birds similar to eagles, but even a "normal" roc both claw (talon) attacks against a single creature results
is huge, being about 9 feet long and having a wingspan in that creature being carried off, unless of course the
of 24 feet. Large rocs are about 18 feet long and have creature is too large for the roc to carry. While being
wingspans of around 48 feet; giant rocs average 30 feet carried, the victim will not be further attacked, so as to
long and have massive wingspans of around 80 feet. A be as "fresh" as possible when given to the hatchlings
roc’s plumage is either dark brown or golden from head (or consumed by the roc itself if it is solitary).
to tail. Like most birds, the males have the brighter
When rocs are encountered they are almost certainly
plumage, with females being duller in color and thus
hunting, and will generally attack creatures of horse size
more easily hidden (if anything so large can even be
or less. If facing a large group the rocs may make
hidden, that is).
passes close overhead to scatter them first before each
A light load for a normal roc is 150 pounds, while a chooses a single target to prey upon. Mated pairs
heavy load is 300 pounds. Obviously only the smallest found in their nests will fight to the death to protect
characters can hope to ride upon a normal roc. For a their eggs or offspring (morale of 12 in this case).
large roc, a light load is up to 600 pounds and a heavy

136
BASIC FANTASY RPG MONSTERS

Rock Baboon Rot Grub


Armor Class: 14 Armor Class: 10
Hit Dice: 2 Hit Dice: 1 hp
No. of Attacks: 1 club or 1 fist, 1 bite No. of Attacks: 1 bite
Damage: 1d6 club or 1d4 fist, 1d4 bite Damage: special
Movement: 40' Movement: 5'
No. Appearing: 2d6, Wild 2d6, Lair 5d6 No. Appearing: 5d4
Save As: Fighter: 2 Save As: Fighter: 1
Morale: 8 Morale: 12
Treasure Type: None Treasure Type: None
XP: 75 XP: 10

Rock baboons are a large, particularly intelligent variety Rot grubs are 1-inch long vermin found in carrion,
of baboon. An adult male rock baboon is 4' to 5' tall dung, and other such garbage and organic material.
and weighs 200 to 250 pounds, with females being a Their skin color is white or brown. When a living
bit smaller and lighter. creature contacts an area (dung heap, offal, etc)
infested with rot grubs, the grubs will attack if they can
Rock baboons are omnivorous, but prefer meat. They
come in contact with the victim’s skin. A rot grub
are aggressive, naturally cruel creatures. They will
secretes an anesthetic when it bites and will burrow into
prepare ambushes in rocky or forested terrain and
the flesh. A burrowing grub can be noticed if the victim
attack any party they outnumber.
makes a successful save vs. Death Ray with Wisdom
bonus applied in order to notice a strange rippling
beneath their skin. Otherwise, the victim does not
notice the grubs. During the first two rounds, a
burrowing rot grub can be killed by applying fire to the
infested skin or by cutting open the infested skin with
any slashing weapon. Either method deals 1d8 points
of damage to the victim, but kills the grubs. After the
second round, only cure disease can kill the grubs
before they burrow to the victim’s heart and devour it
in 1d3 turns.

137
MONSTERS BASIC FANTASY RPG

Rust Monster* will consume oxides of silver or copper, they have a


strong preference for ferrous metals (iron or steel),
Armor Class: 18
preferring them over any other metal.
Hit Dice: 5*
No. of Attacks: 1 touch Whether the rust monster is in any way related to the
Damage: special rarer ironbane (as found on page 115) is unknown, but
Movement: 40' both monsters seem to have the exact same power.
No. Appearing: 1d4
Save As: Fighter: 5 Sabre-Tooth Cat
Morale: 7 Armor Class: 14
Treasure Type: None Hit Dice: 8
XP: 405 No. of Attacks: 2 claws, 1 bite
Damage: 1d6 claw, 2d8 bite
A rust monster (sometimes known as a corroder or
Movement: 50'
corrosion beast) is a strange monster built like a huge
turtle, with an insectoid head sporting large feather-like No. Appearing: Wild 1d4, Lair 1d4
antennae and a thick tail with a hammer-like protrusion Save As: Fighter: 8
at the tip which seems to serve no purpose whatsoever. Morale: 10
Treasure Type: None
The touch of any part of a rust monster's body oxidizes XP: 875
metal objects instantly, turning them to rust, verdigris,
or other oxides as appropriate. One attacks with its The sabre-tooth cat, or smilodon, is a prehistoric great
antennae, brushing them over metal items. Non- cat with very large canine teeth. They are more
magical metal attacked by a rust monster, or that robustly built than other great cats, with particularly
touches the monster (such as a sword used to attack it), well-developed forelimbs and exceptionally long upper
is instantly ruined. A hit with a non-magical metal canine teeth. Sabre-tooth cats are ambush predators,
weapon inflicts half damage before the weapon is surprising on 1-4 on 1d6 in their natural environment
destroyed. Magic weapons or armor permanently lose (forests and tall-grass prairies), where they prey
one "plus" each time they make contact with the primarily upon large herbivores.
monster.
The metal oxides created by this monster are its food; a
substantial amount of metal dropped in its path may
cause it to cease pursuit of metal-armored characters.
Use a morale check to determine this. Metals that do
not normally oxidize, such as gold, are of no interest to
a rust monster and will be ignored. While rust monsters

138
BASIC FANTASY RPG MONSTERS

Salamander* Salamander, Frost*


Salamanders are large, lizard-like creatures from the Armor Class: 21 (m)
elemental planes. They are sometimes found on the Hit Dice: 12* (+10)
material plane; they can arrive through naturally- No. of Attacks: 4 claws, 1 bite + cold
occurring dimensional rifts, or they may be summoned Damage: 1d6 claw, 2d6 bite, 1d8/round cold
by high-level Magic-Users. Due to their highly magical Movement: 40'
nature, they cannot be harmed by non-magical No. Appearing: 1d3, Wild 1d3, Lair 1d3
weapons. Save As: Fighter: 12
Flame, frost, and lightning salamanders hate each other, Morale: 9
and each type will attack the others on sight in Treasure Type: E
preference to any other nearby foe. XP: 1,975

Salamander, Flame* Frost salamanders come from the Elemental Plane of


Water. They look like giant lizards with six legs. Their
Armor Class: 19 (m) scales are the colors of ice, white, pale gray and pale
Hit Dice: 8* blue. Frost salamanders are very cold, and all non-
No. of Attacks: 2 claws, 1 bite + heat cold-resistant creatures within 20' suffer 1d8 points of
Damage: 1d4 claw, 1d8 bite, 1d8/round heat damage per round from the cold. Frost salamanders
Movement: 40' are completely immune to all types of cold-based
No. Appearing: 1d4+1, Wild 2d4, Lair 2d4 attacks. They are quite intelligent; all speak the
Save As: Fighter: 8 language of the Plane of Water, and many also speak
Morale: 8 Common, Elvish, and/or Dragon.
Treasure Type: F Flame and frost salamanders hate each other, and each
XP: 945 type will attack the other on sight, in preference over
any other foe. If summoned by a Magic-User, a
Flame salamanders come from the Elemental Plane of salamander is often assigned to protect a location,
Fire. They look like giant snakes, more than 12' long, doorway, or treasure hoard; in such a case, the
with dragon-like heads and lizard forelimbs. Their salamander will attack anyone attempting to gain
scales are all the colors of flame, red and orange and unauthorized access to the protected area. Those
yellow. A flame salamander is flaming hot, and all non- which arrive through natural rifts may have any goals or
fire-resistant creatures within 20' of the monster suffer motivations the GM wishes, and thus may choose to
1d8 points of damage per round from the heat. They parley, fight, or even ignore adventurers.
are immune to damage from any fire or heat attack.
Flame salamanders are intelligent; they speak the
language of the Plane of Fire, and many will also know
Elvish, Common, and/or Dragon.

139
MONSTERS BASIC FANTASY RPG

Salamander, Lightning* Salamander, Sand*


Armor Class: 20 (m) Armor Class: 18 (m)
Hit Dice: 10* (+9) Hit Dice: 7* (+4)
No. of Attacks: 2 bites + lightning No. of Attacks: 1 bite
Damage: 2d4 bite, 1d8/round lightning Damage: 1d6 + petrification
Movement: 40' Movement: 20'
No. Appearing: 1d4, Wild 2d4, Lair 2d4 No. Appearing: 1d3, Wild 2d4, Lair 1d6
Save As: Fighter: 10 Save As: Fighter: 7
Morale: 8 Morale: 8
Treasure Type: E Treasure Type: L
XP: 1,390 XP: 735

Lightning Salamanders come from the Elemental Plane Sand salamanders come from the Elemental Plane of
of Air. A lightning salamander resembles a giant snake Earth. A sand salamander resembles a giant sea turtle
more than 12 feet long with two dragon-like heads (on with six flippers and a serpentine neck and head, with
short but flexible necks). Its scales are all the colors of scales of varying shades of gray or brown.
lightning: white, blue, purple, and yellow. A lightning
The sand salamander's most feared attack is its bite, for
salamander constantly emits little bolts of lightning; all
any living creature bitten by one must save vs.
creatures within 20 feet of the salamander that are not
Petrification or be turned to stone. In addition to
lightning-resistant suffer 1d8 points of damage per
attacking, a sand salamander can temporarily transform
round. A lightning salamander is immune to damage
any stone within a 20 foot radius into sand. Characters
from any type of electrical or lightning attack. It is
in the affected area must save vs. Paralysis each round
intelligent and can speak the language of the Plane of
in order to move through the sand, and if the save is
Air, and many will also know Elvish, Common, and/or
successful, the character is still reduced to half their
Dragon.
normal movement. Whenever the sand salamander
Despite having two heads a lightning salamander has moves out of range, the sand "congeals" back into
only one mind; either head may speak or both may, stone, and any character in the affected area must save
but it is very rare to meet a lightning salamander who
can speak different words with each head at the same
time (although those who can are known to sing duets
with themselves, which may give away one's location to
those listening).

140
BASIC FANTASY RPG MONSTERS

vs. Paralysis or become trapped. Extraction of a Shadow*


trapped person may take quite a long time, chipping
Armor Class: 13 (m)
and hammering at the stone to break it apart.
Hit Dice: 2*
A sand salamander is immune to piercing attacks (such No. of Attacks: 1 touch
as spears or arrows) and suffers half damage from Damage: 1d4 + 1 point Strength loss
cutting attacks. It is intelligent and can speak the Movement: 30'
language of the Plane of Earth; many may also know No. Appearing: 1d10, Wild 1d10, Lair 1d10
Elvish, Common, or Dragon.
Save As: Fighter: 2
Morale: 12
Scorpion, Giant Treasure Type: F
Armor Class: 15 XP: 100
Hit Dice: 4*
A shadow is an incorporeal monster, literally a kind of
No. of Attacks: 2 claws, 1 stinger
living shadow. Only magical weapons will harm a
Damage: 1d10 claw, 1d6 + poison sting
shadow. A shadow can be difficult to see in dark or
Movement: 50' (10')
gloomy areas but stands out starkly in brightly
No. Appearing: 1d6, Wild 1d6 illuminated places. They are 5 to 6 feet tall, generally
Save As: Fighter: 2 man-shaped, and weightless. Despite their appearance
Morale: 11 they are not undead monsters and thus do not share
Treasure Type: None those creatures' weaknesses or powers; however, they
XP: 280 are immune to charm and sleep magics.
Giant scorpions are quite large, sometimes as large as a A shadow's attack does 1d4 points of cold damage and
donkey. They are aggressive predators and generally drains 1 point of Strength from the victim. Victims
attack on sight. If a claw attack hits, the giant scorpion reduced to 2 or fewer points of Strength collapse and
receives a +2 attack bonus with its stinger (but two claw become unable to move; those reduced to 0 Strength
hits do not give a double bonus). Those hit by the die and rise as shadows a day later (at nightfall).
stinger must save vs. Poison or die. Giant scorpions are Otherwise, Strength points lost to shadows are
most commonly found in desert areas or caverns. recovered at a rate of 1 point per turn.

Sea Serpent
Armor Class: 17
Hit Dice: 6
No. of Attacks: 1 bite
Damage: 2d6
Movement: Swim 50' (10')
No. Appearing: Wild 2d6
Save As: Fighter: 6
Morale: 8
Treasure Type: None
XP: 500

Sea serpents are, obviously, serpentine monsters which


live in the sea. They range from 20' to 40' long. A sea
serpent can choose to wrap around a ship and
constrict; in this case, roll 2d10 for damage to the
vehicle, and reduce any effective Hardness by half..

141
MONSTERS BASIC FANTASY RPG

Shark, Bull Shark, Great White


Armor Class: 13 Armor Class: 19
Hit Dice: 2 Hit Dice: 8
No. of Attacks: 1 bite No. of Attacks: 1 bite
Damage: 2d4 Damage: 2d10
Movement: Swim 60' (10') Movement: Swim 60' (10')
No. Appearing: Wild 3d6 No. Appearing: Wild 1d4
Save As: Fighter: 2 Save As: Fighter: 8
Morale: 7 Morale: 8
Treasure Type: None Treasure Type: None
XP: 75 XP: 875

Bull sharks are so named because of their stocky, broad Great white sharks range from 12' to 15' in length on
build. Male bull sharks can grow up to 7' long and the average, though specimens ranging up to 30' in
weigh around 200 pounds, while females have been length have been reported. They are apex predators.
known to be up to 12' long, weighing up to 500 Great white sharks have the ability to sense the
pounds. Bull sharks are able to tolerate fresh water, electromagnetic fields of living creatures, allowing them
and often travel up rivers in search of prey. to find prey even when light or water clarity are poor,
and are able to smell blood at great distances.

142
BASIC FANTASY RPG MONSTERS

Shark, Mako A few giant shrew species (generally no more than 5%


of those encountered) are venomous. The bite of such
Armor Class: 15
a giant shrew will kill the victim unless a save vs. Poison
Hit Dice: 4 is made. A victim bitten twice in a round need only
No. of Attacks: 1 bite save once for that round, but of course will have to
Damage: 2d6 save again in subsequent rounds if bitten again.
Movement: Swim 80'
No. Appearing: Wild 2d6 Skeleton
Save As: Fighter: 4
Morale: 7 Armor Class: 13 (special, see below)
Treasure Type: None Hit Dice: 1
XP: 240 No. of Attacks: 1 weapon
Damage: 1d6 or by weapon
Mako sharks are fast-moving predators found in Movement: 40'
temperate and tropical seas. They average 9' to 13' in No. Appearing: 3d6, Wild 3d10
length and weigh up to 1,750 pounds. Mako sharks Save As: Fighter: 1
are known for their ability to leap out of the water; they Morale: 12
are able to leap up to 20' in the air. Treasure Type: None
XP: 25
Shrew, Giant
Skeletons are mindless undead created by an evil
Common Venomous
Magic-User or Cleric, generally to guard a tomb or
Armor Class: 16 16
treasure hoard, or to act as guards for their creator.
Hit Dice: 1 1* They take only ½ damage from edged weapons, and
No. of Attacks: 2 bites 2 bites only a single point from arrows, bolts or sling stones
Damage: 1d6 bite 1d6 bite + poison (plus any magical bonus). As with all undead, they can
Movement: 60' 60' be Turned by a Cleric, and are immune to sleep,
No. Appearing: – 1d4, Wild 1d8, Lair 1d8 – charm or hold magic. As they are mindless, no form of
Save As: Fighter: 2 Fighter: 2 mind reading is of any use against them. Skeletons
Morale: 10 10 never fail morale, and thus always fight until destroyed.
Treasure Type: None None
XP: 25 37

Giant shrews resemble giant rats, but are larger, being


up to 6' long, and darker in color. They have a very
fast metabolic rate and must eat almost constantly.
Giant shrews are omnivorous, and aggressively defend
their nests and the immediate territory around them.
Giant shrews move so swiftly that they are able to bite
twice per round, and they may attack two different
adjacent opponents in this way.

143
MONSTERS BASIC FANTASY RPG

Snake, Pit Viper (and Rattlesnake)


Normal Giant
Armor Class: 14 15
Hit Dice: 1* 2*
No. of Attacks: 1 bite 1 bite
Damage: 1d4 + poison 1d8 + poison
Movement: 30' 40'
No. Appearing: 1d4, Wild 1d4, 1d2, Wild 1d2,
Lair 1d4 Lair 1d2
Save As: Fighter: 1 Fighter: 2
Morale: 7 8
Treasure Type: None None
XP: 37 100

Pit vipers are highly venomous snakes. There are


many varieties ranging in size from 2' to 12' at
adulthood; the statistics above are for an "average"
variety which reaches about 9' in length. Giant-sized pit
vipers are much bigger, and range from 14' to 20' in
length at adulthood.
Those bitten by a pit viper must save vs. Poison or die.
Pit vipers are named for the thermally sensitive "pits"
between their eyes and nostrils. These are used to
detect birds, mammals, and lizards, the natural prey of
these snakes. Even though lizards are cold-blooded, pit
vipers can still sense them because their temperature is
often slightly higher or lower than their surroundings.
Rattlesnakes are a variety of pit viper; in addition to the Snake, Sea
details given above, a rattlesnake has a rattle (from Armor Class: 14
which it gets its name) at the end of its tail. The rattle is Hit Dice: 3*
used to warn away larger creatures. No. of Attacks: 1 bite
Damage: 1 + poison
Snake, Python Movement: 10' Swim 30'
Armor Class: 14 No. Appearing: Wild 1d8
Hit Dice: 5* Save As: Fighter: 3
No. of Attacks: 1 bite/1 constrict Morale: 7
Damage: 1d4 bite, 2d4 constrict Treasure Type: None
Movement: 30' XP: 175
No. Appearing: 1d3, Wild 1d3, Lair 1d3
Sea snakes are relatively small; the largest varieties
Save As: Fighter: 5
rarely exceed 6' in length. They have relatively small
Morale: 8 heads, and are very stealthy in the water. Their bite
Treasure Type: None does so little damage that the creature bitten has only a
XP: 405 50% chance to notice the attack, but their poison is
terribly strong, such that any creature bitten must save
After a successful bite attack, a python will wrap itself
vs. Poison at a penalty of -4 or die.
around the victim (in the same round), constricting for
2d4 damage plus an additional 2d4 per round Fortunately, sea snakes rarely attack; only if molested
thereafter. The hold may be broken on a roll of 1 on (grabbed, stepped on, etc.) will they do so. They are
1d6 (add the victim's Strength bonus to the range, so a very clumsy when out of the water.
Strength of 16 would result in a range of 1-3 on 1d6);
breaking the hold takes a full round.

144
BASIC FANTASY RPG MONSTERS

Snake, Spitting Cobra Spectre*


Armor Class: 13 Armor Class: 17 (m)
Hit Dice: 1* Hit Dice: 6**
No. of Attacks: 1 bite or 1 spit No. of Attacks: 1 touch
Damage: 1d4 + poison bite, blindness spit Damage: Energy drain 2 levels/touch
Movement: 30' Movement: Fly 100'
No. Appearing: 1d6, Wild 1d6, Lair 1d6 No. Appearing: 1d4, Lair 1d8
Save As: Fighter: 1 Save As: Fighter: 6
Morale: 7 Morale: 11
Treasure Type: None Treasure Type: E
XP: 37 XP: 610

Spitting cobras average about 7' in length at adulthood. Spectres are incorporeal undead monsters. On any
They use their spreading hood to warn other creatures successful hit against a living creature, a spectre drains
not to bother them, and generally refrain from attacking two life energy levels in addition to doing normal
if possible to allow larger creatures time to retreat. damage. Any character slain by a spectre will arise at
Failure to retreat from the spitting cobra will likely result the next sunset (but not sooner than 6 hours after
in the cobra spitting venom; the cobra can project its death) as a spectre under the control of its killer.
venom up to 5', and any living creature hit must roll a
A spectre will normally resemble the living creature it
save vs. Poison or be blinded permanently (though the
used to be. Most spectres are formed from humanoid
cure blindness spell can heal this injury). If the cobra
creatures, but some may have other forms and sizes;
cannot deter a creature by spitting, it will attack using its
statistically, most such creatures will be as given above,
bite. In this case, those hit must save vs. Poison or die.
but of course the GM may create special types.
Like all undead, they may be Turned by Clerics and
are immune to sleep, charm, and hold magics. Due to
their incorporeal nature, they cannot be harmed by
non-magical weapons.

145
MONSTERS BASIC FANTASY RPG

Spider, Giant Black Widow Spider, Giant Tarantula


Armor Class: 14 Armor Class: 15
Hit Dice: 3* Hit Dice: 4*
No. of Attacks: 1 bite No. of Attacks: 1 bite
Damage: 2d6 + poison Damage: 1d8 + poison
Movement: 20' Web 40' Movement: 50'
No. Appearing: 1d3, Wild 1d3, Lair 1d3 No. Appearing: 1d3, Wild 1d3, Lair 1d3
Save As: Fighter: 3 Save As: Fighter: 4
Morale: 8 Morale: 8
Treasure Type: None Treasure Type: None
XP: 175 XP: 280

The giant black widow spider is a much enlarged Giant tarantulas are huge, hairy spiders, about the size
version of the ordinary black widow; a full-grown male of a pony. They run down their prey much as wolves
has a leg-span of 2 feet, while an adult female will be 3' do. The bite of the giant tarantula is poisonous; those
or more across. Despite the size difference, both bitten must save vs. Poison or be forced to dance
genders are statistically equal. Both genders are wildly. The dance lasts 2d10 rounds, during which time
marked with an orange "hourglass" on the abdomen. the victim has a -4 penalty on attack and saving throw
rolls. If the victim is a Thief, they cannot use any Thief
The venom of the giant black widow is strong, such that
abilities while dancing. Onlookers must save vs. Spells
those bitten must save vs. Poison at a penalty of -2 or
or begin dancing themselves; such "secondary" victims
die. Giant black widow spiders spin strong, sticky,
suffer the same penalties as above, but they will only
nearly invisible webs, usually across passageways or
dance for 2d4 rounds.
cave entrances, or sometimes between trees in the
wilderness; those who stumble into these webs become Each round the original victim dances, they must save
stuck, and must roll to escape just as if opening a door. vs. Poison again or take 1d4 points of damage.
Any character stuck in such a web cannot effectively Secondary victims do not suffer this effect. Neutralize
cast spells or use a weapon. poison will cure the original victim, and dispel magic
will stop the dance for all victims in the area of effect,
Spider, Giant Crab whether they are original or secondary.
Armor Class: 13
Hit Dice: 2*
No. of Attacks: 1 bite
Damage: 1d8 + poison
Movement: 40'
No. Appearing: 1d4, Wild 1d4, Lair 1d4
Save As: Fighter: 2
Morale: 7
Treasure Type: None
XP: 100

Crab spiders are ambush predators, hiding using


various forms of camouflage and leaping out to bite
their surprised prey. Giant crab spiders are horribly
enlarged, being around 3' in length. They can change
color slowly (over the course of a few days), taking on
the overall coloration of their preferred lair or ambush
location. After this change is complete, the spider is
able to surprise potential prey on 1-4 on 1d6 when in
that preferred location. Anyone bitten by a giant crab
spider must save vs. Poison or die.

