Microlite20

Character Creation

Stats

There are 3 stats:

  • Strength (STR)
  • Dexterity (DEX)
  • Mind (MIND)

Roll 4d6, drop lowest dice. Total remaining 3 dice and al- locate to one of the stats. Repeat for remaining stats.

Stat bonus = (STAT-10)/2, round down.

Races

  • Humans get +1 to all skill rolls
  • Elves get +2 MIND

  • Dwarves get +2 STR
  • Halflings get +2 DEX

Classes

The classes are Fighter, Rogue, Mage, Cleric. Characters begin at Level 1.

Fighters

  • Wear any kind of armor and use shields
  • They have a +3 bonus to Physical
  • add +1 to all attack and damage rolls
    • This increases by +1 at 5th level and every five levels on

Rogues

  • Can use light armor.
  • They have a +3 bonus to Subterfuge
  • If they successfully Sneak (usually sub+DEX, but depends on situation) up on a foe they can add their Subterfuge skill rank to the damage of their first attack

Magi

  • Wear no armor
  • They can cast arcane spells
  • gain a +3 bonus to Knowledge

Clerics

  • Can wear light or medium armor
  • They cast divine spells and gain +3 bonus to Communication
  • A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day.

Skills

There are just 4 skills:

  • Physical
  • Subterfuge
  • Knowledge
  • Communication

Roll higher than the given Difficulty Class to succeed. Skill rank = your level + any bonus due to your class or race. Skill roll = d20 + skill rank + whatever stat bonus is most applicable to the use + situation modifiers

Example:

  • Climbing would use Physical + STR bonus.
  • Dodging a falling rock is Physical + DEX bonus.
  • Finding a trap is Subterfuge + MIND bonus.
  • Disabling a trap is Subterfuge + DEX bonus.

Note that there are no “saving throws” in this game; use Physical + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level.

Magic

Magi can cast any arcane spell, and Clerics any divine spell, with a spell level equal or below 1/2 their class level, rounded up. They have access to all arcane spells in the SRD spell list. Casting a spell of any kind costs Hit Points. The cost is:

1 + double the level of the spell being cast

Spell Level HP Cost
0 1
1 3
2 5
3 7
4 9
5 11
6 13
7 15
8 17
9 19

This loss cannot be healed normally but is recovered after 8 hours rest. There is no need to memorize spells in advance.

Just because a character can cast any spell, doesn’t mean that they should. Choose spells that suit the character. Select one ‘signature’ spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use. The Difficulty Class (DC) for all spells:
10 + Caster Level + Caster’s MIND bonus

Combat

Hit Points = STR Stat + 1d6/Level. If HP reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death.

Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc.

Add attack bonus to d20 roll. If higher than your opponent’s Armor Class (AC), it’s a hit. Natural 20 is automatically a critical hit doing maximum damage.

Melee attack bonus = STR bonus + Level Missile attack bonus = DEX bonus + Level

Magic attack bonus = MIND bonus + Level

Fighters and Rogues can use DEX bonus + Level as Melee attack bonus instead if wielding a light weapon. Fighters and Rogues can wield 2 light weapons and attack with both in a round if they take a -2 penalty on all attack rolls that round. Rapiers count as light weapons, but you cannot wield two rapiers at the same time.

If the total bonus is +6 or more a second attack can be made with a -5 penalty. If the total bonus is +11 or more a third attack can be made at -10. For example, if the total bonus is +12, three attacks can be made at +12/+7/+2.

Add STR bonus to Melee damage, x2 for 2-handed weapons. Armor Class (AC) = 10 + DEX bonus + Armor bonus.

Other Hazards

Falling

1d6 damage per 10’, half damage on Phys+DEX save. DC=depth fallen in feet

Spikes

add +1 point to falling damage per 10’ fallen, max +10

Poison

Phys+STR save to avoid or for half, depending on poison. Effect varies with poison type.

Extreme Heat & Cold

If not wearing suitable protection, Phys+STR save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 dam- age on each failed save.

Level Advancement

Encounter Level = Hit Dice of defeated monsters, or the given EL for the trap, situation, etc. Add +1 for each doubling of the number of foes. eg: 1 kobold = EL1. 2 kobolds = EL2. 4 kobolds = EL3, etc.

Add up the Encounter Levels (ELs) of every encounter you take part in.When the total = 10 x your current level, you’ve advanced to the next level. Reset the total to 0 after advanc- ing.

Each level adds

  • 1d6 to Hit Points
  • 1 to all attack rolls
  • 1 to all skills
  • If the level divides by three (i.e. level 3,6,9,etc.) add 1 point to STR, DEX or MIND. Fighters gain +1 to their attack and damage rolls at levels 5,10,15,etc. Clerics and Magi gain access to new spell levels at levels 3,5,7,9,etc.

Example:The 1st level adventurers have just completed a dungeon adventure, and defeated 5 EL1 encounters, an EL2 trap and the EL3 leader.That’s a total of EL10, so they all advance to level 2.They need to defeat another 20 Encounter Levels to reach Level 3.

Equipment List

Starting Wealth

The most common coin is the gold piece (gp).A gold piece is worth 10 silver pieces. Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins there are also platinum pieces (pp), which are each worth 10 gp.

Exchange cp sp gp pp
Copper piece 1 1/10 1/100 1/1,000
Silver piece 10 1 1/10 1/100
Gold piece 100 10 1 1/10
Platinum piece 1,000 100 10 1

You begin with a certain amount of acquired wealth, deter- mined by your character class.

Class Amount
Fighter 150 gp
Rogue 125 gp
Mage 75 gp
Cleric 120 gp

The character uses this accumulated wealth to purchase his initial weapons, armor, and adventuring equipment, using the price lists on the tables below.

Weapons

Here is the format for weapon entries (given as column headings on the table below).

  • Cost: This value is the price for purchasing the weapon. The cost includes miscellaneous gear that goes with the weapon.
  • Damage: The damage column gives the damage dealt by the weapon on a successful hit.
  • Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

Two-Handed

Weapon Cost (gp) Damage Range (ft.)
Chain, spiked 25 2d4
Falchion 75 1d6
Flail, heavy 15 1d8
Glaive 8 1d8
Greatave 20 1d10
Great club 5 1d8
Greatsword 50 2d6
Guisarme 9 2d4
Halberd 10 1d10
Lance 10 1d8
Longspear 5 1d8
Quarterstaff - 1d6
Scythe 18 2d4
Spear 2 1d8 20

Light

Weapon Cost (gp) Damage Range (ft.)
Unarmed - 1d3
Axe, thowing 8 1d6 10
Dagger 2 1d4 10
Hammer, light 1 1d6 20
Handaxe 6 1d4
Mace, light 5 1d6
Pick, light 4 1d4
Sap 1 1d6
Sickle 6 1d6
Sword, short 10 1d6

One-Handed

Weapon Cost (gp) Damage Range (ft.)
Battleaxe 10 1d8
Club - 1d6 10
Flail 8 1d8
Longsword 15 1d8 –
Mace, heavy 12 1d8

Armor & Shields

Here is the format for armor entries (given as column headings on the table below).

