--- /dev/null
+DOCS = \
+ rules \
+ abilities combat encounters equip misc movement \
+ mystic orders planes saves spells thief treasure \
+ undead wandering weapons
+
+LATEX = latex
+METAPOST = mpost
+
+all: $(patsubst %,%.dvi,$(DOCS)) graph.1
+
+%.1: %.mp
+ $(METAPOST) $^
+
+%.dvi: %.tex dnd.sty tables.cls
+ $(LATEX) $^
+ $(LATEX) $^
+
+clean:
+ rm -f *.dvi *.ps *.log *.aux *.[1-9]
--- /dev/null
+\documentclass{tables}
+
+\newcolumntype{P}{>{\small\raggedright}p{0.3\hsize}}
+
+\begin{document}
+
+\sect{Advancement and abilities}
+
+\begingroup \tabcolsep = 1.1em
+\begin{tabular}[C]{\shade r@{ }crrrrrrr@{\kern1.5em}} \hlx*{hv}
+ \tt{Level advancement (XP in 000s)} \\
+\multicolumn{2}{c}{\th{Level}} &
+ \th{C}&\th{F/My}& \th{M} & \th{T} & \th{D} & \th{E} & \th{H} \\
+ \hlx{vhv}
+ 1& & 0 & 0 & 0 & 0 & 0 & 0 & 0 \\ \hlx{+}
+ 2& & 1.5 & 2 & 2.5 & 1.2 & 2.2 & 4 & 2 \\ \hlx{+}
+ 3& & 3 & 4\s w& 5 & 2.4 & 4.4\s w& 8 & 4\s w\\ \hlx{+}
+ 4& & 6\s w& 8 & 10 & 5\s w& 8.8 & 16\s w& 8 \\ \hlx{+}
+ 5& & 12 & 16 & 20\s w& 10 & 17 & 32 & 16 \\ \hlx{+}
+ 6& & 25 & 32\s w& 40 & 20 & 35\s w& 64 & 32\s w\\ \hlx{+}
+ 7& & 50 & 64 & 80 & 40 & 70 & 120 & 64 \\ \hlx{+}
+ 8&A& 100\s w& 120 & 150 & 80\s w& 140 & 250\s w& 128 \\ \hlx{+}
+ 9& & 200 & 240\s w& 300 & 160 & 270\s w& 400 & \\ \hlx{+}
+10&B& 300 & 360 & 450\s w& 280 & 400 & 600 & 300 \\ \hlx{+}
+11& & 400 & 480 & 600 & 400 & 530 & & \\ \hlx{+}
+12&C& 500\s w&600\s{2,w}&750 & 520\s w&660\s{2,w}& & 600 \\ \hlx{+}
+13& & 600 & 720 & 900 & 640 & & & \\ \hlx{+}
+14&D& 700 & 840 &1050 & 760 & 800 &850\s2 & 900\s2 \\ \hlx{+}
+15& & 800 & 960\s w&1200\s w& 880 & & & \\ \hlx{+}
+16&E& 900\s w&1080 &1350 &1000\s w&1000 &1100 &1200 \\ \hlx{+}
+17& &1000 &1200 &1500 &1120 & & & \\ \hlx{+}
+18&F&1100 &1320\s w&1650 &1240 &1200 &1350 &1500 \\ \hlx{+}
+19& &1200 &1440 &1800 &1360 & & & \\ \hlx{+}
+20&G&1300\s w&1560 &1950\s w&1480\s w&1400\s s&1600\s b&1800 \\ \hlx{+}
+21& &1400 &1680\s w&2100 &1600 & & & \\ \hlx{+}
+22&H&1500 &1800 &2250 &1720 &1600 &1850 &2100\s b \\ \hlx{+}
+23& &1600 &1920 &2400 &1840 & & & \\ \hlx{+}
+24&I&1700\s w&2040\s3 &2550 &1960\s w&1800 &2100 &2400 \\ \hlx{+}
+25& &1800 &2160 &2700\s w&2080 & & & \\ \hlx{+}
+26&J&1900 &2280 &2850 &2200 &2000 &2350 &2700 \\ \hlx{+}
+27& &2000 &2400\s w&3000 &2320 & & & \\ \hlx{+}
+28&K&2100\s w&2520 &3150 &2440\s w &2200\s3 &2600\s3&3000\s{3,s}\\\hlx{+}
+29& &2200 &2640 &3300 &2560 & & & \\ \hlx{+}
+30&L&2300 &2760\s w&3450\s w&2680 &2400 &2850 & \\ \hlx{+}
+31& &2400 &2880 &3600 &2800 & & & \\ \hlx{+}
+32&M&2500\s w&3000 &3750 &2920\s w&2600 &3100 & \\ \hlx{+}
+33& &2600 &3120\s w&3900 &3040 & & & \\ \hlx{+}
+34& &2700 &3240 &4050 &3160 & & & \\ \hlx{+}
+35& &2800 &3360 &4200\s w&3280 & & & \\ \hlx{+}
+36& &2900\s w&3480\s{4,w}&4350 &3400\s w& & & \\
+\hlx*{vh+v}
+\multicolumn{9}{l}{\vbox{
+ \small\itshape
+ \hbox{\s2\quad Two attacks per round}
+ \hbox{\s3\quad Three attacks per round}
+ \hbox{\s4\quad Four attacks per round}
+ \hbox{\s b\quad Half damage from Dragon breath}
+ \hbox{\s s\quad Half damage from spell effects}
+ \hbox{\s w\quad Additional weapon mastery slot; mastery slot for
+ every 200\,000\,XP above max level}
+ }}
+\end{tabular}
+\endgroup
+
+\begin{tabular}[C]{P|P|P} \hlx*{hs}
+ \tt{Special abilities by class}
+ \\ \hlx{shv}
+ \centerline{\bfseries Cleric} \medskip
+ \begin{itemize}
+ \item Prime requisite: $W$
+ \item $L \le 36$
+ \item HP: $n\dice{d6} + n'$; $n \le 9$.
+ \item No edged weapons
+ \item Turning Undead
+ \item Cast Cleric spells
+ \end{itemize}
+ \medskip
+ \textbf{Druids:}
+ \begin{itemize}
+ \item Neutral alignment
+ \item Must use natural weapons\discretionary{/}{}{/}armour (wood, leather,
+ etc.)
+ \item Can't turn Undead
+ \item Cast cleric spells not concerned with good/evil
+ \item Cast Druid spells
+ \end{itemize}
+ &
+ \centerline{\bfseries Thief} \medskip
+ \begin{itemize}
+ \item Prime requisite: $D$
+ \item $L \le 36$
+ \item HP: $n\dice{d4} + 2 n'$; $n \le 9$
+ \item Open locks
+ \item Find traps
+ \item Remove traps
+ \item Pick pockets
+ \item Move silently
+ \item Climb walls
+ \item Hide in shadows
+ \item Hear noise
+ \item \emph{Backstabbing}: $+4$ to hit, $\textrm{damage} \times (\lfloor
+ L/12 \rfloor + 2)$
+ \item $L \ge 4$: Read any language or writing (80\% chance)
+ \item $L \ge 10$: Read magic-user scrolls (10\% chance of backfire)
+ \end{itemize}
+ &
+ \centerline{\bfseries Magic-user} \medskip
+ \begin{itemize}
+ \item Prime requisite: $I$
+ \item $L \le 36$
+ \item HP: $n\dice{d4} + n'$; $n \le 9$.
+ \item No shield or armour
+ \item Dagger and staff
+ \item Spell casting
+ \end{itemize}
+ \\ \hlx{vhv}
+ \centerline{\bfseries Dwarf} \medskip
+ \begin{itemize}
+ \item Prime requisite: $S$
+ \item $C \ge 9$, $L \le 12$
+ \item HP: $n\dice{d8} + 3 n'$; $n \le 9$
+ \item Infravision 60$'$
+ \item Languages: dwarf, gnome, goblin, kobold
+ \item Detect large traps, sliding walls, sloping corridors, new
+ constructions: $\tfrac{1}{3}$ chance
+ \item $L \ge 10$: fighter combat options
+ \end{itemize}
+ &
+ \centerline{\bfseries Elf} \medskip
+ \begin{itemize}
+ \item Prime requisite: $S$, $I$
+ \item $I \ge 9$, $L \le 10$
+ \item HP: $n\dice{d6} + 2 n'$, $n \le 9$
+ \item Infravision 60$'$
+ \item Languages: elf, gnoll, hobgoblin, orc
+ \item Detect hidden and secret doors: $\tfrac{1}{3}$ chance
+ \item Immune to ghoul paralysis
+ \item Spell casting
+ \item $L \ge \mathrm{D}$: fighter combat options
+ \end{itemize}
+ &
+ \centerline{\bfseries Halfling} \medskip
+ \begin{itemize}
+ \item Prime requisite: $S$, $D$
+ \item $D, C \ge 9$, $L \le 8$
+ \item HP: $L\dice{d6}$
+ \item $-2$ AC bonus when attacked by large creatures
+ \item $+1$ to hit roll for any missile
+ \item $+1$ to initiative
+ \item Hiding in wilderness: 90\% chance
+ \item Hiding indoors: $\tfrac{1}{3}$ chance
+ \item $L \ge \mathrm{D}$: fighter combat options
+ \end{itemize}
+ \\ \hlx{vhv}
+ \centerline{\bfseries Fighter} \medskip
+ \begin{itemize}
+ \item Prime requisite: $S$
+ \item $L \le 36$
+ \item HP: $n\dice{d8} + 2 n'$
+ \item Combat options (paladin, knight, avenger, landowner):
+ \begin{itemize}
+ \item Multiple attacks: if can hit enemy with 2, can make 2, 3, 4 attacks
+ per round at $L \ge 12, 24, 36$.
+ \item Smash: lose initiative, $-5$ to hit: add $S$ to damage.
+ \item Parry: $-4$ AC bonus except against device-hurled missiles.
+ \item Disarm: on hit, target is disarmed if $\mathrm{1d20} + \delta D' -
+ \delta D > D'$; must change weapon or \emph{retreat} to retrieve.