146
BASIC FANTASY RPG MONSTERS

Sprite Squid, Giant


Armor Class: 15 Male Female
Hit Dice: ½ (1d4 hit points) * Armor Class: 16 17
No. of Attacks: 1 dagger or 1 spell Hit Dice: 6 7
Damage: 1d4 dagger or by spell No. of Attacks: – 8 tentacles, 1 bite –
Movement: 20' Fly 60' Damage: 1d4 tentacle, 1d4 tentacle,
No. Appearing: 3d6, Wild 3d6, Lair 5d8 1d10 bite 1d12 bite
Save As: Magic-User: 4 (with Elf bonuses) Movement: – Swim 40' –
Morale: 7 No. Appearing: – Wild 1d4 (see below) –
Treasure Type: S Save As: Fighter: 6 Fighter: 7
XP: 13 Morale: 8 8
Treasure Type: None None
Sprites are reclusive fey creatures which resemble tiny XP: 500 670
elves just a foot tall with dragonfly-like wings. Though
they may act as tricksters on occasion, they hate all The giant squid dwells in the deep ocean. One can
forms of evil and ugliness, fighting all such foes with grow to a tremendous size, to a maximum of around 40
their tiny weapons and their magical abilities. Sprites feet for females and 33 feet for males. The mantle of
are clever but they are not deep thinkers, and the giant squid is about 6½ feet long (more for females,
sometimes can be fooled into helping an evil creature less for males). Their tentacles are studded with barbs
or harming a good one due to their natural belief that and sharp-edged suckers.
evil is ugly and ugly is evil.
Members of any group of these creatures encountered
Five sprites acting together can cast remove curse, or are equally likely to be male or female. The GM may
its reversed form bestow curse, once per day. roll for this or may assign them as they see fit.
In order to bite a creature, the giant squid must hit with
at least two tentacles first. Further, any time a giant
squid hits with at least one tentacle per each 75 pounds
of weight of its prey, it has grabbed it; unless the victim
can find a way to resist (using whatever method the
player might think of and whatever rolls the GM may
choose), they will be pulled into the water and thus be
in danger of drowning. Don't forget to account for the
weight of armor worn!
If a giant squid fails a morale check, it will squirt out a
cloud of black "ink" 30' in diameter and then jet away at
twice normal speed for 3d8 rounds. If a group fails a
morale check they will move away in random directions
in hopes that at least one will escape any pursuit.

147
MONSTERS BASIC FANTASY RPG

Stirge Once attached, the creature can only be removed by


killing it. The victim cannot use weapons larger than a
Armor Class: 13
dagger or hand axe to attack the creature, and cannot
Hit Dice: 1* attack it at all if attacked from behind. Others may
No. of Attacks: 1 bite attack the creature with a bonus of +2 on the die roll,
Damage: 1d4 bite, 1d4/round blood drain but any attack that misses hits the victim instead.
Movement: 10' Fly 60'
No. Appearing: 1d10, Wild 3d12, Lair 3d12 Strangle Vine
Save As: Fighter: 1
Morale: 9 Armor Class: 15
Treasure Type: D Hit Dice: 6
XP: 37 No. of Attacks: 1 entangle + special
Damage: 1d8 entangle + special
Stirges are weird winged creatures that some say may Movement: 5'
have invaded from some other plane of existence. No. Appearing: 1d4+1
They are relatively small, just about 1 foot long with a Save As: Fighter: 6
wingspan of about 2 feet and an average weight of 1 Morale: 12
pound. They vaguely resemble hairless bats with a Treasure Type: U
rubbery tubular proboscis and no back legs (so that XP: 500
their body simply comes to a blunt point at the rear).
If a stirge hits a living creature, it grabs on with hooked A strangle vine (sometimes called an assassin vine) is a
claws on its wing joints and quickly embeds its strange animated plant found in temperate and tropical
proboscis in the victim's body. The proboscis has rows forests, particularly in areas with poor-quality soil. They
of tiny serrated teeth on the inside, and literally turns fertilize their soil by entangling, constricting, and killing
itself inside out as it carves a way into the victim's body. living creatures, then depositing the bodies in loose soil
This causes 1d4 points of damage, and the stirge then around the plant's base.
proceeds to suck the victim's blood, inflicting an Because it can lie very still indeed, a strangle vine
additional 1d4 points of damage each round. surprises on a roll of 1-4 on 1d6. A successful hit
inflicts 1d8 points of damage, and the victim becomes
entangled, suffering an additional 1d8 points of damage

148
BASIC FANTASY RPG MONSTERS

thereafter. A victim may attempt to escape by rolling a


saving throw vs. Death Ray with Strength bonus added;
this is a full action, so the victim may not attempt this
and also perform an attack. The plant will continue to
crush its victim until one or the other is dead or the
victim manages to escape.
Strangle vines are actually mobile, able to uproot
themselves and move slowly from place to place; one
generally only does so to seek new hunting grounds.
They have no visual organs but can sense foes within
30 feet by sound and vibration.
Each plant consists of a single long vine of up to 20 feet
in length, with many smaller vines 5 feet or so in length
packed closely, two vines per foot or thereabouts. The
smaller vines are covered in leaves, and in the fall they
bear clusters of reddish-purple berries which are tough
and bitter but not poisonous.
There is a similar plant found in underground
environments which has leaves the color of iron with
pale shiny metallic veins. They grow near geothermal
vents or springs, and the rotting flesh that surrounds If all opponents of a tentacle worm are paralyzed, it will
them often supports mushrooms of various sizes and begin to feed upon the victims, doing 1 point of
types. This fungal growth conceals the strangle vine, damage every 1d8 rounds until the victim is dead; if
allowing it to surprise on 1-5 on 1d6 as does the above- other paralyzed victims are still alive, the worm is 50%
ground variety of the plant. likely to move on immediately to another still-living
victim. Otherwise, it continues to eat the corpse of the
Tentacle Worm slain victim for 1d4 turns.
Armor Class: 13
Tiger
Hit Dice: 3*
No. of Attacks: 6 tentacles Armor Class: 14
Damage: paralysis Hit Dice: 6
Movement: 40' No. of Attacks: 2 claws, 1 bite
No. Appearing: 1d3, Lair 1d3 Damage: 1d6 claw, 2d6 bite
Save As: Fighter: 3 Movement: 50'
Morale: 9 No. Appearing: Wild 1d3, Lair 1d3
Treasure Type: B Save As: Fighter: 6
XP: 175 Morale: 9
Treasure Type: None
Tentacle worms appear to be giant worms of some sort, XP: 500
averaging 6 to 8 feet long. Their heads are pasty white
or grey, but their bodies vary from livid pink or purple The tiger is among the largest great cat species, with
to deep green in color. Their tentacles splay out from male specimens averaging 10 feet in length (including
around the creature's "neck." Some sages believe they about 2½ feet of tail) and weighing over 400 pounds.
are the larval form of some other monster, but this has Females are smaller, averaging about 8 feet long and an
never been proven. average of about 275 pounds. Tigers are most
A tentacle worm can attack as many as three adjacent recognizable for their dark vertical stripes on orange fur
opponents. Those hit must save vs. Paralysis or be with a white underside.
paralyzed 2d4 turns. No matter how many of a tentacle Tigers are apex predators and prefer prey such as deer
worm's attacks hit an opponent in a given round, only and wild boar. They are territorial and generally
one saving throw is required in each such round. solitary but social predators, requiring large contiguous
areas of habitat to support their requirements for prey.

149
MONSTERS BASIC FANTASY RPG

Titanothere
Armor Class: 15
Hit Dice: 12 (+10)
No. of Attacks: 1 butt or 1 trample
Damage: 2d6 butt, 3d8 trample
Movement: 40' (10')
No. Appearing: Wild 1d6
Save As: Fighter: 8
Morale: 7
Treasure Type: None
XP: 1,875

A titanothere is a huge prehistoric animal that resembles


the rhinoceros; adults average 10' tall and 13' long.
They have large, forked horns rather than the pointed
horns of rhinos. Like rhinos, they are herd animals,
and males aggressively defend the herd; females only
enter combat if all males are defeated or the attackers
are very numerous. If a single titanothere is
encountered, it will be a rogue male; they are bad
tempered and prone to attacking smaller creatures that
enter their territory. Treants are slow to act when potential enemies are
nearby, preferring watch them carefully before taking
Treant any action. Because of their excellent camouflage
treants gain surprise on 1-4 on 1d6.
Armor Class: 19
All treants have the power to animate other normal
Hit Dice: 8*
trees in their area; up to two trees can be animated at
No. of Attacks: 2 fists
once, but the treant can release one and animate
Damage: 2d6 fist
another if needed. Trees to be animated must be
Movement: 20' within 180 feet of the treant, and must remain within
No. Appearing: Wild 1d8, Lair 1d8 that range or they will return to their normal state. An
Save As: Fighter: 8 animated tree requires a full round to uproot itself
Morale: 9 before it can move around, and then can move at a
Treasure Type: C rate of just 10' per round. Of course, if enemies are
XP: 945 within reach the animated tree need not be uprooted.
If the treant controlling an animated tree is slain or
Treants are a race of large, roughly humanoid tree-
incapacitated, the tree returns to its normal state.
people. When one stands still with its legs together it
cannot be easily distinguished from a normal oak tree. Note that animated trees will automatically root
Their leaves are nearly identical to oak leaves, and are themselves when returning to their normal, dormant
green in spring and summer, turning orange, red, or state; if such a tree finds itself on stone or some other
yellow in the fall and winter. A treant's leaves do not surface it cannot penetrate, it will move around
normally fall out in the winter, but as some oaks also randomly for 1d6 rounds until it accidentally finds a
retain their leaves into cold weather this may not help in suitable area, or failing that, until it topples and falls.
identifying one. Any character or creature nearby when this happens
must save vs. Death Ray to scamper away; those who
Being actual trees, treants are big, averaging 25 to 35
fail will suffer 2d6 points of damage and will be trapped
feet in height and weighing 4,000 to 5,000 pounds.
under the fallen tree. The GM should consider
Their language is difficult for most other races to learn,
battlefield conditions when deciding on the exact results
though Elves are known to have an advantage in
of such an event.
mastering it. Many treants know Elvish, and some who
live near humans learn Common as well.
Troglodyte
See Lizard Man on page 123.

150
BASIC FANTASY RPG MONSTERS

Troll (and Trollwife) The regenerative power of trolls is so great that limbs or
other body parts (even a head!) can be reattached if
Troll Trollwife
severed simply by pressing the severed ends back
Armor Class: 16 17
together for a moment. Trolls in a group will generally
Hit Dice: 6* 7* help dismembered fellows to reassemble themselves,
No. of Attacks: – 2 claws, 1 bite – but only if it's convenient. If the severed part is not
Damage: 1d6 claw, 1d8 claw, restored, a new one will grow in its place in 1d4 turns.
1d10 bite 2d6 bite Note that a troll with a new head will not remember its
Movement: 40' 40' former life, nor will it yet know how to speak; it will
No. Appearing: 1d8, Wild 1d8, 1 (special, see behave as would any confused and hostile animal.
Lair 1d8 below)
Save As: Fighter: 6 Fighter: 7 Trolls speak a primitive language, and are often fluent
Morale: 10 (8) 10 (8), see below in Goblin, Hobgoblin, Orc, Ogre, or Giant depending
Treasure Type: D D
on which of these species live nearest them. A few
(20% or so) speak Common.
XP: 555 735
Trolls are hateful creatures, reveling in combat and
Trolls are huge, rangy humanoids with lumpy skin that bloodshed. Though trolls could easily use a variety of
is a dull grayish green in color. They stand up to 9 feet weapons, they much prefer the sensation of flesh being
tall despite having a rather hunched posture, and may rent by their teeth and claws.
weigh as much as 600 pounds. Their skin is rubbery
and slightly damp to the touch, and they have long A trollwife is a female troll; despite the name, there is
sharp black claws and long sharp white teeth. Trolls no requirement that she be married (nor, in fact, do
have a disconcerting tendency to smile toothily most of trolls normally engage in formal marriages). A typical
the time, as if their brutal lives are the most entertaining adult trollwife stands 11 feet tall and weighs 700
thing imaginable. pounds. They have no outward appearance of
femininity, at least according to the standards of
Trolls have the power of regeneration; they heal 1 hit humans, elves, or even orcs; rather, a trollwife simply
point of damage each round after being injured. A troll looks like an extraordinarily large troll. Like a normal
reduced to 0 hit points is not dead, but only disabled male troll, a trollwife has lumpy skin that is a dull
for 2d6 rounds, at which point it will regain 1 hit point. grayish green in color.
Note that the troll may "play dead" until it has
regenerated further. Damage from fire and acid cannot Trollwives have all the abilities and weaknesses of the
be regenerated, and must heal at the normal rate; a troll males of the species; in particular, they regenerate
can only be killed by this sort of damage. The lower exactly as do the males.
morale rating (in parentheses) is used when the troll When encountered, a trollwife may be alone,
faces attackers armed with fire or acid. cohabitating with a male (her "husband"), or raising a

151
MONSTERS BASIC FANTASY RPG

brood of trollkin. Roll 1d10; on a result of 1, she is totals more than 6, you must increase the number of
living alone; on a roll of 2-3, she is raising her young; individuals. The referee should feel free to round the
on 4 or higher, she is living with a male. If one has a number of hit dice up or down as they see fit, or to
mate or offspring, there is a 1-3 on 1d10 chance she is allocate them in an approximately equal fashion if
encountered alone, 4-7 that her mate or young are desired. Trollkin broods are rolled in this way owing to
encountered in her absence, or 8-10 that all are the fact that bigger or tougher individuals are likely to
present. kill and eat the weaker ones, generally when their
Add 1 to the trollwife's morale score if she is with her mother is out hunting.
mate, or 2 if she has young present. This means that, Refer to the entry for trolls for details regarding
unless threatened with fire or acid, a trollwife will fight regeneration, morale checks, and so on; except as
without checking morale while her offspring are noted above, trollkins share all these features with the
present. If a trollwife's mate or offspring are slain in her adults.
absence, she will track the killers unerringly, and upon
finding them will attack with the same morale bonus. Turtle or Tortoise
Trollwives are solitary with respect to other adult Box Turtle Snapping Turtle
trollwives, for they hate each other with a fierce
Armor Class: 15 16
passion. If forced together they will put aside their
Hit Dice: 1d4 HP 1
enmity until all non-troll enemies are dead (at which
No. of Attacks: 1 bite 1 bite
point they may well fight over who will eat the choicest
of the remains). Damage: 1d2 1d6
Movement: 5' Swim 20' 5' Swim 20'
Trollkin No. Appearing: Wild 1d4 Wild 1d4
Save As: Normal Man Fighter: 1
Infant Juvenile Adolescent Morale: 5 6
Armor Class: 14 15 16
Treasure Type: None None
Hit Dice: 1*-2* 3*-4* 5*-6*
XP: 10 25
No. of Attacks: – 2 claws, 1 bite –
Damage: 1d4 claw, 1d4 claw, 1d6 claw/ Turtles and tortoises are reptiles with a hard shell into
1d4 bite 1d6 bite 1d6 bite which the animal can pull its head and legs if
Movement: 30' 50' 40' threatened. Turtles will be found in marshes and near
No. Appearing: – special, see below – rivers or ponds, while tortoises are terrestrial and
Save As: Fighter:1-2 Fighter:3-4 Fighter:5-6 typically found in arid regions. (The specific names
Morale: – 9 (7) – given to these animals are often misleading, as a
Treasure Type: – None – tortoise might be called a turtle and vice versa.) The
statistics given above are representative, and can be
XP: 1 HD 37, 3 HD 175, 5 HD 405,
2 HD 100 4 HD 280 6 HD 555 used for other species as needed. These animals are
well-camouflaged, gaining surprise on a roll of 1-3 on
Trollkin are young trolls. They have all the powers and 1d6 in their natural habitat.
weaknesses of trolls, and look exactly like smaller than
normal adult trolls. Even an infant has the same ability
to regenerate as an adult troll.
When you encounter trollkin, you can rest assured that
there is a trollwife nearby (unless, of course, you've
already slain her). They are as bloodthirsty as their
parents; as such, determining the number appearing is
done in a particularly unusual fashion:
Roll 1d6 for the number of individuals, and 2d6 for the
number of hit dice. Divide the number of hit dice by
the number of individuals to arrive at the hit dice of
each individual. Note that a trollkin won't be
encountered having more than 6 hit dice, so if only one
individual is indicated by the 1d6 roll but the 2d6 roll

152
BASIC FANTASY RPG MONSTERS

Unicorn (and Alicorn) male unicorns have beards similar to those of goats.
The eyes of a unicorn are almost always a bright, often
Unicorn Alicorn
unlikely color such as gold, sea-blue, deep green, violet,
Armor Class: 19 19
or even a luminous-looking magenta. Adult male
Hit Dice: 4* 4* unicorns stand an average of 5 feet at the shoulder and
No. of Attacks: 2 hooves, 1 horn 2 hooves, 1 horn weigh 1,100 to 1,300 pounds. Females are slightly
(+3 attack bonus) smaller, generally 4¾ feet at the shoulder with a weight
Damage: 1d8 hoof, 2d4 hoof, from 950 to 1,200 pounds.
1d6+3 horn 2d6 horn
Movement: 80' 70' Three times per day a unicorn can cast cure light
No. Appearing: Wild 1d6 Wild 1d8 wounds by a touch of its horn. Once per day a unicorn
Save As: Fighter: 8 Fighter: 6 can transport itself 360' (as the spell dimension door),
Morale: 7 9 and can carry a full load (possibly including a rider)
Treasure Type: None None while doing so. A light load for a unicorn is up to 300
XP: 280 280
pounds; a heavy load, up to 550 pounds.
An alicorn resembles a unicorn in all details, save that
Unicorns are horse-like creatures having a single they always have yellow, orange or red eyes, and (if
spirally-twisted horn in the middle of the forehead. This one gets close enough to see) pronounced, sharp
horn is in fact a magic weapon with an added attack canine teeth. Alicorns are as evil as unicorns are good,
and damage bonus of +3; if removed from the unicorn using their razor-sharp horns and clawlike hooves as
or the unicorn dies the horn loses this effect. A unicorn weapons. They attack weaker creatures for the sheer
may perform a charging attack with its horn, but it pleasure of killing, but will try to avoid stronger parties.
cannot also attack with its hooves in the same round. They may make charging attacks just as unicorns do.
Most unicorns are white, sometimes with the faintest Alicorns cannot heal or transport themselves by magic
tinge of lavender, pink, or gold visible in sunlight. Adult as unicorns do. However, alicorns may become
invisible at will, exactly as if wearing a Ring of
Invisibility.

Urgoblin
Armor Class: 14 (11)
Hit Dice: 2*
No. of Attacks: 1 weapon
Damage: 1d8 or by weapon
Movement: 30' Unarmored 40'
No. Appearing: Special
Save As: Fighter: 2
Morale: 9
Treasure Type: Q, R, S each; special in lair
XP: 100

These creatures appear to be normal hobgoblins, but


urgoblins are actually a mutant subspecies. Urgoblins
are able to regenerate much as do trolls (with the same
limitations). All urgoblins are male; if an urgoblin mates
with a female hobgoblin, any offspring will also be
male, but only one in four such offspring will share their
father's gifts. Like hobgoblins, urgoblins wear
toughened hides and carry wooden shields into battle,
blending in perfectly.
Some hobgoblin tribes consider urgoblins an
abomination, and kill them whenever they can be
identified. Other hobgoblin tribes employ them as

153
MONSTERS BASIC FANTASY RPG

bodyguards for the chieftain, and accord them great


honor. There are even rumors of a tribe entirely made
up of urgoblins, with kidnapped hobgoblin females as
their mates; reportedly they slit the throats of all infants
born to their mates, so that only those who have the
power of regeneration survive.

Vampire*
Armor Class: 18 to 20 (m)
Hit Dice: 7** to 9** (+8)
No. of Attacks: 1 weapon or special
Damage: 1d8 or by weapon or special
Movement: 40' Fly 60' (as giant bat, see below)
No. Appearing: 1d6, Wild 1d6, Lair 1d6
Save As: Fighter: 7 to 9 (as Hit Dice)
Morale: 11
Treasure Type: F
XP: 800 - 1,225

Vampires are undead monsters. Though they may


look just a bit more pale than when they were alive,
they do appear to live and even breathe as mortals do.
A vampire has all the memories and abilities it had in
life, and is effectively immortal. Living forever in the
shadows often leads to vampires being decadent, while
their hunger for blood makes them cruel. weapon (or even its bare hands) in combat rather than
Vampires cast no reflections in silvered mirrors or attempting to bite.
water, though despite conventional wisdom to the Vampires are unharmed by non-magical weapons, and
contrary they do reflect in shiny base metals; the innate like all undead are immune to sleep, charm, and hold
purity of silver and water simply will not reflect them. spells. If reduced to 0 hit points in combat, the vampire
A vampire can charm anyone who meets its gaze; a is not destroyed, though it may appear to be. The
save vs. Spells is allowed to resist, but at a penalty of -2 vampire will begin to regenerate 1d8 hours later,
due to the power of the charm. This charm is so recovering 1 hit point per turn, and resuming normal
powerful that the victim will not resist being bitten by activity as soon as the first point is restored.
the vampire. Creatures of the night obey vampires. Once per day a
The bite inflicts 1d3 points of damage, then each round vampire can call forth 10d10 rats, 5d4 giant rats, 10d10
thereafter one energy level is drained from the victim. bats, 3d6 giant bats, or a pack of 3d6 wolves (assuming
The vampire regenerates (i.e. is healed) for up to 1d6 any such creatures are nearby). The creatures
hit points for each energy level drained. If the victim summoned arrive 2d6 rounds later and will obey the
dies from the energy drain, they will arise as a vampire vampire for up to an hour before leaving.
at the next sunset (but not less than 12 hours later) and Vampires can also transform into the form of these
thereafter will be under the complete control of the creatures, assuming the shape of a giant bat (page 66),
"parent" vampire (but is freed if that vampire is ever giant rat (page 135), or a dire wolf (page 158) at will.
destroyed). The transformation requires a single round during
If using the bite attack, the vampire suffers a penalty of which the vampire cannot attack. The flying movement
-5 to Armor Class due to the vulnerable position it must given above is for the giant bat form; the vampire can
assume. For this reason, the bite is rarely used in use the attack forms of the animal shape assumed, as
combat. Vampires have great Strength, gaining a given on the indicated pages. The vampire cannot
bonus of +3 to damage when using melee weapons, activate any of its other powers while in animal form,
and thus a vampire will generally choose to use a melee but effects already active will remain so.

154
BASIC FANTASY RPG MONSTERS

Vampires are powerful indeed, but they do have Wailing Morel


several specific weaknesses.
Armor Class: 13
First, a vampire can be held at bay by several things, Hit Dice: 3
including the smell of garlic, a silver or silvered mirror, No. of Attacks: Special
or a holy symbol presented by a believer (GM's Damage: None
discretion is advised here, but in general someone Movement: 5'
threatened by a vampire may be more devout than No. Appearing: 1d8
usual). In such a situation the vampire cannot Save As: Fighter: 1
approach within 5 feet of the repellent item or
Morale: 12
character, nor can it make any melee attacks or
Treasure Type: None
otherwise touch those within the warded area.
XP: 145
Running water (such as a stream or river) acts as a
barrier to a vampire; one cannot cross over any such A wailing morel is a large (3' to 5' tall and about the
waterway, neither by bridge or by waterway or even by same size across), semi-mobile fungus that wails loudly
flying. It is possible for a vampire to be carried across as a defense mechanism when approached or
while lying in its own coffin with the lid closed; the threatened. Wailing morels are found in underground
presence of the water flowing beneath the coffin will areas such as caverns and dungeons. They are found
force the vampire to remain dormant. in a variety of pale colors, most commonly white, gray,
lavender, or red.
Finally, a vampire may not enter any private dwelling
without being invited by someone who resides there, This monster does not attack directly; rather, its wailing
and then only if invited while the resident is actually tends to attract the attention of other monsters in the
inside the structure. Public buildings of any sort do not nearby area. Movement or light within 10 feet, or
present this problem; even inns are fully accessible to a causing any damage to one, will cause one to wail for
vampire. 1d4 rounds.
Destroying a vampire is not an easy task. When In game terms, the GM should generally roll a
reduced to zero hit points or less a vampire becomes wandering monster check each round that this monster
incapacitated but is not slain (as previously explained). wails.
If exposed to direct sunlight, the vampire will be
utterly destroyed in a single round if it cannot find a
way to escape in that time. Being immersed in
running water (as defined above) causes 3d8 points of
damage each round, and if reduced to zero or fewer hit
points in this way the vampire is destroyed. If the
vampire is cremated in a funeral pyre while in any
dormant state it will be destroyed.
The most dramatic method of defeating a vampire is
actually the least reliable: driving a wooden stake
through its heart. Doing this will instantly reduce the
vampire to zero hit points, and it will remain "dead" for
so long as the stake is present. Removal of the stake,
however, allows the vampire to begin regenerating as
described above. It is not normally possible to drive a
stake through a vampire's heart while it is actively
resisting, but this can be done after reducing the
monster to zero hit points in the usual way. Of course,
after staking a vampire it is possible to use sunlight,
running water, or a funeral pyre as described above to
complete its destruction.