  • Cost:This value is the price for purchasing the armor.
  • AC Bonus: The column gives the Armor Class bonus provided by the armor.
Light Cost (gp) AC Bonus
Padded 2 +1
Leather 10 +2
Studded Leather 25 +3
Chain Shirt 100 +4
Medium Cost (gp) AC Bonus
Hide 15 +3
Scale Mail 50 +4
Chainmail 150 +5
Breastplate 200 +5
Heavy Cost (gp) AC Bonus
Splint Mail 200 +6
Banded Mail 250 +6
Half-plate 600 +7
Full Plate 1,500 +8
Shields Cost (gp) AC Bonus
Buckler 15 +1
Shield, Light Wooden 3 +1
Shield, Light Steel 9 +1
Shield, Heavy Wooden 7 +2
Shield, Heavy Steel 20 +2
Tower 30 +4

Adventuring Gear

Back in the day, there were standard equipment packages, pre-compiled and pre-calculated, to help new players get started quickly. This document is inspired by those lists and provides a way for players to quickly equip his or her PC or a GM to equip an NPC or Hireling on the fly. Additionally, these optional kits can be used to give a starting point from which to customize new characters.

50 Gold Pieces each.

Choose a pack or roll 1d6 to select one randomly.

Pack A (1–2)

  • Backpack
  • Bedroll
  • Belt Pouch
  • 2 sets of Caltrops
  • Flint and Steel
  • Lantern (hooded)
  • 10 Oil Flasks
  • Trail Rations (1 week)
  • Shovel
  • Signal Whistle
  • Waterskin

Pack B (4–5)

  • Backpack
  • Bedroll
  • Belt Pouch
  • 10 pieces of Chalk
  • Crowbar
  • Flint and Steel
  • Small Steel Mirror
  • 4 Oil Flasks
  • 10' Pole
  • Trail Rations (1 week)
  • 10 Torches
  • Waterskin

Pack C (5–6)

  • Backpack
  • Bedroll
  • Belt Pouch
  • Flint and Steel
  • Grappling Hook
  • 5 Oil Flasks
  • 10' Pole
  • Trail Rations (1 week)
  • 50' Rope
  • Tent
  • 10 Torches
  • Waterskin

Finally, add the following, based on your Class:

  • Cleric: Silver Holy Symbol, 5 Gold Pieces.
  • Fighter: Vial of Holy Water, 5 Gold Pieces.
  • Mage: Spellbook, 2 Spell Pouches, 5 Gold Pieces.
  • Rogue: Thieves' Tools.

Adventuring Gear

Acid (flask) 10 gp
Antitoxen (vial) 50 gp
Artisan's Tools 5 gp
Backpack (empty) 2 gp
Barrel (empty) 2 gp
Basket (empty) 4 sp
Bedroll 1 sp
Bell 1 gp
Blanket, Winter 5 sp
Block and Tackle 5 gp
Bucket (empty) 5 sp
Caltrops 1 gp
Candle 1 cp
Canvas (sq. yd.) 1 sp
Case, map or scroll 1 gp
Chain (10 ft.) 30 gp
Chalk, 1 piece 1 cp
Chest (empty) 2 gp
Craftsman's Tools 5 gp
Crowbar 2 gp
Disguise Kit 50 gp
Firewood (per day) 1 cp
Fish Hook 1 sp
Fishing Net (25 sq. ft.) 4 gp
Flask (empty) 3 cp
Flint and Steel 1 gp
Glass Bottle, wine 2 gp
Grappling Hook 1 gp
Hammer 5 sp
Healer's Kit 50 gp
Holy Symbol, wooden 1 gp
Holy Symbol, silver 25 gp
Holy Water (flask) 25 gp
Hourglass 25 gp
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Jug, clay 3 cp
Ladder (10 ft.) 5 cp
Lamp, common 1 sp
Lantern, bullseye 12 gp
Lantern, hooded 7 gp
Lock, simply 20 gp
Lock, average 40 gp
Lock, good 80 gp
Magnifying Glass 100 gp
Manacles 50 gp
Mirror, small steel 10 gp
Mug/Tankard, clay 2 cp
Musical Instrument 5 gp
Oil, flask (1 pint) 1 sp
Paper (sheet) 5 sp
Parchment (sheet) 2 sp
Picker, miner's 3 gp
Pitcher, clay 2 cp
Piton 1 sp
Pole (10 ft.) 2 sp
Pot, iron 5 sp
Pouch, belt (empty) 1 gp
Ram, portable 10 gp
Rations, trail (per day) 5 sp
Rope, hempen (50 ft.) 1 gp
Rope, silk (50 ft.) 10 gp
Sack, empty 1 sp
Sealing Wax 1 gp
Sewing Needle 5 sp
Shovel or Spade 2 gp
Signal Whistle 8 sp
Signet Ring 5 gp
Sledge 1 gp
Soap (per lb.) 5 sp
Spell Component Pouch 5 gp
Spellbook, Wizard's (blank) 15 gp
Spyglass 1,000 gp
Tent 10 gp
Thieves' Tools 30 gp
Torch 1 cp
Vial, ink or potion 1 gp
Waterskin 1 gp
Whetstone 2 cp

Clothing

Artisan’s Outfit 1 gp
Cleric’s Vestments 5 gp
Cold Weather Outfit 8 gp
Courtier’s Outfit 30 gp
Entertainer’s Outfit 3 gp
Explorer’s Outfit 10 gp
Monk’s Outfit 5 gp
Noble’s Outfit 75 gp
Peasant’s Outfit 1 sp
Royal Outfit 200 gp
Scholar’s Outfit 5 gp
Traveler’s Outfit 1 gp

Mounts and Related Gear

Barding, medium creature armor price x2
Barding, large creature armor price x4
Bit and Bridle 2 gp
Dog, guard 25 gp
Dog, war 75 gp
Donkey or Mule 8 gp
Feed (per day) 5 cp
Horse, heavy 200 gp
Horse, light 75 gp
Pony 30 gp
Saddle, military 20 gp
Saddle, pack 5 gp
Saddle, riding 10 gp
Saddlebags 4 gp
Stabling (per day) 5 sp
Warhorse, heavy 400 gp
Warhorse, light 150 gp
Warpony 100 gp

Spell Lists

Arcane

0-Level Arcane Spells: Cantrips

  • Arcane Mark: Inscribes a permanent personal rune (visible or invisible).
  • Detect Magic: Detects spells and magic items within 60 ft. for up to 1 min./level or until concentration ends.
  • Ghost Sound: Figment sounds for 1 round/level.
  • Light: Object shines like a torch for 10 min./level.
  • Mage Hand: 5-pound telekinesis. Lasts until concentration ends.
  • Prestidigitation: Performs minor tricks for 1 hour.
  • Read Magic: Read scrolls and spellbooks for 10 min./level.