+ \end{itemize}
+ \end{itemize}
+ &
+ \centerline{\bfseries Paladin/avenger} \medskip
+ \begin{itemize}
+ \item All as for fighter
+ \item Detect evil, 120$'$r, by concentrating
+ \item $W \ge 13$: cast spells as cleric $L' = \lfloor L/3 \rfloor$
+ \item Turn Undead as cleric $L' = \lfloor L/3 \rfloor$; avenger can
+ \emph{control} on `T' or `D'
+ \end{itemize}
+ &
+ \centerline{\bfseries Mystic} \medskip
+ \begin{itemize}
+ \item Prime requisite: $S$, $D$
+ \item $L \le 16$
+ \item HP: $n\dice{d6} + 2 n'$, $n \le 9$
+ \item No armour or protective magic
+ \item Find traps, remove traps, move silently, climb walls, hide in
+ shadows, as thief
+ \item Acrobatics ($-20\%$ XP): jumps, leaps, tumbles, flips, dodges,
+ catches, swings, balancing: succeed if $\dice{d\%} \le 3D + 2L$
+ \item $+4$ to hit other mystics
+ \item $L \ge 2$: surprised only $\tfrac{1}{6}$
+ \item $L \ge 4$: heal $L$\,hp once per day (conc.\ 1 round)
+ \item $L \ge 6$: speak with animals
+ \item $L \ge 8$: half damage from spells/breath
+ \item $L \ge 9$: fighter combat options with weapons (not multiple attacks)
+ \item $L \ge 10$: speak with anyone
+ \item $L \ge 12$: immune to ESP, hold, slow, charm, quest, geas
+ \item $L \ge 14$: \emph{blankout}: conc.\ 1 round, perfect invisibility for
+ $L$ rounds/until attack
+ \item $L = 16$: \emph{gentle touch}: affect creature with $\mathrm{HD} \le
+ L$, no save: charm, cureall, death, quest, paralysis, 24\,hr
+ \end{itemize}
+ \\ \hlx*{vh}
+\end{tabular}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Combat}
+
+\begin{set}
+\begin{order*}{To derive to-hit value from AC and THAC0}
+\item The basic to-hit is $H = \textrm{THAC0} - \textrm{AC}$. \\
+\item If $H < 2$, add up to 4. \\
+\item If $H > 20$, subtract up to 4. \\
+\item If $H > 30$ still, subtract up to 4 again; etc. \\
+\item Conversely, if $H < -10$, add up to 4, etc. \\
+\item If $H$ is negative, use $2$ and add $-H$ bonus to damage. \\
+\end{order*}
+\rowgap
+\begin{tabular}{\shade cccccMr} \hlx*{hv}
+ \tt{Hit table} \\
+ \multicolumn{4}{c}{\th{Class/level}} & \th{Monster} & \\
+ \th{M-U} & \th{C/T} & \th{F} & \th{D-H} & \th{HD} & \th{THAC0}\\\hlx{vhv}
+ \multicolumn{4}{c}{Normal man} & & 20 \\ \hlx{+}
+ 1--5 & 1--4 & 1--3 & & Up to 1 & 19 \\ \hlx{+}
+ & & & & 1+ to 2 & 18 \\ \hlx{+}
+ 6--10 & 5--8 & 4--6 & & 2+ to 3 & 17 \\ \hlx{+}
+ & & & & 3+ to 4 & 16 \\ \hlx{+}
+ 11--15 & 9--12 & 7--9 & A & 4+ to 5 & 15 \\ \hlx{+}
+ & & & B & 5+ to 6 & 14 \\ \hlx{+}
+ 16--20 & 13--16 & 10--12 & C & 6+ to 7 & 13 \\ \hlx{+}
+ & & & D & 7+ to 8 & 12 \\ \hlx{+}
+ 21--25 & 17--20 & 13--15 & E & 8+ to 9 & 11 \\ \hlx{+}
+ & & & F & 9+ to 11 & 10 \\ \hlx{+}
+ 26--30 & 21--24 & 16--18 & G & 11+ to 13 & 9 \\ \hlx{+}
+ & & & H & 13+ to 15 & 8 \\ \hlx{+}
+ 31--35 & 25--28 & 19--21 & I & 15+ to 17 & 7 \\ \hlx{+}
+ & & & J & 17+ to 19 & 6 \\ \hlx{+}
+ 36 & 29--32 & 22--24 & K & 19+ to 21 & 5 \\ \hlx{+}
+ & & & L & 21+ to 23 & 4 \\ \hlx{+}
+ & 33--36 & 25--27 & M & 23+ to 25 & 3 \\ \hlx{+}
+ & & & & 25+ to 27 & 2 \\ \hlx{+}
+ & & 28--30 & & 27+ to 29 & 1 \\ \hlx{+}
+ & & & & 29+ to 31 & 0 \\ \hlx{+}
+ & & 31--33 & & 31+ to 33 & -1 \\ \hlx{+}
+ & & & & 33+ to 35 & -2 \\ \hlx{+}
+ & & 34--36 & & 35+ up & -3 \\ \hlx{vh}
+\end{tabular}
+\line
+\begin{order*}{Striking}
+\item Attacker must be at least half size of defender. \\
+\item Damage is $1 + \delta S$ (or $0$ if pulled). \\
+\item Stunned if $t = \dice{1d20} - C' > 0$. (Monster $C = 2\times
+ \mathrm{HD}$.) \\
+\item If stunned, SvDR $+4 - \delta S$ or knocked out for $t$ rounds. \\
+\item \emph{Haymaker}: Lose initiative, $-5$ to hit: $-4$ on SvDR, and no
+ size limit. \\
+\end{order*}
+\line
+\begin{order*}{Wrestling}
+\item Wrestling rating $w = \lceil L/2 \rceil + \delta S + \delta D +
+ \textrm{basic AC}$. \\
+\item Monster $w = 2 \times \mathrm{HD} + \textrm{basic AC}$. \\
+\item Multiple wrestlers: $+1$/$+5$ for each with less/more than
+ $\tfrac{1}{2}$ HD. \\
+\item Compare $\dice{1d20} + w$; $\textrm{grab} \to \textrm{fall} \to
+ \textrm{pin}$. \\
+\item Pinned: SvDR or take $1 + \delta S$\,hp damage; WR $-3$ (or more) \\
+\end{order*}
+\end{set}
+
+\begin{set}
+\begin{tabular}{\shade lMr} \hlx*{hv}
+ \tt{Range adjustments} \\
+ \th{Range} & \th{Adj} \\ \hlx{vhv}
+ Short & +1 \\ \hlx{+}
+ Medium & 0 \\ \hlx{+}
+ Long & -1 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade lMrMr} \hlx*{hv}
+ \tt{Cover adjustments} \\
+ \th{Cover} & \th{Soft} & \th{Hard} \\ \hlx{vhv}
+ None & 0 & 0 \\ \hlx{+}
+ Quarter & -1 & -2 \\ \hlx{+}
+ Half & -2 & -4 \\ \hlx{+}
+ Three-quarters & -3 & -6 \\ \hlx{+}
+ Full & -4 & \hbox{---} \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+;;;
+
+(defun d (n &optional (k 1) &key (bias 0) best worst)
+ (let ((rolls (sort (loop repeat k
+ collect (1+ (max 0 (min (1- n)
+ (+ (random n) bias)))))
+ #'<)))
+ (reduce #'+ (cond (best (subseq rolls (- k best)))
+ (worst (subseq rolls 0 worst))
+ (t rolls)))))
+
+(defvar *dnd-alist* nil)
+
+(defun do-lookup (name default defaultp)
+ (let ((item (assoc name *dnd-alist*)))
+ (cond (item (cdr item))
+ (defaultp default)
+ (t (error "Missing required item ~S." name)))))
+
+(defun lookup-list (name &optional (default nil defaultp))
+ (do-lookup name default defaultp))
+
+(defun lookup (name &optional (default nil defaultp))
+ (car (do-lookup name (list default) defaultp)))
+
+(defun hp-from-hd (&optional (hd (lookup-list :hit-dice)))
+ (destructuring-bind (dice &key (plus 0) (stars 0)) hd
+ (declare (ignore stars))
+ (+ (cond ((zerop dice) 0)
+ ((= dice 1/8) 1)
+ ((= dice 1/4) (d 2))
+ ((= dice 1/2) (d 4))
+ ((and (integerp dice) (plusp dice)) (d 8 dice))
+ (t (error "Bad hit dice ~S." hd)))
+ plus)))
+
+(defun hd-table-lookup (hd table)
+ (flet ((hd<= (a b)
+ (let ((aa (if (consp a) (car a) a))
+ (bb (if (consp b) (car b) b)))
+ (or (< aa bb)
+ (and (= aa bb)
+ (or (consp a)
+ (not (consp b))))))))
+ (loop for ((lo . hi) . rest) in table
+ when (and (hd<= lo hd)
+ (hd<= hd hi))
+ return rest
+ finally (return nil))))
+
+(let ((xp-table '((( 0 . (0 +)) 5 1)
+ (( 1 . 1) 10 3)
+ ((( 1 +) . (1 +)) 15 4)
+ (( 2 . 2) 20 5)
+ ((( 2 +) . (2 +)) 25 10)
+ (( 3 . 3) 30 15)
+ ((( 3 +) . (3 +)) 50 25)
+ (( 4 . 4) 75 50)
+ ((( 4 +) . (4 +)) 125 75)
+ (( 5 . 5) 175 125)
+ ((( 5 +) . (5 +)) 225 175)
+ (( 6 . 6) 275 225)
+ ((( 6 +) . (6 +)) 350 300)
+ (( 7 . 7) 450 400)
+ ((( 7 +) . (7 +)) 550 475)
+ (( 8 . 8) 650 550)
+ ((( 8 +) . (8 +)) 775 625)
+ (( 9 . 9) 900 700)
+ ((( 9 +) . 10) 1000 750)
+ (((10 +) . 11) 1100 800)
+ (((11 +) . 12) 1250 875)
+ (((12 +) . 13) 1350 950)
+ (((13 +) . 14) 1500 1000)
+ (((14 +) . 15) 1650 1050)
+ (((15 +) . 16) 1850 1100)
+ (((16 +) . 17) 2000 1150)
+ (((17 +) . 18) 2125 1350)
+ (((18 +) . 19) 2250 1550)
+ (((19 +) . 20) 2375 1800)
+ (((20 +) . 21) 2500 2000))))
+ (defun xp-from-hd (&optional (hd (lookup-list :hit-dice)))
+ (destructuring-bind (dice &key (plus 0) (stars 0)) hd
+ (multiple-value-bind (hd-base hd-plus)
+ (cond ((zerop plus) (values dice 0))
+ ((plusp plus) (values dice 1))
+ ((minusp plus) (values (1- dice) 1)))
+ (let ((result (hd-table-lookup (if (zerop hd-plus)
+ hd-base
+ (list hd-base '+))
+ xp-table)))
+ (if result
+ (destructuring-bind (base bonus) result
+ (+ base (* stars bonus)))
+ (let ((steps (+ hd-base -21 hd-plus)))
+ (+ 2500
+ (* 250 steps)
+ (* (+ 2000 (* 250 steps)) stars)))))))))
+
+(let ((thac0-table '((( 0 . 1) . 19)
+ ((( 1 . +) . 2) . 18)
+ ((( 2 . +) . 3) . 17)
+ ((( 3 . +) . 4) . 16)
+ ((( 4 . +) . 5) . 15)
+ ((( 5 . +) . 6) . 14)
+ ((( 6 . +) . 7) . 13)
+ ((( 7 . +) . 8) . 12)
+ ((( 8 . +) . 9) . 11)
+ ((( 9 . +) . 11) . 10)
+ (((11 . +) . 13) . 9)
+ (((13 . +) . 15) . 8)
+ (((15 . +) . 17) . 7)
+ (((17 . +) . 19) . 6)
+ (((19 . +) . 21) . 5)
+ (((21 . +) . 23) . 4)
+ (((23 . +) . 25) . 3)
+ (((25 . +) . 27) . 2)
+ (((27 . +) . 29) . 1)
+ (((29 . +) . 31) . 0)
+ (((31 . +) . 33) . -1)
+ (((33 . +) . 35) . -2))))
+ (defun thac0-from-hd (&optional (hd (lookup-list :hit-dice)))
+ (destructuring-bind (dice &key (plus 0) (stars 0)) hd
+ (declare (ignore stars))
+ (multiple-value-bind (hd-base hd-plus)
+ (cond ((zerop plus) (values dice 0))
+ ((plusp plus) (values dice 1))
+ ((minusp plus) (values (1- dice) 1)))
+ (or (hd-table-lookup (if (zerop hd-plus)
+ hd-base
+ (list hd-base '+))
+ thac0-table)
+ -3)))))
+
+(defparameter monster-template
+ `((:hit-dice :required)
+ (:thac0 :list ,#'thac0-from-hd)
+ (:hit-points :list ,#'hp-from-hd)
+ (:experience-points :list ,#'xp-from-hd)))
+
+(defun apply-template (def tpl)
+ (flet ((run (tag func)
+ (unless (assoc tag *dnd-alist*)
+ (push (cons tag (funcall func)) *dnd-alist*))))
+ (loop with *dnd-alist* = def
+ for (tag key . tail) in tpl do
+ (case key
+ (:required (lookup-list tag))
+ (:eval (run tag (car tail)))
+ (:list (run tag (lambda () (list (funcall (car tail))))))
+ (t (run tag key)))
+ finally (return *dnd-alist*))))
+
--- /dev/null
+\ProvidesPackage{dnd}
+
+\RequirePackage[T1]{fontenc}
+\RequirePackage[palatino, helvetica, courier, maths = palatino]{mdwfonts}
+\RequirePackage{amssymb}
+\usepackage[all, arc, dvips]{xy}
+\RequirePackage[colour]{mdwtab}
+
+%%% maths
+\let\epsilon\varepsilon
+\let\le\leqslant \let\ge\geqslant
+
+%%% tables
+\def\tt#1{\multicolumn{\tab@columns}{c}{\textbf{#1}}}
+\def\th#1{\textbf{#1}}
+\newcolumntype\shade{?>{%
+ \ifmod{\value{tabrow}}{2}{0}{\rowcolour{white}}{\rowcolour[gray]{0.9}}}%
+}
+\newcolumntype\noshade{?>{\rowcolour{white}}}
+\def\c{\multicolumn{1}{c}}
+\def\s#1{\rlap{$^{\hbox{\scriptsize\itshape#1}}$}}
+\def\0{\hphantom0}
+
+\newenvironment{tab*}[3]{%
+ \refstepcounter{table}%
+ \label{tab:#1}%
+ \begin{tabular}[C]{\shade#3}%
+ \hlx*{hv}%
+ \tt{Table~\thetable. #2}\\%
+}{%
+ \hlx*{vh}%
+ \end{tabular}%
+}
+\newenvironment{tab}[3]
+ {\begin{table}\begin{tab*}{#1}{#2}{#3}}
+ {\end{tab*}\end{table}}
+
+%%% dice
+\def\dice#1{\dice@#1\relax}
+\def\dice@#1d#2\relax{\ensuremath{\mathrm{#1d#2}}}
+\let\d\dice
+
+%%% fractions
+\def\tfrac#1#2{^{#1}\!\!/\!_{#2}}
+
+%%% xy-pic
+\def\objectbox#1{%
+ \vbox{\halign{\hfil\ignorespaces\strut##\unskip\hfil\cr#1\crcr}}}
+\def\labelbox#1{\hbox{\small\,\strut#1\,}}
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Encounters}
+
+\begin{tabular}[C]{c} \hlx*{hv}
+ \tt{Encounter reactions} \\ \hlx{vhv}
+ \begin{graph}
+ !{<1.5in, 0in>: <0in, 0.6in>::}
+ {Initial roll\cr($\dice{2d6}$)} ="i"
+ :|{6--8}[r] {Uncertain \cr ($\dice{2d6} + \epsilon H$)} ="u"
+ :|{6--8}[r] {Negotiate \cr ($\dice{2d6} + \epsilon H$)} ="n"
+ :|{6--8}[r] {Leave}
+ "n" :|{2--5}[uu] {Attack} ="a"
+ "n" :|{9--12}[dd] {Friendly} ="f"
+ "i" :@/^2pc/|2"a"
+ "i" :|{3--5}[ur]{Poss.\ attack \cr ($\dice{2d6} + \epsilon H$)} ="pa"
+ "i" :|{9--11}[dr]{Poss.\ friendly \cr ($\dice{2d6} + \epsilon H$)} ="pf"
+ "i" :@/_2pc/|{12}"f"
+ "pa" :|{2--8}"a" "pa" :|{9--12}"n"
+ "pf" :|{2--5}"n" "pf" :|{6--12}"f"
+ "u" :|{2--5} "a" "u" :|{9--12} "f"
+ \end{graph}
+ \\ \hlx*{vh}
+\end{tabular}
+
+\begin{tabular}[C]{lr} \hlx*{hv}
+ \tt{Wilderness encounters} \\
+ \th{Terrain} & \th{1d6} \\ \hlx{vhv}
+ City, clear, grasslands, inhabited & 6 \\
+ Woods, river, hills, barren lands, desert, ocean*, aerial** & 5--6 \\
+ Swamp, jungle, mountains & 4--6 \\ \hlx*{vhv}
+ \small\itshape \vbox{
+ \hbox{\phantom** ocean: 5 indicates land encounter}