155
MONSTERS BASIC FANTASY RPG

Water Termite, Giant There are many varieties of normal-sized weasel,


including several which are called ferrets; in some
Armor Class: 13
territories, the giant weasel is thus called a giant ferret.
Hit Dice: 1 to 4 The only distinction is that those which are tamed are
No. of Attacks: 1 spray always called ferrets, though not all giant ferrets are
Damage: Stun tame. Various humanoid races as well as some fairy
Movement: Swim 30' creatures are known to tame giant ferrets for use as
No. Appearing: Wild 1d4 guards or war-animals.
Save As: Fighter: 1 to 4 (as Hit Dice)
Morale: 10 Whale, Killer
Treasure Type: None
Armor Class: 17
XP: 1 HD 25, 2 HD 75
3 HD 145, 4 HD 240 Hit Dice: 6
No. of Attacks: 1 bite
Giant water termites vary from 1' to 5' in length. They Damage: 2d10
attack using a noxious spray with a range of 5' which Movement: Swim 80' (10')
stuns the target for a full turn on a hit; a save vs. Poison No. Appearing: Wild 1d6
is allowed to avoid the effect. A stunned character can Save As: Fighter: 6
neither move nor take action for the remainder of the Morale: 10
current round and all of the next one.
Treasure Type: None
However, the primary concern regarding these XP: 500
monsters is the damage they can do to boats and ships.
Each creature can do 2d4 points of damage to a ship's Killer whales, also called "orca" (both singular and
hull per round (no roll required) for a number of rounds plural), are large predatory cetaceans related to both
equal to 1d4 plus the creature's hit dice total; after this dolphins and true whales. Adult males range from 20
time, the monster is full. They eat noisily. to 26 feet long, while females are smaller at 16 to 23
feet in length. All are strikingly marked in black and
These creatures are found in fresh and salt water as well white, with prominent white patches that resemble
as in swamps. The freshwater variety tend to be eyes. Their real eyes are much smaller and located
smaller, 1-2 hit dice, the saltwater variety 3-4 hit dice, away from the fake eye-spots.
and those found in swamps range from 2-3 hit dice.
Killer whales are apex predators, meaning that they
themselves have no natural predators. They hunt in
Weasel, Giant (or Ferret, Giant)
groups like wolf packs, subsisting primarily on fish,
Armor Class: 17 cephalopods, mammals, seabirds, and sea turtles. They
Hit Dice: 5 are, however, not above consuming a meal of
No. of Attacks: 1 bite + hold humanoid nature.
Damage: 2d4 + 2d4 per round
Movement: 50'
No. Appearing: 1d4, Wild 1d6, Lair 1d6
Save As: Fighter: 5
Morale: 8
Treasure Type: V
XP: 360

Giant weasels resemble their more normally sized


cousins, having long bodies, short legs, and pointed,
toothy snouts. They are predatory animals, hunting
those creatures smaller than themselves.
Weasels are cunning, crafty hunters, and gain surprise
on 1-3 on 1d6. Once one bites a living creature it
hangs on, rending with its teeth each round until the
victim or the weasel is dead. Should one fail a morale
check it will release its victim and flee.

156
BASIC FANTASY RPG MONSTERS

Whale, Narwhal Wight*


Armor Class: 19 Armor Class: 15 (s)
Hit Dice: 12 (+10) Hit Dice: 3*
No. of Attacks: 1 horn No. of Attacks: 1 touch
Damage: 2d6 Damage: Energy drain (1 level)
Movement: Swim 60' Movement: 30'
No. Appearing: Wild 1d4 No. Appearing: 1d6, Wild 1d8, Lair 1d8
Save As: Fighter: 6 Save As: Fighter: 3
Morale: 8 Morale: 12
Treasure Type: Special Treasure Type: B
XP: 1,875 XP: 175

Narwhals are aquatic mammals resembling large Wights are undead monsters who have been twisted
dolphins with a single (or rarely, double) tusk and deformed by their transformation. Their eyes are
protruding straight forward from the mouth. The tusk is entirely black, and their bodies radiate a coldness that
helical in shape, and they are sometimes cut short and living creatures can feel from several feet away.
sold as "unicorn horns." However, they have no
If a wight touches or is touched by a living creature, that
particular magical value. Narwhals are found in cold
creature suffers one level of energy drain (as described
northern seas. They are not particularly aggressive.
in the Encounter section). No saving throw is allowed.
Striking a wight with a weapon does not count as
Whale, Sperm "touching" it, but punching or kicking one does.
Armor Class: 22 Any humanoid slain by a wight becomes a wight by the
Hit Dice: 36* (+16) next sunset (but not less than 12 hours later). They are
No. of Attacks: 1 bite or special slaves to the wight who created them until and unless
Damage: 3d20 that wight is destroyed. Wights remember almost
Movement: Swim 60' (20')
No. Appearing: Wild 1d3
Save As: Fighter: 8
Morale: 7
Treasure Type: None
XP: 17,850

Sperm whales are huge creatures, with males averaging


52 feet long at adulthood while females typically reach
a length of around 36 feet. They are predators, hunting
primarily giant squid. Sperm whales can emit an
invisible focused beam of sound 5' wide up to a 50'
range underwater. This blast of sound disorients target
creatures, leaving them effectively stunned for 1d4
rounds. A stunned character can neither move nor take
action for the indicated duration. No attack roll is
required, but a save vs. Death Ray is allowed to resist.
A sperm whale can emit as many such blasts of sound
as it desires, once per round, instead of biting.

157
MONSTERS BASIC FANTASY RPG

nothing from their previous life, though a few very close Wraith*
friends or loved ones might be recalled (and hated, and
Armor Class: 15 (m)
possibly hunted by the monster).
Hit Dice: 4**
Like all undead, wights may be Turned by Clerics and No. of Attacks: 1 touch
are immune to sleep, charm, and hold magics. Wights Damage: 1d6 + energy drain (1 level)
are harmed only by silver or magical weapons, and take Movement: Fly 80'
only half damage from burning oil. No. Appearing: 1d4, Lair 1d6
Save As: Fighter: 4
Wolf (and Wolf, Dire) Morale: 12
Normal Dire Treasure Type: E
Armor Class: 13 14 XP: 320
Hit Dice: 2 4
Wraiths are fearsome incorporeal monsters who drain
No. of Attacks: 1 bite 1 bite
the very life energy from their victims. Being
Damage: 1d6 2d4
incorporeal, they are immune to non-magical weapons
Movement: 60' 50' and are effectively flying at all times. They are
No. Appearing: 2d6, 1d4, semitransparent and exude the same kind of coldness
Wild 3d6, Wild 2d4, as wights. Wraiths usually appear as they were in life,
Lair 3d6 Lair 2d4
including such things as clothing or armor, though such
Save As: Fighter: 2 Fighter: 4
things do not affect the monsters actual armor class or
Morale: 8 9 other statistics.
Treasure Type: None None
XP: 75 240 Like all undead, they may be Turned by Clerics and are
immune to sleep, charm, and hold magics. Due to
The wolf is a large canine found in a broad range of their incorporeal nature, they cannot be harmed by
habitats. They travel in packs consisting of a mated pair non-magical weapons.
accompanied by their offspring. Wolves are also
territorial, and fights over territory are among the
principal causes of wolf mortality. The wolf is mainly a
carnivore and feeds on large wild hoofed mammals as
well as smaller animals, livestock, and carrion.
Dire wolves are huge relatives of the ordinary wolves,
being as large as horses. They live and hunt in packs,
and are sometimes tamed by smaller humanoids as
battle steeds or by larger ones as pets.

158
BASIC FANTASY RPG MONSTERS

Wyvern Wyverns are aggressive and always hungry, and will


attack almost anything smaller than themselves. Any
Armor Class: 18
living creature hit by the wyvern's stinger must save vs.
Hit Dice: 7* Poison or die. Wyverns can only use their talons to
No. of Attacks: 1 bite, 1 stinger or 2 talons, 1 stinger attack when landing or flying past an enemy; while on
Damage: 2d8 bite, 1d6 + poison sting, the ground they may only bite and sting. Further, a
1d10 talon wyvern may not bite when flying past an opponent.
Movement: 30' (10') Fly 80' (15') The only situation in which all attacks can be made is
No. Appearing: Wild 1d6, Lair 1d6 when the monster is landing.
Save As: Fighter: 7
Morale: 9
If a wyvern hits with both its talons, it may attempt to
carry off its victim; victims weighing 300 pounds or less
Treasure Type: E
can be carried off, and the wyvern can only carry a
XP: 735
victim for at most 6 rounds. While flying with a victim,
Wyverns are large dragon-like monsters, though they the wyvern cannot make any further attacks against it,
are built more like bats than lizards, having two legs and but of course if the victim makes a nuisance of itself
two wings; contrast this with true dragons, which have (such as by injuring the wyvern), it may be dropped.
four legs and two wings. They are of animal
intelligence, but are excellent predators with good
hunting abilities.

159
MONSTERS BASIC FANTASY RPG

Yellow Mold Zombie


Armor Class: Can always be hit Armor Class: 12 (see below)
Hit Dice: 2* Hit Dice: 2
No. of Attacks: Special No. of Attacks: 1 weapon
Damage: See below Damage: 1d8 or by weapon
Movement: 0 Movement: 20'
No. Appearing: 1d8 No. Appearing: 2d4, Wild 4d6
Save As: Normal Man Save As: Fighter: 2
Morale: N/A Morale: 12
Treasure Type: None Treasure Type: None
XP: 100 XP: 75

If disturbed, a patch of this mold bursts forth with a Zombies are the undead corpses of humanoid
cloud of poisonous spores. Each patch covers from 10 creatures. They are deathly slow, but they move
to 25 square feet; several patches may grow adjacent to silently, are very strong and must be literally hacked to
each other, and will appear to be a single patch in this pieces to "kill" them. They take only half damage from
case. Each patch can emit a cloud of spores once per blunt weapons, and only a single point from arrows,
day. All within 10 feet of the mold will be affected by bolts or sling stones (plus any magical bonus). A
the spores and must save vs. Death Ray or take 1d8 zombie never has Initiative and always acts last in any
points of damage per round for 6 rounds. Sunlight given round. Like all undead, they may be Turned by
renders yellow mold dormant. Clerics and are immune to sleep, charm, and hold
magics. As they are mindless, no form of mind
reading is of any use against them. Zombies never fail
morale checks, and thus always fight until destroyed.

160
BASIC FANTASY RPG MONSTERS

Zombraire (and Skeletaire)


Zombraire Skeletaire
Armor Class: 12 (see below) 13 (see below)
Hit Dice: 2* (variable) 1* (variable)
No. of Attacks: 1 dagger or 1 spell 1 dagger or 1 spell
Damage: 1d4 or per spell 1d4 or per spell
Movement: 20' 40'
No. Appearing: 1 1
Save As: Magic-User: by HD Magic-User: by HD
Morale: 9 to 12 (see below) 12
Treasure Type: None None
XP: 100 (variable) 37 (variable)

A Zombraire is a free-willed undead Magic-User. Like


the zombie it resembles, a zombraire moves silently, is
very strong, and must be literally hacked to pieces to be
destroyed. However, it does not suffer the initiative
penalty common to ordinary zombies. It takes only half
damage from blunt weapons, and only a single point
from arrows, bolts, and sling stones (plus any magical
bonus). It may be Turned by a Cleric (as a wight), and
is immune to sleep, charm, and hold spells.

A zombraire slowly rots away, and as it does it loses its


sanity; this is represented by the variable morale listed.
An insane zombraire fights to the death in hopes of
being slain, thus ending its tortured existence.
The given statistics are for a zombraire formed from a
2nd-level Magic-user; the HD and saving throws of a
zombraire are based on the level it had in life. A
zombraire can cast spells as it did when living, but
cannot learn new spells.
A Skeletaire is the final form of a zombraire which has
rotted away completely. It takes only half damage from
edged weapons, and only a single point from arrows,
bolts, and sling stones (plus any magical bonus). It can
be Turned by a Cleric (as a zombie), and is immune to
sleep, charm, and hold spells. A skeletaire never fails
morale, and thus always fights until destroyed.
The statistics above are for a skeletaire formed from a
2nd-level Magic-user. A skeletaire will have HD equal
to the character's level minus 1, and will save as a
Magic-user of the level equal to its HD. The skeletaire
cannot speak, but still retains the ability to prepare and
cast spells as it did in life (but like a zombraire, it cannot
learn new spells).
The process of creating or becoming a zombraire are
variable, and often involve cursed magic items
(especially cursed scrolls).

161
TREASURE BASIC FANTASY RPG

PART 7: TREASURE
"Your idea was good, Darion," said Morningstar after we had turned the sarcophagus lid halfway around. "You
just got in a bit of a hurry to try it."
"Indeed," I said, feeling foolish. I looked into the sarcophagus; lying atop the mummified remains inside I saw a
sword, held in both bony hands with the point toward the corpse's feet. The golden blade was untarnished; the
huge ruby set into the cross-guard shone in the torchlight.
I didn't reach for it, though I found myself sorely tempted. "Barthal," I said, "tell me, is it safe to reach within?"
The Halfling climbed up onto the edge of the platform and leaned over the sarcophagus, peering around within.
"I don't see a trap," he remarked after careful study. "Do you think the dead one, there, will rise up if you touch
his sword?"
"He might," answered Apoqulis, "but I doubt it. The skeletons were likely the only guardians in this tomb."
All eyes seemed to be on me. Reluctantly I reached within, grasping the sword by the blade with my mailed
glove so as to avoid touching the corpse. The long-dead chieftain didn't want to part with his weapon, but after a
bit of twisting I worked it loose.
Shaking bits of desiccated flesh from the hilt, I grasped the weapon properly and held it aloft. It felt good in my
hand… I wondered what magic it might contain?
Barthal's voice shook me out of my contemplation. "Look here!" he said, and I looked down. He had opened a
secret panel in the platform… and as I looked on, gold and silver coins began to spill out. Barthal cried out
gleefully, "Jackpot!"

Distribution of Treasure Adjusting Treasure Awards


Some adventurers choose to adventure to battle evil, There will be many cases where random treasure
while others seek to attain glory or power… but others generation is not the best method to employ. For
go in search of treasure, gold and jewels and magical instance, a larger than average treasure assigned to a
items. Below is the information the Game Master will smaller than average lair of monsters might need to be
need to satisfy the greedy. reduced. It is up to the Game Master to decide how
much treasure they wish to allow into the campaign.
Random Treasure Generation Too much gold (or other treasure which can be
converted to gold) may make things too easy for the
The tables below describe the various treasure types player characters. Similarly, too many magic items may
assigned to monsters, as well as unguarded treasures also make things too easy.
appropriate to various dungeon levels. To generate a
random treasure, find the indicated treasure type and If you are a novice Game Master, remember that you
read across; where a percentage chance is given, roll can always give more treasure, but it can be difficult to
percentile dice to see if that sort of treasure is found. If drain treasure from the party without angering the
so, roll the indicated dice to determine how much. players… particularly if you use heavy-handed
methods. Start small, and work up as you gain
Tables for the random generation of gems, jewelry (and experience.
bejeweled art pieces), and magic items are provided
after the main treasure tables.

Placed Treasures
The Game Master is never required to roll for treasure;
rather, treasure may be placed, or random treasures
amended, as desired or needed for the purposes of the
adventure. Special treasures are always placed; for
example, a special magic item needed to complete an
adventure.

162
BASIC FANTASY RPG TREASURE

Treasure Types
Lair Treasures
100's of 100's of 100's of 100's of 100's of Gems and
Type Copper Silver Electrum Gold Platinum Jewelry Magic Items
A 50% 5d6 60% 5d6 40% 5d4 70% 10d6 50% 1d10 50% 6d6 30% any 3
50% 6d6
B 75% 5d10 50% 5d6 50% 5d4 50% 3d6 None 25% 1d6 10% 1 weapon or
25% 1d6 armor
C 60% 6d6 60% 5d4 30% 2d6 None None 25% 1d4 15% any 1d2
25% 1d4
D 30% 4d6 45% 6d6 None 90% 5d8 None 30% 1d8 20% any 1d2
30% 1d8 + 1 potion
E 30% 2d8 60% 6d10 50% 3d8 50% 4d10 None 10% 1d10 30% any 1d4
10% 1d10 + 1 scroll
F None 40% 3d8 50% 4d8 85% 6d10 70% 2d8 20% 2d12 35% any 1d4 except
10% 1d12 weapons
+ 1 potion
+ 1 scroll
G None None None 90% 4d6x10 75% 5d8 25% 3d6 50% any 1d4
25% 1d10 + 1 scroll
H 75% 8d10 75% 6d10x10 75% 3d10x10 75% 5d8x10 75% 9d8 50% 1d100 20% any 1d4
50% 10d4 + 1 potion
+ 1 scroll
I None None None None 80% 3d10 50% 2d6 15% any 1
50% 2d6
J 45% 3d8 45% 1d8 None None None None None
None
K None 90% 2d10 35% 1d8 None None None None
None
L None None None None None 50% 1d4 None
None
M None None None 90% 4d10 90% 2d8x10 55% 5d4 None
45% 2d6
N None None None None None None 40% 2d4 potions
None
O None None None None None None 50% 1d4 scrolls
None

Individual Treasures
Pieces of Pieces of Pieces of Pieces of Pieces of Gems and
Type Copper Silver Electrum Gold Platinum Jewelry Magic Items
P 3d8 None None None None None None
None
Q None 3d6 None None None None None
None
R None None 2d6 None None None None
None
S None None None 2d4 None None None
None
T None None None None 1d6 None None
None
U 50% 1d20 50% 1d20 None 25% 1d20 None 5% 1d4 2% Any 1
5% 1d4
V None 25% 1d20 25% 1d20 50% 1d20 25% 1d20 10% 1d4 5% Any 1
10% 1d4

163
TREASURE BASIC FANTASY RPG

Unguarded Treasures
Level 100's of 100's of 100's of 100's of 100's of Gems and Magic Items
Copper Silver Electrum Gold Platinum Jewelry
1 75% 1d8 50% 1d6 25% 1d4 7% 1d4 1% 1d4 7% 1d4 2% Any 1
3% 1d4
2 50% 1d10 50% 1d8 25% 1d6 20% 1d6 2% 1d4 10% 1d6 5% Any 1
7% 1d4
3 30% 2d6 50% 1d10 25% 1d8 50% 1d6 4% 1d4 15% 1d6 8% Any 1
7% 1d6
4-5 20% 3d6 50% 2d6 25% 1d10 50% 2d6 8% 1d4 20% 1d8 12% Any 1
10% 1d6
6-7 15% 4d6 50% 3d6 25% 1d12 70% 2d8 15% 1d4 30% 1d8 16% Any 1
15% 1d6
8+ 10% 5d6 50% 5d6 25% 2d8 75% 4d6 30% 1d4 40% 1d8 20% Any 1
30% 1d8

Note: Unguarded treasures should be rare; see the Game Master section, below, for advice on placement of
unguarded treasure.

Gems and Jewelry


Use the tables below to determine the base value and d% Gem Type d% Gem Type
number found when gems are indicated in a treasure 01-10 Chlorastrolite 66-70 Topaz
hoard. If the number generated in the main table 11-20 Malachite 71-75 Heliotrope
above is small, roll for each gem; but if the number is 21-28 Aventurine 76-79 Sapphire
large (10 or more, at the GM's option), after each roll 29-38 Rhodonite 80-89 Diamond
for Type and Base Value, roll the indicated die to see 39-45 Amethyst 90-94 Fire Opal
how many such gems are in the hoard. 46-54 Fluorospar 95-97 Ruby
Base Value Number 55-60 Garnet 98-00 Emerald
d% Type in Gold Pieces Found 61-65 Alexandrite
01-20 Ornamental 10 1d10
21-45 Semiprecious 50 1d8 Standard items of jewelry are valued at 2d8x100 gp
46-75 Fancy 100 1d6 value. The table below can be used to generate
76-95 Precious 500 1d4
descriptions of the items themselves.
96-00 Gem 1,000 1d2 d% Type d% Type
Jewel 5,000 1 01-06 Anklet 56-62 Earring
07-12 Belt 63-65 Flagon
The values of gems vary from the above for reasons of
13-14 Bowl 66-68 Goblet
quality, size, etc. The GM may use the table below to
15-21 Bracelet 69-73 Knife
adjust the values of the gems in the hoard, at their
22-27 Brooch 74-77 Letter Opener
option. This is why there is no die result given in the
table above for Jewel; on a roll of 12 on the table 28-32 Buckle 78-80 Locket
below, a Gem can become a Jewel. 33-37 Chain 81-82 Medal
38-40 Choker 83-89 Necklace
2d6 Value Adjustment 41-42 Circlet 90 Plate
2 Next Lower Value Row 43-47 Clasp 91-95 Pin
3 1/2 48-51 Comb 96 Scepter
4 3/4 52 Crown 97-99 Statuette
5-9 Normal Value 53-55 Cup 00 Tiara
10 1.5 Times
11 2 Times
12 Next Higher Value Row

164
BASIC FANTASY RPG TREASURE

Magic Item Generation


Determine the sort of item found by rolling on the d% Roll
following table: Melee Missile Weapon Bonus
01-40 01-46 +1
Weapon or Any Exc.
Any Armor Weapons Type of Item 41-50 47-58 +2
01-25 01-70 Weapon 51-55 59-64 +3
26-35 71-00 01-12 Armor 56-57 +4
36-55 13-40 Potion 58 +5
56-85 41-79 Scroll 59-75 65-82 +1, +2 vs. Special Enemy
86-90 80-86 Wand, Staff, or Rod 76-85 83-94 +1, +3 vs. Special Enemy
91-97 87-96 Miscellaneous Items 86-95 Roll Again + Special Ability
98-00 97-00 Rare Items 96-98 95-98 Cursed, -1*
99-00 99-00 Cursed, -2*
* If cursed weapons are rolled along with special abilities,
Magic Weapons ignore the special ability roll.
First, roll d% on the following table to determine the
weapon type: 1d6 Special Enemy 1d6 Special Enemy
1 Dragons 4 Regenerators
d% Weapon Type 2 Enchanted 5 Spell Users
01-02 Great Axe 3 Lycanthropes 6 Undead
03-09 Battle Axe
10-11 Hand Axe 1d20 Special Ability
12-19 Shortbow 01-09 Casts Light on Command
20-27 Shortbow Arrow 10-11 Charm Person
28-31 Longbow 12 Drains Energy
32-35 Longbow Arrow 13-16 Flames on Command
36-43 Light Quarrel 17-19 Locate Objects
44-47 Heavy Quarrel 20 Wishes
48-59 Dagger
60-65 Shortsword Magic Armor
66-79 Longsword Generate the type and bonus of each item of magic
80-81 Scimitar armor on the tables below.
82-83 Two-Handed Sword
d% Armor Type d% Armor Bonus
84-86 Warhammer 01-09 Leather Armor 01-50 +1
87-94 Mace 10-28 Chain Mail 51-80 +2
95 Maul 29-43 Plate Mail 81-90 +3
96 Pole Arm 44-00 Shield 91-95 Cursed *
97 Sling Bullet 96-00 Cursed, AC 11 **
98-00 Spear * If Cursed armor is rolled, roll again and reverse the bonus
(e.g., -1 instead of +1).
Next, roll on the Weapon Bonus tables. Follow the ** This armor has AC 11 but appears to be +1 when tested.
directions given if a roll on the Special Enemy or
Special Ability tables are indicated; generally multiple
rolls on the Special Ability table should be ignored
when rolled.