1st-Level Arcane Spells

  • Feather Fall: Objects or creatures fall slowly for 1 round/level or until landing.
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Lasts for 1 hour/level.
  • Mage Armor: Gives subject +4 armor bonus for 1 hour/level.
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Sleep: Puts 4 HD of creatures into magical slumber for 1 min./level.
  • Shocking Grasp: Touch delivers 1d6/ level electricity damage (max 5d6).

2nd-Level Arcane Spells

  • Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
  • Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
  • Invisibility: Subject is invisible for 1 min./ level or until it attacks.
  • Knock: Opens locked or magically sealed door.
  • Levitate: Subject moves up and down at your direction for 1 min./level.
  • Spider Climb: Grants ability to walk on walls and ceilings for 10 min./level.

3rd-Level Arcane Spells

  • Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
  • Dispel Magic: Cancels magical spells and effects.
  • Fireball: 1d6 damage per level, 20-ft. radius.
  • Fly: Subject flies at speed of 60 ft. for 1 min./level.
  • Lightning Bolt: Electricity deals 1d6/level damage.
  • Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp which last for 1 hour.

4th-Level Arcane Spells

  • Animate Dead: Creates level X2 HD of undead skeletons or zombies.
  • Arcane Eye: Invisible coating eye moves 30 ft./round for 1 min./level.
  • Black Tentacles: Tentacles grapple all within 20 ft. spread for 1 round/level.
  • Dimension Door: Teleports you short distance.
  • Polymorph: Gives one willing subject a new form for 1 min./level.
  • Stoneskin: Ignore 10 points of damage per attack. Lasts for 10 min./level or until discharged.

5th-Level Arcane Spells

  • Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take STR damage. Lasts for 1 min./level.
  • Contact Other Plane: Lets you ask one question of extra planar entity. Lasts until concentration ends.
  • Feeblemind: Subject’s MIND score drops to 1.
  • Passwall: Creates passage through wood or stone wall for 1 hour/level.
  • Permanency: Makes certain spells permanent.
  • Teleport: Instantly transports you as far as 100 miles/level.

6th-Level Arcane Spells

  • Antimagic Field: Negates magic within 10 ft. for 10 min./ level.
  • Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  • Contingency: Sets trigger condition for another spell. Lasts for 1 day/level or until discharged.
  • Disintegrate: Destroys one creature or object.

  • Geas: Commands any creature, binding it to a special task. Lasts for 1 day/level or until discharged.
  • True Seeing: Lets you see all things as they really are for 1 min./level.

7th-Level Arcane Spells

  • Delayed Blast Fireball: 1d6/level fire damage; you can post- pone blast for 5 rounds.
  • Ethereal Jaunt: You become ethereal for 1 round/level.
  • Finger of Death: Kills one subject.
  • Plane Shift: As many as eight subjects travel to another plane.
  • Power Word Blind: Blinds creature with 200 hp or less for 1d4+1 minutes (permanent if creature has less than 50 hp).
  • Spell Turning: Reflect 1d4+6 spell levels back at caster
for 10 min./level or
until expended.

8th-Level Arcane Spells

  • Clone: Duplicate awakens when original dies.
  • Horrid Wilting: Deals 1d6/ level damage within 30 ft.
  • Incendiary Cloud: Cloud deals 4d6 re damage/round for 1 round/level.
  • Irresistible Dance: Forces subject to dance for 1d4+1 rounds.
  • Power Word Stun: Stuns creature with 150 hp or less for 2d4 rounds.
  • Trap the Soul: Imprisons subject within gem.

9th-Level Arcane Spells

  • Astral Projection: Projects you and companions onto Astral Plane.
  • Etherealness: Travel to Ethereal Plane with companions for 1 min./level.
  • Gate: Connects two planes for travel or summoning. Open for 1 round/level.
  • Meteor Swarm: Four exploding spheres each deal 6d6 re damage.
  • Power Word Kill: Kills one creature with 100 hp or less.
  • Soul Bind: Traps newly dead soul to prevent resurrection.

Divine

0-Level Divine Spells: Orisons

  • Create Water: Creates 2 gallons/level of pure water.
  • Guidance: +1 on one attack roll, saving throw, or skill check. Lasts for 1 min. or until discharged.
  • Light: Object shines like a torch for 10 min./level.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Resistance: Subject gains +1 on saving throws for 1 minute.
  • Virtue: Subject gains 1 temporary hp for 1 minute.

1st-Level Divine Spells

  • Bless: Allies gain +1 on attack rolls and communication + MIND checks against fear for 1 min./level.
  • Bless Water: Makes holy water. Cure Light Wounds: Cures 1d8 damage +1/ level (max +5).
  • Divine Favor: You gain +1 per three levels on attack and damage rolls for 1 minute.
  • Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Lasts for 30 minutes or until discharged.
  • Shield of Faith: Aura grants +2 or higher AC bonus for 1 min./level.

2nd-Level Divine

  • Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  • Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  • Delay Poison: Stops poison from harming subject for 1
  • Gentle Repose: Preserves one corpse.
  • Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
  • Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

3rd-Level Divine Spells

  • Create Food and Water: Feeds three humans (or one horse)/ level.
  • Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  • Prayer: Allies get a +1 bonus on most rolls, enemies take a –1 penalty for 1 round/level.
  • Remove Disease: Cures all diseases affecting subject.
  • Searing Light: Ray deals 1d8/two levels damage, or 1d8/level against undead.
  • Speak with Dead: Corpse answers one question/two levels. Lasts for 1 min./level.

4th-Level Divine Spells

  • Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
  • Discern Lies: Reveals deliberate falsehoods for 1 round/level or until concentration ends.
  • Freedom of Movement: Subject moves normally despite impediments for 10 min./level.
  • Neutralize Poison: Immunizes subject against poison for 10 min./level, detoxifies venom in or on subject.
  • Restoration: Restores level and ability score drains.
  • Tongues: Speak any language for 10 min./level.

5th-Level Divine Spells

  • Atonement: Removes burden of misdeeds from subject.
  • Commune: Deity answers one yes-or-no question/level. Lasts for 1 round/level
  • Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
  • Flame Strike: Smite foes with divine re (1d6/level damage).
  • Raise Dead: Restores life to subject who died as long as one day/level ago.
  • True Seeing: Lets you see all things as they really are for 1 min./level.

6th-Level Divine Spells

  • Banishment: Banishes 2 HD/level of extra planar creatures.
  • Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
  • Harm: Deals 10 points/level damage to target.
  • Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  • Heroes’ Feast: Food for one creature/level cures disease and grants +1 combat bonus for 12 hours. Lasts for 1 hour.
  • Quest: Commands any creature, binding it to a special task. Lasts for 1 day/level or until discharged.