+ \hbox{** aerial: always use Flyer table}} \\
+\end{tabular}
+
+\begin{tabular}[C]{\noshade >{\bfseries}l \shade lll} \hlx*{hv}
+ \tt{Encounter distance} \\
+ & \th{Conditions} & \th{Type} & \th{Distance} \\ \hlx{vhv}
+ Indoors & Good light & Any & $\dice{4d6} \times 10'$ \\ \hlx{+}
+ & Dim light & Any & $\dice{2d6} \times 10'$ \\ \hlx{+}
+ & No light/surprised & Any & $\dice{1d4} \times 10'$ \\ \hlx{vhv}
+ Wilderness & Clear daylight & Any & $\dice{4d6} \times 10$\,yds \\ \hlx{+}
+ & Dim light & Any & $\dice{2d6} \times 10$\,yds \\ \hlx{+}
+ & No light/surprised & Any & $\dice{1d4} \times 10$\,yds \\ \hlx{vhv}
+ Ocean/sea & Clear daylight & Ship & 300\,yds \\
+ & & Monster & $\dice{4d6} \times 10$\,yds \\ \hlx{+}
+ & Dim light & Ship & 120\,yds \\
+ & & Monster & $\dice{2d6} \times 10$\,yds \\ \hlx{+}
+ & No light/surprised & Ship & 40\,yds \\
+ & & Monster & $\dice{1d4} \times 10$\,yds \\ \hlx{vhv}
+ Undersea & Any & Any & $\dice{1d6} \times 10$\,yds \\
+ \hlx*{vh}
+\end{tabular}
+
+\begin{set}
+\begin{tabular}{\shade rlMr} \hlx*{hv}
+ \tt{Castle owner class/level} \\
+ \th{1d6} & \th{Class} & \th{Level} \\ \hlx{vhv}
+ 1 & Cleric & \dice{1d20} + 8 \\ \hlx{+}
+ 2 & Magic-user & \dice{1d20} + 8 \\ \hlx{+}
+ 3 & Demi-human: roll again & \\
+ & \quad 1--2 \quad Dwarf & 12 \\
+ & \quad 3--4 \quad Elf & 10 \\
+ & \quad 5--6 \quad Halfling & 8 \\ \hlx{+}
+ 4--6 & Fighter & \dice{1d20} + 8 \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade rl} \hlx*{hv}
+ \th{1d6} & \th{Alignment} \\ \hlx{vhv}
+ 1 & Chaotic \\ \hlx{+}
+ 2--4 & Neutral \\ \hlx{+}
+ 5--6 & Lawful \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade llccc} \hlx*{hv}
+ \tt{Castle reactions} \\
+ & \multicolumn{3}{c}{Reaction (1d6)} \\
+ \th{Owner class} & \th{Patrol} & \th{Pursue} & \th{Ignore} & \th{Friendly}
+ \\ \hlx{vhv}
+ Fighter & 2--12 heavy horse & 1--3 & 4--5 & 6 \\ \hlx{+}
+ Magic-user & 2--12 heavy horse & 1 & 2--5 & 6 \\ \hlx{+}
+ Cleric & 2--12 medium horse & 1--2 & 3--4 & 5--6 \\ \hlx{+}
+ Demi-human & 2--12 demi-humans & 1 & 2--5 & 6 \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Other equipment}
+
+\begin{set}
+\begin{tabular}{\shade llrrr} \hlx*{hv}
+ \tt{Ammunition} \\
+ \th{Weapon} & \th{Ammunition} & \th{Load} & \th{Cost (gp)} & \th{Shots/cn}
+ \\ \hlx{vhv}
+ Blowgun & Darts & 5 & 1 & 5 \\ \hlx{+}
+ Bow & Arrows (with quiver) & 20 & 5 & 2 \\
+ & Silver-tipped arrow & 1 & 5 & 2 \\ \hlx{+}
+ Crossbow& Quarrels (with case) & 30 & 10 & 3 \\
+ & Silver-tipped quarrel& 1 & 5 & 3 \\ \hlx{+}
+ Sling & Stone or lead pellet & 30 & 1 & 5 \\
+ & Silver pellet & 1 & 5 & 5 \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade lrrr} \hlx*{hv}
+ \tt{Armour types} \\
+ \th{Type} & \th{AC} & \th{Price} & \th{Encumbrance} \\ \hlx{vhv}
+ Leather & 7 & 20 & 200 \\ \hlx{+}
+ Scale & 6 & 30 & 300 \\ \hlx{+}
+ Chain mail & 5 & 40 & 400 \\ \hlx{+}
+ Banded mail & 4 & 50 & 450 \\ \hlx{+}
+ Plate mail & 3 & 60 & 500 \\ \hlx{+}
+ Suit & 0 & 250 & 750 \\ \hlx*{vh+v}
+ \multicolumn{4}{p{2.25in}}{\small\itshape Suit armour: Only $\tfrac{1}{6}$
+ chance of mounting horse unaided; $+2$ save vs area effects and $-1$\,hp
+ damage (and another $-1$ for every $2$ plusses) per die; $3$ turns to
+ dress; movement 30$'$ per turn only; $-5$ to hit with missile device
+ other than crossbow, $-1$ penalty for surprise.}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade lrrr} \hlx*{hv}
+ \tt{Barding types} \\
+ \th{Type} & \th{AC} & \th{Price} & \th{Encumbrance} \\ \hlx{vhv}
+ Leather & 7 & 40 & 250 \\ \hlx{+}
+ Scale & 6 & 75 & 400 \\ \hlx{+}
+ Chain mail & 5 & 150 & 600 \\ \hlx{+}
+ Banded mail & 4 & 400 & 1500 \\ \hlx{+}
+ Plate mail & 3 & 500 & 3000 \\ \hlx{+}
+ Field & 2 & 600 & 4000 \\ \hlx{+}
+ Joust & 0 & 700 & 5000 \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+\begin{set}
+\begin{tabular}{\shade l>{\raggedright}p{3in}r@{}lr} \hlx*{hv}
+ \tt{General equipment} \\
+ \th{Item} & \th{Notes} &
+ \multicolumn{2}{c}{\th{Cost (gp)}} & \th{Enc (cn)}
+ \\ \hlx{vhv}
+ Backpack & Capacity: 400\,cn & 5& & 20\s c \\ \hlx{+}
+ Belt & & 0&.20 & 5\s a \\ \hlx{+}
+ Boots, plain & & 1& & 10\s a \\ \hlx{+}
+ Boots, riding & & 5& & 15\s a \\ \hlx{+}
+ Cart & Two wheels; capacity 4000/8000\,cn
+ for one/two draught horses & 100& & --- \\ \hlx{+}
+ Cloak, short & & 0&.50 & 10\s a \\ \hlx{+}
+ Cloak, long & & 1& & 15\s a \\ \hlx{+}
+ Clothes, plain & & 0&.50 & 20\s a \\ \hlx{+}
+ Clothes, middle-class & & 5& & 20\s a \\ \hlx{+}
+ Clothes, fine & & 20& & 20\s a \\ \hlx{+}
+ Clothes, extravagant & & 50&$+$ & 30\s a \\ \hlx{+}
+ Garlic & & 5& & 1 \\ \hlx{+}
+ Grappling hook & & 25& & 80 \\ \hlx{+}
+ Hammer & Small & 2& & 10 \\ \hlx{+}
+ Hat or cap & & 0&.20 & 3\s a \\ \hlx{+}
+ Holy symbol & & 25& & 1 \\ \hlx{+}
+ Holy water & Breakable vial & 25& & 1 \\ \hlx{+}
+ Iron spike & Each & 0&.10 & 5 \\ \hlx{+}
+ Iron spikes & Set of 12 & 1& & 60 \\ \hlx{+}
+ Lantern & A flask of oil lasts 24\,turns;
+ 30$'$ radius of light; shutters & 10& & 30 \\ \hlx{+}
+ Mirror & Hand-sized, steel & 5& & 5 \\ \hlx{+}
+ Oil & Each flask & 2& & 10 \\ \hlx{+}
+ Pole & Wooden, 10$'$ length & 1& & 100 \\ \hlx{+}
+ Quiver & For arrows or quarrels; encumbrance is
+ empty/full & 1& & 5/10 \\ \hlx{+}
+ Rations, iron & Preserved food for one person
+ for one week & 15& & 70 \\ \hlx{+}
+ Rations, standard & Unpreserved food for one person
+ for one week & 5& & 200 \\ \hlx{+}
+ Rope & 50$'$ length & 1& & 50 \\ \hlx{+}
+ Sack, small & Capacity: 200\,cn & 1& & 1\s c \\ \hlx{+}
+ Sack, large & Capacity: 600\,cn & 2& & 5\s c \\ \hlx{+}
+ Saddle and tack & Capacity: 200\,cn & 25& & 200\s c \\ \hlx{+}
+ Saddle bags & Capacity: 800\,cn & 5& & 100\s c \\ \hlx{+}
+ Stakes (3) and mallet & & 3& & 10 \\ \hlx{+}
+ Thieves' tools & Lockpicks, wire, etc. & 25& & 10 \\ \hlx{+}
+ Tinder box & Flint, steel, kindling;
+ lights $\tfrac{1}{3}$ per round & 3& & 5 \\ \hlx{+}
+ Torch & Each; lasts 6\,turns; 30$'$ radius of light
+ & 0&.20 & 20 \\ \hlx{+}
+ Torches & Set of six & 1& & 120 \\ \hlx{+}
+ Wagon & Four wheels; capacity 15\,000/25\,000\,cn
+ for two/four draught horses & 200& & --- \\ \hlx{+}
+ Water/wineskin & One quart; enc empty/full & 1& & 5/30 \\ \hlx{+}
+ Wine & One quart & 1& & 30 \\ \hlx{+}
+ Wolfsbane & One bunch & 10& & 1 \\ \hlx*{vh+v}
+ \multicolumn{4}{l}{\vbox{\itshape\small
+ \hbox{\s a\quad Apparel: Encumbrance when packed; negligible when worn}
+ \hbox{\s c\quad Container: Include encumbrance of contents}}}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+numeric paperh, paperw;
+numeric sqsz, hexsz;
+numeric fine;
+numeric margin;
+
+paperh := 297 mm;
+paperw := 210 mm;
+sqsz := 5 mm;
+hexsz := 4 mm;
+fine := 1/4 pt;
+margin := 20 mm;
+
+beginfig(1);
+ numeric w, h;
+ numeric ox, oy, lx, ly;
+
+ w = floor((paperw - 2 margin)/sqsz);
+ h = floor((paperh - 2 margin)/sqsz);
+ ox = (paperw - w * sqsz)/2; lx = ox + w * sqsz;
+ oy = (paperh - h * sqsz)/2; ly = oy + h * sqsz;
+
+ pickup pencircle scaled fine;
+ for i = ox step sqsz until lx:
+ draw (i, oy) .. (i, ly);
+ endfor
+ for i = oy step sqsz until ly:
+ draw (ox, i) .. (lx, i);
+ endfor
+endfig;
+
+beginfig(2);
+ numeric ox, oy, lx, ly;
+ numeric w, h;
+ numeric v;
+ numeric a, b, c, d, e;
+
+ v = hexsz * sind 60;
+ w = floor((paperw - 2 margin)/(3 hexsz) - 1/2);
+ h = floor((paperh - 2 margin)/(2 v) - 1/2);
+ ox = (paperw - (w + 1/2) * 3 hexsz)/2; lx = ox + w * 3 hexsz;
+ oy = (paperh - (h + 1/2) * 2 v)/2; ly = oy + h * 2 v;
+
+ pickup pencircle scaled fine;
+ for i = ox step 3 hexsz until lx:
+ a := i + 1/2 hexsz; b := i + 2 hexsz; c := i + 3/2 hexsz;
+ for j = oy step 2 v until ly:
+ d := j + v; e := j + 2 v;
+ draw (a, e) -- (i, d) -- (a, j) -- (c, j) -- (b, d) -- (c, e);
+ if i < lx:
+ draw (b, d) -- (b + hexsz, d);
+ fi
+ endfor
+ draw (a, e) -- (c, e);
+ endfor
+endfig;
+
+end;
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Miscellaneous}
+
+\begin{set}
+\begin{tabular}{\shade lr@{}l} \hlx*{hv}
+ \tt{Exchange rate} \\
+ \th{Coin} & \multicolumn{2}{c}{\th{Value (gp)}} \\ \hlx{vhv}
+ Copper & 0&.01 \\ \hlx{+}
+ Silver & 0&.10 \\ \hlx{+}
+ Electrum & 0&.50 \\ \hlx{+}
+ Gold & 1& \\ \hlx{+}
+ Platinum & 5& \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cMrMrMr} \hlx*{hv}
+ \tt{Ability score adjustments} \\
+ \th{Ability $(A)$} & \th{Usual $(\delta A)$} &
+ \th{Reduced $(\epsilon A)$\rlap{*}} & \th{XP} \\ \hlx{vhv}
+ 3 & -3 & -2 & -20\% \\ \hlx{+}
+ 4--5 & -2 & -1 & -20\% \\ \hlx{+}
+ 6--8 & -1 & -1 & -10\% \\ \hlx{+}
+ 9--12 & 0 & 0 & 0\% \\ \hlx{+}
+ 13--15 & +1 & +1 & +5\% \\ \hlx{+}
+ 16--17 & +2 & +1 & +10\% \\ \hlx{+}
+ 18 & +3 & +2 & +10\% \\ \hlx*{vhv}
+ \multicolumn{3}{l}{\itshape\small *\quad Initiative and reaction rolls}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade crr} \hlx*{hv}
+ \tt{Experience points for monsters} \\
+ \th{HD} & \th{Base} & \th{Bonus} \\ \hlx{vhv}
+ $< 1$ & 5 & 1 \\ \hlx{+}
+ 1 & 10 & 3 \\ \hlx{+}
+ 1\rlap+ & 15 & 4 \\ \hlx{+}
+ 2 & 20 & 5 \\ \hlx{+}
+ 2\rlap+ & 25 & 10 \\ \hlx{+}
+ 3 & 30 & 15 \\ \hlx{+}
+ 3\rlap+ & 50 & 25 \\ \hlx{+}
+ 4 & 75 & 50 \\ \hlx{+}
+ 4\rlap+ & 125 & 75 \\ \hlx{+}
+ 5 & 175 & 125 \\ \hlx{+}
+ 5\rlap+ & 225 & 175 \\ \hlx{+}
+ 6 & 275 & 225 \\ \hlx{+}
+ 6\rlap+ & 350 & 300 \\ \hlx{+}
+ 7 & 450 & 400 \\ \hlx{+}
+ 7\rlap+ & 550 & 475 \\ \hlx{+}
+ 8 & 650 & 550 \\ \hlx{+}
+ 8\rlap+ & 775 & 625 \\ \hlx{+}
+ 9 & 900 & 700 \\ \hlx{+}
+ 9+, 10 & 1000 & 750 \\ \hlx{+}
+ 10+, 11 & 1100 & 800 \\ \hlx{+}
+ 11+, 12 & 1250 & 875 \\ \hlx{+}
+ 12+, 13 & 1350 & 950 \\ \hlx{+}
+ 13+, 14 & 1500 & 1000 \\ \hlx{+}
+ 14+, 15 & 1650 & 1050 \\ \hlx{+}
+ 15+, 16 & 1850 & 1100 \\ \hlx{+}
+ 16+, 17 & 2000 & 1150 \\ \hlx{+}
+ 17+, 18 & 2125 & 1350 \\ \hlx{+}
+ 18+, 19 & 2250 & 1550 \\ \hlx{+}
+ 19+, 20 & 2375 & 1800 \\ \hlx{+}
+ 20+, 21 & 2500 & 2000 \\ \hlx{+}
+$21 + n$ &$2500+250n$& $2000+250n$\\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Movement}
+
+\begin{set}
+\begin{tabular}{lr} \hlx*{hv}
+ \tt{Party becomes lost} \\
+ \th{Terrain} & \th{1d6} \\ \hlx{vhv}
+ Clear, grassland & 1 \\
+ Swamp, jungle, desert & 1--3 \\
+ Other & 1--2 \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade lrrr} \hlx*{hv}
+ \tt{Movement rates} \\
+ & \c{\th{Normal}} & \c{\th{Encounter}} & \c{\th{Running}} \\
+ \th{Encumbrance} & \c{\th{ft/turn}} & \multicolumn{2}{c}{\th{ft/round}}
+ \\ \hlx{vhv}
+ Up to 400\,cn & 120 & 40 & 120 \\ \hlx{+}
+ 401--800\,cn & 90 & 30 & 90 \\ \hlx{+}
+ 801--1200\,cn & 60 & 20 & 60 \\ \hlx{+}
+ 1201--1600\,cn & 30 & 10 & 30 \\ \hlx{+}
+ 1601--2400\,cn & 15 & 5 & 15 \\ \hlx{+}
+ 2401\,cn or more & --- & --- & --- \\ \hlx*{vh+v}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade lrrrr} \hlx*{hv}
+ \tt{Movement for loaded animals} \\
+ \th{Animal} & \th{Cost (gp)} &
+ \th{Loading (cn)} & \th{ft/turn} & \th{ft/round} \\ \hlx{vhv}
+ Camel & 100 & 3000 & 150 & 50 \\ \hlx{+}
+ Horse, draught& 40 & 4500 & 90 & 30 \\ \hlx{+}
+ Horse, riding & 75 & 3000 & 240 & 80 \\ \hlx{+}
+ Horse, war & 250 & 4000 & 120 & 40 \\ \hlx{+}
+ Mule & 30 & 3000 & 120 & 60 \\ \hlx{+}
+ Pegasus & --- & 3000 & 240 & 80 \\
+ \quad (flying)& --- & 3000 & 480 & 160 \\ \hlx{+}
+ Pony & 35 & 2000 & 210 & 70 \\ \hlx{+}
+ Unicorn & --- & 2000 & 240 & 80 \\ \hlx*{vh+v}
+ \multicolumn{4}{l}{
+ \small\itshape
+ Half-speed movement for up to double loading.