165
TREASURE BASIC FANTASY RPG

Potions
d% Type d% Type d% Type
01-03 Clairaudience 26-32 Delusion 64-68 Invisibility
04-06 Clairvoyance 33-35 Diminution 69-72 Invulnerability
07-08 Cold Resistance 36-39 Fire Resistance 73-76 Levitation
09-11 Control Animal 40-43 Flying 77-80 Longevity
12-13 Control Dragon 44-47 Gaseous Form 81-84 Mind Reading
14-16 Control Giant 48-51 Giant Strength 85-86 Poison
17-19 Control Human 52-55 Growth 87-89 Polymorph Self
20-22 Control Plant 56-59 Healing 90-97 Speed
23-25 Control Undead 60-63 Heroism 98-00 Treasure Finding

Scrolls Wands, Staves and Rods


d% General Type d% Type
01-03 Cleric Spell Scroll (1 Spell) 01-08 Rod of Cancellation
04-06 Cleric Spell Scroll (2 Spells) 09-13 Snake Staff
07-08 Cleric Spell Scroll (3 Spells) 14-17 Staff of Commanding
09 Cleric Spell Scroll (4 Spells) 18-28 Staff of Healing
10-15 Magic-User Spell Scroll (1 Spell) 29-30 Staff of Power
16-20 Magic-User Spell Scroll (2 Spells) 31-34 Staff of Striking
21-25 Magic-User Spell Scroll (3 Spells) 35 Staff of Wizardry
26-29 Magic-User Spell Scroll (4 Spells) 36-40 Wand of Cold
30-32 Magic-User Spell Scroll (5 Spells) 41-45 Wand of Enemy Detection
33-34 Magic-User Spell Scroll (6 Spells) 46-50 Wand of Fear
35 Magic-User Spell Scroll (7 Spells) 51-55 Wand of Fireballs
36-40 Cursed Scroll 56-60 Wand of Illusion
41-46 Protection from Elementals 61-65 Wand of Lightning Bolts
47-56 Protection from Lycanthropes 66-73 Wand of Magic Detection
57-61 Protection from Magic 74-79 Wand of Paralysis
62-75 Protection from Undead 80-84 Wand of Transform
76-85 Map to Treasure Type A 85-92 Wand of Secret Door Detection
86-89 Map to Treasure Type E 93-00 Wand of Trap Detection
90-92 Map to Treasure Type G
93-00 Map to 1d4 Magic Items

166
BASIC FANTASY RPG TREASURE

Miscellaneous Items
Effect Subtables Effect Subtable 2
d% Subtable d% Effect Form
01-61 Effect Subtable 1 01-02 Panic G
62-00 Effect Subtable 2 03-05 Penetrating Vision D
06-08 Protection from Energy Drain F
Effect Subtable 1 09-14 Protection from Scrying F
d% Effect Form 15-17 Regeneration C
01 Blasting G 18-23 Scrying H
02-05 Blending F 24-26 Scrying, Superior H
06-12 Cold Resistance F 27-34 Speed B
13-16 Comprehension E 35-37 Spell Storing C
17-21 Control Animal C 38-46 Spell Turning F
22-27 Control Human C 47-67 Stealth B
28-33 Control Plant C 68-70 Telekinesis C
34-35 Courage G 71-72 Telepathy C
36-38 Deception F 73-74 Teleportation C
39-46 Defense +1 F 75-76 True Seeing D
47-49 Defense +2 F 77-87 Water Walking B
50 Defense +3 F 88-98 Weakness C
51-60 Delusion A 99-00 Wishes C
61-63 Djinni Summoning C
64 Doom G Roll on the first table above to select a subtable, then
65-74 Fire Resistance F roll again on the selected subtable to determine the
75-86 Invisibility F exact effect. Finally, roll on the specified column of the
87-91 Levitation B Form table below to determine the physical form of the
92-00 Mind Reading C item.

Form of Item
A B C D E F G H
Bell (or Chime) 01-02 01-17
Belt or Girdle 03-05 01-07
Boots 06-13 01-25
Bowl 14-15 01-17
Cloak 16-28 08-38
Crystal Ball or Orb 29-31 18-67
Drums 32-33 18-50
Helm 34-38 01-40
Horn 39-43 51-00
Lens 44-46 01-17
Mirror 47-49 18-17 68-00
Pendant 50-67 26-50 01-40 18-50 41-80 39-50
Ring 68-00 51-00 41-00 51-00 81-00 51-00

167
TREASURE BASIC FANTASY RPG

Rare Items Devices of Summoning Elementals


d% Type Review the information for Elementals on page 88
01-05 Bag of Devouring before randomly selecting any of these items, as you
06-20 Bag of Holding may not wish to allow all types of elementals in your
21-32 Boots of Traveling and Leaping campaign.
33-47 Broom of Flying 1d8 Type
48-57 Device of Summoning Elementals (see below) 1 Bowl of Summoning Water Elementals
58-59 Efreeti Bottle 2 Brazier of Summoning Fire Elementals
60-64 Flying Carpet 3 Censer of Summoning Air Elementals
65-81 Gauntlets of Ogre Power 4 Crucible of Summoning Metal Elementals
82-86 Girdle of Giant Strength 5 Mallet of Summoning Wood Elementals
87-88 Mirror of Imprisonment 6 Marble Plate of Summoning Cold Elementals
89-00 Rope of Climbing 7 Rod of Summoning Lightning Elementals
8 Stone of Summoning Earth Elementals

Explanation of Magic Items


Using Magic Items Learning the command word for an item may be easy
(sometimes the word is actually inscribed on the item)
To use a magic item, it must be activated, although
or it may be difficult, requiring the services of a
sometimes activation simply means putting a ring on
powerful wizard or sage, or some other means of
your finger. Some items, once donned, function
discovery.
constantly.
Only the character holding or wearing a magic item
Many items are activated just by using them. For
may activate it. A character who has been gagged or
instance, a character has to drink a potion, swing a
silenced may not activate a magic item which requires a
sword, interpose a shield to deflect a blow in combat,
command word.
wear a ring, or don a cloak. Activation of these items is
generally straightforward and self-explanatory. This When an article of magic armor, clothing or jewelry
doesn’t mean that if you use such an item, you (including a ring) is discovered, size is not usually an
automatically know what it can do. You must know (or issue. Such items magically adjust themselves for
at least guess) what the item can do and then use the wearers from as small as Halflings to as large as
item in order to activate it, unless the benefit of the item Humans. This effect is called accommodation. The
comes automatically, such as from drinking a potion or GM may create "primitive" items lacking this power if
swinging a sword. they wish.
If no activation method is suggested either in the magic Generally only one magical item of a given type may be
item description or by the nature of the item, assume worn at the same time. For example, a character can
that a command word is needed to activate it. normally only wear one suit of armor, wear one
Command word activation means that a character necklace and carry one shield at a time. In the case of
speaks the word and the item activates. No other rings, a character may wear one magical ring per hand.
special knowledge is needed. If a character wears more items of a given type than
would normally be practical, the items will usually fail to
A command word can be a real word, but when this is
function due to interference with one another; for
the case, the holder of the item runs the risk of
instance, wearing two rings on the same hand normally
activating the item accidentally by speaking the word in
results in both rings failing to operate. Note, however,
normal conversation. More often, the command word
that this limitation cannot be used to disable cursed
is some seemingly nonsensical word, or a word or
magic items. For example, wearing a cursed ring would
phrase from an ancient language no longer in common
prevent another magic ring from being worn and used
use. Note that many magic items must be held in the
on that hand, but the curse would not be lifted by
hand (or otherwise specially handled or worn) to be
donning a second magic ring.
used; the risk of accidental activation is less significant
for such items.

168
BASIC FANTASY RPG TREASURE

Magic Weapons
Magic weapons are created with a variety of powers and
will usually aid the wielder in combat. A magical weapon's
bonus is applied to all attack and damage rolls made with
the weapon.
Casts Light on Command: By drawing the weapon and
uttering a command word, the wielder may cause it to
glow; it will then shed light with the same radius as a light
spell. Sheathing or laying down the weapon, or speaking
the command word again, dispels the effect. This power
may be used as often as desired.
Charm Person: This power allows the wielder to cast
charm person once per day, as if by an 8th level Magic-
User, by brandishing the weapon, speaking a command
word and gazing at the target creature. (The wielder's gaze
does not have to be met for the spell to be cast.) The
target creature is allowed saving throws just as described in
the spell description.
Drains Energy: A weapon with this power drains one life
energy level on a hit, as described under Energy Drain in
the Encounter section; up to 2d4 levels can be drained by
a weapon with this power, after which time the weapon
loses this power but retains any other magical effects or
bonuses.
Flames on Command: Upon command, the weapon will
be sheathed in fire. The fire does not harm the wielder.
The effect remains until the command is given again, or
until the weapon is dropped or sheathed. While it flames,
all damage done by the weapon is treated as fire damage,
and an additional +1 bonus (in addition to the weapon's
normal bonus) is added to damage when fighting trolls,
treant, and other creatures especially vulnerable to fire. It
casts light and burns just as if it were a torch.
Locate Objects: This power allows the wielder to cast the
spell locate object once per day, as if by an 8 th level the weapon. There are two possible forms the curse
Magic-User. may take: Obsession and Affliction. The GM may
decide which to use at their option.
Special Enemy: These weapons are created to combat a
specific sort of creature, as rolled on the Special Ability Obsession: Regardless of how severe the penalty is,
table. When used against that specific enemy, the second the character wielding the weapon will believe it is a
listed bonus applies instead of the first; so a sword +1, +3 bonus and refuse to use any other weapon in combat.
vs. Undead would provide +1 attack and damage against A remove curse spell is the only way to rid a character
giant rats, but +3 attack and damage rolls against zombies. of such a weapon; but as they will believe the weapon
Wishes: Weapons with this power have the ability to is the best magical weapon ever, the character receives
grant 1d4 wishes. The GM must adjudicate all wishes, a saving throw vs. Spells to resist.
and instructions are given in the Game Master section Affliction: The character knows the weapon is cursed
regarding this. After these wishes have been made, the as soon as they use it in combat; however, any attempt
weapon loses this power, but retains any other bonuses to throw it away fails, as the weapon magically appears
and powers. back in the character's hand whenever they try to draw
Cursed Weapons inflict a penalty to the wielder's attack any other weapon. In this case, the remove curse spell
rolls, as rolled on the Weapon Bonus table. The curse needed to rid the character of the weapon will be
causes the afflicted character to be unable to get rid of unopposed (i.e. no saving throw).

169
TREASURE BASIC FANTASY RPG

Magic Armor Control Plant: This potion grants the drinker control
over one or more plants or plant creatures within a 10'
Magic armor (including shields) offers improved,
square area up to 50' away. Normal plants become
magical protection to the wearer. In general, magic
animated, having a movement rate of 10', and obey the
armor grants the normal Armor Class for its type, plus
drinker's commands. If ordered to attack, only the
the magical armor bonus, as rolled on the Magic Armor
largest plants can do any real harm, attacking with a +0
table; for example, Plate Mail +2 provides an Armor
attack bonus and inflicting 1d4 points of damage per
Class of 19.
hit. Affected plant creatures (who fail to save vs. Spells)
There are two varieties of cursed armor: Cursed can understand the drinker, and behave as if under a
Armor -1 and Cursed Armor AC 11. The first variety's charm monster spell.
AC is reduced by the rolled penalty; for example, Plate
Control Undead: This potion grants the drinker
Mail -1 grants Armor Class 16. The second type is
command of 3d6 hit dice of undead monsters. A save
much worse, for regardless of the type, it only provides
vs. Spells is allowed to resist the effect. Mindless
Armor Class 11. Dexterity and shield bonuses still
undead follow the drinker's commands exactly; free-
apply.
willed undead act as if under a charm person spell.
Cursed armor cannot be removed from the wearer
Delusion: This cursed potion will appear, if tested or
once the curse is proven, that is, once the wearer is hit
analyzed, to be one of the other potions (other than
in combat. Once the curse has taken effect, only a
poison). When imbibed, the drinker will briefly believe
remove curse spell, or some more powerful magic
he has received the benefits of the "other" potion, but
(such as a wish), will enable the wearer to remove it.
the illusion will be swiftly exposed…
The armor will detect as magical, like any other magic
armor; the curse cannot be detected by any means Diminution: This potion reduces the drinker and all
other than wearing the armor in combat. items worn or carried to one-twelfth of their original
height (so that a 6' tall character becomes 6" tall). The
Potions drinker's weight is divided by 1,728; this makes an
armed warrior weigh less than 2.5 ounces. The
A potion is an elixir concocted with a spell-like effect affected creature cannot make an effective attack
that affects only the drinker. Unless otherwise noted, a against any creature bigger than a house cat, but may
potion grants its benefits for 1d6+6 turns (even if the be able to slip under doors or into cracks and has a
duration of an associated spell is longer or shorter). 90% chance of moving about undetected (both in terms
Clairaudience: This potion enables the drinker to hear of sound and vision).
sounds in another area through the ears of a living Fire Resistance: This potion grants the imbiber the
creature in that area, up to a maximum 60' away. This power of the spell resist fire.
effect otherwise functions just as the spell clairvoyance.
Flying: This potion grants the power of the spell fly.
Clairvoyance: This potion grants the imbiber the effect
of the clairvoyance spell. Gaseous Form: The drinker and all of their gear
become insubstantial, misty, and translucent. He or
Cold Resistance: This potion grants the imbiber the she becomes immune to non-magical weapons, and
power of the spell resist cold. has an Armor Class of 22 vs. magical weapons. The
Control Animal: This potion functions like a control imbiber can’t attack or cast spells while in gaseous form.
human potion, but affects only normal, non-magical The drinker also loses supernatural abilities while in
animals. gaseous form. A gaseous creature can fly at a speed of
10', and can pass through small holes or narrow
Control Dragon: This potion functions like a control openings, even mere cracks, as long as the potion
human potion, but affects only dragons. persists. The gaseous creature is subject to the effects
Control Giant: This potion functions like a control of wind, and can’t enter water or other liquid. Objects
human potion, but affects only giants. cannot be manipulated in this form, even those brought
along when the potion was imbibed. The drinker
Control Human: This potion allows the drinker to cannot resume material form at will, but must wait for
charm any humanoid by gazing at it. The effect the potion to expire; however, the potion may be
functions like the charm person spell. If the charm is quaffed in thirds, in which case each drink lasts 1d4+1
resisted, the drinker can attempt to charm up to two turns.
more targets before the potion’s benefit is exhausted.

170
BASIC FANTASY RPG TREASURE

Giant Strength: This potion grants the imbiber the Scrolls


Strength of a giant. For the duration, the drinker gains
Most scrolls contain some sort of magic which is
a bonus of +5 on attack and damage rolls with melee or
activated when read, and which may only be used
thrown weapons, and can throw large stones just as a
once; the characters burn away as the words are read.
stone giant can.
Spell Scrolls are enchanted with one or more Cleric or
Growth: The drinker of this potion (with all equipment
Magic-User spells (never both sorts on the same scroll).
worn or carried) becomes twice normal height and eight
Each spell can be used just once, though of course the
times normal weight. The enlarged character is treated
same spell may appear multiple times on a single scroll.
as having the Strength of a Stone Giant (but without
Use the table below to determine the spell level of each
the rock-throwing ability), gaining +5 on attack and
spell on a scroll. Only a Cleric can use a Clerical scroll,
damage rolls.
and only a Magic-User can use a Magic-User scroll.
Healing: The imbiber of this potion receives 1d6+1 hit
Magic-Users must cast read magic on a spell scroll
points of healing (as the spell cure light wounds).
before being able to use it; each scroll needs to be
Heroism: This potion improves the fighting ability of treated in this way just once, and the effect lasts
the drinker. Fighters of the 3rd level or less gain +3 to indefinitely thereafter. If a Magic-User attempts to cast
attack bonus as well as gaining 3 hit dice. Fighters of a spell from a scroll, and they do not know that spell,
4th or 5th level gain +2 to attack bonus and 2 hit dice. there is a 10% chance the spell will fail. If a spell on a
Fighters of 6th or 7th level gain +1 to attack bonus and scroll is of higher level than the highest level spell the
1 hit die. Fighters of 8th level or higher, as well as non- Magic-User can cast, for each spell level of difference,
Fighter class characters, receive +1 to attack bonus but add 10% to the chance of failure. For example, Aura
gain no hit dice. Hit dice gained are only temporary, the 3rd level Magic-User attempts to cast polymorph
and damage received is deducted from those hit dice self from a scroll. Aura is able to cast, at most, 2 nd level
first; any such points that remain when the potion spells. Polymorph self is a 4th level spell, so Aura has a
expires are simply lost. chance of failure of 10% (she doesn't know the spell)
plus 20% (2nd level maximum vs. 4th level spell), for a
Invisibility: This potion makes the imbiber invisible (as
total of 30%.
the spell). This potion may be quaffed in thirds, in
which case each drink lasts 1d4+1 turns. Clerical scrolls are written in a normal language (being
just specially enchanted prayers), so the Cleric merely
Invulnerability: This potion grants a bonus of +2 to
needs to know the language in which the scroll is
Armor Class.
written in order to use it. Clerics suffer the same
Levitation: This potion grants the power of the spell chance of failure as do Magic-Users, save that the 10%
levitate.
Longevity: The drinker of this potion becomes
younger by 1d10 years.
Mind Reading: This potion grants the power of the
spell of the same name.
Poison: This isn't a potion at all, it's a trap. The drinker
must save vs. Poison or die, even if only a sip was
imbibed.
Polymorph Self: This potion grants the power of the
spell of the same name.
Speed: This potion gives the drinker the benefits of the
spell haste.
Treasure Finding: The imbiber of this potion will
immediately know the direction and approximate
distance to the largest treasure hoard in a 300' spherical
radius. This potion specifically detects platinum, gold,
electrum, silver, and copper; gemstones and magic
items are not detected.

171
TREASURE BASIC FANTASY RPG

penalty assigned for not knowing the spell does not Wands, Staves and Rods
apply.
A wand is a short stick, generally 12 to 18 inches long,
Spell Scrolls: Spell Level imbued with the power to cast a specific spell or spell-
like effect. A newly created wand has 20 charges, and
d% Level of Spell
each use of the wand depletes one of those charges; a
01-30 1st
wand found in a treasure hoard will have 2d10 charges
31-55 2nd remaining. If a wand generates an effect equivalent to
56-75 3rd a spell, assume the spell functions as if cast by a 6 th
76-88 4th level caster, or the lowest level caster who could cast
89-97 5th that spell (whichever is higher), unless otherwise noted.
98-00 6th Wands are generally usable only by Magic-Users.
Saving throws are rolled as normal, but on the Magic
A Cursed Scroll inflicts some curse upon whoever Wands column rather than the Spells column.
reads it. It need not be read completely; in fact, merely
glancing at the text is enough to inflict the curse. A A staff has a number of different (but often related)
saving throw may or may not be allowed, as spell effects. A newly created staff has 30 charges, and
determined by the GM (though a save vs. Spells should each use of the staff depletes one or more of those
usually be allowed). The GM is encouraged to be charges. A staff found in a treasure hoard will have
creative when creating curses; the spell bestow curse 3d10 charges remaining. Spell effects generated by a
(the reverse of remove curse) can be used for staff operate at 8th level, or the lowest caster level the
inspiration, but cursed scrolls can contain more spell could be cast by, whichever is higher, unless
powerful or inventive curses at the GM's discretion. otherwise stated. Staves are usable only by Magic-
Users, except where noted. Saving throws against
Protection Scrolls can be read by any character class, magic from a staff are rolled on the Spells column.
assuming the character can read the language the scroll
is written in (see the notes under Language in the A rod is a scepter-like item with a special power unlike
Character section for details). When read, a protection that of any known spell. Rods are normally usable by
scroll creates a 10' radius protective circle around the any class.
reader; preventing the warded creatures from entering. Rod of Cancellation: This rod may only be
The circle moves with the reader. Any creature other successfully used once. If struck against another magic
than the sort the scroll wards may enter, including of item, it utterly destroys all enchantments within the
course the allies of the scroll-reader, who are item; this expends the rod's magic. A roll to hit is
themselves protected so long as they remain entirely required if the target item is held by another character
within the circle. If any creature within the circle or creature.
performs a melee attack against any of the warded
creatures, the circle is broken and the warded creatures Snake Staff: This item is a walking staff +1. When
may freely attack. Normal protection scrolls last for 2 used by a Cleric, the user may command the staff to
turns after being read. transform into a constrictor snake (instead of causing
damage) on a successful hit. The snake will wrap
Protection from Magic scrolls are special, as they around a target up to man sized and hold them fast for
protect against magic spells and items rather than 1d4 turns, unless a save vs. Spells is made. The snake
creatures. No magical effect can cross the 10' circle of does not attack in any other way, nor cause any
protection in either direction for 1d4 turns. As with the damage. The snake may be recalled by the user at any
other protection scrolls, the circle created by this scroll point, in which case it returns to their hand and returns
moves with the reader. to staff form. It also returns in this way when the
Treasure Maps are generally non-magical. They must duration expires, or if the save is made. The snake has
be created by the GM, although they may delay Armor Class 15, moves 20' per round and has 20 hit
creating the map until the characters can actually use it. points; any hit points of damage taken are healed
The treasure indicated on the map will normally be completely when the snake returns to staff form; if killed
guarded by some sort of monster, determined by the in snake form, the magic is destroyed and it turns into a
GM as desired. broken stick. The staff may be used any number of
times per day, and neither has nor uses charges.