7th-Level Divine Spells

  • Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
  • Destruction: Kills subject and destroys remains.
  • Ethereal Jaunt: You become ethereal for 1 round/level.
  • Regenerate: Subject’s severed limbs grow back, cures 4d8 dam- age +1/level (max +35).
  • Restoration, Greater: As restoration, plus restores all levels and ability scores.
  • Resurrection: Fully restores a dead subject from a small portion of the corpse.

8th-Level Divine Spells

  • Antimagic Field: Negates magic within 10 ft. for 10 min./ level.
  • Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
  • Dimensional Lock: Teleportation and inter planar travel blocked for 1 day/level.
  • Discern Location: Reveals exact location of create or object.
  • Fire Storm: Deals 1d6/level fire damage.
  • Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells for 1 round/level.

9th-Level Divine Spells

  • Astral Projection: Projects you and companions onto Astral Plane.
  • Etherealness: Travel to Ethereal Plane with companions for 1 min./level.
  • Gate: Connects two planes for travel or summoning. Open for 1 round/level.
  • Heal, Mass: As heal, but with several subjects.

  • Implosion: Kills one creature/round for 4 rounds or until con-centration ends.
  • Soul Bind: Traps newly dead soul to prevent resurrection.

Monsters

Skills: All creatures have a bonus to all skills (Physical, Subterfuge, Knowledge and Communication) equal to their number of Hit Dice. If the creature is intelligent, add +3 to one skill. Add stat bonuses to suit and as logic dictates. This is intentionally kept open – if you need a sneaky bugbear, assign the +3 bonus to Subterfuge; if a warrior, give +3 to Physical; for a spell-caster assign the +3 to Knowledge or Communication and give levels of Mage or Cleric (see below).

Monster Advancement: To make a tougher monster, add more Hit Dice; each additional HD adds one to their skill and combat bonuses. For each doubling of the Hit Dice, increase the dice size for attacks (ie, d4- >d6, d6->d8, etc). Alternatively, add class levels to intelligent monsters. Start with the base Hit Dice and add levels of Fighter, Rogue, Mage or Cleric as required.

Create your own: Assign Hit Dice (d8 for most things, d12 for Dragons and Undead).Attack bonus and skill level = number of Hit Dice. If it’s an intelligent critter, +3 bonus to one skill. Add stat bonuses to suit.

Animal

  • Badger: HD 1d8+2 (6 hp), AC 15, Claw +4 (1d2–1)
  • Black Bear: HD 3d8+6 (19 hp), AC 13, Claw +6 (1d4+4) or bite +1 (1d6+2)
  • Brown Bear: HD 6d8+24 (51 hp), AC 15, Claw +11 (1d8+8) or bite +6 (2d6+4)
  • Boar: HD 3d8+12 (25 hp), AC 16, Gore +4 (1d8+3)
  • Cat: HD 1⁄2d8 (2 hp), AC 14, Claw +4 (1d2–4)
  • Crocodile: HD 3d8+9 (22 hp), AC 16, Bite +6 (1d8+6) or tail slap +6 (1d12+6)
  • Dog: HD 1d8+2 (6 hp), AC 15, Bite +2 (1d4+1)
  • Donkey: HD 2d8+2 (11 hp), AC 13, Bite +1 (1d2)
  • Eagle: HD 1d8+1 (5 hp), AC 14, Talons +3 (1d4)
  • Giant Crocodile: HD 7d8+28 (59 hp), AC 16, Bite +11 (2d8+12) or tail slap +11 (1d12+12)
  • Horse (heavy): HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1)
  • Mule: HD 3d8+9 (22 hp), AC 13, Hoof +4 (1d4+3)
  • Pony: HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1)
  • Snake (constrictor): HD 3d8+6 (19 hp), AC 15, Bite +5 (1d3+4), constrict (1d3+4)
  • Snake (giant constrictor): HD 11d8+14 (63 hp), AC 15, Bite +13 (1d8+10), constrict (1d8+10)
  • Snake (small viper): HD 1d8 (4 hp), AC 17, Bite +4 (1d2–2 plus poison)
  • Snake (large viper): HD 3d8+6 (19 hp), AC 15, Bite +4 (1d4 plus poison)
  • Snake (huge viper): HD 6d8+6 (33 hp), AC 15, Bite +6 (1d6+4 plus poison)
  • War Dog: HD 2d8+4 (13 hp), AC 16, Bite +3 (1d6+3)
  • Warhorse (heavy): HD 4d8+12 (30 hp), AC 14, Hoof +6 (1d6+4)
  • Warhorse (light): HD 3d8+9 (22 hp), AC 14, Hoof +4
  • Warpony: HD 2d8+4 (13 hp), AC 13, Hoof +3 (1d3+2)
  • Wolf: HD 2d8+4 (13 hp), AC 14, Bite +3 (1d6+1)
  • Ankheg: HD 3d10+12 (28hp), AC 18, Bite +7 (2d6+7 plus 1d4 acid)
  • Assassin Vine: HD 4d8+12 (30 hp), AC 15, Slam +7 (1d6+7), constrict (1d6+7)
  • Bugbear: HD 3d8+3 (16 hp), AC 17, Morningstar +5 (1d8+2) or javelin +3 (1d6+2)
  • Choker: HD 3d8+3 (16 hp), AC 17, Tentacle +6 (1d3+3)
  • Cockatrice: HD 5d10 (27 hp), AC 14, Bite +9 (1d4-2 plus petrification, DC 12 phys+STR to negate)

Dinosaur

  • Deinonychus: HD 4d8+16 (34 hp), AC 16, Talons +6 (2d6+4) or bite +1 (2d4+2)
  • Megaraptor: HD 8d8+43 (79 hp), AC 16, Talons +9 (2d8+5) or bite +4 (2d6+2)
  • Triceratops: HD 16d8+124 (196 hp), AC 18, Gore +20 (2d8+15)
  • Tyrannosaurus: HD 18d8+99 (180 hp), AC 14, Bite +20 (3d6+13)

Dire Animal

  • Dire Bear: HD 12d8+51 (105 hp), AC 17, Claw +19 (2d4+10) and bite +13 (2d8+5)
  • Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease)
  • Dire Wolf: HD 6d8+18 (45 hp), AC 14, Bite +11 (1d8+10)

Dragon

  • Young Red: HD 13d12+39 (123 hp), AC 21, Bite +20 (2d6+7) or Breath 10d10 DC24 phys+DEX to dodge for half.
  • Very Old Red: HD 31d12+248 (449 hp), AC 36, Bite +40 (4d6+13) or breath 18d10 re, DC 33 phys+DEX to dodge for half
  • Adult Gold: HD 23d12+115 (264 hp), AC 30, Bite +32 (2d8+11) or breath 12d10 re, DC 26 phys+DEX to dodge for half
  • Young Adult Silver: HD 19d12+79 (202 hp), AC 28, Bite +24 (2d6+6) or breath 10d8 cold, DC 23 phys+DEX to dodge for half