+ }
+\end{tabular}
+
+\line
+\begin{order*}{Wilderness movement}
+\item Basic rate: $\textrm{miles per day} = \textrm{feet per turn}/5$. \\
+\item Good road: $\tfrac{3}{2}$ normal speed. \\
+\item Forest, hills, desert, broken land: $\tfrac{2}{3}$ normal speed. \\
+\item Mountain, jungle, swap: $\tfrac{1}{2}$ normal speed. \\
+\item Foraging: rate reduced to $\tfrac{2}{3}$; 1-in-3 chance of food. \\
+\item Hunting: no movement; foraging successful; 1-in-4 chance of bigger
+ game. \\
+\end{order*}
+
+\line
+%%% this table seemed very wrong; I've inverted it
+\begin{tabular}{\noshade r \shade ccccr} \hlx*{hv}
+ \tt{Wilderness evasion} \\
+ & \multicolumn{4}{c}{\th{Party size}} & \th{Evasion} \\
+ & 1--4 & 5--12 & 13--24 & 25+ & \th{chance} \\ \hlx{vhv}
+ & & & & 31+ & 10\% \\ \hlx{+}
+ & & & 17+ & 11-30 & 25\% \\ \hlx{+}
+\textbf{Number of}& & 9+ & 7--16 & 1--10 & 35\% \\ \hlx{+}
+\textbf{pursuers} & 4+ & 4--8 & 1--6 & --- & 50\% \\ \hlx{+}
+ & 2--3 & 1--3 & --- & --- & 70\% \\ \hlx{+}
+ & 1 & --- & --- & --- & 90\% \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade lMr} \hlx*{hv}
+ \tt{Evasion modifiers} \\
+ \th{Condition} & \th{Adjustment} \\ \hlx{vhv}
+ Wooded terrain & +25\% \\ \hlx{+}
+ Featureless terrain & -15\% \\ \hlx{+}
+ Evaders/pursuers twice as fast & \pm25\% \\ \hlx{+}
+ Pursuers have scouts in place & -15\% \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\begin{set}
+\begin{tabular}{\shade lrrrrrccrr} \hlx*{hv}
+ \tt{Ships and boats} \\
+ &
+ \multicolumn{2}{c}{\th{Movement rate}} &
+ \multicolumn{3}{c}{\th{Crew}} &
+ \\
+ \th{Vessel} &
+ \th{m/d} & \th{ft/r} &
+ \th{Rowers} & \th{Sailors} & \th{Marines} &
+ \th{Hull pts} & \th{AC} & \th{Price} & \th{Capacity}
+ \\ \hlx{vhv}
+ Canoe\s1 & 18 & 60 & --- & --- & --- & 5--10 & 9 & 50 & 6\,000 \\ \hlx{+}
+ Galley, large & 18/72 & 90/120 & 180 & 20 & 50 & 100--120 & 7 & 30\,000 & 60\,000 \\ \hlx{+}
+ Galley, small & 18/90 & 90/150 & 60 & 10 & 20 & 80--100 & 8 & 10\,000 & 40\,000 \\ \hlx{+}
+ Galley, war & 12/72 & 60/120 & 300 & 30 & 75 & 120--150 & 7 & 60\,000 & 80\,000 \\ \hlx{+}
+ Lifeboat\s2 & 18 & 30 & --- & --- & --- & 10--20 & 9 & 1\,000 & 15\,000 \\ \hlx{+}
+ Longship & 18/90 & 90/150 & --- &75\s3& --- & 60--80 & 8 & 15\,000 & 30\,000 \\ \hlx{+}
+ Raft\s4 & 12 & 30 & --- & --- & --- & 5 & 9 & 100 & 10\,000\s5\\ \hlx{+}
+ Riverboat & 36 & 60 & 8 & 2 & --- & 20--40 & 8 & 4\,000 & 40\,000 \\ \hlx{+}
+ Sail boat & 72 & 120 & --- & 1 & --- & 20--40 & 8 & 2\,000 & 20\,000 \\ \hlx{+}
+ Sail ship, large& 72 & 120 & --- & 20 &50\s6& 120--180 & 7 & 20\,000 & 300\,000 \\ \hlx{+}
+ Sail ship, small& 90 & 150 & --- & 10 &25\s6& 60--90 & 8 & 5\,000 & 100\,000 \\ \hlx*{vhv}
+ \multicolumn{9}{l}{\vbox{\itshape\small
+ \hbox{\s1\quad Encumbrance 1000\,cn for one, or 300\,cn each for two people}
+ \hbox{\s2\quad Encumbrance 5000\,cn for containing ship}
+ \hbox{\s3\quad Sailors also act as rowers and marines}
+ \hbox{\s4\quad HP, cost and capacity per $10' \times 10'$ section; max $3 \times 4$}
+ \hbox{\s5\quad Half for home-made raft; 1--3 days per section, max $2 \times 3$}
+ \hbox{\s6\quad For warships, $\tfrac{1}{3}$ more cost and HP}}}
+\end{tabular}
+\line
+\begin{tabular}{cp{4in}} \hlx*{hv}
+ \tt{Water movement modifications} \\
+ \th{2d6} & \th{Effect} \\ \hlx{vhv}
+ 2 & \textbf{Becalmed.} No movement except by oar; rowers of galleys
+ fatigued -- $\tfrac{1}{3}$ normal speed. \\ \hlx{v}
+ 3 & \textbf{Extreme light breeze.} $\tfrac{1}{2}$ normal
+ movement. \\ \hlx{v}
+ 4 & \textbf{Light breeze.} $\tfrac{1}{3}$ normal movement. \\ \hlx{v}
+ 5 & \textbf{Moderate breeze.} $\tfrac{2}{3}$ normal movement. \\ \hlx{v}
+ 6--8 & \textbf{Normal winds.} \\ \hlx{v}
+ 9 & \textbf{Strong breeze.} $\tfrac{4}{3}$ normal movement. \\ \hlx{v}
+ 10 & \textbf{High winds.} $\tfrac{3}{2}$ normal movement. \\ \hlx{v}
+ 11 & \textbf{Extreme high winds.} Double normal movement; may ship
+ water (galley 20\%, sail ship 10\%) -- speed reduced to
+ $\tfrac{2}{3}$. \\ \hlx{v}
+ 12 & \textbf{Gale.} See rules (X, p.\ 43) \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade lr} \hlx*{hv}
+ \tt{Evasion at sea} \\
+ \th{$\textbf{Pursuer speed} - \textbf{evader speed}$ \textmd{(ft/round)}} &
+ \th{Chance} \\ \hlx{vhv}
+ $\le 0$ & 80\% \\ \hlx{+}
+ 0--30 & 50\% \\ \hlx{+}
+ 31--60 & 40\% \\ \hlx{+}
+ 61--90 & 35\% \\ \hlx{+}
+ 91--120 & 25\% \\ \hlx{+}
+ 121 or more & 10\% \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Mystics}
+
+\begin{tabular}[C]{\shade rccMrrc} \hlx*{hv}
+ \tt{Mystic abilities} \\
+ \th{Level} & \th{Move} & \th{Hit as if} &
+ \th{AC} & \th{\#AT} & \th{Damage}
+ \\ \hlx{vhv}
+ 1 & 120 & --- & 9 & 1 & $\dice{1d4}$ \\ \hlx{+}
+ 2 & 130 & silvered & 8 & 1 & $\dice{1d4} + 1$ \\ \hlx{+}
+ 3 & 140 & silvered & 7 & 1 & $\dice{1d6}$ \\ \hlx{+}
+ 4 & 150 & silvered & 6 & 1 & $\dice{1d6} + 1$ \\ \hlx{+}
+ 5 & 160 & $+1$ & 5 & 2 & $\dice{1d8}$ \\ \hlx{+}
+ 6 & 170 & $+1$ & 4 & 2 & $\dice{1d8} + 1$ \\ \hlx{+}
+ 7 & 180 & $+1$ & 3 & 2 & $\dice{1d10}$ \\ \hlx{+}
+ 8 & 190 & $+2$ & 2 & 2 & $\dice{1d12}$ \\ \hlx{+}
+ 9 & 200 & $+2$ & 1 & 3 & $\dice{2d8}$ \\ \hlx{+}
+ 10 & 210 & $+2$ & 0 & 3 & $\dice{2d10}$ \\ \hlx{+}
+ 11 & 220 & $+3$ & -1 & 3 & $\dice{2d12}$ \\ \hlx{+}
+ 12 & 240 & $+3$ & -2 & 3 & $\dice{3d8} + 1$ \\ \hlx{+}
+ 13 & 260 & $+3$ & -3 & 4 & $\dice{4d6} + 2$ \\ \hlx{+}
+ 14 & 280 & $+4$ & -4 & 4 & $\dice{5d6}$ \\ \hlx{+}
+ 15 & 300 & $+4$ & -5 & 4 & $\dice{4d8}$ \\ \hlx{+}
+ 16 & 320 & $+5$ & -6 & 4 & $\dice{3d12}$ \\ \hlx*{vh}
+\end{tabular}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Orders of events}
+
+\begin{set}
+\begin{order}{Order of events in a day}
+\item Daybreak: party rises; study spells; choose direction of travel. \\
+\item Check to see if lost \\
+\item Random wilderness encounter(s) \\
+\item Nightfall; set camp \\
+\item Night encounter ($\tfrac{1}{2}$ probability) \\
+\end{order}
+\line
+\begin{order}{Order of events in a turn}
+\item Wandering monsters: 1 on 1d6 (every 2 turns) \\
+\item Actions \\
+\item Results \\
+\end{order}
+\colgap
+\begin{order}{Order of events in an encounter}
+\item Determine number \\
+\item Surprise (usu.\ 1--2 on 1d6 each) \\
+\item Reactions (see table) \\
+\item Results \\
+\end{order}
+\rowgap
+\begin{order}{Order of events during combat}
+\item Intentions \\
+\item Initiative (compare $\dice{1d6} + \epsilon D$) \\
+\item Actions (order of initiative) \\
+ & (a) morale \\
+ & (b) movement \\
+ & (c) missiles \\
+ & (d) magic \\
+ & (e) hand-to-hand \\
+\item Results \\
+\end{order}
+\end{set}
+
+\end{document}
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+(defun decode-percent-table (table)
+ (let ((base 0))
+ (mapcar (lambda (i)
+ (prog1
+ (cons (- (car i) base) (cdr i))
+ (setf base (car i))))
+ table)))
+
+(defparameter weapons
+ '(( 9 "Axe, battle")
+ ( 15 "Axe, hand")
+ ( 17 "Axe, hand (returning)")
+ ( 20 "Blackjack")
+ ( 22 "Bola")
+ ( 23 "Bola (returning)")
+ ( 28 "Club")
+ ( 40 "Dagger")
+ ( 43 "Dagger (returning)")
+ ( 53 "Hammer, war")
+ ( 56 "Hammer, war (returning)")
+ ( 59 "Javelin")
+ ( 60 "Javelin (returning)")
+ ( 64 "Lance")
+ ( 76 "Mace")
+ ( 78 "Net")
+ ( 79 "Net (returning)")
+ ( 84 "Polearm")
+ ( 94 "Spear")
+ ( 97 "Spear (returning)")
+ (100 "Whip")))
+
+(defparameter new-weapons
+ '((9 "D" "Axe, battle")
+ (6 "B" "Axe, hand")
+ (2 "B" "Axe, hand (returning)")
+ (3 "C" "Blackjack")
+ (2 "B" "Bola")
+ (1 "B" "Bola (returning)")
+ (5 "C" "Club")
+ (12 "B" "Dagger")
+ (3 "B" "Dagger (returning)")
+ (4 "C" "Flail, one-handed")
+ (2 "D" "Flail, two-handed")
+ (3 "D" "Halberd")
+ (10 "C" "Hammer, war")
+ (3 "B" "Javelin")
+ (1 "B" "Javelin (returning)")
+ (4 "D" "Lance")
+ (7 "C" "Mace")
+ (5 "C" "Morning star")
+ (2 "B" "Net")
+ (1 "B" "Net (returning)")
+ (3 "D" "Pike")
+ (2 "D" "Pole axe")
+ (10 "B" "Spear")
+ (3 "B" "Spear (returning)")
+ (3 "C" "Whip")))
+
+(defun normalize-percent-table (table)
+ (let* ((max (reduce #'+ (mapcar #'car table)))
+ (aug (mapcar (lambda (i)
+ (let* ((ideal (* 100 (/ (car i) max)))
+ (actual (max 1 (round ideal))))
+ (list* (- actual ideal) actual (cdr i))))
+ table))
+ (tot (reduce #'+ (mapcar #'cadr aug))))
+ (loop
+ (let ((dir (signum (- 100 tot)))
+ (best nil)
+ (best-diff nil)
+ (nbest 0))
+ (when (zerop dir)
+ (return))
+ (dolist (i aug)
+ (when (> (cadr i) 1)
+ (let ((diff (abs (- (car i) dir))))
+ (cond ((or (null best-diff) (< diff best-diff))
+ (setf best-diff diff
+ best i
+ nbest 1))
+ ((and (= diff best-diff)
+ (zerop (random (1+ nbest))))
+ (setf best i)
+ (incf nbest))))))
+ (unless best
+ (error "Can't normalize this table!"))