172
BASIC FANTASY RPG TREASURE

Staff of Commanding: This staff can cast charm may not be seen by the user. An "enemy" is any
person and charm monster spells, and can grant a creature which is thinking of or otherwise intending to
power equivalent to a potion of plant control. Each harm the user; also, all undead monsters and animated
function uses one charge. constructs within range will glow in this way regardless
of intent or thoughts (or lack thereof).
Staff of Healing: This staff can heal 1d6+1 hit points
per charge expended, as the spell cure light wounds. Wand of Fear: This wand generates the effect of the
Alternately, with an expenditure of two charges, the spell cause fear (the reverse of the spell remove fear).
staff can cast cure disease. This staff is only usable by Wand of Fireballs: This wand generates fireballs,
a Cleric. exactly as the spell, doing 6d6 damage.
Staff of Power: This staff has the following powers Wand of Illusion: This wand allows the user to create
costing one charge per use: lightning bolt (6d6 illusions equivalent to the spell phantasmal force.
damage), fireball (6d6 damage), cone of cold (as the
wand, for 6d6 damage), continual light, and Wand of Lightning Bolts: This wand generates
telekinesis (as the ring, lasting at most 1d6 turns). The lightning bolts, exactly as the spell, doing 6d6 damage.
staff is also a walking staff +2, and can be used exactly Wand of Magic Detection: This wand grants the user a
as a staff of striking. A staff of power can be used for power equivalent to the spell detect magic.
a retributive strike, requiring it to be broken by its
wielder. All charges currently in the staff are instantly Wand of Paralysis: This wand creates the effect of the
released in a 30' radius, doing 1d6 points of damage spell hold person.
per charge remaining (save vs. Spells for half damage).
Wand of Transform: This wand can be used to cast
All within the area, including the wielder, are affected
either polymorph self or transform other.
by this. Even after all charges have been used, it
remains a walking staff +2. Wand of Secret Door Detection: This wand grants
the user a power similar to the spell find traps, but
Staff of Striking: This staff has no attack bonus, but is
which reveals secret doors rather than traps.
treated as a +1 weapon with respect to what sorts of
monsters it can hit (and is usable by any class in that Wand of Trap Detection: This wand grants the user a
mode). This staff's primary power may only be used if power equivalent to the spell find traps.
wielded by a Cleric: By uttering a command word, the
Cleric may create an effect similar to the spell striking. Miscellaneous Items
Expenditure of one charge adds 1d6 points of damage
to the weapon's next strike; expenditure of two charges These items may take any of several forms, and have a
adds 2d6, and expenditure of three charges adds 3d6 variety of effects; when randomly rolled, the effect is
damage. If the weapon is not successfully used after determined first (as explained with the tables above)
the command word has been spoken, the effect and then the form is rolled on a separate table.
dissipates after one turn. Generally, such an item is written as a [Form] of
[Effect], for example, a Cloak of Fire Resistance.
Staff of Wizardry: This staff is equivalent to the staff
of power, above, and has the following powers as well: Items with forms meant to be worn are limited in that
invisibility, passwall, web, and conjure elementals only a normal number may be used at one time: at
(as the spell, but conjuring staff elementals as described most two rings (one on each hand), one cloak, a pair of
in the Monsters section). These powers each use one boots, one helm, and one pendant. If a character is
charge when activated. wearing two items that grant a continuous effect, such
as Cold Resistance or Defense, only one such item will
Wand of Cold: This wand generates a conical blast of function. If the items have differing levels of effect,
cold doing 6d8 damage (save vs. Magic Wands for half such as a Cloak of Defense +1 and a Ring of Defense
damage). The cone spreads from the tip of the wand to +3, only the more powerful item will operate (in this
a width of 30' at a distance of 40' away. case, the ring).
Wand of Enemy Detection: The effect of this wand is
to make all enemies of the user within 60' glow with a
greenish white light for one round. Even hidden or
invisible enemies glow in this way, revealing them, but
enemies completely out of sight (such as behind a wall)

173
TREASURE BASIC FANTASY RPG

Miscellaneous Item Effects creatures as well as anything more intelligent than a dog
or cat). The wearer can activate the power at will,
Blasting: When this device is played (as appropriate targeting any animal within 60' that they can see. The
for its form), it creates a powerful blast of sound filling a wearer may choose to end the effect for one or more
cone 10’ long and 2’ wide at the base. Those within controlled creatures at any time, in order to "free"
the area of effect suffer 2d6 points of damage and are enough hit dice to control a new target.
deafened for 1 full turn. A successful saving throw vs.
Death Ray reduces damage by half and reduces the Control Human: The wearer of this device may cast
period of deafness to a single round. the spell charm person at any target they can see
within 60'. The wearer can use this power once per
The device can also be used to damage or destroy
round, at will. If more than one humanoid is to be
buildings, fortifications, etc. Double the damage listed
affected, the wearer cannot control more than 6 hit dice
above when this item is used against a structure. The
or levels of humanoids at a time; however, the wearer
Stronghold rules in the Game Master section contains
may choose to end the effect for one or more
further guidance on this.
controlled creatures at any time, in order to "free"
Blending: The wearer of this item becomes nearly enough hit dice or levels to control a new target.
invisible, granting an 80% chance that the wearer can
move about unnoticed. If detected by onlookers, the Control Plant: The wearer of this device may create
wearer can be attacked without significant penalty. an effect equivalent to a potion of plant control at will,
affecting plants or plant creatures within 60' that they
Cold Resistance: The wearer of this device receives can see. The effect lasts as long as the wearer remains
protection as the spell resist cold, but the protection within 60' of the plants or plant creatures. A saving
works continually. throw is allowed just as for the potion.
Comprehension: The wearer of this device is granted Courage: When this device is played, all characters
the ability to read any language, including any form of and creatures friendly to the user within 60 feet are
magical script. Being able to read magic does not affected as by the spell remove fear.
confer magical abilities upon the wearer, but if worn by
a magic-user it grants the effects of read magic Deception: This device grants to the wearer the power
constantly. Note that when reading non-magical texts, of the Deceiver (as described on page 75). Any
attacker will believe the wearer is 3 feet from their true
the limitations described under the spell read
location, and the attacker's first strike will always miss.
languages apply to this device also.
Thereafter, the attacker suffers a penalty of -2 on all
Control Animal: The wearer of this device can charm attack rolls. This ring does not affect mindless
up to 6 hit dice of animals. The effect works much like creatures, constructs such as golems or living statues, or
a charm person spell, but only affects animals any sort of undead. Living creatures which are not
(including giant-sized animals, but excluding fantastic mindless will be affected even if they do not use sight to
target the wearer.
Defense: The wearer of an item with this power
receives the listed benefit (from +1 to +3) to their
Armor Class for so long as the ring is worn. This bonus
is also applied to the wearer's saving throw die rolls.
Delusion: Whoever wears this device believes it is
some other form of useful magical device, and behaves
thus (so a character who believes he is wearing a Ring
of Invisibility will believe himself to actually be
invisible). Unlike the potion of the same name, the
device's effect is not dispelled by the wearer suffering
damage; in fact, the only way to rid a character of this
cursed item is with the spell remove curse.
Djinni Summoning: Each device of this type has a
specific djinni bound to it, which will be summoned to
the wearer's location when they rub the device while
wearing it. The djinni appears in the next round and

174
BASIC FANTASY RPG TREASURE

protects, serves, and obeys the wearer. The djinni will The device may be used three times per day, and each
serve at most 1 hour per day, and can be summoned at use lasts at most one turn.
most once per day. If the djinni bound to a device is
Protection from Energy Drain: This device has the
ever slain, the ring loses all magical properties.
power to absorb and neutralize energy-draining attacks,
Doom: When this device is played (as appropriate for death spells or effects (such as slay living), and curses
its form), this device will create animated skeletons or that would otherwise affect the wearer. The device has
zombies as if by the spell animate dead. Up to 3d6 hit 2d6 charges when found, and each negative level,
dice of undead monsters will be so created from curse, or spell absorbed consumes one charge. When
remains within a 60' radius of the character who the device's charges are exhausted it disintegrates into
activated the device. If both skeletal and fleshy remains golden sparkles and disappears.
are available in the area of effect, skeletons will be
Protection from Scrying: The wearer of this item is
animated in preference over zombies. If the user is a
immune to all forms of scrying (including crystal balls,
magic-user or cleric, the created undead may be
clairvoyance, clairaudience, and any other means of
controlled so long as that character retains the device.
location or spying at a distance) as well as any form of
If played by a fighter or thief, the undead created will
mind reading. Other characters who are within 30' of
be uncontrolled, and will attack any living creatures
the wearer are also immune to scrying, but not to mind
nearby. The device may be used once per day, but no
reading.
more than 18 hit dice of undead created by it may exist
at any one time. Regeneration: This device grants the wearer the
power of regeneration, exactly as described in the
Fire Resistance: The wearer of this device receives
description of the Troll on page 151, including the
protection as the spell resist fire, but the protection
weakness with respect to acid and fire damage. Note
works continually.
that this device will only heal damage suffered while it is
Invisibility: The wearer of this device can become worn; pre-existing damage is not healed by putting on
invisible (as the spell invisibility) on command. If the the device.
invisibility is dispelled (as described for the spell), the
Scrying: This device can be used to spy upon other
device may not be reactivated for one full turn. The
people or locations, regardless of distance. A scrying
invisibility effect otherwise lasts for 24 hours.
device may only be used by Magic-Users. It can be
Levitation: The wearer of this device may levitate (as used three times per day, for up to a turn each time.
the spell) at will by concentrating. There is no limit to The chance of success when using a scrying device is as
how long this device may be used. shown below. Total chances equal to or greater than
Mind Reading: Whoever wears this device has access 100% do not require a roll.
to a permanent form of the spell mind reading; it is
Knowledge and Connection Chance
always available but only activates when the wearer
Secondhand Knowledge (heard of) 25%
spends a full round concentrating upon it, and persists
Firsthand Knowledge (seen briefly) 55%
until the wearer ceases to use it. The effect can be
activated as many times per day as the wearer wants. Familiar (known well) 95%
Possession or garment +25%
Panic: When this device is played (as appropriate for Body part, lock of hair, bit of nail, etc. +50%
its form), all creatures more than 20 feet from the user
but not over 120 feet away must save vs. Spells or be The user of the device is the only one who will see the
affected as by the spell cause fear. image. No sound will be heard normally. Detect
Penetrating Vision: On command, and for so long magic, detect evil, and mind reading have a 3%
thereafter that the wearer concentrates on it, this device chance per level of the caster of operating correctly if
confers the power to see through solid matter as if it used with a scrying device.
were transparent as glass. The effect extends at most Scrying, Superior: This item works exactly like a
20 feet, and the wearer sees as if in normal light even if standard scrying device, as described above, but also
they are in fact in total darkness. allows the user to hear any sounds in the location
viewed as if they were there.
This effect is blocked by certain materials; the wearer
can see through at most 3 feet of wood or soil, 1 foot of Speed: The wearer of this device can activate it with a
stone, or 1 inch of most metals. Gold or lead no thicker command word (or by clicking their heels together, if
than foil will completely block the effect. the item takes the form of boots) and gain the effect of

175
TREASURE BASIC FANTASY RPG

a haste spell, and can end the effect the same way. day as the wearer wishes, but lasts only as long as the
The effect can be used for a total of 10 rounds each wearer concentrates on it.
day.
Telepathy: Three times per day this item can be
Spell Storing: These much sought-after devices each activated by use of its command word, at which point it
contain a number of spells which can be cast by the will grant the wearer the power of a special version of
wearer. Most of them contain Magic-User spells, but 1 the mind reading spell which has a range of 90 feet
in 10 contains Clerical spells instead. No device may and lasts for 1 turn. During this time the wearer can
contain spells of both types! Each spell stored in the send thoughts to the mind of any creature whose
device is cast as if by the lowest-level character who thoughts the wearer is already reading, allowing
could normally cast the spell, but not less than 6 th level communication.
in any case.
Teleportation: Upon command the wearer of this item
Any class may wear and use this device, but it can only may cast the spell teleportation as if by a wizard of the
be recharged by casting the appropriate spell into it. A 12th level of ability. This power can be used up to 3
table is provided below to determine how many spells, times per day.
and what levels they are. A spell storing device must be
True Seeing: Three times per day this device can grant
recharged with the same spells that were placed into it
the user the power of the spell true seeing. Each use
when it was made; so a Pendant of Two Spell Storing
lasts at most one turn.
containing fireball and fly can only be recharged with
those two spells. Water Walking: This device allows the wearer to walk
on any liquid as if it were firm ground. Mud, oil, snow,
The wearer of one of these devices automatically knows
quicksand, running water, ice, and even lava can be
the names of the spells stored within it, but is not
traversed easily, since the wearer’s feet hover an inch or
granted detailed knowledge of how each spell works. If
two above the surface. Molten lava will still cause the
the wearer is not a magic-user and no such character is
wearer damage from the heat since they are still near it.
available to advise the wearer, there may be some
The wearer can walk, run, or otherwise move across
difficulty in using it successfully (and safely).
the surface as if it were normal ground.
A device of this type found in a treasure hoard may be
Weakness: Whoever puts this device on is cursed;
completely charged, or discharged, or partially charged,
their Strength score is reduced immediately to 3. The
at the GM's option.
device can only be removed with remove curse.
d% # of Spells d% Level of Spell
Wishes: This device contains the power to grant
01-24 1 01-30 1st
wishes to the wearer. 1d4 wishes will remain within the
25-48 2 31-55 2nd
ring when it is found. The GM must adjudicate all
49-67 3 56-75 3rd
wishes, and instructions are given in the Game Master
68-81 4 76-85 4th section regarding this.
82-91 5 86-97 5th
92-96 6 98-00 6th Rare Items
97-00 7
Bag of Devouring: This device appears, to all tests, to
Spell Turning: This device reflects spells cast directly be a normal Bag of Holding, and in fact it performs
at the wearer, but not area effect spells, back at the exactly like one at first. However, all items placed
caster; so a hold person spell would be reflected, but within disappear forever 1d6+6 turns later. The bag
not a fireball. It will reflect up to 2d6 spells before its continues to weigh whatever it did after the items were
power is exhausted. placed within it (that is, one-tenth the total weight of the
items), until it is opened and discovered to be empty.
Stealth: The wearer of this device can move quietly in
virtually any surroundings, granting a 90% chance of Bag of Holding: This device is a bag which appears to
success when moving silently (as the Thief ability of the be about 2 feet wide and 4 feet deep. It opens into an
same name). extradimensional space, and is able to hold more than
should be possible: up to 500 pounds of weight, and up
Telekinesis: The wearer of this device can use the to 70 cubic feet of volume. The bag weighs one-tenth
power of the spell telekinesis, as if cast by a 12 th level as much as the total of the objects held within. Any
Magic-User. The effect may be used as many times per object to be stored in the bag must fit through the
opening, which has a circumference of 4 feet.

176
BASIC FANTASY RPG TREASURE

Puncturing or tearing the bag will destroy its magic and rolled, the efreeti will serve the user for up to one hour
cause all contents to be lost forever. If this item is per day for 101 days, after which time it is freed and
turned inside out all contents are dumped. The bag is will disappear. Note that after the first activation, every
unharmed, but it will no longer work until it is turned day that passes is counted toward the 101 days
right side out again. If living creatures are placed inside whether or not the user activates the bottle.
they will suffocate within a turn (with exceptions for
Flying Carpet: This item appears to be a fancy rug of
creatures resistant to suffocation as determined by the
the sort found in the castle of a king. It has the power
GM). The bag's volume cannot be overfilled (as excess
to fly, carrying those upon it as if they stand upon a
items simply cannot be put inside), but if overloaded
solid surface. A flying carpet is typically 5' x 8' in size
above 500 pounds and then lifted it will be torn.
and can carry up to 500 pounds at a movement rate of
Getting any particular item from the bag requires the 100' per round, or up to 1000 pounds (its maximum
bearer to spend a round searching during which no capacity) at a rate of 50' per round. A flying carpet can
movement may be made. fly at any speed up to its maximum, and can hover on
command.
Boots of Traveling and Leaping: These boots allow
the wearer to make great leaps, jumping up to 10' high Gauntlets of Ogre Power: These thick leather gloves
and/or 30' across. They improve the wearer's grant the wearer a Strength bonus of +4 (instead of
movement so greatly that they also increase their their own Strength bonus). Both gauntlets must be
movement rate on land by an additional 10' per round. worn for the magic to be effective.
Broom of Flying: This broom is able to fly through the Girdle of Giant Strength: This broad leather belt
air for up to 9 hours per day (split up as its owner grants the wearer the Strength of a giant. For so long
desires). The broom can carry 200 pounds and fly at a as it is worn, the wearer gains a Strength bonus of +5
speed of 40 feet, or up to 400 pounds at a speed at 30 (instead of their own Strength bonus), and can throw
feet. In addition, the broom can travel alone to any large stones just as a stone giant does.
destination named by the owner as long as they have a
Mirror of Imprisonment: This item can appear as any
good idea of the location and layout of that destination.
style of full-length or larger mirror. It is a form of
It comes to its owner from as far away as 300 yards
magical trap, which can be set or deactivated by
when the command word is spoken.
speaking a command word followed by "activate" or
Efreeti Bottle: This item may appear as an ornate "deactivate."
bottle, or sometimes as a magic lamp. It can be
When in its active state, any character or creature who
activated once per day, by opening it if it takes the form
stands within 30 feet of the mirror and sees its reflection
of a bottle or by rubbing it if it takes the form of a lamp.
must save vs. Spells or be drawn bodily into the mirror,
When activated, smoke pours out and forms into an
including all items worn or carried. The victim is placed
efreeti.
within one of 20 metaphysical cells inside the mirror.
The efreeti released was trapped in the bottle and Those trapped in the mirror are mere reflections and
forced to serve whoever activates it. However, an are unable to take any action. The last character who
efreeti who has spent too long in a bottle may have lost spoke the command word to the mirror is immune to its
its mind, and if this happens the efreeti will begin a power, as are undead, constructs, and any creature that
frenzied attack upon whoever activated the bottle, lacks eyes.
disappearing when either the user of the bottle or the
A character who speaks the command word and then
efreeti is dead. There is, fortunately, only a 1 in 10
calls the number of a cell will cause the reflection of the
chance this will happen.
occupant of that cell to appear in the mirror. The
On the other hand, there is also a 1 in 10 chance that trapped creature can move and speak, but cannot cast
the efreeti of the bottle is able to grant three wishes to spells or take any other real action. The controlling
the user. If this is the case, the efreeti will perform no character may interrogate the trapped victim if desired,
other service, and cannot return to the bottle after it is though the mirror does not compel the victim to
activated until the user makes a wish. Subsequent respond or to be truthful. The controller may at any
wishes require additional activations, and upon the final time speak the command word again and say "return"
wish being granted the efreeti disappears for good. and the victim will be returned to its cell; or, the
Roll 1d10 when the bottle is first activated; on a roll of controller can say the command word followed by
1, the efreeti is insane, while on a roll of 0 the efreeti "come out" to free the victim, who appears standing
has three wishes to grant. If neither of these results is beside the controller.

177
TREASURE BASIC FANTASY RPG

Should all cells be full when a creature is drawn inside, To activate this device, incense must be placed in the
one cell chosen at random will be emptied with the bowl, lit, and covered, and the command words
freed creature appearing where the trapped one had inscribed around the edge of the lid must be spoken,
been standing. The freed creature is safe from the which requires a full round to complete.
mirror for one turn thereafter before it can again be
Crucible of Summoning Metal Elementals: This
trapped. All victims will be freed instantly if the mirror
device appears to be a small crucible, an open-topped
is broken.
vessel used for melting metal. To activate this device, it
Rope of Climbing: This 50 foot long rope is about ½ must be placed on a solid, adequately heat-resistant
inch in diameter, but is capable of supporting up to surface and the command words inscribed around the
3,000 pounds if tied to a secure anchor point. When edge of the lid must be spoken, which requires a full
the user holds one end of the rope and speaks the round to complete.
command word, the rope animates, moving like a The crucible becomes very hot while the metal
snake at a rate of 10' per round in whatever direction is elemental is present, causing 2d8 points of damage to
commanded by the user. The rope is even able to any character who dares to touch it barehanded and
move into a completely vertical position if so ordered. 2d6 points even if wearing armor or ordinary fabric or
It can be commanded to tie itself to any anchor point leather gloves. The crucible requires a full turn to cool
within reach (since the user must continue holding one after use.
end of the rope, it can reach no more than 50 feet from
that point). The rope has no real strength and thus Ice Sculpture of Summoning Cold Elementals: This
cannot lift or support any weight if not tied to an anchor device is a circular plate of marble about 9 inches in
point. diameter and about ¾ of an inch thick. To activate this
device, it must be placed level on a solid, stable surface
Devices of Summoning Elementals and a full skin of fresh water must be poured upon it; as
the water touches the base it magically freezes into a
These devices all grant the power to summon and small sculpture of a cold elemental. The command
control an elemental. As noted, the GM is likely to words inscribed around the rim of the plate must then
choose to allow only certain types of Elementals, so not be spoken, which requires a full round to complete.
all of these devices may be available in your campaign.
Mallet of Summoning Wood Elementals: This is a
When one of these devices is activated in accordance wooden mallet of the sort used by builders to drive in
with the summoning rules described for the Elemental pegs; though it could be used as a weapon, it is a poor
monster entry on page 88, a water elemental appears excuse for one as it does just 1d4 points of damage on
and follows the commands of the summoner. a hit and is not treated as a magic weapon. To activate
Bowl of Summoning Water Elementals: This wide this device, it must be held in the hand and the
bowl is about the size of a punch bowl, and will be command words inscribed on one side of the hammer-
made of precious metals set with jewels. To activate head must then be spoken, which requires a full round
this device, it must be filled with fresh water (at least a to complete.
quart) and the command words inscribed around its rim Rod of Summoning Lightning Elementals: This
must be spoken, which requires a full round to device appears as a copper rod about ¾ inch thick and
complete. 2 feet long, tipped with a polished ball of amber. The
Brazier of Summoning Fire Elementals: This device rod will have a smooth, polished green surface (a thin
appears to be a small brazier, a metal bowl with legs coating of verdigris) but will not be pitted or damaged
and cage-like sides which stands about a 1½ feet tall. by the corrosion. To activate this device it must be held
Braziers are meant to hold fire. To activate this device, in the hand and the command words inscribed on the
a fire must be built in this brazier and the command length of the rod must then be spoken, which requires a
words inscribed around its rim-band must be spoken, full round to complete.
which requires a full round to complete. Stone of Summoning Earth Elementals: This device
Censer of Summoning Air Elementals: This device is a roughly-cut but highly-polished stone in which a
appears to be an ornate but ordinary censer, a kind of vein or cluster of precious or semi-precious stones is
bowl with a perforated lid and a chain which is used to visible. To activate this device, it must be held in the
lift and swing the device. These are normally used in user's hands and the command words inscribed on the
worship, but this device is made for a different purpose. smoothest area of the stone must be spoken, which
requires a full round to complete.

178
BASIC FANTASY RPG GAME MASTER INFORMATION

PART 8: GAME MASTER INFORMATION


Wandering Monsters
We had the foresight to bring several large sacks with us, and we swiftly filled them with coins and gems from
beneath the sarcophagus. Without further delay we moved out, intent upon reaching the stairs to the surface and
then returning to Morgansfort. But it couldn't be that easy…
On the way in, Barthal scouted ahead and we took our time, constantly on the lookout for monsters. On the way
out, we threw caution to the wind, moving at full speed with Barthal watching behind us. So it was that
Morningstar and I turned a corner and practically stepped on the first rank of a goblin patrol!
Once again I was caught flatfooted, but so were the goblins. Morningstar reacted more swiftly, striking down the
first of the little monsters. You might think that parley would have been a better idea, but we had already tried
that with these goblins without success… so I couldn't blame the Elf for striking first and asking questions later.
I raised the golden sword and waded into battle…

Dungeon Encounters
Besides "placed" monsters, dungeons usually contain wandering monsters. The Game Master may create special
wandering monster tables for specific dungeons, or the general wandering monster tables (below) may be used.
In an average dungeon, a wandering monster encounter will occur on a roll of 1 on 1d6; the Game Master should
check once every 3 turns. The circumstances of a specific dungeon may call for higher odds or more frequent (or
possibly less frequent) wandering monster checks.
Die Roll Level 1 Level 2 Level 3
1 Bee, Giant Beetle, Giant Bombardier Ant, Giant
2 Goblin Fly, Giant Ape, Carnivorous
3 Jelly, Green* Ghoul Beetle, Giant Tiger
4 Kobold Gnoll Bugbear
5 NPC Party: Adventurer Jelly, Gray Doppleganger
6 NPC Party: Bandit Hobgoblin Gargoyle*
7 Orc Lizard Man Jelly, Glass
8 Stirge NPC Party: Adventurer Lycanthrope, Wererat*
9 Skeleton Snake, Pit Viper Ogre
10 Snake, Cobra Spider, Giant Black Widow Shadow*
11 Spider, Giant Crab Lizard Man, Subterranean Tentacle Worm
12 Wolf Zombie Wight*

Die Roll Level 4-5 Level 6-7 Level 8+


1 Bear, Cave Basilisk Basilisk, Greater*
2 Caecilia, Giant Jelly, Black Chimera
3 Cockatrice Caecilia, Giant Deceiver, Greater
4 Doppleganger Deceiver Giant, Hill
5 Jelly, Gray Hydra Giant, Stone
6 Hellhound Rust Monster* Hydra
7 Rust Monster* Lycanthrope, Weretiger* Jelly, Black
8 Lycanthrope, Werewolf* Mummy* Lycanthrope, Wereboar*
9 Minotaur Owlbear Purple Worm
10 Jelly, Ruddy* Scorpion, Giant Salamander, Flame*
11 Owlbear Spectre* Salamander, Frost*
12 Wraith* Troll Vampire*

179
GAME MASTER INFORMATION BASIC FANTASY RPG

Wilderness Encounters
The Game Master should check for random encounters in the wilderness about every four hours of game time; this
translates nicely to three night checks and three daytime checks. If your players choose to stand three night
watches, you simply check for each watch; in the daytime, check morning, afternoon, and evening.