Creatures

  • Dwarf: HD 1d8+2 (6 hp), AC 16, Waraxe +3 (1d10+1) or shortbow +1 (1d6)
  • Earth Elemental (large): HD 8d8+32 (68 hp), AC 18, Slam +12 (2d8+7)
  • Elf: HD 1d8 (4 hp), AC 15, Longsword +2 (1d8+1) or longbow +3 (1d8)
  • Gargoyle: HD 4d8+19 (37 hp), AC 16, Claw +6 (1d4+2)
  • Gelatinous Cube: HD 4d10+32 (54 hp), AC 3, Slam +1 (1d6 +1d6 acid) plus engulf (paralysis + 1d6 acid/round, DC 13 phys+DEX to negate)
  • Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus paralysis) or claws +0 (1d3 plus paralysis)
  • Gnoll: HD 2d8+2 (11 hp), AC 15, Battle- axe +3 (1d8+2) or shortbow +1 (1d6)
  • Goblin: HD 1d8+1 (5 hp), AC 15, Morningstar +2 (1d6) or javelin +3 (1d4)
  • Griffon: HD 7d10+21 (59 hp), AC 17, Bite +11 (2d6+4)
  • Halfling: HD 1d8+1 (5 hp), AC 16, Shortsword +3 (1d6) or light crossbow +3 (1d6)
  • Hellhound: HD 4d8+4 (22 hp), AC 16, Bite +5 (1d8+1 plus 1d6 re)
  • Hill Giant: HD 12d8+48 (102 hp), AC 20, Great- club +16 (2d8+10) or rock +8 (2d6+7)
  • Hobgoblin: HD 1d8+2 (6 hp), AC 15, Longsword +2 (1d8+1) or javelin +2 (1d6+1)
  • Human Commoner: HD 1d8+1 (5 hp), AC 12, Dagger +1 (1d6+1) or sling +1 (1d4)
  • Kobold: HD 1d8 (4 hp), AC 15, Spear +1 (1d6-1) or sling +3 (1d3)
  • Lizardfolk: HD 2d8+2 (11 hp), AC 15, Claw +2 (1d4+1) or club +2 (1d6+1) or javelin +1 (1d6+1)
  • Nymph: HD 6d6+6 (27 hp), AC 17, Dagger +6 (1d4) or stun- ning glance (unable to act for 2d4 rounds, DC 17 phys+STR to negate)
  • Ogre: HD 4d8+11 (29 hp), AC 16, Greatclub +8 (2d8+7) or javelin +1 (1d8+5)
  • Orc: HD 1d8+1 (5 hp), AC 13, Falchion +4 (2d4+4) or javelin +1 (1d6+3)
  • Otyugh: HD 6d8+9 (36 hp), AC 17, Tentacle +4 (1d6 plus disease)
  • Owlbear: HD 5d10+25 (52 hp), AC 15, Claw +9 (1d6+5)
  • Rust Monster: HD 5d8+5 (27 hp), AC 18, Antennae touch +3 (rust)
  • Shadow: HD 3d12 (19 hp), AC 13, Incorporeal touch +3 (1d6 Str)
  • Shambling Mound: HD 8d8+24 (60 hp), AC 20, Slam +11 (2d6+5), constrict (2d6+7)
  • Skeleton Warrior: HD 1d12 (6 hp), AC 15, Scimitar +1 (1d6+1) or claw +1 melee (1d4+1)
  • Stirge: HD 1d10 (5 hp), AC 16, Touch +7 (attach)
  • Stone Golem: HD 14d10+30 (107 hp), AC 26, Slam +18 (2d10+9)
  • Treant: HD 7d8+35 (66 hp), AC 20, Slam +12 (2d6+9)
  • Troll: HD 6d8+36 (63 hp), AC 16, Claw +9 (1d6+6)
  • Vampire: HD 4d12+3 (29 hp), AC 15, Slam +5 (1d6+4 plus energy drain –1 level, DC 14 phys+STR to negate) or blood drain (-1d4 STR)

Vermin

  • Monstrous Scor- pion (tiny): HD 1⁄2d8+2 (4 hp), AC 14, Claw+2 (1d2–4) or sting –3 (1d2–4 plus poison)
  • Monstrous Scorpion (small): HD 1d8+2 (6 hp), AC 14, Claw+1 (1d3–1) or sting –4 (1d3–1 plus poison)
  • Monstrous Scorpion (large): HD 5d8+10 (32 hp), AC 16, Claw+6 (1d6+4) or sting +1 (1d6+2 plus poison)
  • Monstrous Scorpion (huge): HD 10d8+30 (75 hp), AC 20, Claw+11 (1d8+6) or sting +6 (2d4+3 plus poison)
  • Monstrous Spider (small): HD 1d8 (4 hp), AC 14, Bite +4 (1d4–2 plus poison)
  • Monstrous Spider (large): HD 4d8+4 (22 hp), AC 14, Bite +4 (1d8+3 plus poison)
  • Monstrous Spider (huge): HD 8d8+16 (52 hp), AC 16, Bite +9 (2d6+6 plus poison)
  • Werewolf
    • 
Human Form: HD 3d8+7 (20 hp), AC 17, Longsword +3 (1d8+1) or light crossbow +2 (1d8)
    • Wolf Form: HD 3d8+7 (20 hp), AC 16, Bite +5 (1d6+3)
    • Hybrid Form: HD 3d8+7 (20 hp), AC 16, Claw +4 (1d4+2)
  • Wight: HD 4d12 (26 hp), AC 15, Slam +3 (1d4+1 plus energy drain)
  • Wraith: HD 5d12 (32 hp), AC 15, Incorporeal touch +5 (1d4 plus –1d6 STR, DC 14 phys+STR to negate)
  • Wyvern: HD 7d12+14 (59 hp), AC 18, Sting +10 (1d6+4 plus poison) or Talon +10 (2d6+4) or Bite +10 (2d8+4)
  • Zombie: HD 2d12+3 (16 hp), AC 11, Slam +2 (1d6+1) or club
+2 melee (1d6+1)

Skills

All creatures have a bonus to all skills equal to their number of Hit Dice. If the creature is intelligent, add +3 to one skill. Add stat bonuses to suit and as logic dictates. This is intentionally kept open -- if you need a sneaky bugbear, assign the +3 bonus to Subterfuge; if a warrior, give +3 to Physical; for a spell-caster assign the +3 to Knowledge or Communication and give levels of Mage or Cleric (see below).

Monster Advancement

To make a tougher monster, add more Hit Dice; each additional HD adds one to their skill and combat bonuses.

For each doubling of the Hit Dice, increase the dice size for attacks (ie, d4->d6, d6->d8, etc). Alternatively, add class levels to intelligent monsters. Start with the base Hit Dice and add levels of Fighter, Rogue, Mage or Cleric as required.

Create your own

Assign Hit Dice (d8 for most things, d12 for Dragons and Undead). Attack bonus and skill level = number of Hit Dice. If it’s an intelligent critter, +3 bonus to one skill. Add stat bonuses to suit.