+ (decf (car best) dir)
+ (incf (cadr best) dir)
+ (incf tot dir)))
+ (mapcar #'cdr aug)))
+
+(defun print-percent-table (table)
+ (let* ((rangetab (let ((base 1))
+ (flet ((percentage (n)
+ (format nil "~@2,,,'0A"
+ (if (= n 100) 0 n))))
+ (mapcar (lambda (i)
+ (prog1
+ (cons (if (= (car i) 1)
+ (format nil " ~A "
+ (percentage base))
+ (format nil "~A--~A"
+ (percentage base)
+ (percentage (+ base
+ (car i)
+ -1))))
+ (mapcar #'princ-to-string
+ (cdr i)))
+ (incf base (car i))))
+ table))))
+ (widths (reduce (lambda (acc item)
+ (format t "*** ~S~%" item)
+ (mapcar #'max acc (mapcar #'length item)))
+ rangetab
+ :initial-value (mapcar (constantly 0)
+ (car rangetab))))
+ (linesep nil))
+ (dolist (item rangetab)
+ (when linesep
+ (write-string " \\\\ \\hlx{+}")
+ (terpri))
+ (write-string " ")
+ (loop with sep = nil
+ for w in widths
+ and i in item
+ when sep do (format t " & ")
+ do (format t "~vA" w i)
+ (setf sep t))
+ (setf linesep t))
+ (when linesep
+ (write-string " \\\\ \\hlx*{vh}")
+ (terpri))))
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Planes}
+
+\begin{tabular}[C]{c} \hlx*{hv}
+ \tt{Elemental dominance} \\ \hlx{vhv}
+ \begin{graph}
+ !{<0.8in, 0in>:}
+ *+{Air} ="a"
+ [rd] *+{Water} ="w"
+ [dl] *+{Fire} ="f"
+ [ul] *+{Earth} ="e"
+ !{"a"; "w" !U*d@{>} \ellipse r,_,d{-}}
+ !{"w"; "f" !R*l@{>} \ellipse d,_,l{-}}
+ !{"f"; "e" !D*u@{>} \ellipse l,_,u{-}}
+ !{"e"; "a" !L*r@{>} \ellipse u,_,r{-}}
+ "a" :@{<->} "f"
+ "e" :@{<->} "w"
+ \end{graph}
+ \\ \hlx*{vh}
+\end{tabular}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass
+ [a4paper, 10pt, numbering, openany, article, notitlepage]
+ {strayman}
+\usepackage{dnd}
+
+\columnsep = 0.5in
+\leftmargini = 3em
+\renewcommand\theenumi{\thesection.\arabic{enumi}}
+
+\title{\textit{Dungeons \& Dragons} house rules}
+\author{Mark Wooding}
+
+\begin{document}
+\maketitle
+
+\section{Introduction and notation}
+
+For the sake of brevity in the following descriptions, character ability
+scores, and the usual modifiers are described using the notations shown in
+tables~\ref{tab:ability-abbr} and \ref{tab:ability-mods}.
+
+\begin{table}
+\linewidth = 0.5\linewidth
+\hsize = 0.5\hsize
+\hbox\bgroup
+\vbox\bgroup
+\begin{tab*}{ability-abbr}{Ability notation}{Mcl}
+ \th{Abbr} & \th{Ability} \\ \hlx{vhv}
+ S & Strength \\ \hlx{+}
+ I & Intelligence \\ \hlx{+}
+ W & Wisdom \\ \hlx{+}
+ D & Dexterity \\ \hlx{+}
+ C & Constitution \\ \hlx{+}
+ H & Charisma \\ \hlx{+}
+ P & Prime requisite \\ \hlx{+}
+ A & Some general ability \\
+\end{tab*}
+\egroup
+\vbox\bgroup
+\begin{tab*}{ability-mods}{Ability modifiers}{cMrMr}
+ \th{Ability} & \th{Mod} & \th{Reduced} \\
+ $(A)$ & (\delta A) & (\epsilon A) \\ \hlx{vhv}
+ 3 & -3 & -2 \\ \hlx{+}
+ 4--5 & -2 & -1 \\ \hlx{+}
+ 6--8 & -1 & -1 \\ \hlx{+}
+ 9--12 & 0 & 0 \\ \hlx{+}
+ 13--15 & +1 & +1 \\ \hlx{+}
+ 16--17 & +2 & +1 \\ \hlx{+}
+ 18 & +3 & +2 \\
+\end{tab*}
+\egroup
+\egroup
+\end{table}
+
+\section{Experience and advancement}
+
+\begin{enumerate}
+
+\item Bonus experience points for high prime-requisite ability scores are
+ \emph{not} awarded. Characters with strong PRs are already at an advantage
+ and shouldn't also make accelerated progress through levels.
+
+\item Experience points are \emph{not} awarded to characters on the basis of
+ treasure obtained. It's hard to see why characters should be rewarded
+ merely for stuffing gold down their trousers.
+
+\item To compensate for this, experience points for monsters defeated are
+ multiplied by 5.
+
+\item Experience points for monsters defeated are calculated according to the
+ revised table in the \emph{Master} set.
+
+\end{enumerate}
+
+
+\section{Character classes}
+
+\begin{enumerate}
+
+\item Player characters may be Mystics; neutral Clerics may become Druids at
+ level~9.
+
+\end{enumerate}
+
+
+\section{Magic and ability scores}
+
+In order to reward spell-casters with strong PR scores, their spells are
+strengthened as follows. (Recall that $P$ stands for the character's prime
+requisite.)
+
+\begin{enumerate}
+
+\item Dice (up to $\dice{d20}$) rolled for damage (or healing) caused by a
+ spell are modified by (up to) $\delta P$ in the caster's favour.
+ Percentile dice are modified by (up to) $5\delta P$ in the caster's favour.
+ This will \emph{not} increase a roll beyond the original bounds, but makes
+ it more likely that the bounds will be reached. For example, a
+ seventh-level Magic-user with $I = 16$ casts \emph{magic missile}; each of
+ his missiles causes 4--7 points of damage, computed as $\min(7, \dice{1d6}
+ + 3)$. Spells such as \emph{fire ball} have each die modified
+ individually.\footnote{%
+ The distribution this induces is slightly better shaped than the one you
+ get by applying a modifier to the sum of the dice, but has the curious
+ property of being non-monotonic. This is unlikely to be a problem in
+ practice.}
+
+\item Saving throws against spells are penalized according to the caster's
+ $\delta P$. Suppose our Magic-user casts \emph{fire ball}. A victim in
+ the blast radius must save versus spells at $-2$ or take $\dice{7d6}$\,hp
+ of damage, with each die modified upwards by two points. If the save is
+ successful, half damage is taken, as usual.
+
+\end{enumerate}
+
+
+\section{Saving throw adjustments}
+
+Saving throws are modified by a character's ability scores. Which ability
+applies is dependent on the action the character takes to avoid the effect.
+Sometimes several abilities apply; then \emph{all} the modifiers are taken
+into consideration.
+\begin{itemize}
+
+\item Saves versus poison are usually modified by the character's
+ Constitution. Similarly, saves versus paralysis (e.g., for a Ghoul's
+ touch) are modified by $\delta C$.
+
+\item Saves against magical effects are usually modified by Wisdom. Not all
+ saving throws against magical effects are Saves vs Spells: for example, the
+ Save vs Turn-to-Stone for gazing at a Medusa is modified by $\delta W$.
+ Similarly, the Save vs Death Ray for the \emph{finger of death} spell is
+ modified by $\delta W$.
+
+\item Saves versus Dragon breath are usually modified by Dexterity. The Save
+ vs Paralysis for being knocked over by a Dragon's tail is also modified by
+ Dexterity.
+
+\end{itemize}
+
+
+\section{Weapons and combat}
+
+The weapon master rules in the \emph{Master} set are used. The following
+modifications are made to the system.
+
+\begin{tab}{mastery}{Mastery adjustments}{llMrMr}
+ \th{Level} & \th{Abbr} & M & \delta M \\ \hlx{vhv}
+ Unskilled & US & 0 & -2 \\ \hlx{+}
+ Basic & BS & 1 & 0 \\ \hlx{+}
+ Skilled & SK & 2 & +1 \\ \hlx{+}
+ Expert & EX & 3 & +2 \\ \hlx{+}
+ Master & MS & 4 & +3 \\ \hlx{+}
+ Grand Master & GM & 5 & +4 \\
+\end{tab}
+
+\begin{enumerate}
+
+\item Magic-users may use the dagger and staff, and thrown objects.
+
+\item All character classes may fight unarmed. Characters begin with Basic
+ mastery at both Striking and Wrestling; this does not cost a mastery slot.
+
+\item Characters can acquire mastery in the (normal) shield, to improve the
+ armour-class benefit it provides. All character classes who can use a
+ shield are automatically considered to have Basic mastery in its use; this
+ does not cost a mastery slot.
+
+\item Fighters and Mystics receive four mastery slots at level~1; other
+ humans receive two slots. Demi-humans can use all weapons at Basic mastery
+ at level~1, and receives no mastery slots. A level~1 character may
+ \emph{not} spend two slots on the same weapon (to reach Skilled mastery or
+ better).
+
+\item Fighters, Mystics, Dwarves and Halflings receive an additional mastery
+ slot at level three, and again every third level after that (i.e., at
+ level~3, 6, 9,~\dots). Clerics, Thieves and Elves receive an additional
+ mastery slot at level four and again every fourth level after that.
+ Magic-users receive additional an mastery slot at level five and again
+ every fifth level after that. All characters gain an additional mastery
+ slot every 200\,000\,XP after maximum level.
+
+\item The to-hit bonuses for weapon mastery are halved.
+
+\item The morning-star and flail (one- and two-handed) are added, as
+ additional weapons for Clerics.
+
+\item Characters do not lose initiative automatically for using a two-handed
+ weapon. Rather, a $-1$ penalty is applied to initiative rolls for using a
+ `large' weapon; a $+1$ bonus applies for using a `small' weapon; see the
+ weapons table for sizes.
+
+\item The bastard sword is designed to be used one- or two-handed. A
+ character who acquires mastery in the use of the bastard sword learns how
+ to use it \emph{both} one- and two-handed to best effect. A character with
+ an empty off-hand can decide whether to wield the bastard sword one- or
+ two-handed in each combat round with no penalty. An off-hand wearing a
+ cestus still counts as empty for this purpose.