To check for a wilderness encounter, roll 1d6; on a roll of 1, an encounter occurs. If a wilderness encounter is
indicated, roll 2d8 on the appropriate table below. The Game Master should think carefully about how the
encounter happens; check for surprise in advance, and if the monster is not surprised, it may be considered to have
had time to set up an ambush (at the GM's option).

Die Roll Desert or Barren Grassland Inhabited Territories


2 Dragon, Desert Dragon, Plains Dragon, Cloud
3 Hellhound Troll Ghoul
4 Giant, Fire Fly, Giant Bugbear
5 Purple Worm Scorpion, Giant Goblin
6 Fly, Giant NPC Party: Bandit Centaur
7 Scorpion, Giant Lion NPC Party: Bandit
8 Camel Boar, Wild NPC Party: Merchant
9 Spider, Giant Tarantula NPC Party: Merchant NPC Party: Pilgrim
10 NPC Party: Merchant Wolf NPC Party: Noble
11 Hawk Bee, Giant Dog
12 NPC Party: Bandit Gnoll Gargoyle*
13 Ogre Goblin Gnoll
14 Griffon Flicker Beast Ogre
15 Gnoll Wolf, Dire Minotaur
16 Dragon, Mountain Giant, Hill Vampire*

Die Roll Jungle Mountains or Hills Ocean


2 Dragon, Forest Dragon, Ice Dragon, Sea
3 NPC Party: Bandit Roc (1d6: 1-3 Large, Hydra
4-5 Huge,
6 Giant)
4 Goblin Deceiver Whale, Sperm
5 Hobgoblin Lycanthrope, Werewolf* Crocodile, Giant
6 Centipede, Giant Mountain Lion Crab, Giant
7 Snake, Giant Python Wolf Whale, Killer
8 Elephant Spider, Giant Crab Octopus, Giant
9 Antelope Hawk Shark, Mako
10 Jaguar Orc NPC Party: Merchant
11 Stirge Bat, Giant NPC Party: Buccaneer (Pirate)
12 Beetle, Giant Tiger Hawk, Giant Shark, Bull
13 Caecilia, Giant Giant, Hill Roc (1d8: 1-5 Huge, 6-8 Giant)
14 Shadow* Chimera Shark, Great White
15 NPC Party: Merchant Wolf, Dire Mermaid
16 Lycanthrope, Weretiger* Dragon, Mountain Sea Serpent

180
BASIC FANTASY RPG GAME MASTER INFORMATION

Die Roll River or Riverside Swamp Woods or Forest


2 Dragon, Swamp Dragon, Swamp Dragon, Forest
3 Fish, Giant Piranha Shadow* Alicorn (see Unicorn)
4 Stirge Troll Treant
5 Fish, Giant Bass Lizard, Giant Draco Orc
6 NPC Party: Merchant Centipede, Giant Boar, Wild
7 Lizard Man Leech, Giant Bear, Black
8 Crocodile Lizard Man Hawk, Giant
9 Frog, Giant Crocodile Antelope
10 Fish, Giant Catfish Stirge Wolf
11 NPC Party: Buccaneer Orc Ogre
12 Troll Toad, Giant (see Frog, Giant) Bear, Grizzly
13 Jaguar Lizard Man, Subterranean Wolf, Dire
14 Nixie Blood Rose Giant, Hill
15 Water Termite, Giant Hangman Tree Owlbear
16 Dragon, Forest Basilisk Unicorn

City, Town or Village Encounters


It's important for the Game Master to remember that, unlike dungeon or wilderness environments, cities, towns and
villages are busy places. During the day, most towns will have people on the streets more or less all the time; the
absence of people on the streets is often an indication of something interesting. By night, much of the town will be
dark and quiet, and encounters will be mostly Thieves or other unsavory types; but near popular eating or drinking
establishments, people of all sorts are still likely to be encountered. The GM must make sure that their descriptions
of the town environment make this clear; of course, this will also make it harder for the players to identify "real"
encounters.
The GM is encouraged to create their own encounter
tables for use in each city, town or village created (or
assign encounters by other means if desired); however, a
set of "generic" encounter tables are provided below for
those times when such preparation has not been
completed. Roll 2d6 on the table below to determine
what sort of encounter occurs; a description of each type
of encounter appears below the table.
Die Roll Day Encounter Night Encounter
2 Doppleganger Doppleganger
3 Noble Shadow*
4 Thief Press Gang
5 Bully Beggar
6 City Watch Thief
7 Merchant Bully
8 Beggar Merchant
9 Priest Giant Rat
10 Mercenary City Watch
11 Wizard Wizard
12 Lycanthrope, Wererat* Lycanthrope, Wererat*

181
GAME MASTER INFORMATION BASIC FANTASY RPG

Beggar encounters will often begin with a single beggar Merchants are a common feature of towns, and may
approaching the party, but there will generally be 2d4 be encountered performing any sort of business. As
beggars in the area, and if any party member gives with mercenary encounters, merchants may offer jobs
anything to the first beggar, the others will descend on to interesting player characters, particularly those with
the party like flies. Each beggar is 90% likely to be a good reputations. See Creating an NPC Party, below,
normal man, and 10% likely to be a 1 st level Thief, for details on this type of encounter. (A merchant in a
possibly scouting for the Thieves Guild or a local gang. town may not have a full entourage as described below;
the GM should use their discretion in creating the
Bully encounters will be with 2d4 young toughs; each
encounter.)
is 70% likely to be a normal man, 30% likely to be a 1 st
level Fighter. Bullies generally appear unarmed, Nobles encountered may also offer positions to player
depending on their brawling ability in a fight (but characters, or possibly offer a reward for some
keeping a dagger or shortsword hidden, to be used in dangerous task. Player characters with bad reputations
case the fight is going against them). Bullies can be a may be confronted, ordered to leave town, or even
bit unpredictable, such that the GM may want to use a arrested if the noble is able to call for the city watch.
reaction roll to determine the leader's mood. (See Creating an NPC Party, below, for details on this
type of encounter.) A noble in a town may not have a
City Watch encounters will be with 2d6 watchmen, all
full entourage as described below; the GM should use
1st level Fighters save for the squad leader, who will be
their discretion in creating the encounter.
from 2nd through 4th level. They will confront
"suspicious-looking" characters, but generally will need Press Gangs will consist of 2d6 Fighters, all 1 st level
a good reason before they attempt to arrest or except for one or two leaders of 2 nd through 5th level.
otherwise interfere with player characters. They will be armed with blunt weapons or possibly will
fight with their bare hands, since their goal is to capture
Doppleganger encounters will, of course, appear to be
rather than kill player characters; however, it is likely
some other type of encounter; the GM should roll again
that at least some members of a press gang will have
to determine what the doppleganger is masquerading
daggers or swords on their persons in case a serious
as. 1d6 dopplegangers will be encountered; any extra
fight breaks out. A press gang will not confront a party
group members will be humans who do not know they
of equal or greater size unless the party is obviously
are traveling in the company of shapeshifting monsters.
weakened, drunk, etc. If the party loses, they will
If the party is "interesting" to the dopplegangers, one or
awaken aboard a ship at sea or in a military camp
more of the monsters will attempt to follow them and
(depending on whether sailors or soldiers captured
replace a party member (as described in the monster
them), unarmed and at the mercy of their captors.
description). In many cases, player character parties
will not discover the true nature of the encounter until Priest encounters will usually be similar to a group of
much later. pilgrims (see Creating an NPC Party, below, for
details), though the group encountered will not be as
Giant Rat encounters will generally involve alleys, the
large as would be encountered in the wilderness.
docks, or other "low" places. Rats are generally not
Generally, a single priest of 1 st through 4th level will be
dangerous unless provoked, but if surprised they may
encountered, accompanied by 1d4 of the faithful.
attack. See the monster description for details of this
encounter type. Shadow encounters in a town will be much like the
same encounter underground; see the monster
Lycanthrope, Wererat encounters will appear to be
description for details.
some other type of encounter, either another sort of
"normal" encounter or a giant rat encounter (depending Thief encounters will be with a group of 1d6 Thieves,
on the circumstances). Wererats are cowardly and will generally disguised as ordinary townsmen or sometimes
not attack a party of equal or larger size. as beggars. One Thief in the group will be from 2 nd to
4th level, with the others being 1 st level only. They will
Mercenary encounters will involve 2d6 members of a
seek to steal from the party, of course, unless watched
mercenary company, going about some business or
very carefully.
other. A mercenary leader may offer a position to
Fighter-classed player characters if they have any Wizard encounters will involve a Magic-User of 4 th
reputation at all. through 7th level, accompanied by 1d4-1 apprentices of
1st level. The GM must decide on the temperament
and mood of the wizard.

182
BASIC FANTASY RPG GAME MASTER INFORMATION

Creating An NPC Party


Adventurers Buccaneers and Pirates
A party of NPC adventurers The difference between buccaneers and pirates is
will usually consist of 4-8 largely a question of what they wish to be called;
characters, as follows: 1d3 whatever you call them, they are waterborne
Fighters, 1d2 Thieves, 1d2 equivalents of bandits, attacking other ships or raiding
Clerics, and 1d2-1 Magic- coastal towns for plunder.
Users. Usually the
A buccaneer party will consist of 3d8 1 st level Fighters,
characters will all be of
led by a Fighter of 3 rd to 6th level (1d4+2) and 1d3
similar levels; after deciding
Fighters of 2nd to 5th level. All will be experienced at
what average level the party
handling ships, of course. They will be unarmored or
should be, you may wish to
armored only in leather, and will be armed with swords
make a few of the
and bows or crossbows.
characters lower levels (to
reflect the usual Seagoing pirates may appear in larger numbers, but the
"replacements" brought in number of leader-types will be similar to that given
when some characters die). above. Generate magic items for leaders only as
described below. A shipload of pirates or buccaneers
The Game Master must
will have a type A treasure, with magic items omitted
choose the race or races of
(since magic items will already have been rolled for the
the NPC adventurers to suit
NPCs); the treasure may not be aboard the ship,
the region where they are
however, as pirates often bury their treasures on distant
found (or come from).
shores. In such a case, the Captain or one of his mates
Probably 80% or more of
will have a map of some kind leading to the treasure.
adventurers are Human,
10% are Dwarves, 6% are Merchants
Halfling and the remaining 4% Elvish. If the NPC
adventurer party is evil, the GM may choose to replace Merchants must often transport their wares through
some party members with humanoid monsters such as wilderness areas. About half of the time (50%), a land-
orcs, hobgoblins, or gnolls. bound merchant party will be led by a single wealthy
merchant; other merchant parties will consist of 1d4+1
The party may be rivals with the player characters, less wealthy merchants who have banded together for
vying for the same treasures, or they may actually be their own safety. There will be 2d4 wagons (but at least
enemies, evil marauders that the player characters must one per merchant) drawn by horses or mules. Each
defeat. It is, of course, possible that the NPC wagon is driven by a teamster who is a normal man,
adventurers are allied or otherwise friendly with the usually unarmored and armed with a dagger or
player characters, but this may make things too easy for shortsword. The caravan will employ 1d4+2 first-level
the players. Fighters and 1d4 second-level Fighters as guards.
Bandits, Brigands, and Highwaymen If encountered at sea, a merchant party will generally
consist of a single ship owned or rented by a single
A party of bandits will generally consist of 2d12 1 level
st
merchant. The ship will have a crew of 2d8+8 regular
Fighters and 1d6 1st level Thieves, led by a Fighter or
crewmen, who are normal men, unarmored and armed
Thief of 2nd to 5th level (1d4+1) or by one of each class
with clubs, daggers or shortswords; the Captain, First
(if there are 11 or more 1st level members total). In the
Mate, and other officers are taken from this number.
wilderness, bandits will generally have horses or other
Large ships may require larger crews. 1d4+2 first-level
steeds appropriate to the terrain (stolen, of course) as
Fighters and 1d4 second-level Fighters will be aboard
well as light armor, swords and bows or crossbows.
as guards, just as with a caravan.
Determine magic items as given below for the leaders
only; rank-and-file members will not normally have Besides the valuable but undoubtedly bulky trade
magic items. goods transported by the merchant caravan or ship,
such a party will also have a type A treasure, with magic
In their lair or hideout, a party of bandits will generally
items omitted; it may be in one chest, or spread out
have type A treasure (with magic items omitted since
among the wagons.
they will have been generated using the rules below).

183
GAME MASTER INFORMATION BASIC FANTASY RPG

Nobles likely not be used by any of the NPCs as they have


already been dedicated to the god or pantheon.
A noble party will consist of a noble (of course),
possibly accompanied by a spouse (also a noble, of Magic Items for NPCs
course) and/or one or more children. Each adult noble
NPCs will generally have magic items in proportion to
will have at least one attendant (assistant, lady-in-
their class and level; assume a 5% chance per level that
waiting, etc.).
any given Fighter, Thief or Cleric NPC will have a
Lower-ranking nobles (such as barons) will have a magic weapon or magic armor (roll for weapon and
single wagon or carriage, drawn by fine horses; higher- armor separately for each NPC). Regardless of level, a
ranking nobles will have two or more wagons. The roll of 96-00 should be considered a failure. Magic-
noble may be mounted on a warhorse, though they Users will have a Ring of Protection (roll the bonus as
may choose to ride in a carriage part of the time. Each usual for the item) on a roll of 4% per level, and a
carriage or wagon will have a teamster, who in this case magic dagger or walking staff on a roll of 3% per level.
will be a 1st level Fighter in chainmail with a longsword.
In addition, assume a 2% per level chance that any
At least two mounted Fighters of 1 st through 4th level
given character will have a potion, and 3% per level
will be with the noble as guards; again, higher ranking
that a Cleric or Magic-User will have a scroll of some
nobles will have more guards. Guards will generally be
sort.
armed with longswords and possibly lances, armored in
platemail, and their warhorses will usually be barded Finally, add up the levels of all members of the party,
with chainmail. Determining the exact number of and use this number as a percentage chance that a
guards is left to the GM in this case. The normal Miscellaneous Magic item will be found among them. If
chances for magic items apply, of course. the roll is made, divide the number by two and roll
again; if the second roll is made, two such items are
A noble will usually be traveling with a little spending
found. If the party has more than 3 members, you
money; a type A treasure should be rolled to represent
might wish to divide the number in half again and roll
this. In this case, do not omit the magic items, as
for a third such item. Assign the Miscellaneous Magic
nobles will generally be more wealthy than the average
item or items to whichever party members seem most
party of men.
appropriate, or roll randomly if you can't decide.
Nobles are usually (70%) normal men; otherwise, roll
1d10: 1-6 indicates a Fighter, 7-8 indicates a Magic- Non-Human Parties
User, 9 indicates a Cleric, and 10 indicates a Thief. It is assumed above that NPC parties will be Human, or
(Clerical "nobles" are bishops, archbishops, and the predominantly so; but the Game Master may choose to
like.) Roll 2d4-1 for the level of each "classed" noble. present parties of Elves, Dwarves, or Halflings from
time to time. In general, such a party will be
Pilgrims
homogeneous…. an Elf party would consist of all Elves,
A party of pilgrims is on its way to (or from) a major for instance. If encountered in the territory of another
religious locale or activity. Such a party will be led by a race, the party might include a guide hired to lead them
1d4 Clerics of level 1-4 (roll for each). to their destination. For example, the Elf party
mentioned above might hire a Human guide to help
The remainder of the party is rather random in nature;
them when traveling through a Human country.
most pilgrim groups include 3d6 normal men (or
women if the religion allows women to go on The Game Master may simply use the figures given
pilgrimages), 1d6 Fighters of level 1-4 (roll for each) above when generating such parties. One thing that the
with chainmail and longsword, and 1d4 Thieves of level GM must decide is whether or not the "normal men"
1-4 (each of whom may be a genuine devout person, rules apply to non-humans… are there "normal elves"
or possibly just on the lam). There is also a 50% for instance? This decision is left to the GM. If there
chance of a single Magic-User of level 1-4 being with are such characters, they will have the same racial
the party. abilities as others of their kind, but will fight with an
Attack Bonus of +0 just as normal men do. If there are
Pilgrims usually travel light, carrying a single bag each
no such characters in the campaign world, then simply
and walking or riding mules or horses. The pilgrim
substitute 1st level Fighters for the normal men listed
party will most likely be bringing offerings of some sort
above.
to their destination; generate a type A treasure for this
purpose. If magic items are indicated, they will most

184
BASIC FANTASY RPG GAME MASTER INFORMATION

Dealing with Players


Character Creation Options The Full Shuffle: Let the player arrange the six Ability
Score values as they wish. This allows the most
The standard character creation rules call for rolling 3d6
customization for the player, but on the other hand you
for each Ability Score in order. Players may complain
may find that all player characters in your campaign
that they can't create the sort of characters they want to
begin to look very much alike. It's not uncommon for
play. Here are several options you may choose from if
players to "dump" the lowest statistic in Charisma, for
you wish to make things easier for your players. Note
instance.
that the players must not be allowed to demand these
options; it's purely the decision of the Game Master.
Hopeless Characters
Point Swapping: Allow the player to "move" points
from one Ability Score to another, at a rate of -2 to one Sometimes a player will roll for ability scores, look at
score for each +1 added to the other. The maximum the ability scores rolled, and declare the character
score is still 18 (or the racial maximum if lower), and "hopeless." Of course, no player can be required to
the player should not be allowed to lower any score play a character with less than 9 in the first four scores,
below 9. since all four classes would be unavailable to that
character. However, you as the Game Master might
Score Swapping: Let the player exchange any two choose to allow the player to reroll a character with
Ability Scores, once per character. scores that are overall below average even if the
character isn't as "hopeless" as this.

185
GAME MASTER INFORMATION BASIC FANTASY RPG

Here's an alternate suggestion: Allow the player to Magic-User will maintain a relationship with their
"flip" all of their scores by subtracting them from 21. original master, who will teach the character new spells
This will turn a roll of 15 (+1 bonus) into a 6 (-1 either for free or in return for services. Sometimes two
penalty) but turn a roll of 3 (-3 penalty) into an 18 (+3 Magic-Users will agree to exchange known spells. In
bonus). This will result in a character who previously many cases the only option available to a Magic-User
had mostly penalties becoming one with mostly will be to pay another Magic-User (often an NPC)
bonuses. If this is allowed, all scores must be flipped, anywhere from 100 gp to 1000 gp per spell level in
not just the bad ones! Doing this ensures the character return for such training.
is playable while still allowing the possibility of some
Magic-Users may also create entirely new spells (or alter
penalty scores.
existing spells); see the Magic Research rules, below, for
It is of course possible to roll all average scores, such details.
that the character has neither bonuses nor penalties and
would not gain any benefit from flipping scores. The Weapon and Armor Restrictions
choice here should be the player's; if they wish to reroll
all scores, the GM should probably allow it. Several races and classes have weapon and/or armor
restrictions applied to them. What happens when a
Acquisition of Spells player declares that their character is going to use a
prohibited weapon or wear prohibited armor?
Clerics have an obvious advantage over Magic-Users, in
that, in theory, they have access to any spell of any Clerics: The prohibition against edged weapons is a
level which they can cast. However, note that Clerics matter of faith for Clerics. Therefore, if a Cleric uses a
are limited in their spell selection based on their deity, prohibited weapon, they immediately lose access to
faith or ethos; for instance, a Cleric of the goddess of their spells as well as the power to Turn the Undead. A
healing should not be surprised that their deity refuses higher-level NPC Cleric of the same faith must assign
to grant reversed healing spells. If a Cleric prays for a some quest to the miscreant which must be completed
spell that is not allowed, the Game Master may choose in order for the fallen Cleric to atone and regain their
to grant the character a different spell, or optionally (if powers. If unrepentant, the character is changed
the deity is angered) no spell at all for that "slot." permanently from a Cleric to a Fighter. Re-calculate
the character's level, applying the current XP total to the
Magic-Users begin play knowing two spells, read magic Fighter table to determine this. Hit points and attack
plus one other (unless the GM grants more starting bonus remain the same; change the attack bonus only
spells). Each time the character gains a level, they gain after a new level is gained as a Fighter, and roll Fighter
the ability to cast more spells; in addition, every other hit dice as normal when levels are gained.
level the Magic-User gains access to the next higher
level spells (until all levels are available). However, Magic-Users: These characters are simply untrained in
gaining the ability to cast these spells does not any weapon other than those normally allowed to
necessarily mean the Magic-User instantly learns new them, and should suffer a -5 attack penalty when using
spells. any prohibited weapon. A Magic-User in armor can't
cast spells at all; any attempt fails, and the spell is lost.
Magic-Users may learn spells by being taught by
another Magic-User, or by studying another Magic- Thieves: Wearing armor heavier, more restrictive
User's spellbook. If being taught, a spell can be learned and/or noisier than leather armor prevents the use of
in a single day; researching another Magic-User's any Thief ability, including the Sneak Attack ability.
spellbook takes one day per spell level. In either case, Thieves may choose to wear such armor, but this only
the spell learned must be transcribed into the Magic- makes them a poor excuse for a Fighter.
User's own spellbook, at a cost of 500 gp per spell level Dwarves and Halflings: These characters are
transcribed. prohibited from using large weapons, mainly due to
A Magic-User may add a new spell of any level they their small stature and relatively low weight. It's hard to
may cast at any point; however, spells of higher levels swing a weapon when the weapon is trying to swing
may not be learned or added to the Magic-User's you. If such a character tries to use a prohibited
spellbook. The Magic-User must find a teacher or weapon, the Game Master may either apply a -5 attack
acquire a reference work (such as another Magic-User's penalty based on the difficulty of using the weapon, or
spellbook) in order to learn new spells, and the cost of alternately declare the attempt unsuccessful, at their
such is in addition to the costs given above. Often a option.

186
BASIC FANTASY RPG GAME MASTER INFORMATION

Judging Wishes
Wishes are one of the most potentially unbalancing
things in the game. With a carefully worded wish, a
player character can make sweeping, dramatic changes
in the game world, possibly even rewriting history.
Before allowing the player characters in your game
access to even one wish, think about how you will deal
with it.
Wishes are granted by a variety of beings. Even when
a wish comes from a device (a ring or a sword, for
instance), some extradimensional being, god or devil or
whatever, has placed that wish in the device. A wish
will tend to further the goals of the granting being; if the
granter is an evil efreeti, for instance, it will attempt to
twist the meaning or intent of the wish so that it does
not really accomplish what the player character wants.
On the other hand, if the granter is one of the good
powers, it will grant the wish as intended so long at the
player character isn't being greedy or spiteful. In general, a wish is granted with at least literal
Game balance is the main issue that must be accuracy… the words of the wish must be fulfilled. The
considered. Using a wish to heal the entire party, exception is wishes that are unreasonable for game
teleport everyone without error to a distant location, or balance purposes; they are still at least literally
to avoid or redo a catastrophic battle, is reasonable. A interpreted, but may be only partially granted. In the
wish that a character be restored to life and health is last example above, for instance, the granting power
reasonable, but a wish that not only restores but also would likely restore the character to life and health but
improves the character is not. ignore the "improvements" wished for.