Expert Rules

This rule-set allows for introducing a few more options to your Microlite20 game, without necessarily increasing its complexity. Included are: a new skill, new races, new classes, and some other (hopefully) good stuff. It is not necessary to use Microlite20 Expert Rules in its entirety; DMs are encouraged to “cherry pick” those special items applicable to their own campaign.

Races

  • Gnomes get +1 to DEX, +1 to MIND
  • Half-orcs get +4 to STR, -2 to MIND
  • Half-elves get +1 to DEX, and +1 to any 2 Skills
  • Lizardmen get +2 to STR, +2 to Dex, -2 to MIND

Classes

Paladins

  • Wear any kind of armor and use shields.
  • They have a +1 bonus to Physical and a +2 bonus to Communication.
  • They are immune to diseases and apply a +1 bonus to all saving throws (this increases by +1 at 5th level and every 5 levels on).
  • Paladins can detect evil within 60’ at will and can heal up to 2hp per level per day by laying on hands.
  • A character must be of Lawful Good alignment to be a Paladin.

Rangers

  • Can use light or medium armor and can use shields.
  • They are +1 to hit and damage with ranged weapons and only incur a -1 to hit penalty when fighting with 2 weapons.
  • They have a +3 bonus to Survival.

Illusionists

  • Wear no armor.
  • They can cast Illusionist spells and gain a +2 bonus to Communication and a +1 bonus to Subterfuge.
  • Characters must have a minimum DEX score of 13 to be Illusionists.

Druids

  • Wear any non-metal armor or shield.
  • They cast Druid spells and gain +2 to Knowledge and +2 to Survival.
  • Druids are immune to the spell-like effects of woodland fey.
  • At 3rd level a Druid can pass without trace at will.
  • At 7th level a Druid can assume the form of any small or medium sized animal up to 3 times per day. A Druid heals 2hp per level when changing back into his human form.

Bards

  • Wear light armor and can use bucklers.
  • They gain a +2 bonus to Communication, Subterfuge, and Knowledge.
  • A Bard can counter sound-based effects within a 30’radius. A Bard can use his song to charm person or remove fear up to 3 times (total) per day.
  • Beginning at 6th level, a Bard casts spells as either a Druid or Illusionist (player’s choice) of 5 levels lower.

Skills

Microlite20 Expert Rules adds a new, 5th skill: Survival. Survival is used for things like tracking, foraging, setting or spotting snares, hunting, finding water or rare herbs, deter- mining direction, and the like. Only Rangers and Druids are specialized with this skill.

Heroism

While Microlite20 certainly simplifies your game by declining the use of the endless array of “Feats” available in the SRD, this can sometimes decrease Microlite20’s intended compatibility with some d20 adventures, with respects to power level. Heroism is intended to relieve some of that disparity.

Heroism is a bonus equal to 1 times the characters level (1 at 1st, 2 at 2nd, etc) and may be applied once per day to up to three of the following:

  1. Attack Bonus
  2. Damage
  3. Saving Throw
  4. Skill Check
  5. Spell DC

Magic

Here are three ways for spell casters to add a little more variety to their repertoire. Each modifies a spell in a given way, and each doubles the casting time of the spell so modified (most spells become full round actions instead of standard actions, for example). Also, each requires an additional expenditure of hit points, added to the standard cost of the spell at the time it is cast.

  • Extending: Makes a spell last twice as long as it normally would. An Extended spell costs an additional 2hp.
  • Empowering: Makes a spell do 50% more damage than it normally would. An Empowered spell costs an additional 4hp.
  • Widening: Makes a spell’s area of effect twice as big as it would normally be. A Widened spell costs an additional 6hp.

Illusionist Spells

0-Level Illusionist Spells
  • Arcane Mark: Inscribes a permanent personal rune (visible or invisible).
  • Dancing Lights: Creates torches or other lights for 1 minute.
  • Detect Illusion: Detects Illusions in a 60’ radius for 1 minute per level.
  • Ghost Sound: Figment sounds for 1 round/level.
  • Prestidigitation: Performs minor tricks for 1 hour.
  • Read Magic: Read Scrolls and Spellbooks for 10/min per level.
1st-Level Illusionist Spells
  • Charm Person: Makes one person your friend for 1 hour per level.
  • Color Spray: Incapacitates creatures within a 15’ cone.
  • Disguise Self: Changes your appearance for 10 minutes per level.
  • Hypnotism: Fascinates 2d4 HD of creatures for 2d4 rounds.
  • Silent Image: Creates minor illusion of your design.
  • Ventriloquism: Throws voice for 1 minute per level.
2nd-Level Illusionist Spells
  • Blur: Caster gains +4 to AC, cannot be Sneak Attacked for 1 minute per level.
  • Hideous Laughter: Subject loses actions for 1 round/level.
  • Hypnotic Pattern: Fascinates 2d4+level HD of creatures for concentration plus 2 rounds.
  • Invisibility: Subject is invisible for 1 minute/ level or until it attacks.
  • Minor Image: As Silent Image plus some sound.
  • Mirror Image: Creates 1d4+1 decoys of caster for 1 minute per level.
3rd-Level Illusionist Spells
  • Daylight: 60’ radius of daylight for 10 minute/level.
  • Deep Slumber: Puts 10HD of creatures to sleep for 1 minute per level.
  • Displacement: Attacks against the subject miss 50% of the time for 1 round/level.
  • Invisibility Sphere: Makes everyone within 10’ invisible.
  • Major Image: As minor image, plus sound, smell, and thermal effects.
  • Suggestion: Compels subject to follow stated course of action for 1 hour/level or until completed.
4th-Level Illusionist Spells
  • Charm Monster: Make one monster believe it is your ally for 1 day/level.
  • Confusion: Subjects behave oddly for 1 round/level.
  • Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
  • Minor Creation: Create one cloth or wood object.
  • Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
  • Rainbow Pattern: Lights Fascinate 24HD of creatures for concentration plus 1rnd/level.
5th-Level Illusionist Spells
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
  • Dominate Person: Controls subject telepathically for 1 day/level.
  • Major Creation: As minor creation, plus stone or metal.
  • Persistent Image: As major image, but no concentration required; 1 minute/level.
  • Seeming: Changes appearance of 1 person per 2 levels for 12 hours.
  • Sending: Delivers short message anywhere, instantly.
6th-Level Illusionist Spells
  • Mislead: Turns you invisible and creates illusory double.
  • Permanent Image: Permanent illusion with sight, sound, and smell controlled by concentration.
  • Programmed Image: As major image, triggered by specified event.
  • Shadow Walk: Step into shadow and travel rapidly; 50mph for 1 hour/level.
  • Suggestion, Mass: As suggestion, plus one subject per level.
  • True Seeing: Lets you see things as they truly are.
7th-Level Illusionist Spells
  • Invisibility, Mass: As invisibility, but affects all in range.
  • Phase Door: Creates invisible passage through wood and stone.
  • Power Word: Blind: Blinds creature with 200hp or less.
  • Prismatic Spray: 60’ Cone-shaped burst of rays for variety of effects:
  • Project Image: Illusory double can talk and cast spells at me- dium range for 1 round/level.
  • Weird: As phantasmal killer, but affects all within 30’.