+
+\item A weapon can be used in a character's off-hand. To use a weapon in the
+ off-hand effectively, one must learn how to use it to complement the main
+ weapon -- it can't be learned in isolation. While one might acquire
+ mastery of the normal sword, say, as a main weapon, one would have to
+ acquire mastery in the use of a dagger as an off-hand weapon
+ \emph{separately} with (say) the sword and the morning-star. A character
+ Unskilled with an off-hand weapon strikes at a $-4$ penalty (and does half
+ damage, as usual).
+
+\item One- and two-handed flails are different weapons, and a character must
+ spend mastery slots on them separately. However, they are \emph{related}
+ weapons -- see below.
+
+\item A character with a level of mastery $M$ with some weapon may attempt to
+ use a \emph{related} weapon; the skills don't transfer completely, but
+ related weapons (see table~\ref{tab:weap-related}) can be used with mastery
+ level $\lfloor M/2 \rfloor$.
+ This also applies to the use of a familiar off-hand weapon with a related
+ main weapon. The use of a merely related off-hand weapon, even with a
+ familiar main weapon, is always considered Unskilled.
+ \begin{tab}{weap-related}{Related weapons}{ll}
+ \th{Weapon} & \th{Related weapons} \\ \hlx{vhv}
+ Bow, long & Bow, short \\ \hlx{+}
+ Bow, short & Bow, long \\ \hlx{+}
+ Crossbow, heavy & Crossbow, light \\ \hlx{+}
+ Crossbow, light & Crossbow, heavy \\ \hlx{+}
+ Flail, one-handed & Flail, two-handed, morning-star \\ \hlx{+}
+ Flail, two-handed & Flail, one-handed \\ \hlx{+}
+ Javelin & Spear \\ \hlx{+}
+ Morning-star & Flail, one-handed \\ \hlx{+}
+ Shield, horned & Shield, knife; shield, sword \\ \hlx{+}
+ Shield, knife & Shield, horned; shield, sword \\ \hlx{+}
+ Shield, sword & Shield, horned; shield, knife \\ \hlx{+}
+ Spear & Javelin \\ \hlx{+}
+ Sword, normal & Sword, short; sword, bastard \\ \hlx{+}
+ Sword, short & Sword, normal \\ \hlx{+}
+ Sword, bastard & Sword, normal; sword, two-handed \\ \hlx{+}
+ Sword, two-handed & Sword, bastard \\
+ \end{tab}
+
+ Note that the property of being related weapons is \emph{not} transitive!
+
+\item The \emph{deflect} ability makes high-level characters nearly
+ untouchable, as many have noted. The new definition allows an attack to be
+ deflected if $\dice{1d20} + \delta D + M$ is greater than the attacker's
+ (adjusted) hit roll. Deflection does not work against device-hurled
+ missiles; it does work against thrown weapons.
+
+\end{enumerate}
+
+
+\section{Alignment}
+
+The idea of alignment as an observable property of the game world is absurd.
+Alignment languages and the Cleric \emph{know alignment} spell are
+abolished.
+
+
+\section{Clerics}
+
+\begin{enumerate}
+
+\item Clerics who can Turn Undead creatures (with a `T' or `D' result) can
+ optionally control them instead, as an Avenger. This is considered to be
+ an evil act.
+
+\item The spell \emph{know alignment} is replaced by the AD\&D spell
+ \emph{slow poison} as follows.
+
+ \textbf{Slow poison} \\
+ Range: touch \\
+ Duration: $L$ hours \\
+ Effect: Slows poison in the body of a creature \\[\medskipamount]
+ Slows the effects of poison on an individual. A creature can be affected
+ even if supposedly killed by poison, in the previous $L$~turns. The poison
+ will remove one hit point per turn (though never reaching zero while the
+ spell lasts).
+
+\item Druids must still be Neutral. Maybe I'll relax this later.
+
+\item Clerics (and Druids) of level 9 or higher don't need to choose their
+ first-level spells in advance each day; they may cast any combination of
+ first-level spells up to the daily maximum. At level~14, second level
+ spells no longer need to be chosen in advance; similarly for third-level
+ spells at level~18, fourth-level at~23, fifth-level at~27, sixth at~32 and
+ seventh at~36.
+
+\end{enumerate}
+
+
+\section{Magic-users}
+
+\paragraph{Background notes on spell books}
+A standard spell book is an enormous thing. My \emph{Dictionary of the
+ English Language} (Johnson) weighs about 5\,kg. \emph{Unearthed Arcana}
+suggests 450\,cn; \emph{Sage Advice} (Dragon \#134) suggests 400\,cn --
+backpack size. This doesn't seem too far off. \emph{UA} also suggests that
+a standard book cost about 1000\,gp, which may be reasonable. I don't
+propose to apply the limits on capacity of spell books.
+
+\emph{UA} also suggests travelling spell books, which are smaller somewhat
+cheaper but with less capacity. As stated above, I don't want a capacity
+limit on standard books (the things are huge already!) but limiting
+travelling books seems reasonable.
+
+\begin{enumerate}
+
+\item A standard spell book costs 1000\,gp, measures $15'' \times 9'' \times
+ 3''$ and has encumbrance of 350\,cn (due largely to bulk). There isn't a
+ practical limit on the number of spells it can store.
+
+\item A travelling book costs 500\,gp, measures $9'' \times 6'' \times 1''$,
+ and has encumbrance 60\,cn. It can store ten spells; level is irrelevant.
+
+\end{enumerate}
+
+
+\section{Fighters}
+
+\begin{enumerate}
+
+\item Any Fighter may become a Paladin or Avenger, regardless of alignment,
+ if the appropriate religious hierarchies accept him/her.
+
+\end{enumerate}
+
+\paragraph{For consideration}
+Maybe it makes sense to allow neutral Fighters to become Druid-like -- giving
+up the ability to Turn Undead for Druid spells along with the Cleric spells
+already obtained for sufficiently high Wisdom.
+
+
+\section{Thieves}
+
+\begin{enumerate}
+
+\item Die rolls for the Thief abilities Open Locks, Remove Traps, Move
+ Silently, Hide in Shadows and Pick Pockets are adjusted by the $5 \delta
+ D$.
+
+\item Climb walls is affected by $\delta D$ (not $5 \delta D$).
+
+\item Find Traps is affected by $5 \delta W$, as described below.
+
+\end{enumerate}
+
+
+\section{Searching}
+
+\begin{enumerate}
+
+\item Rolls on $\dice{1d6}$ for searches (e.g., for secret doors) are
+ modified by $\epsilon W$.
+
+\item Rolls on $\dice{1d20}$ for searches are modified by $\delta W$.
+
+\item Rolls on $\dice{1d\%}$ for searches (e.g., for traps) are modified by
+ $5 \delta W$.
+
+\end{enumerate}
+
+
+\section{Bugs found/fixed}
+
+\begin{enumerate}
+
+\item The rules for evasion in the wilderness are obviously wrong: more
+ pursuers should have a better chance of catching a party than fewer. I've
+ attempted to fix the tables but I'm not completely thrilled with the
+ result. The AD\&D rules seem wrong too, so they're no help.
+
+\end{enumerate}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Saving throws}
+
+\begin{set}
+\begin{tabular}{\shade crrrrr} \hlx*{hv}
+ \tt{Cleric saving throws} \\
+\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
+ 1--4 & 11 & 12 & 14 & 16 & 15 \\ \hlx{+}
+ 4--8 & 9 & 10 & 12 & 14 & 13 \\ \hlx{+}
+ 9--12 & 7 & 8 & 10 & 12 & 11 \\ \hlx{+}
+ 13--16 & 6 & 7 & 8 & 10 & 9 \\ \hlx{+}
+ 17--20 & 5 & 6 & 6 & 8 & 7 \\ \hlx{+}
+ 21--24 & 4 & 5 & 5 & 6 & 5 \\ \hlx{+}
+ 25--28 & 3 & 4 & 4 & 4 & 4 \\ \hlx{+}
+ 29--32 & 2 & 3 & 3 & 3 & 3 \\ \hlx{+}
+ 33--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade crrrrr} \hlx*{hv}
+ \tt{Thief saving throws} \\
+\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
+ 1--4 & 13 & 14 & 13 & 16 & 15 \\ \hlx{+}
+ 4--8 & 11 & 12 & 11 & 14 & 13 \\ \hlx{+}
+ 9--12 & 9 & 10 & 9 & 12 & 11 \\ \hlx{+}
+ 13--16 & 7 & 8 & 7 & 10 & 9 \\ \hlx{+}
+ 17--20 & 5 & 6 & 5 & 8 & 7 \\ \hlx{+}
+ 21--24 & 4 & 5 & 4 & 6 & 5 \\ \hlx{+}
+ 25--28 & 3 & 4 & 3 & 4 & 4 \\ \hlx{+}
+ 29--32 & 2 & 3 & 2 & 3 & 3 \\ \hlx{+}
+ 33--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade crrrrr} \hlx*{hv}
+ \tt{Magic-user saving throws} \\
+\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
+ 1--5 & 13 & 14 & 13 & 16 & 15 \\ \hlx{+}
+ 6--10 & 11 & 12 & 11 & 14 & 12 \\ \hlx{+}
+ 11--15 & 9 & 10 & 9 & 12 & 9 \\ \hlx{+}
+ 16--20 & 6 & 8 & 7 & 10 & 6 \\ \hlx{+}
+ 21--24 & 5 & 6 & 5 & 8 & 4 \\ \hlx{+}
+ 25--28 & 4 & 4 & 4 & 6 & 3 \\ \hlx{+}
+ 29--32 & 3 & 3 & 3 & 4 & 2 \\ \hlx{+}
+ 33--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade crrrrr} \hlx*{hv}
+ \tt{Fighter/Mystic saving throws} \\
+\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
+ Normal & 14 & 15 & 16 & 17 & 17 \\ \hlx{+}
+ 1--3 & 12 & 13 & 14 & 15 & 16 \\ \hlx{+}
+ 4--6 & 10 & 11 & 12 & 13 & 14 \\ \hlx{+}
+ 7--9 & 8 & 9 & 10 & 11 & 12 \\ \hlx{+}
+ 10--12 & 6 & 7 & 8 & 9 & 10 \\ \hlx{+}
+ 13--15 & 6 & 6 & 7 & 8 & 9 \\ \hlx{+}
+ 16--18 & 5 & 6 & 6 & 7 & 8 \\ \hlx{+}
+ 19--21 & 5 & 5 & 6 & 6 & 7 \\ \hlx{+}
+ 22--24 & 4 & 5 & 5 & 5 & 6 \\ \hlx{+}
+ 25--27 & 4 & 4 & 5 & 4 & 5 \\ \hlx{+}
+ 28--30 & 3 & 4 & 4 & 3 & 4 \\ \hlx{+}
+ 31--33 & 3 & 3 & 3 & 2 & 3 \\ \hlx{+}
+ 34--36 & 2 & 2 & 2 & 2 & 2 \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade crrrrr} \hlx*{hv}
+ \tt{Dwarf saving throws} \\
+\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
+ 1--3 & 8 & 9 & 10 & 13 & 12 \\ \hlx{+}
+ 4--6 & 6 & 7 & 8 & 10 & 9 \\ \hlx{+}
+ 7--9 & 4 & 5 & 6 & 7 & 6 \\ \hlx{+}