Optional Rules
Death and Dying But the adventurer(s) are dead… how can they agree
to the indenture? There are two options: the priests
The rules state that, at zero hit points, the character is
can use speak with dead to attain agreement, or the
dead. If this is too harsh for you, here are several
adventurers can sign an agreement with the church
approaches to changing the situation:
before leaving on the potentially dangerous adventure.
Raise Dead: The first approach doesn't change the The latter might even be considered a standard
rules a bit. Arrange matters so that characters killed in procedure in some places.
an adventure can be easily raised (but at a substantial
Save vs. Death: The first actual rule alteration is to
cost). This not only "deals" with the mortality issue, it
allow characters reduced to zero hit points to save vs.
also soaks up excess treasure, preventing the player
Death Ray to avoid death. If the save is failed, the
characters from becoming too rich to be interested in
character is immediately dead, just as in the normal
adventuring. It also tends to reward the cautious (since
rules. If the save is made, the character remains alive
they get to keep their gold more often).
for 2d10 rounds; if the character's wounds are bound
What if the characters don't have enough money when (or they receive healing magic) within this time frame,
they die to afford to be raised? Allow the local religious death is averted. The character remains unconscious
establishment to raise dead adventurers in return for for the full 2d10 rounds rolled, either dying if left
their indenture… that is, the adventurers, upon being untreated or awakening if their wounds are bound.
restored to life, owe the church or temple the money it Binding the wounds of the dying character stabilizes
would have cost to be raised, or an equivalent service. them at zero hit points. Non-magical healing will
Thus, the local religious leaders would have a ready require a full week to restore the first hit point; after this,
pool of adventurers to undertake dangerous missions healing proceeds at the normal rate.
for them.

187
GAME MASTER INFORMATION BASIC FANTASY RPG

Magical healing will restore the character to whatever against Ability Scores that still gives better odds to
total is rolled on the healing die roll (up to the usual higher level characters:
maximum of course).
The player rolls 1d20 and adds their Ability Bonus for
Any spellcaster reduced to zero hit points who then the score the GM thinks is most appropriate, as well as
survives loses all remaining prepared spells. any bonus or penalty the GM assigns. Consult the
following table. If the total rolled is equal to or higher
This rule might be combined with the suggestions under
than the given Target number, the roll is a success.
Raise Dead, above.
Level Target
Negative Hit Points: Instead of stopping at zero hit
NM or 1 17
points, keep track of the current negative figure. At the
2-3 16
end of each round after they fall, the character loses an
additional hit point. If a total of -10 is reached, the 4-5 15
character is dead. Before this point is reached, the 6-7 14
character may have their wounds bound and/or receive 8-9 13
magical healing, which will stabilize the character. The 10-11 12
injured character may not move more than a few feet 12-13 11
without help, nor fight, nor cast spells, until their hit 14-15 10
points are again greater than zero. This rule should not 16-17 9
be combined with the Save vs. Death option. 18-19 8
Just as with the Save vs. Death rule, spellcasters who 20 7
survive being reduced to zero or negative hit points lose
all currently prepared spells. Human Experience Bonus Option
As a further option, the GM may choose to use a Some Game Masters find that the standard 10% bonus
negative number equal to the character's Constitution to earned experience for Human player characters is
score rather than a straight -10. not enough to encourage people to play as Humans. If

"Save or Die" Poison


Poisons, as described in the Encounter and Monster
sections, kill characters instantly. Game Masters may
find this makes the mortality rate of player characters a
bit too high. On the other hand, poisons should be
scary. Here's an optional rule which makes things a bit
easier without entirely removing the fear from poison:
Where a "save or die" poison is indicated, the victim
must make a save vs. Poison or suffer 1d6 points of
damage per round for 6 rounds, starting the round
following the exposure to the poison; this is an average
of 21 points of damage, but even a first level character
might survive with a combination of luck and healing
magic. The GM may create poisons which vary from
these figures, of course. If the Negative Hit Points
optional rule is being used, it is suggested to increase
the poison duration to 10 rounds (an average 35
points).

Ability Rolls
There will be times when a player character tries to do
something in the game that seems to have no rule
covering it. In some of those cases, the only attribute
the PC has that seems appropriate may be an Ability
Score. Here is a suggested method for making rolls

188
BASIC FANTASY RPG GAME MASTER INFORMATION

you feel that this is the case in your campaign, there is Abilities table, you'll discover its secret: from levels 2-9,
absolutely no reason not to give double that bonus. the Thief improves 30 percentiles (total) each level;
Because of the exponential (doubling) nature of the from levels 10-15, 20 percentiles; and from level 16 on,
character advancement tables from 1 st to 9th levels, 10 percentiles. If you wish to allow Thief customization,
giving a larger bonus will not significantly unbalance simply let the player allocate these points as they wish
your game in any way. rather than following the table. Allow no more than 10
percentiles to be added to any single Thief ability per
Awarding Experience Points for level gain. Note also that no Thief ability may be raised
Treasure Gained above 99 percent.

The Game Master may also assign experience points for Preparing Spells From Memory
treasure gained, at a rate of 1 GP = 1 XP. This is
optional; GMs wishing to advance their players to Sometimes a Magic-User will want to prepare spells, but
higher levels more quickly may choose to do this, while their spellbook may be unavailable; this includes when
those preferring a more leisurely pace should omit it. If the book has been destroyed or stolen as well as times
experience is awarded for treasure, it should be when the Magic-User has been captured or trapped.
awarded only for treasure acquired and returned to a A Magic-User can always prepare read magic from
place of safety. Alternately, the GM may require memory. Other spells require an Intelligence ability roll,
treasure to be spent on training in order to count it for as described above, with the spell level as a penalty on
experience. This is a highly effective way to remove the die roll.
excess treasure from the campaign.
Failure exhausts the spell slot being prepared, just as if
Thief Abilities it had been successfully prepared and then cast; so if a
5th level Magic-User attempts to prepare fireball from
Some players of Thieves may wish to have more memory, and fails, they will have no 3 rd level spells for
control over their Thief abilities. If you study the Thief the day.

189
GAME MASTER INFORMATION BASIC FANTASY RPG

Magical Research
General Rules for Research Spell Research
At some point a Magic-User or Cleric may wish to start Researching new spells is the most common type of
creating magic items or inventing spells. This is termed magical research. A Magic-User may research a
magical research. For any research, a Magic-User standard spell, removing the need for a teacher or
must have a tower or laboratory, while a Cleric requires reference; alternately, a Cleric or Magic-User may
a properly consecrated temple or church of their faith. invent an entirely new spell. No character may invent
In addition, there will be a cost for the creation of each or research a spell of a higher level than they can cast.
item, a minimum time required to create it, and a given
If the character is inventing a new spell, the GM must
chance of success. If the roll fails, generally the time
determine the spell's level and judge whether or not the
and money are wasted and the procedure must be
spell is possible "as is." The GM does not have to tell
started again from the beginning; however, consult the
the player whether the spell is possible, and in fact this
detailed rules below for exceptions.
may be preferable.
In almost all cases, the Game Master should make this
The cost to research a spell is 1,000 gp per spell level
roll in secret. There are many situations where the
for "standard" spells, or 2,000 gp per spell level for
character (or the player) should not know whether the
newly invented spells; in either case, one week is
roll has actually failed, or whether the GM has decided
required per spell level to complete the research. The
the research is impossible for the character. The GM
chance of success is 25%, plus 5% per level of the
may decide to tell the player that the research is
character, minus 10% per level of the spell; the
impossible if the roll succeeds; if the roll is a failure, that
maximum chance of success is 95%.
is all the player should be told.
If the research roll is successful, the character may add
In general, Clerics may only create magic items
the spell to their spellbook (if a Magic-User) or may
reproducing the effects of Clerical spells; Clerics may
subsequently pray for the spell (if a Cleric). On a
also make enchanted weapons and armor, even those
failure, the money and time are spent to no avail.
sorts which they may not use themselves (since they
Clerics of the same deity, faith or ethos may teach each
may be creating weapons or armor for other followers
other the prayers required to access new spells; this
of their faith). Magic-Users may create any sort of
takes one hour per spell level. The procedure to
magic item except for those reproducing Clerical spells
exchange spells with other Magic-Users has already
for which no equivalent Magic-User spell exists.
been explained (under Acquisition of Spells, above).
Time spent doing magical research must be eight-hour
As mentioned above, the GM may decide that a
days with interruptions lasting no more than two days.
proposed new spell is not "correct" for their campaign;
Longer interruptions result in failure of the project.
too powerful, too low in level, etc. Rather than tell the
The GM may wish to grant Experience Points to player this, there are two strategies that may be used.
characters who successfully complete magical research.
First, the Game Master may decide to revise the spell.
It is suggested that the rate of such awards be 1 XP per
If the roll is a success, the GM then presents the player
10 gp spent on the research. This award may be
with a revised writeup of the spell, adjusted however
granted for all research, or only for creation of magic
the GM feels necessary for game balance purposes.
items, or not at all if the GM prefers to emphasize
adventuring for advancement purposes. The alternative, more appropriate when the GM
believes the spell should be higher level than the player
character can cast, is to make the roll anyway. If the
roll fails, that is all the player needs to know; but if it
succeeds, the GM should then show the player the
revised version of the spell and explain that the
character may try again when they attain a high enough
level to cast it. In this case, the GM may allow the
character to reduce either the time or the cost by half
when the research is attempted again at the new level.

190
BASIC FANTASY RPG GAME MASTER INFORMATION

Magic Item Research


Any character who wishes to create magical items must
know all (if any) spells to be imbued in the item. Items
that produce effects not matching any known spell may
require additional research (to devise the unknown
spell) if the GM so desires.
Some magic items require one or more special
components that cannot usually be bought. Special
components can only be used once on such a project.
For example, the GM might require the skin of a
deceiver to create a Cloak of Deception, or mountain
dragon saliva to create a Wand of Fireballs. Note that
there are specific rules for components under Other
Magic Items, below.
Special component requirements are entirely at the
option of the Game Master, and are usually employed
to slow the creation of powerful magic items that might
tend to unbalance the campaign. It's also a way to lead
the spellcaster (and their party) to new adventures.

Chance of Success
If the roll fails, the enchantment of the scroll has failed;
Unless given differently below, the base chance of however, if the caster tries again to inscribe the same
success creating a magic item is 15% plus 5% per level spell, either the cost or the time is reduced by half (at
of the spellcaster, plus the spellcaster's full Intelligence the player's option, if a player character is involved).
(if a Magic-User) or Wisdom (if a Cleric). Thus, a 9 th
level spellcaster with a 15 Prime Requisite has a base Other Single-Use Items
chance of 75%.
Scrolls (other than spell scrolls), potions, and a few
Spell Scrolls other items (such as the Rod of Cancellation) are
single-use items. These items may be created by
A spellcaster may create a scroll containing any spell Magic-Users or Clerics of the 7th level or higher.
they have access to (for a Magic-User, spells in their
spellbook; for a Cleric, any spell the character might The chance of success is as given for scrolls, above,
successfully pray for). The cost is 50 gp per spell level, when the item being created reproduces a known spell
and the time required is 1 day per spell level. Reduce (or when the GM decides a spell must be created, as
the chance of success based on the level of the spell described above). For other types of items, the GM
being inscribed, at a rate of -10% per level. should assign a spell level as they see fit, and the cost
and time required is doubled (making up for the spell
research or knowledge required for spell-reproducing
items). The time required is one week plus one day per
spell level (or equivalent), and the cost to enchant the
item is 50 gp per spell level, per day.
Potions are a special case; the character creating a
potion may make a large batch, consisting of several
doses, which may be bottled in separate vials or
combined in a larger flask. For each additional dose
created at the same time, reduce the chance of success
by 5% and increase the time required by one day.
Note that increasing the time required will directly
increase the cost. If the roll to create the item fails, the
entire batch is spoiled.

191
GAME MASTER INFORMATION BASIC FANTASY RPG

The assistance of an alchemist (found in the Specialists


section on page 47) adds 15% to the chance of success
of a Magic-User or Cleric creating a potion.

Permanent Magic Items


Creating permanent magic items (rings, weapons,
wands, staves, and most miscellaneous magic items)
requires a Magic-User or Cleric of the 9th level or higher.
When enchanting an item with multiple abilities, each
ability of the item requires a separate roll for success;
the first failed roll ends the enchantment process. Such
an item will still perform the powers or effects already
successfully enchanted into it, but no further
enchantment is possible.
Permanent magic items, including weapons (described
in detail below), must be created from high-quality
items. The cost of such items will generally be ten
times the normal cost for such an item. Creates a spell or spell-like effect: This is the basic
feature of all non-weapon magic items. The base cost
Enchanting Weapons and Armor of this enchantment is 500 gp per spell level; time
required is five days plus two days per level. If the
The base cost of enchanting a weapon or armor is magic item has multiple spell or spell-like effects, add
1,000 gp per point of bonus. For weapons with two the cost and time figures together. The chance of
bonuses, divide the larger bonus in half (don't round) success is reduced 5% per spell level.
and add the smaller bonus; thus, a Sword +1, +3 vs.
Dragons would cost 2,500 gp to enchant. Enchanting Has multiple charges: This includes, of course, wands
a weapon takes one week plus two days per point of and staffs, but several other magic items would also
bonus; thus, the sword described would require twelve have charges. Each spell or spell-like effect normally
days to enchant. has a separate pool of charges (but see next). The
table below shows the various maximum charge levels
Reduce the chance of success by 10% times the bonus; and the associated cost, time and chance adjustments:
so, a Sword +1 would reduce the base chance 10%,
while the Sword +1, +3 vs. Dragons described above Charge Cost per Charges per Chance
Level Charge Day
would reduce the base chance 25%. Further, the
chance of success may be increased 25% by doubling 2-3 +150 gp 1 - 5%
the cost and time required (this decision must be 4-7 +125 gp 2 - 10%
announced before the roll is made). 8-20 +100 gp 3 - 20%
21-30 +75 gp 4 - 30%
For weapons having additional powers, combine the
rules above with the rules for creating permanent items. When using the table above, don't count the first charge
All enchantments must be applied in a single for cost or time purposes. Note that each separate pool
enchantment "session." of charges in the item must be figured separately.
At the GM's option, hiring a master armorer or Item can be recharged: Figure the additional cost and
weaponsmith (one good enough to charge twice time, and the penalty to the chance of success, for
normal rates as given in the Specialists subsection on rechargeable items as being exactly twice the figures
page 47) might add 15% to the chance of success. from the table above; so, creating a rechargeable item
with 3 charges costs 600 gp more rather than 300 gp
Other Magic Items more, and takes two days per charge (or four extra
days); the chance of success is lowered 10% rather than
Magic items can have several features. Each feature 5%.
added to a magic item increases the cost and the time
required, and decreases the chance of success. The Item recharges itself: Creating a self-recharging item
features are as follows: is expensive; apply the following adjustments to the
charge cost, time and chance for items that recharge

192
BASIC FANTASY RPG GAME MASTER INFORMATION

automatically. Note that self-recharging items are never words and gestures to the item. Adding this feature
"rechargeable" in that they may not be recharged other costs 1,000 gp per effect. Note that all the item's effects
than by themselves. do not have to be covered; it is possible to create an
item where some effects may be used by any class, but
Charging Cost Time Chance
Rate
other effects may only be used by the creator's class.
1 per day x3 x2 - 10% Item operates continuously or automatically: This
All per day x5 x3 - 30% feature supersedes both the charges and item use
All per week x4 x2 - 20% features. The item works whenever properly worn, or
activates automatically when required. A Ring of Fire
Charges are generic: This means that all the effects of Resistance is a good example; also, the Ring of
the item draw power from the same pool of charges; Invisibility is in this category. Adding this feature
most Magic-User staffs are in this category. Items with multiplies the final cost and time figures by 3 and
generic charges are always rechargeable; don't apply applies a 20% penalty to the chance of success.
the normal costs for this feature. Instead, combine the
normal costs for the charge pools of each effect (which Each feature above applied to a magic item will require
must all have the same number of charges), and then a valuable, rare and/or magical material to support the
divide the charge cost, time and chance adjustments by enchantment. For example, a wand of fireballs has a
two. Thus, two effects sharing one pool costs the same spell effect that is powered by charges; these are two
as a single effect with a single pool. relatively ordinary features, so the Magic-User creating
the item proposes a rare wood for the shaft and a
Item may be used by any class: By default, magic 1,000 gp value ruby for the tip. The GM may, of
items may only be used by the class that created them; course, require something more rare or valuable if the
so a Wand of Fireballs is normally usable only by magic item is particularly powerful.
Magic-Users, or a Staff of Healing only by Clerics.
This feature allows the item to be used by any class of The base cost of a spell effect feature can be reduced
character, and involves assigning simple command by 25% by applying limits to the ability. For example, a
Ring of Charm Dryad is an example of limited charm
person spell effect, which would qualify for the
deduction. This does not affect the chance of success
or the time required.
Weapons which are to be enchanted with additional
powers other than the normal bonus require combining
the standard weapon enchantment rules with the rules
given above. Perform the weapon enchantment first; if
it is successful, then the character enchanting the
weapon must immediately (within two days, as
previously explained) begin the spell or spell-like power
enchantment process. Failure of the second procedure
does not spoil the weapon enchantment.

Cursed Items
Some cursed items, such as cursed scrolls, are created
that way specifically by the spellcaster. The difficulty of
creating such an item is roughly the same as the
difficulty of creating a spell scroll of bestow curse.
Other cursed magic items may be the result of a failed
attempt to create a useful item. The GM must decide
whether or not a failed research project will actually
create a cursed item.

193
GAME MASTER INFORMATION BASIC FANTASY RPG

Creating a Dungeon Adventure


1. Think About Why ancient barbarian warlord, guarded by undead
monsters… there are many possibilities.
When creating a dungeon, the first question you must
answer is: Why will your player characters risk going 3. Choose Special Monsters
into this dangerous dungeon full of monsters and traps? Now you know why the player characters want to go
Here are some possible scenarios: there (or why they will, when they learn of the
dungeon), and you know what sort of place it is. Next,
To Explore the Unknown: This is common in pulp decide what special monsters you will place within. For
fiction. One or more of the player characters has heard instance, the natural cave expanded by kobolds
of some ancient site, and wishes to explore purely for contains kobolds, obviously, while the warlord's tomb
knowledge. Possibly some of the other player contains some undead, zombies and skeletons perhaps.
characters are involved for other reasons.
To Battle An Evil Incursion: Goblins are raiding 4. Draw The Dungeon Map
farms in the area, and the Baron has offered a reward Dungeon maps can be drawn on graph paper in pencil,
for stopping the raids; the player characters are happy or created on the computer with any of a broad variety
to help. of dungeon-drawing programs. (If you like the design
To Rescue A Kidnapped Victim: Some friend of the of the maps in the official Basic Fantasy RPG adventure
player characters has been kidnapped, and they must modules, be sure to visit www.basicfantasy.org and try
sneak into or storm the villain's tower/cave/dungeon to out our map designer, MapMatic +2.) When creating a
rescue the victim. Or, perhaps, the victim is the son or dungeon for personal use, there is certainly no good
daughter of the local Baron or a wealthy merchant who reason not to use pencil and paper. Below is an
offers a reward for the safe return of their offspring. example of a hand-drawn dungeon map, with the
various symbols noted:
To Fulfill A Quest: The local church, to whom the
player characters owe a favor, would like an ancient
relic recovered from a lost mountain fortress, and the
High Priest asks them to look into it; or some similar
task might be assigned, depending on who the player
characters owe a favor.
To Get Loot: This is a surprisingly common scenario
(well, perhaps not so surprising). The dungeon is
rumored to contain a hidden treasure of great value,
and the first characters to find it will be rich! Of course,
the treasure might not be that huge, and might be
guarded by any number of horrific monsters…
To Escape Confinement: The player characters have
been captured by an enemy, and find themselves
incarcerated without their weapons, armor, or
equipment. This scenario must be used with care, as
the GM must not be seen to be "railroading" the
characters into the adventure.
5. Stock The Dungeon
There are many other possible scenarios, and each has
many variations. Knowing the answer to this question "Stocking" the dungeon refers to assigning contents to
will make the next questions easier to answer. each room. There are several possibilities; a room
might contain a monster (which might or might not
2. What Kind Of Setting Is It? have treasure), a trap (which might guard a treasure, or
Is the dungeon beneath a ruined fortress, or an ancient might not), an "unguarded" treasure, a "special"
wizard's tower? Or perhaps it's a natural cave, which (something other than a monster, trap, or treasure;
has been expanded by kobolds… or the tomb of an often a puzzle of some sort), or be "empty."

194
BASIC FANTASY RPG GAME MASTER INFORMATION

The GM may choose the contents of any room, or may Empty rooms contain no monsters, traps, unguarded
roll on the table below: treasures, or specials. This does not mean that they are
truly "empty;" a room might contain a fireplace,
d% Contents upholstered chairs, side tables, torch sconces, and curtains,
01-16 Empty and still be considered empty. Hide a treasure in a secret
17-20 Unguarded Treasure drawer in a side table, and it becomes an unguarded
21-60 Monster treasure room; in other words, to be empty there has to be
61-84 Monster with Treasure basically nothing of serious interest to the player characters
85-88 Special in the room.
89-96 Trap
97-00 Trap with Treasure 6. Finishing Touches
The GM may wish to create one or more custom
An unguarded treasure will generally be hidden (such as wandering monster tables for the dungeon; monster
in a secret room, inside an unusual container, etc.) or patrols, if any, may need to be described; and possibly
protected by a trap (a poison needle in the lock of a chest, some locations may have unusual sounds, smells, graffiti,
or a poison gas canister that explodes if the container is etc. which need to be noted. Don't spend too much time
opened, or something similar); such a treasure might even on this, though.
be hidden and trapped! Again, some sort of saving throw
should be allowed if a trap is used. It's not a bad idea to Remember, if you only detail the "interesting" things, your
hide a treasure so well that the player characters are players will begin to guess what might be in a room.
unlikely to find it; don't be concerned if they don't. If you Some extra description will help make things uncertain for
give away the location of all your unguarded treasures, the players. For instance, a room with an unguarded
your players will not appreciate it properly when they treasure:
manage to find one by cleverness or luck.
Game Master: This room contains a chest, centered
A monster might be selected by the GM or rolled on the against the far wall.
random encounter tables. It's traditional that the first level Player 1: We look for monsters, and if we don't see any,
(below ground) contains monsters of 1 hit die or less, the the thief will check the chest for traps.
second level contains monsters of around 2 hit dice, and
so on, but the GM may choose to arrange their dungeon Kind of boring, right? This might be better:
in any way desired.
Game Master: In this room you see a comfortable-
A monster with treasure might indicate a lair, or it might looking upholstered chair, a side table with a drawer and
be a group of monsters carrying loot, possibly camping for a foot stool. Two burned-out torches are held by sconces
some reason before moving on. on each wall.
A trap is, obviously, some sort of device intended to harm Player 1: If we don't see any monsters, the thief will
the player characters, including such things as pendulum check the table and the footstool for traps and see if
blades, hidden pits, spear-chucking devices, and so forth. anything is hidden inside them, while the rest of us check
A trap with treasure is such a trap protecting a treasure, for secret doors… one of those sconces might open one.
which might be in the room beyond the trap or actually A little extra detail can add a lot to the adventure.
within it (such as in a pit). See the Traps section, below,
for more information.
A special might be a puzzle of some sort, such as a door
that can only be opened by a combination (hidden
elsewhere in the dungeon); or perhaps an oracle that
answers questions about the dungeon (but possibly it lies).
The classic "magic fountain" that randomly changes the
ability scores of the drinker is another possibility; if this is
done, some sort of limit should be imposed (such as, the
device only affects a given creature once, or the device
causes harm more often than it gives aid) to prevent
abuse. In general, a "special" room is any room containing
something that either interests or obstructs the player
characters but is not a monster, trap, or unguarded
treasure.