Druid

0-Level Druid Spells
  • Create Water: Creates 2 gallons/level of pure water.
  • Detect Magic: Detects spells and magic items within 60’ for 1 minute per level.

  • Detect Poison: Detects poison in one creature or object.
  • Mending: Makes minor repairs on an object.

  • Read Magic: Read scrolls and spellbooks.

  • Resistance: Subject gains +1 on saving throws for 1 minute.
1st-Level Druid Spells
  • Entangle: Plants entangle everyone in 40’ radius for 1 minute/ level.
  • Faerie Fire: Outlines subjects with light for 1 minute/level, cancels blur, invisibility, etc.
  • Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
  • Obscuring Mist: Fog surrounds you, provides concealment for 1 minute/level
  • Produce Flame: 1d6 damage +1/level, touch or thrown.
  • Speak with Animals: You can communicate with animals for 1min/level.
2nd-Level Druid Spells
  • Barkskin: Grants +2 or higher bonus to AC for for 10min/level.
  • Gust of Wind: Blows away or knocks down smaller creatures.
  • Heat Metal: Makes metal so hot it damages those who touch it
  • Summon Swarm: Summons swarm of bats, rats, or spiders for concentration plus 2 rounds
  • Tree Shape: You look exactly like a tree for 1hour/level. Warp Wood: Bends wood within 20’ radius.
3rd-Level Druid Spells
  • Call Lightning: Calls down 3d6-damage lightning bolts from the sky once per round for 1min/level.
  • Protection from Energy: Absorb 12 points/level of damage from one kind of energy for 10min/level.
  • Speak with Plants: You can talk to normal plants and plant creatures for 1min/level.
  • Spike Growth: For 1hr/level, creatures in area take d4 damage per 5’ movement, may be slowed.
  • Stone Shape: Sculpts stone into any shape.
  • Water Breathing: Subjects can breathe under water for 2 hours/level divided by number of subjects.
4th-Level Druid Spells
  • Air Walk: Subject treads on air for 10min/level
  • Anti-Plant Shell: Keeps animated plants at bay for 10min/level, 10’ radius.
  • Ice Storm: Hail does 5d6 damage in cylinder 40’ across
  • Reincarnate: Brings dead subject back in random body.
  • Repel Vermin: Insects, spiders, and other vermin stay 10’ away for 10min/level.
  • Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5th-Level Druid Spells
  • Awaken: Animal or Tree gains human intellect.
  • Baleful Polymorph:Transforms subject into harmless animal.
  • Call Lightning Storm: As call lightning, but does 5d6 per bolt.
  • Insect Plague: Up to 6 Locust Swarms attack creatures for 1min/level.
  • Transmute Rock to Mud: Transforms 2 10’ cubes per level.
  • Wall of Fire: Deals 2d4 re damage out to 10 ft. and 1d4 out to 20 ft. passing through wall deals 2d6 damage +1/level.
6th-Level Druid Spells
  • Fire Seeds: Creates Acorn Grenades (1d6 re dmg/lvl divided among up to 4 seeds) that explode in a 10’ radius and ignite combustibles.
  • Live Oak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills, in an area up to 750’ square and 10’ deep.
  • Stone Tell: Talk to natural or worked stone for 1min/lvl.
  • Transport via Plants: Move instantly from one plant to an- other of its type anywhere.
  • Wall of Stone: Creates a wall of stone that can be shaped.
7th-Level Druid Spells
  • Changestaff: Your staff becomes a treant on command.
  • Control Weather: Changes weather in local area.
  • Earthquake: Intense tremor shakes 80’ radius, collapsing ceilings, opening ssures, etc.
  • Finger of Death: Kills one subject.
  • Fire Storm: Does 1d6/lvl re damage to 2 10’ cubes per level.
  • Wind Walk: You and your allies turn vaporous and travel at up to 60mph for 1 hour/level.

Game Masters Guide

Disease

Diseases have various symptoms and are spread through a number of ways. The entries for diseases include the following information:

  • Name of the disease: Type, DC, incubation, damage.
  • Type lists the disease’s method of delivery (contact, inhaled, or injury).
  • DC lists the phys+STR check DC needed to prevent infection.
  • Incubation lists the time before damage begins.

Several typical diseases are summarized below.

  • Damage lists the ability damage the character takes after incubation and each day afterward.
  • Cackle Fever: Inhaled, DC 16, 1 day, –1d6 MIND.
  • Filth Fever: Injury, DC 12, 1d3 days, –1d3 DEX and 1d3 STR.
  • Mind rake: Inhaled, DC 12, 1 day, –1d4 MIND.
  • Red Ache: Injury, DC 15, 1d3 days, –1d6 STR.
  • Shakes: Contact, DC 13, 1 day, –1d8 DEX.

Extreme Heat & Cold

If not wearing suitable protection, a character must make a Phys+STR check once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.

Falling Damage

A falling character takes 1d6 hp of damage per 10 feet fallen. If the character makes a successful Phys+DEX roll, he takes only half damage. The DC for the phys+DEX roll is equal to the depth fallen in feet. In the event that the fall ends in an area laden with spikes or jagged rocks, add +1 hp of damage to falling damage per 10’ fallen (with a maximum of +10 hp).

Poison

Characters can possibly take damage from a weapon that has been poisoned, be attacked by a creature whose natural attacks feature poison, consume poison hidden in food or drink, or be poisoned in some other way. The entries for poisons include the following information:

  • Name of the poison: Type, DC, damage, price.
  • Type lists the poison’s method of delivery (contact, ingested, inhaled, or injury).
  • DC lists the phys+STR check DC needed to avoid the poison’s damage.
  • Damage is expressed as “xdx/xdx.”The rst number is the initial damage, taken immediately upon failing the phys+STR check against the poison. The second number is the secondary damage, taken one minute after exposure to the poison if a second phys+STR check is failed. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is permanent. Unconsciousness lasts 1d3 hours.
  • Price lists the cost for one dose of the poison. It can usually only be obtained through less-than-reputable sources, as the possession of poisons are commonly illegal.

Several typical poisons are summarized below.