+ 10--12 & 2 & 3 & 4 & 4 & 3 \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade crrrrr} \hlx*{hv}
+ \tt{Elf saving throws} \\
+\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
+ 1--3 & 12 & 13 & 13 & 15 & 15 \\ \hlx{+}
+ 4--6 & 8 & 10 & 10 & 11 & 11 \\ \hlx{+}
+ 7--9 & 4 & 7 & 7 & 7 & 7 \\ \hlx{+}
+ 10 & 2 & 4 & 4 & 3 & 3 \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade crrrrr} \hlx*{hv}
+ \tt{Halfling saving throws} \\
+\th{Level} & \th{P/DR} & \th{MW} & \th{P/TtS} & \th{DB} & \th{RSS} \\ \hlx{vhv}
+ 1--3 & 8 & 9 & 10 & 13 & 12 \\ \hlx{+}
+ 4--6 & 5 & 6 & 7 & 9 & 8 \\ \hlx{+}
+ 7--8 & 2 & 3 & 4 & 5 & 4 \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\newenvironment{spelllist}[1]{%
+ \vbox\bgroup%
+ \hrule height\arraythickrulewidth%
+ \kern\doublerulesep%
+ \hbox to\hsize{\hfil\bfseries #1 spells\strut\hfil}%
+ \kern\doublerulesep%
+ \hrule height\arrayrulewidth%
+ \global\levelcount=0%
+ \let\endlevel\relax%
+ \lineskip\bigskipamount%
+ \noindent%
+ \hfill%
+ \def\level{%
+ \endlevel%
+ \def\endlevel{%
+ \endtabular\hss\egroup%
+ \penalty10000\hfill%
+ \hbox{}\penalty0\hbox{}%
+ \penalty10000\hfill%
+ }%
+ \global\itemcount=0%
+ \global\advance\levelcount1%
+ \hbox to.3\hsize\bgroup%
+ \tabular{>{\global\advance\itemcount1%
+ \hbox to2em{\hfil\the\itemcount.}\quad}l}%
+ \multicolumn{1}{@{}l}{\bfseries Level \the\levelcount}\\%
+ }%
+ \def\split{%
+ \\\hlx{vv}%
+ }
+}{%
+ \endtabular%
+ \hss\egroup\penalty10000\hfill\hbox{}\par%
+ \kern\doublerulesep%
+ \hrule height\arraythickrulewidth%
+ \egroup%
+}
+
+\begin{document}
+
+\sect{Spells}
+
+\begin{set}
+\begin{tabular}{\shade rcccccccc} \hlx*{hv}
+ \tt{Cleric/Druid spells by level} \\
+ \th{Level} & \th{Free} &\th1&\th2&\th3&\th4&\th5&\th6&\th7 \\ \hlx{vhv}
+ 1 & --- & ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 2 & --- & 1 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 3 & --- & 2 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 4 & --- & 2 & 1 & ---& ---& ---& ---& --- \\ \hlx{+}
+ 5 & --- & 2 & 2 & ---& ---& ---& ---& --- \\ \hlx{+}
+ 6 & --- & 2 & 2 & 1 & ---& ---& ---& --- \\ \hlx{+}
+ 7 & --- & 3 & 2 & 2 & ---& ---& ---& --- \\ \hlx{+}
+ 8 & --- & 3 & 3 & 2 & 1 & ---& ---& --- \\ \hlx{+}
+ 9 & 1 & 3 & 3 & 3 & 2 & ---& ---& --- \\ \hlx{+}
+ 10 & 1 & 4 & 4 & 3 & 2 & 1 & ---& --- \\ \hlx{+}
+ 11 & 1 & 4 & 4 & 3 & 3 & 2 & ---& --- \\ \hlx{+}
+ 12 & 1 & 4 & 4 & 4 & 3 & 2 & 1 & --- \\ \hlx{+}
+ 13 & 1 & 5 & 5 & 4 & 3 & 2 & 2 & --- \\ \hlx{+}
+ 14 & 2 & 5 & 5 & 5 & 3 & 3 & 2 & --- \\ \hlx{+}
+ 15 & 2 & 6 & 5 & 5 & 3 & 3 & 3 & --- \\ \hlx{+}
+ 16 & 2 & 6 & 5 & 5 & 4 & 4 & 3 & --- \\ \hlx{+}
+ 17 & 2 & 6 & 6 & 5 & 4 & 4 & 3 & 1 \\ \hlx{+}
+ 18 & 3 & 6 & 6 & 5 & 4 & 4 & 3 & 2 \\ \hlx{+}
+ 19 & 3 & 7 & 6 & 5 & 4 & 4 & 4 & 2 \\ \hlx{+}
+ 20 & 3 & 7 & 6 & 5 & 4 & 4 & 4 & 3 \\ \hlx{+}
+ 21 & 3 & 7 & 6 & 5 & 5 & 5 & 4 & 3 \\ \hlx{+}
+ 22 & 3 & 7 & 6 & 5 & 5 & 5 & 4 & 4 \\ \hlx{+}
+ 23 & 4 & 7 & 7 & 6 & 6 & 5 & 4 & 4 \\ \hlx{+}
+ 24 & 4 & 8 & 7 & 6 & 6 & 5 & 5 & 4 \\ \hlx{+}
+ 25 & 4 & 8 & 7 & 6 & 6 & 5 & 5 & 5 \\ \hlx{+}
+ 26 & 4 & 8 & 7 & 7 & 6 & 6 & 5 & 5 \\ \hlx{+}
+ 27 & 5 & 8 & 8 & 7 & 6 & 6 & 6 & 5 \\ \hlx{+}
+ 28 & 5 & 8 & 8 & 7 & 7 & 7 & 6 & 5 \\ \hlx{+}
+ 29 & 5 & 8 & 8 & 7 & 7 & 7 & 6 & 6 \\ \hlx{+}
+ 30 & 5 & 8 & 8 & 8 & 7 & 7 & 7 & 6 \\ \hlx{+}
+ 31 & 5 & 8 & 8 & 8 & 7 & 7 & 7 & 6 \\ \hlx{+}
+ 32 & 6 & 9 & 8 & 8 & 8 & 8 & 7 & 7 \\ \hlx{+}
+ 33 & 6 & 9 & 9 & 8 & 8 & 8 & 8 & 7 \\ \hlx{+}
+ 34 & 6 & 9 & 9 & 9 & 8 & 8 & 8 & 8 \\ \hlx{+}
+ 35 & 6 & 9 & 9 & 9 & 9 & 9 & 8 & 8 \\ \hlx{+}
+ 36 & 7 & 9 & 9 & 9 & 9 & 9 & 9 & 9 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade rccccccccc} \hlx*{hv}
+ \tt{Magic-user spells by level} \\
+ \th{Level} &\th1&\th2&\th3&\th4&\th5&\th6&\th7&\th8&\th9 \\ \hlx{vhv}
+ 1 & 1 & ---& ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 2 & 2 & ---& ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 3 & 2 & 1 & ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 4 & 2 & 2 & ---& ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 5 & 2 & 2 & 1 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 6 & 3 & 2 & 2 & ---& ---& ---& ---& ---& --- \\ \hlx{+}
+ 7 & 3 & 2 & 2 & 1 & ---& ---& ---& ---& --- \\ \hlx{+}
+ 8 & 3 & 3 & 2 & 2 & ---& ---& ---& ---& --- \\ \hlx{+}
+ 9 & 3 & 3 & 2 & 2 & 1 & ---& ---& ---& --- \\ \hlx{+}
+ 10 & 4 & 3 & 3 & 2 & 2 & ---& ---& ---& --- \\ \hlx{+}
+ 11 & 4 & 3 & 4 & 3 & 2 & ---& ---& ---& --- \\ \hlx{+}
+ 12 & 4 & 4 & 4 & 3 & 2 & 1 & ---& ---& --- \\ \hlx{+}
+ 13 & 5 & 4 & 4 & 3 & 2 & 2 & ---& ---& --- \\ \hlx{+}
+ 14 & 5 & 4 & 4 & 4 & 3 & 2 & ---& ---& --- \\ \hlx{+}
+ 15 & 5 & 4 & 4 & 4 & 3 & 2 & 1 & ---& --- \\ \hlx{+}
+ 16 & 5 & 5 & 4 & 4 & 3 & 2 & 2 & ---& --- \\ \hlx{+}
+ 17 & 6 & 5 & 4 & 4 & 4 & 3 & 2 & ---& --- \\ \hlx{+}
+ 18 & 6 & 5 & 4 & 4 & 4 & 3 & 2 & 1 & --- \\ \hlx{+}
+ 19 & 6 & 5 & 5 & 5 & 4 & 3 & 2 & 2 & --- \\ \hlx{+}
+ 20 & 6 & 5 & 5 & 5 & 4 & 4 & 3 & 2 & --- \\ \hlx{+}
+ 21 & 6 & 5 & 5 & 5 & 4 & 4 & 3 & 2 & 1 \\ \hlx{+}
+ 22 & 6 & 6 & 5 & 5 & 5 & 4 & 3 & 2 & 2 \\ \hlx{+}
+ 23 & 6 & 6 & 6 & 6 & 5 & 4 & 3 & 3 & 2 \\ \hlx{+}
+ 24 & 7 & 7 & 6 & 6 & 5 & 5 & 4 & 3 & 2 \\ \hlx{+}
+ 25 & 7 & 7 & 6 & 6 & 5 & 5 & 4 & 4 & 3 \\ \hlx{+}
+ 26 & 7 & 7 & 7 & 6 & 6 & 5 & 5 & 4 & 3 \\ \hlx{+}
+ 27 & 7 & 7 & 7 & 6 & 6 & 5 & 5 & 5 & 4 \\ \hlx{+}
+ 28 & 8 & 8 & 7 & 6 & 6 & 6 & 6 & 5 & 4 \\ \hlx{+}
+ 29 & 8 & 8 & 7 & 7 & 7 & 6 & 6 & 5 & 5 \\ \hlx{+}
+ 30 & 8 & 8 & 8 & 7 & 7 & 7 & 6 & 6 & 5 \\ \hlx{+}
+ 31 & 8 & 8 & 8 & 7 & 7 & 7 & 7 & 6 & 6 \\ \hlx{+}
+ 32 & 9 & 8 & 8 & 8 & 8 & 7 & 7 & 7 & 6 \\ \hlx{+}
+ 33 & 9 & 9 & 9 & 8 & 8 & 8 & 7 & 7 & 7 \\ \hlx{+}
+ 34 & 9 & 9 & 9 & 9 & 8 & 8 & 8 & 8 & 7 \\ \hlx{+}
+ 35 & 9 & 9 & 9 & 9 & 9 & 9 & 8 & 8 & 8 \\ \hlx{+}
+ 36 & 9 & 9 & 9 & 9 & 9 & 9 & 9 & 9 & 9 \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade rccccccccc} \hlx*{hv}
+ \tt{Elf spells by level} \\
+ \th{Level} &\th1&\th2&\th3&\th4&\th5 \\ \hlx{vhv}
+ 1 & 1 & ---& ---& ---& --- \\ \hlx{+}
+ 2 & 2 & ---& ---& ---& --- \\ \hlx{+}
+ 3 & 2 & 1 & ---& ---& --- \\ \hlx{+}
+ 4 & 2 & 2 & ---& ---& --- \\ \hlx{+}
+ 5 & 2 & 2 & 1 & ---& --- \\ \hlx{+}
+ 6 & 3 & 2 & 2 & ---& --- \\ \hlx{+}
+ 7 & 3 & 3 & 2 & 1 & --- \\ \hlx{+}
+ 8 & 4 & 3 & 2 & 2 & --- \\ \hlx{+}
+ 9 & 4 & 4 & 3 & 2 & --- \\ \hlx{+}
+ 10 & 5 & 4 & 3 & 2 & 1 \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\begin{spelllist}{Cleric/Druid}
+\level
+ Cure light wounds* \\
+ Detect evil \\
+ Detect magic \\
+ Light* \\
+ Prot./evil \\
+ Purify food and water \\
+ Remove fear* \\
+ Resist cold \split
+ \itshape Detect danger \\
+ \itshape Faerie fire \\
+ \itshape Locate \\
+ \itshape Predict weather
+\level
+ Bless* \\
+ Find traps \\
+ Hold person* \\
+%% Know alignment* \\
+ Resist fire \\
+ Silence 15$'$r \\
+ Slow poison \\ %% see house rules
+ Snake charm \\
+ Speak with animal \split
+ \itshape Heat metal \\
+ \itshape Obscure \\
+ \itshape Produce fire \\
+ \itshape Warp wood
+\level
+ Continual light* \\
+ Cure blindness \\
+ Cure disease* \\
+ Growth of animals \\
+ Locate object \\
+ Remove curse* \\
+ Speak with the dead \\
+ Striking \split
+ \itshape Call lightning \\
+ \itshape Hold animal \\
+ \itshape Prot./poison \\
+ \itshape Water breathing
+\level
+ Animate dead \\
+ Create water \\
+ Cure serious wounds* \\
+ Dispel magic \\
+ Neutralize poison* \\
+ Prot./evil 10$'$r \\
+ Speak with plants \\
+ Sticks to snakes \split
+ \itshape Control temp.\ 10$'$r \\
+ \itshape Plant door \\
+ \itshape Prot./lightning \\
+ \itshape Summon animals
+\level
+ Commune \\
+ Create food \\
+ Cure critical wounds* \\
+ Dispel evil \\
+ Insect plague \\
+ Quest* \\
+ Raise dead* \\
+ Truesight \split
+ \itshape Anti-plant shell \\
+ \itshape Control winds \\
+ \itshape Dissolve \\
+ \itshape Pass plant
+\level
+ Aerial servant \\
+ Animate objects \\
+ Barrier* \\
+ Create normal animals \\
+ Cureall \\
+ Find the path \\
+ Speak with monsters* \\
+ Word of recall \split
+ \itshape Anti-animal shell \\
+ \itshape Summon weather \\
+ \itshape Transp.\ through plants \\
+ \itshape Turn wood
+\level
+ Earthquake \\
+ Holy word \\
+ Raise dead fully* \\
+ Restore* \\
+ Survival \\
+ Travel \\
+ Wish \\
+ Wizardry \split
+ \itshape Creeping doom \\
+ \itshape Metal to wood \\
+ \itshape Summon elemental \\
+ \itshape Weather control
+\end{spelllist}
+
+\begin{spelllist}{Magic-user}
+\level
+ Analyse \\
+ Charm person \\
+ Detect magic \\
+ Floating disc \\
+ Hold portal \\
+ Light* \\
+ Magic missile \\
+ Prot./evil \\
+ Read languages \\
+ Read magic \\
+ Shield \\
+ Sleep \\
+ Ventriloquism
+\level
+ Continual light* \\
+ Detect evil \\
+ Detect invisible \\
+ Entangle \\
+ ESP* \\
+ Invisibility \\
+ Knock \\
+ Levitate \\
+ Locate object \\
+ Mirror image \\
+ Phantasmal force \\
+ Web \\
+ Wizard lock
+\level
+ Clairvoyance \\
+ Create air \\
+ Dispel magic \\
+ Fire ball \\
+ Fly \\
+ Haste* \\
+ Hold person \\
+ Infravision \\
+ Invisibility 10$'$r \\