195
GAME MASTER INFORMATION BASIC FANTASY RPG

Traps or other flame sources held by characters who slip and


fall into it.
Some suggestions of typical traps are listed below, to
assist the GM. Deadlier traps can be created by Pit Trap: Usually hidden with a breakable cover, trap
combining simple traps, by making their effects harder door, or illusion. The victim must save vs. Death Ray
to avoid, or by making them capable of dealing more (with Dexterity bonus added) or fall into the pit, taking
damage. damage according to the distance fallen (see "Falling
Damage"). A pit trap can be made deadlier by placing
Traps are not necessarily reliable; the GM may choose spikes, acid, or dangerous creatures at the bottom, or
to make a roll of some sort for each potential victim partly filling it with water to represent a drowning
until the trap is sprung (say, 1-2 on 1d6). Or, a trap hazard.
door might not open until a given weight is placed on it,
so that a lightly loaded thief might cross without Poison Dart Trap: A spring-loaded dart launcher
difficulty, only to see his heavily armored warrior ally attacks at AB +1 for 1d4 points of damage, and the
fall victim to it. victim must save vs. Poison or die.
Alarm: Everyone within a 30' radius must save vs. Poison Gas: Gas emerges from vents to fill the room.
Spells or be deafened for 1d8 turns by the loud noise. All within the affected area must save vs. Poison or die.
The GM should check immediately for wandering Poison gases are sometimes highly flammable and may
monsters, which, if indicated, will arrive in 2d10 be ignited by torches or other flame sources, doing
rounds. perhaps 1d6 points of damage to each character in the
area of effect (with a save vs. Dragon Breath allowed to
Arrow Trap: A hidden, mounted crossbow attacks at avoid the damage).
AB +1, doing 1d6+1 points of damage on a successful
hit. Poison Needle Trap: A tiny, spring-loaded needle
pops out of a keyhole or other small aperture and
Chute: These are usually covered with a hidden trap injects poison into the finger of the character who
door. The triggering character must save vs. Death Ray triggered the trap (most likely, a Thief trying to pick the
(with Dexterity bonus added) or tumble down to lower lock), who must save vs. Poison or die.
level of the dungeon. Chutes usually do little or no
damage to the victim. Portcullis: A falling gate blocks the passage. The
character who triggered the trap must save vs. Death
Falling stones or bricks: Rocks fall from the ceiling. Ray or take 3d6 points of damage.
The triggering character must save vs. Paralysis or
Petrify (with Dexterity bonus added) or take 1d10 Rolling Boulder Trap: A spherical or cylindrical rock
points of damage. rolls down a slanting corridor. Anyone in its path must
save vs. Death Ray (with Dexterity bonus added) or
Flashing Light: With a loud snap, a bright light goes take 2d6 points of damage. Alternately, if the corridor
off in the face of the character that triggered the trap. has no other place for the character to escape to (that
That character, and anyone else looking directly at it, is, no room for the character to step out of the path of
must save vs. Spells or be blinded for 1d8 turns. the rock), it may be necessary to outrun the rock to
Monster-Attracting Spray: A strong-smelling but avoid the damage.
harmless liquid is sprayed on the triggering character. Blade Trap: A blade or spear drops down from the
The smell attracts predatory creatures, doubling the ceiling or pops out of the wall and attacks at AB +1 for
chances of wandering monsters for 1d6 hours or until 1d8 points of damage. Particularly large blades might
washed off. attack everyone along a 10' or 20' line.
Oil Slick: Oil is sprayed onto the floor of the room. Triggered Spell: When activated, a spell of the GM's
Anyone trying to walk through the oil must save vs. choice is cast, targeting or centered on the character
Death Ray (with Dexterity bonus added) or fall prone. who triggered it. Popular choices include curses,
Oil is highly flammable and may be ignited by torches illusions, or a wall of fire.

196
BASIC FANTASY RPG GAME MASTER INFORMATION

Designing a Wilderness Adventure


1. Think About Why a day in clear terrain (see Wilderness Movement Rates),
which makes it easy to determine travel times.
This is much the same task as was described above.
The player characters may enter a particular area Rivers and coastline, hills and mountains, forests and
looking for a town to resupply from, a church or temple plains must be clear on the map. All of these areas should
to provide healing services, or for many other reasons. have an appropriate climate: for example, the windward
Once in the area, the Game Master can make the side of a mountain range will usually receive a great deal
player characters aware of adventuring opportunities in of rain, while the other side will be dry. You may choose
the area, by means of rumors, posted bounties (such as to create an area with abnormal weather for its location,
such as a sandy desert in the midst of a rain forest, but this
for raiding humanoids), quests offered by local clergy,
should be unusual, a tip to observant players that strange
and so forth.
magic is involved.

2. What Kind Of Setting Is It? Go ahead and place any interesting sites such as towns,
ruins, and significant monster lairs. Remember, in most
Decide whether the area is deep in the wilderness, or in cases your party of adventurers will need some base of
more inhabited territories, what sort of climate will be operations, be it a city, town, village, or border fortress.
found there, how many towns, and of what size, are
present, and so on. 4. Detail Interesting Sites And People
You may choose to design a new territory based on the Describe at least the base town, and the dungeon you
goals of the player characters in your campaign. For expect the party to visit first. Also detail any set or
example, if the player characters decide to seek their placed encounters you laid out in the step above.
fortunes in the richest city in the world, you could There is a lot of room for creativity here: a distant,
decide where this is and begin to describe it by unfamiliar town may have different laws, traditions, or
providing rumors of its wealth and splendor told by far- currency. You should also describe key NPCs and their
wandering merchants. If these descriptions intrigue the connections to each other. NPCs have their own goals
characters and they travel toward the city, you will have and plans, which may or may not involve the PCs, and
time to decide what terrain – and dangers – lie in their the actions of player characters toward one person will
path. often influence how others treat them. Don't go
On the other hand, your setting should make sense, overboard trying to detail every single place on the
which will help players make meaningful choices when map… leave some room for expansion later, after you
traveling. For example, areas under human control will have a feel for your players and their characters.
be settled, with signs of civilization such as cleared land
for agriculture, roads, strongholds, etc. Areas 5. Create Encounter Tables
dominated by humanoid monsters, or which are being When designing a wilderness area, one touch that will
raided by wandering humanoids, will be battle-scarred really set it apart is a custom encounter table. Choose
and will not have food or other goods available. A those monsters that seem most appropriate to the area,
valley that was settled many years ago but abandoned using the standard encounter tables as a guide. If you
after a dragon attacked could contain ruined buildings, have placed humanoid lairs or encampments, you may
their walls likely still bearing the marks of flame and wish to include their patrols on the custom table.
claw, and fields grown high with saplings.
Another alternative is to roll six or eight or ten random
3. Draw An Area Map encounters using the "generic" encounter table for the
relevant terrain type, and use that list as your random
Now it's time to draw the area map. Some Game Masters encounter table for the area. When doing this, you
prefer to draw maps freehand, while others like to use hex probably should re-roll duplicates.
or graph paper; of course, programs are available to create
maps on a computer as well. It is a good idea to provide a
scale for the map, which can be whatever best fits the
map and the area you want to depict. A scale of 18 miles
per square or hex is a good choice for a large-scale map,
as this is the distance that a group of humans can cover in

197
GAME MASTER INFORMATION BASIC FANTASY RPG

Strongholds
Many player characters, upon reaching higher levels, Wall material 1' thick 5' thick 10' thick 15' thick
choose to settle down and build a stronghold. Maximum height 40' 60' 80' 100'
Generally this is allowed when a character reaches 9th Wood (H 6) 10 gp n/a n/a n/a
level or higher. The player character must obtain land Brick (H 8) 20 gp 50 gp n/a n/a
on which to build. In some lands, frontier territory may Soft stone (H 12) 30 gp 70 gp 200 gp n/a
be made available to any freeman (or freewoman) who
Hard stone (H 16) 40 gp 90 gp 260 gp 350 gp
can tame it; in others, land may be available for
someone with enough gold; while in other cases the A 1' thick wall is made of solid pieces of material held with
character will need to petition the local Count, Duke or mortar (or pegs and ropes for wooden walls); such walls
King for a land grant. may be at most 40' tall. A 5' thick wall consists of two 1’
thick walls sandwiching 3’ of earth and rubble; such a wall
Usually, Fighters build castles, Magic-Users build
may be at most 60' tall. A 10' thick wall consists of a 4’
towers, Clerics build temples and Thieves build thick outer wall and a 2’ thick inner wall sandwiching 4’ of
guildhouses, but this is not always so. Any character earth and rubble, and may be built up to 80' tall. A 15'
who builds a stronghold suitable to their class will attract thick wall consists of a 6’ thick outer wall and a 2’ thick
1st level followers of the same class as follows: inner wall sandwiching 7’ of earth and rubble; these walls
Class Number of Followers may be built up to 100' tall. To attain the maximum
Fighter 3d6 height, thinner walls can be used on upper stories. For
example, an 80 ft. tower must have at least 20’ of 10’
Magic-User 1d8
thick walls at the base, but more could be used.
Cleric 2d8
Thief 2d6 The character will have to pay engineering costs for
designing the stronghold, and tall structures are more
These followers will assist the character, but will not go difficult to design and to build. For each portion of the
on adventures away from the stronghold in most cases stronghold (wall, tower, and so on), each 10' of height
(especially dangerous dungeon adventures). Their adds 10% to the costs in both time and money. The GM
living comes from the income generated by the should feel free to add a multiplier to reflect the
stronghold. The primary sources of this income are difficulties of building in a remote area, obtaining
taxes on peasants for castles, fees for magical services materials, etc. In particular, if materials need to be
and students' tuition for towers, tithing from the faithful transported, they require 1 ton of cargo space per 5 gp
for temples, and criminal activities for guildhouses. A of wood or stone construction. (The increased weight
stronghold must have 200 square feet of living space of stone compensates for its compactness compared to
for each follower, as well as quarters for guests, stables wood.)
for horses, and so on.
A building over 40’ high must have a solid foundation,
A player who wants to build a stronghold should draw and if over 60’ high, it must rest on bedrock.
its floor plan. Each story is usually 10 feet tall. The
A stronghold requires one worker-day of construction
construction costs for the stronghold are determined by
labor for every gp it costs to build. Adding more
the square footage of its walls, floors and roofs, the
workers reduces construction time, but the time cannot
materials used, and the thickness of the walls.
be reduced below the square root of the time for one
Make sure not to double-count corners on walls that are worker to build the stronghold. Assume that there are
5' thick or thicker; count the length of only one face. 140 working days per year (seven months of 20
When determining wall length for round walls and working days each) in temperate climates.
towers, approximate pi by 3, since the inner face of the
Floors and thatched roofs cost as much and take as
wall has a shorter circumference. The table below gives
long to build as it would take to build the square
costs in gp for each 10 foot square section of wall. The
footage of their bases of 1’ thick wood walls. Wood-
number by the material is its hardness which is
shingled roofs cost twice this amount and take twice as
deducted from damage to the wall, just as with
long to build, while slate-shingled roofs cost four times
Attacking a Vehicle as explained on page 60.
as much and take four times as long. (You don't need
to calculate the greater surface area of a pitched roof,
since the increased height increases construction costs
enough to cover this.)

198
BASIC FANTASY RPG GAME MASTER INFORMATION

These costs include normal features of construction what might happen in this time, given that the area is
such as stairs, doors and windows. Interior walls are dangerous enough to warrant building a castle.
not included; they are usually 1’ thick. Parapets, which
Dungeons: A stronghold may also have a dungeon
provide cover for defenders atop castle walls and
excavated under it. A dungeon is an excellent place to
towers, are usually 1' thick and 5' high (so they are half-
store perishable supplies, a good shelter if the castle is
cost).
overrun, and often incorporates an escape route if all is
Note that guildhouses are almost always built in cities lost for the castle’s defenders or a secret way out for
and thus are usually built with 1’ thick exterior walls, when a raid is desired. Magic-Users sometimes
but they cost twice as much to build due to the traps encourage monsters to take up residence in their
and secret passageways that are designed into them. A dungeons, as they provide a convenient source of
Magic-User's tower costs three times as much to build, supplies for magical research and help keep away
due to the need for ancient books, alchemical unwanted guests. Use the following figures for skilled
equipment, and other supplies for conducting research. workers, such as dwarves or goblins, to create
dungeons; double the times for less skilled miners.
For example, Sir Percy, a 9th-level Fighter, desires to
build a 60’ tall square keep (50’ walls with a 10’ peaked Time for one worker to
slate-shingled roof) that is 50’ square. The keep will Material excavate a 5’ cube
have four stories and an attic, and the first story, which Earth 5 days (supports are required)
will contain the great hall, will be 20’ high. Sir Percy Soft stone 10 days
wishes his keep to be strongly built, so he tells his Hard stone 20 days
architect to build with hard stone and use 10’ thick
walls for the first two stories and 5’ thick walls for the Structural strength and breaches: A section of
rest. The first and second floors will thus be 30’ square stronghold wall has as many hit points as its base cost in
gp (for example, a section of 10’ thick soft stone wall has
or 900 square feet, and the third and fourth floors will
200 hit points). Stone and brick walls only take damage
be 40’ square or 1,600 square feet. With a total floor
from crushing blows, while wood walls are also affected by
area of 5,000 square feet, Sir Percy’s keep will house fire and chopping attacks. If a given section of wall loses
him and up to 24 other people (or animals such as all of its hit points, it is breached, allowing attackers to pass
horses, which during an attack may be stabled in the through. If a breach occurs on a lower course of wall,
great hall!) in acceptable comfort. Its floor plans are there is a 40% chance that the 10’ section above it will be
shown on the next page. breached by collapse, and a 20% chance that the section
The first floor has 30 (= 5 [for 50’ length] x 2 [for 20’ below it will be breached. These secondary breaches have
height] x 4 walls, minus 8 sections double-counted at the same chances of affecting the next 10’ section
the corners and 2 sections for the entrance) 10’ square above or below them, and so on until the top or bottom
sections of 10’ thick hard stone walls, which cost 7,800 course of wall is reached. If a breach occurs on a right
gp, and 9 10’ square sections of floor, which cost 90 or acute corner (90 degrees or less), the chances of
gp, for a total cost of 7,890 gp. The second floor is the breaches double in each direction.
same as the first, except that the walls are 10’ high and Attacking a Castle: Siege engines (as listed on page
there is no deduction for an entrance, giving a cost of 14) are difficult to aim, but as castles don't dodge
4,250 gp. The third and fourth floors each require 18 around, each successive shot by a given siege engine
sections of 5’ thick hard stone walls, costing 1,620 gp, with a given crew has an increasing chance of hitting.
and 16 sections of floor, costing 160 gp, for a total of To reflect this, the first attack on a castle's walls is made
1,780 gp per floor. The 50’ square roof costs 4 x 25 x against Armor Class 20; each subsequent attack by that
10 = 1,000 gp, and the 40' square attic floor adds 160 weapon, fired by that crew, at that same point in the
gp. The design calls for a total of 770’ of 1’ thick wall, is made against an Armor Class one lower than
interior walls and doors, which would cost 30,800 gp if the previous shot, to a minimum AC of 11.
made of hard stone; Sir Percy uses wood, which costs
only 7,700 gp. These costs total 24,560 gp, but since Attacks on a castle's defenders are at -4 on the attack
the keep is 60’ high, its cost is increased by 60% to roll if they are standing on the parapets, and at -10 if
39,296 gp. The keep will require 39,296 worker-days. they are behind arrow slits. Since characters defending
Sir Percy may employ up to 198 workers to build the the castle do move around, the odds of hitting them
keep, in which case it will take 198 working days to with a siege engine do not improve from shot to shot.
build, or a year and three months’ time. Keep in mind There is an additional -2 on the attack roll for missile
attacks if the defenders are more than 20' higher than
the attackers; this is not specifically due to altitude, but

199
GAME MASTER INFORMATION BASIC FANTASY RPG

rather because the defenders can use more of the wall wall to collapse. It is also slow, and if the castle has a
for cover. The defenders can take advantage of their moat, the tunnel must avoid it; this requires that it be
height by dropping objects on attackers near the castle's dug deeper, requiring twice the time. A mine is dug like
base; these missiles do 2d10 points of damage, but they a dungeon, and once its supports are fired, the wall
have a -2 attack penalty if dropped from a height of 30' above is breached; if the mine is only 5’ wide, there is
or more. only a 50% chance of causing a breach.
Siege engines can damage several adjacent characters; Finally, a screw may be used to attack a stronghold.
roll damage separately for each character in the 10' This device is used to bore through castle walls. A crew
square hit by the missile. Of course, the attack roll must of at least eight is required to operate it. It is only used
be high enough to damage each one; a roll of 19 at the base of a wall, and it is usually operated under a
against characters having Armor Classes of 18 and 20 sow, or portable roof, as it is slow. The device does
would hit the former but not the latter. 1d8 points of damage per turn, but it ignores hardness.
A breach caused by a screw is small, so it has only half
A castle may also be attacked by mining. This method
the usual chance of spreading to the next course of
of attack involves tunneling under the castle wall, then
wall, unless widened by miners. As a defensive
setting fire to the supports of the tunnel to cause the
structure, a sow has hardness 12 and 200 hit points.

200
BASIC FANTASY RPG ALPHABETICAL INDEX

Alphabetical Index
Ability Rolls......................188 Dungeons..........................43 Maneuverability..................51 Running.............................51
Adjusting Treasure Awards162 Dwarves.........................5, 43 Mapping.............................43 Savant...............................47
Adventurers......................183 Electrum piece....................10 Melee Combat....................54 Save As..............................62
Alchemist...........................47 Elves....................................5 Mercenaries........................48 Save vs. Death.................187
Animal Trainer...................47 Encounter........................179 Mercenary........................182 Saving Throws................6, 60
Armor and Shields..............11 Encumbrance.....................42 Merchants................182, 183 Scrolls......................166, 171
Armor Class4, 50, 53, 59, 62, Energy Drain......................58 Miscellaneous Items. .167, 173 Secret Doors......................44
170 Engineer............................47 Missile Fire.........................54 Set Weapon Against Charge
Armorer (or Weaponsmith). 47 Equipment.........................10 Missile Weapon Ranges......11 ..........................................52
Attack Bonus..........53, 54, 62 Evasion and Pursuit............52 Missile Weapon Rate of Fire 54 Shadow...........................182
Attack Bonus Table............53 Experience.......................188 Missiles That Miss...............55 Ship's Crew........................47
Attacking a Vehicle.......13, 60 Experience Points.......49, 189 Money...............................10 Siege Engines.....................14
Attacking From Behind.......53 Explanation of Equipment...12 Monster Attack Bonus.........54 Silver piece.........................10
Attacks (no. of)...................62 Explanation of Magic Items Monster Reactions..............50 Silver pieces.......................10
Bandits.............................183 ........................................168 Morale....................46, 57, 62 Sneak Attack........................9
Becoming Lost...................45 Falling Damage...................59 Move Silently.......................9 Specialists..........................47
Beggar.............................182 Fighter.................................7 Movement........42, 45, 53, 62 Spell Research..................190
Brawling.............................56 Fighting withdrawal.............53 Movement rate.............42, 62 Spells.................................17
Brigands...........................183 Game Master........................1 Negative Hit Points...........188 Spells (save).......................60
Buccaneers and Pirates.....183 Game turns........................42 No. Appearing....................62 Strength.........................4, 42
Bully................................182 Gems and Jewelry............164 Nobles.....................182, 184 Strongholds......................198
Carrying Capacity...............42 Giant Rat.........................182 Non-Human Parties..........184 Subduing Damage..............55
Character Abilities................4 GM......................................1 Non-player characters...........2 Surprise.............................50
Character Advancement.....49 Gold piece.........................10 Normal men.......................53 Thief............................8, 182
Charging............................52 Grenade-Like Missiles.........54 NPC.............................2, 183 Thief Abilities....................189
Charisma..................4, 46, 50 Halflings...............................6 Oil.....................................55 Thieves...........8, 43, 181, 182
City Watch.......................182 Healing..............................59 Open Locks.........................9 Thieves' Picks and Tools.....12
City, Town or Village Hide....................................9 Optional Rules..................187 Time..................................42
Encounters.......................181 Highwaymen....................183 Order of Play......................50 Traps.........................43, 196
Cleric.............................7, 57 Hit Dice..............................62 Overland Travel.................45 Traveling by Air..................45
Clerics vs. Undead Table....57 Hit points.........4, 55, 59, 187 Paralysis or Petrify..............60 Treasure...........................162
Climb Walls..........................9 Holy Water...................12, 55 Parting shot..................52, 53 Treasure Type....................62
Climbing and Diving...........52 Hopeless Characters.........185 PC.......................................2 Treasure Types.................163
Combat..............................51 How to Attack....................53 Percentile roll.......................2 Turn....................................8
Combat round........42, 50, 51 Human Experience Bonus Pick Pockets.........................9 Turn the Undead............7, 57
Combination Classes............6 Option.............................188 Pilgrims............................184 Undead........7, 17, 55, 57, 58
Common.............................4 Humans...........................4, 6 Placed Treasures..............162 Unguarded Treasures.......164
Constitution...................4, 59 Individual Treasures..........163 Platinum piece....................10 Using the Dice......................2
Constitution Point Losses....59 Initiative.............4, 50, 51, 52 Player character....................2 Vehicles.............................13
Copper pieces....................10 Intelligence.......................4, 8 Poison................60, 171, 188 Wandering Monsters.........179
Cost of Weapons and Item Saving Throws............60 Potions.....................166, 170 Wands, Staves and Rods 166,
Equipment.........................10 Judging Wishes.................187 Preparing Spells From 172
Creating An NPC Party.....183 Lair Treasures..................163 Memory...........................189 Water Transportation..........13
Damage.......................55, 62 Land Transportation...........13 Press Gangs.....................182 Waterborne Travel..............45
Darkvision..........................43 Languages............................4 Priest................................182 Weapon and Armor
Deafness and Blindness......59 Light..................................43 Prime Requisite................7, 8 Restrictions.......................186
Death and Dying..............187 Listen...................................9 Raise Dead.......................187 Weapon Size......................11
Death Ray or Poison...........60 Lycanthrope, Wererat.......182 Random Treasure Generation Weapons............................11
Defensive Movement..........53 Magic Armor............165, 170 ........................................162 Wilderness Encounters......180
Dexterity..........................4, 8 Magic item. .47, 165, 168, 184 Rare Items........................176 Wilderness Movement Rates
Doors.................................43 Magic Item Generation......165 Remove Traps......................9 ..........................................45
Doppleganger...................182 Magic Item Research.........191 Repairing a Vehicle.............60 Wisdom...........................4, 7
Dragon Breath....................60 Magic Wands......................60 Rest...................................59 Wizard.............................182
Dungeon Encounters........179 Magic Weapons........165, 169 Retainers............................46 Wrestling............................56
Dungeon Survival...............44 Magic-User...........................8 Role-Playing.........................1 XP.........................46, 49, 62
Magical research...............190 Round................................42

201

You might also like