  • Arsenic: Ingested, DC 13, -1 STR/-1d8 STR, 120 gp.
  • Blue Whinnis: Injury, DC 14, -1 STR/ unconsciousness, 120 gp.
  • Burnt Othur Fumes: Inhaled, DC 18, -1 STR*/-3d6 STR, 2,100 gp.
  • Deathblade: Injury, DC 20, -1d6 STR/-2d6 STR, 1,800 gp.
  • Insanity Mist: Inhaled, DC 15, -1d4 MIND/-2d6 MIND, 1,500 gp.
  • Nitharit: Contact, DC 13, 0/-3d6 STR, 650 gp. Oil of Taggit: Ingested, DC 15, 0/unconsciousness, 90 gp.
  • Malys Root Paste: Contact, DC 16, -1 DEX/-2d4 DEX, 500 gp.
  • Monstrous Scorpion (tiny): In- jury, DC 12, -1 STR/-1 STR, 50 gp.
  • Monstrous Scorpion (small): In- jury, DC 12, -1d2 STR/- 1d2 STR, 100 gp.
  • Monstrous Scorpion (large): Injury, DC 14, -1d4 STR/- 1d4 STR, 200 gp.
  • Monstrous Scorpion (huge): Injury, DC 18, -1d6 STR/- 1d6 STR, 400 gp.
  • Monstrous Spider (tiny): Injury, DC 10, -1d2 STR/-1d2 STR, 85 gp.
  • Monstrous Spider (small): Injury, DC 10, -1d3 STR/- 1d3 STR, 125 gp.
  • Monstrous Spider (large): Injury, DC 13, -1d6 STR/-1d6 STR, 250 gp.
  • Monstrous Spider (huge): Injury, DC 16, -1d8 STR/-1d8 STR, 500 gp.
  • Sassone Leaf Residue: Contact, DC 16, -2d12 hp/-1d8 STR, 300 gp.
  • Sleep Poison: Injury, DC 13, unconsciousness/ unconsciousness for 2d4 hours, 75 gp.
  • Snake (medium viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp.
  • Snake (large viper): Injury, DC 11, -1d6 STR/-1d6 STR, 120 gp.
  • Snake (huge viper): Injury, DC 14, -1d6 STR/-1d6 STR, 250 gp.
  • Wyvern: Injury, DC 17, -2d6 STR/-2d6 STR, 3,000 gp.

Traps

Whether inside a dungeon or a nobleman’s manor house, adventurers can often be hurt, or even killed, without ever encountering a monster of any kind, as many dungeons are filled with debilitating or lethal traps set to keep wayward hands off of fantastic treasures. Several typical traps of varying Encounter Levels are summarized below.

The entries for traps include the following information:

  • Type of trap: Attack (damage), Save DC, Search DC, Disable DC.
  • Type lists the trap used and the effect it has.

  • Attack shows the traps attack bonus or type of effect.
  • Damage shows the amount and type of damage the trap deals.
  • Save DC lists the phys+DEX check DC needed to either avoid the trap entirely, or to take only 1⁄2 the listed damage (if this is possible).
  • Search DC lists the DC for the know+MIND check neces- sary to nd the trap without triggering it.
  • Disable DC lists the DC for the sub+DEX check necessary to disarm the trap safely.

EL1 Traps

  • Basic Arrow Trap: Atk +10 (1d6, arrow); Search know+MIND DC 20, Disable sub+DEX DC 20.
  • Camouflaged Pit Trap: 10 ft. deep (1d6, fall); Save DC 15 to avoid; Search DC 24, Dis- able DC 20.
  • Poison Dart Trap: Atk +8 (1d4 plus poison, dart); Search DC 20, Disable DC 18.

EL2 Traps

  • Burning Hands Trap: spell effect (1d4, re); Save DC 11 for 1⁄2 damage; Search DC 26, Disable DC 26.
  • Large Net Trap: Atk +5 (—); Save DC 14 to avoid; Search DC 20, Disable DC 25.
  • Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.

EL3 Traps

  • Fire Trap: spell effect (1d4+3, re); Save DC 13 for 1⁄2 damage; Search DC 27, Disable DC 27.
  • Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20.
  • Poisoned Arrow Trap: Atk +12 (1d8 plus poison, arrow); Search DC 19, Disable DC 15.

EL4 Traps

  • Lightning Bolt Trap: spell effect (5d6, electricity); Save DC 14 for 1⁄2 damage; Search DC 28, Disable DC 28.
  • Spiked Pit Trap: 60 ft. deep (6d6, fall),Atk +10 (1d4 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.
  • Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC 21, Disable DC 18.

EL5 Traps

  • Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, Dis- able DC 17.
  • Fireball Trap: spell effect (1d4+7, re); Save DC 16 for 1⁄2 dam- age; Search DC 29, Disable DC 29.
  • Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); Search DC 17, Disable DC 21.

EL6 Traps

  • Compacting Room Trap: walls move together (12d6, crush); Search DC 20, Disable DC 22.
  • Lightning Bolt Trap: spell effect (10d6, electricity); Save DC 14 for 1⁄2 damage; Search DC 28, Disable DC 28.
  • Spiked Pit Trap: 100 ft. deep (10d6, fall),Atk +10 (1d4+5 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.

EL7 Traps

  • Black Tentacles Trap: spell effect (tentacles) Atk +7 (1d6+4 each, 1d4+7 tentacles); Search DC 29, Disable DC 29.
  • Chain Lightning Trap: spell effect (11d6 to nearest target +5d6 each to up to 11 secondary targets, electricity); Save DC 19 for 1⁄2 damage; Search DC 31, Disable DC 31.
  • Well-camouflaged Pit Trap: 70 ft. deep (7d6, fall); Save DC 25 to avoid; Search DC 27, Disable DC 18.

EL8 Traps

  • Destruction Trap: spell effect (death); Save DC 20 (phys+STR) for 10d6 damage; Search DC 32, Disable DC 32.
  • Power Word Stun Trap: spell effect (stun 2d4 rounds); Search DC 32, Disable DC 32.
  • Well-camouflaged Pit Trap: 100 ft. deep (10d6, fall); Save DC 20 to avoid; Search DC 27, Disable DC 18.

EL9 Traps

  • Dropping Ceiling: ceiling moves down (12d6, crush); Search DC 20, Disable DC 16.
  • Incendiary Cloud Trap: spell effect (4d6/ round for 15 rounds, re); Save DC 22 for 1⁄2 damage; Search DC 33, Disable DC 33.
  • Wide-mouthed Spiked Pit with Poisoned Spikes: 70 ft. deep (7d6, fall),Atk +10 (1d4+5 plus poison each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20.

EL10 Traps

  • Crushing Room: walls move together (16d6, crush); Search DC 22, Disable DC 20.
  • Crushing Wall Trap: Atk automatic (18d6, crush); Search DC 20, Disable DC 25.
  • Energy Drain Trap: Atk +8 (2d4 negative levels for 24 hours); Save DC 23 to avoid; Search DC 34, Disable DC 34.

When in Doubt... Remember

Whenever the players want to try something that goes around, through or above and beyond the rules as written, you can always use the “GM’s Friend”...the 50% chance.

Have them roll whatever check seems most appropriate. A roll of 1-10 is a failure, a roll of 11-20 is a success. If you feel that the situation warrants that you favor them, assign a +2 bonus to their roll. If the situation determines that they be hindered, then assign a –2 penalty.