+ Lightning bolt \\
+ Prot./evil 10$'$r \\
+ Prot./normal missiles \\
+ Water breathing
+\level
+ Charm monster \\
+ Clothform \\
+ Confusion \\
+ Dimension door \\
+ Growth of plants* \\
+ Hallucinatory terrain \\
+ Ice storm/wall \\
+ Massmorph \\
+ Polymorph others \\
+ Polymorph self \\
+ Remove curse* \\
+ Wall of fire \\
+ Wizard eye
+\level
+ Animate dead \\
+ Cloudkill \\
+ Conjure elemental \\
+ Contact outer plane \\
+ Dissolve* \\
+ Feeblemind \\
+ Hold monster* \\
+ Magic jar \\
+ Pass-wall \\
+ Telekinesis \\
+ Teleport \\
+ Wall of stone \\
+ Woodform
+\level
+ Anti-magic shell \\
+ Death spell \\
+ Disintegrate \\
+ Geas* \\
+ Invisible stalker \\
+ Lower water \\
+ Move earth \\
+ Projected image \\
+ Reincarnation \\
+ Stone to flesh* \\
+ Stoneform \\
+ Wall of iron \\
+ Weather control
+\level
+ Charm plant \\
+ Create normal monsters \\
+ Delayed blast fire ball \\
+ Ironform \\
+ Lore \\
+ Magic door* \\
+ Mass invisibility \\
+ Power word stun \\
+ Reverse gravity \\
+ Statue \\
+ Summon object \\
+ Sword \\
+ Teleport any object
+\level
+ Clone \\
+ Create magical monsters \\
+ Dance \\
+ Explosive cloud \\
+ Force field \\
+ Mass charm* \\
+ Mind barrier* \\
+ Permanence \\
+ Polymorph any object \\
+ Power word blind \\
+ Steelform \\
+ Symbol \\
+ Travel
+\level
+ Contingency \\
+ Create any monster \\
+ Gate* \\
+ Heal* \\
+ Immunity \\
+ Maze \\
+ Meteor swarm \\
+ Power word kill \\
+ Prismatic wall \\
+ Shapechange \\
+ Survival \\
+ Timestop \\
+ Wish
+\end{spelllist}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\ProvidesClass{tables}
+
+\PassOptionsToClass
+ {8pt, a4paper, article, nonumbering, nooffsetpages}
+ {strayman}
+\LoadClass{strayman}
+\RequirePackage{dnd}
+
+%%% page layout
+\textheight = \paperheight \advance\textheight by -2in
+\headsep = 0pt \headheight = 0pt
+\footskip = 20pt
+\fancypagestyle{foots}{%
+ \fancyhf{}%
+ \fancyfoot[RE, RO]{\itshape\small \sectname\ \thepage/\thepagemax}%
+}
+\pagestyle{foots}
+
+\count1 = 0
+\def\thepagemax{\pageref{pgn:\the\count1}}
+\def\sect#1{%
+ \label{pgn:\the\count1}%
+ \newpage\section{#1}%
+ \gdef\sectname{#1}%
+ \global\advance\count1by1%
+ \global\count0=1%
+}
+\AtEndDocument{\label{pgn:\the\count1}}
+
+%%% tables
+\tabcolsep = 0.5em
+
+%%% orders of events
+\newcount\itemcount \newcount\levelcount
+
+\newenvironment{order}[1]{%
+ \global\itemcount=0%
+ \def\item{\global\advance\itemcount by1\relax\the\itemcount.&}
+ \begin{tabular}{rl} \hlx*{hv}
+ \tt{#1} \\ \hlx{vhv}
+}{%
+ \hlx*{vh} \end{tabular}%
+}
+
+\newenvironment{order*}[1]{%
+ \def\item{$\bullet$&}
+ \begin{tabular}{rl} \hlx*{hv}
+ \tt{#1} \\ \hlx{vhv}
+}{%
+ \hlx*{vh} \end{tabular}%
+}
+
+%%% table sets
+\def\col{\vbox\bgroup\halign\bgroup\hfil\ignorespaces##\unskip\hfil\cr}
+\def\endcol{\crcr\egroup\egroup}
+\def\row{\hbox to\hsize\bgroup\valign\bgroup\vskip\topglue@\centering\hbox{##}\vskip\botglue@\cr\noalign{\hfil}\col}
+\def\endrow{\endcol\cr\noalign{\hfil}\egroup\egroup}
+\def\rowgap{\endcol\cr\noalign{\hskip1em plus1fil}\col}
+\def\colgap{\cr\noalign{\medskip}}
+\def\line{\endrow\medskip\row}
+\def\set{\@ifnextchar[\set@{\set@[c]}}
+\newskip\topglue@ \newskip\botglue@
+\def\set@[#1]{\topglue@0ptplus1fil\botglue@0ptplus1fil\ifx
+ b#1\botglue@\z@\else\ifx t#1\topglue@\z@\fi\fi\vspace\bigskipamount\vbox\bgroup\row}
+\def\endset{\endrow\egroup}
+
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Thieves}
+
+\begin{set}
+\begin{tabular}{\shade r rrrr rrrr} \hlx*{hv}
+ \tt{Thief special abilities} \\
+ \th{Lvl}&\th{OL}&\th{FT}&\th{RT}&\th{CW}&\th{MS}&\th{HS}&\th{PP}&\th{HN}
+ \\ \hlx{vhv}
+ 1 & 15 & 10 & 10 & 87 & 20 & 10 & 20 & 30 \\ \hlx{+}
+ 2 & 20 & 15 & 15 & 88 & 25 & 15 & 25 & 35 \\ \hlx{+}
+ 3 & 25 & 20 & 20 & 89 & 30 & 20 & 30 & 40 \\ \hlx{+}
+ 4 & 30 & 25 & 25 & 90 & 35 & 24 & 35 & 45 \\ \hlx{+}
+ 5 & 35 & 30 & 30 & 91 & 40 & 28 & 40 & 50 \\ \hlx{+}
+ 6 & 40 & 35 & 34 & 92 & 44 & 32 & 45 & 54 \\ \hlx{+}
+ 7 & 45 & 40 & 38 & 93 & 48 & 35 & 50 & 58 \\ \hlx{+}
+ 8 & 50 & 45 & 42 & 94 & 52 & 38 & 55 & 62 \\ \hlx{+}
+ 9 & 54 & 50 & 46 & 95 & 55 & 41 & 60 & 66 \\ \hlx{+}
+ 10 & 58 & 54 & 50 & 96 & 58 & 44 & 65 & 70 \\ \hlx{+}
+ 11 & 62 & 58 & 54 & 97 & 61 & 47 & 70 & 74 \\ \hlx{+}
+ 12 & 66 & 62 & 58 & 98 & 64 & 50 & 75 & 78 \\ \hlx{+}
+ 13 & 69 & 66 & 61 & 99 & 66 & 53 & 80 & 81 \\ \hlx{+}
+ 14 & 72 & 70 & 64 & 100 & 68 & 56 & 85 & 84 \\ \hlx{+}
+ 15 & 75 & 73 & 67 & 101 & 70 & 58 & 90 & 87 \\ \hlx{+}
+ 16 & 78 & 76 & 70 & 102 & 72 & 60 & 95 & 90 \\ \hlx{+}
+ 17 & 81 & 80 & 73 & 103 & 74 & 62 & 100 & 92 \\ \hlx{+}
+ 18 & 84 & 83 & 76 & 104 & 76 & 64 & 105 & 94 \\ \hlx{+}
+ 19 & 86 & 86 & 79 & 105 & 78 & 66 & 110 & 96 \\ \hlx{+}
+ 20 & 88 & 89 & 82 & 106 & 80 & 68 & 115 & 98 \\ \hlx{+}
+ 21 & 90 & 92 & 85 & 107 & 82 & 70 & 120 & 100 \\ \hlx{+}
+ 22 & 92 & 94 & 88 & 108 & 84 & 72 & 125 & 102 \\ \hlx{+}
+ 23 & 94 & 96 & 91 & 109 & 86 & 74 & 130 & 104 \\ \hlx{+}
+ 24 & 96 & 98 & 94 & 110 & 88 & 76 & 135 & 106 \\ \hlx{+}
+ 25 & 98 & 99 & 97 & 111 & 89 & 78 & 140 & 108 \\ \hlx{+}
+ 26 & 100 & 100 & 100 & 112 & 90 & 80 & 145 & 110 \\ \hlx{+}
+ 27 & 102 & 101 & 103 & 113 & 91 & 82 & 150 & 112 \\ \hlx{+}
+ 28 & 104 & 102 & 106 & 114 & 92 & 84 & 155 & 114 \\ \hlx{+}
+ 29 & 106 & 103 & 109 & 115 & 93 & 86 & 160 & 116 \\ \hlx{+}
+ 30 & 108 & 104 & 112 & 116 & 94 & 88 & 165 & 118 \\ \hlx{+}
+ 31 & 110 & 105 & 115 & 117 & 95 & 90 & 170 & 120 \\ \hlx{+}
+ 32 & 112 & 106 & 118 & 118 & 96 & 92 & 175 & 122 \\ \hlx{+}
+ 33 & 114 & 107 & 121 & 118 & 97 & 94 & 180 & 124 \\ \hlx{+}
+ 34 & 116 & 108 & 124 & 119 & 98 & 96 & 185 & 126 \\ \hlx{+}
+ 35 & 118 & 109 & 127 & 119 & 99 & 98 & 190 & 128 \\ \hlx{+}
+ 36 & 120 & 110 & 130 & 120 & 100 & 100 & 195 & 130 \\ \hlx*{vh+v}
+ \multicolumn{9}{l}{
+ \small\itshape
+ \vbox{
+ \hbox{Pick pockets: subtract 5\% per level or HD of victim}
+ \hbox{Except for move silently, hide in shadows, always 1\% failure}
+ }}
+\end{tabular}
+\rowgap
+\begin{tabular}{ll} \hlx*{hv}
+ \tt{Key} \\ \hlx{vhv}
+ \th{OL} & Open locks \\
+ \th{FT} & Find traps \\
+ \th{RT} & Remove traps \\
+ \th{CW} & Climb walls \\
+ \th{MS} & Move silently \\
+ \th{HS} & Hide in shadows \\
+ \th{PP} & Pick pockets \\
+ \th{HN} & Hear noise \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\def\nil{\multicolumn{2}{c}{---}}
+\def\lnil{\multicolumn{2}{l}{---}}
+
+\begin{document}
+
+\sect{Treasure}
+
+\small
+
+\begin{set}
+\begin{tabular}{\shade c*5{r@{\% }l}} \hlx*{hv}
+ \tt{Unguarded treasure} \\
+ \th{Level} & \multicolumn{2}{c}{\th{sp}}
+ & \multicolumn{2}{c}{\th{gp}}
+ & \multicolumn{2}{c}{\th{Gems}}
+ & \multicolumn{2}{c}{\th{Jewellery}}
+ & \multicolumn{2}{l}{\th{Magic items}}
+ \\ \hlx{vhv}
+ 1 & 100 & $\dice{1d6} \times 100$
+ & 50 & $\dice{1d6} \times 10$
+ & 5 & 1d6
+ & 2 & 1d6
+ & 2 & Any 1
+ \\ \hlx{+}
+ 2--3 & 100 & $\dice{1d12} \times 100$
+ & 50 & $\dice{1d6} \times 100$
+ & 10 & 1d6
+ & 5 & 1d6
+ & 8 & Any 1
+ \\ \hlx{+}
+ 4--5 & 100 & $\dice{1d6} \times 1000$
+ & 100 & $\dice{1d6} \times 200$
+ & 20 & 1d8
+ & 10 & 1d8
+ & 10 & Any 1
+ \\ \hlx{+}
+ 6--7 & 100 & $\dice{1d6} \times 2000$
+ & 100 & $\dice{1d6} \times 500$
+ & 30 & 1d10
+ & 15 & 1d10
+ & 15 & Any 1
+ \\ \hlx{+}
+ 8--9 & 100 & $\dice{1d6} \times 5000$
+ & 100 & $\dice{1d6} \times 1000$
+ & 40 & 1d12
+ & 20 & 1d12
+ & 20 & Any 1
+ \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}
+ {\shade c*8{r@{\% }l}r@{\% }
+ >{\raggedright\let\\\tabularnewline}p{0.85in}} \hlx*{hv}
+ \tt{Treasure in lair} \\
+ & \multicolumn{10}{c}{\th{Coins (in 000s)}}
+ & \multicolumn{4}{c}{}
+ & \multicolumn{2}{c}{\th{Special}} \\
+ \th{Type} & \multicolumn{2}{c}{\th{cp}} & \multicolumn{2}{c}{\th{sp}}
+ & \multicolumn{2}{c}{\th{ep}} & \multicolumn{2}{c}{\th{gp}}
+ & \multicolumn{2}{c}{\th{pp}}
+ & \multicolumn{2}{c}{\th{Gems}}
+ & \multicolumn{2}{c}{\th{Jewellery}}
+ & \multicolumn{2}{c}{\th{treasure}}
+ & \multicolumn{2}{l}{\th{Magic items}}
+ \\ \hlx{vhv}
+ A & 25 & 1d6 & 30 & 1d6 & 20 & 1d4 & 35 & 2d6 & 25 & 1d2
+ & 50 & 6d6 & 50 & 6d6 & 10 & 1d2
+ & 30 & Any 3
+ \\ \hlx{+}
+ B & 50 & 1d8 & 25 & 1d6 & 25 & 1d4 & 35 & 1d3 & \nil
+ & 25 & 1d6 & 25 & 1d6 & \nil
+ & 10 & 1 sword, misc weapon or armour
+ \\ \hlx{+}
+ C & 20 & 1d12 & 30 & 1d4 & 10 & 1d4 & \nil & \nil
+ & 25 & 1d4 & 25 & 1d4 & 5 & 1d2
+ & 10 & Any 2
+ \\ \hlx{+}
+ D & 10 & 1d8 & 15 & 1d12 & \nil & 60 & 1d6 & \nil
+ & 30 & 1d8 & 30 & 1d8 & 10 & 1d2
+ & 10 & Any 2 + 1 potion
+ \\ \hlx{+}
+ E & 5 & 1d10 & 30 & 1d12 & 25 & 1d4 & 25 & 1d8 & \nil
+ & 10 & 1d10 & 10 & 1d10 & 15 & 1d2
+ & 25 & Any 3 + 1 scroll
+ \\ \hlx{+}
+ F & \nil & 10 & 2d10 & 20 & 1d8 & 45 & 1d12 & 30 & 1d3
+ & 20 & 2d12 & 10 & 1d12 & 20 & 1d3
+ & 30 & 1 potion + 1 scroll + 3 any but weapons
+ \\ \hlx{+}
+ G & \nil & \nil & \nil & 50 & $\d{1d4} \times 10$
+ & 50 & 1d6 & 25 & 3d6 & 25 & 1d10 & 30 & 1d3
+ & 35 & Any 4 + 1 scroll
+ \\ \hlx{+}
+ H & 25 & 3d8 & 50 &1d100 & 50 & $\d{1d4} \times 10$
+ & 50 & $\d{1d6} \times 10$
+ & 25 & 5d4 & 50 &1d100 & 50 & $\d{1d4} \times 10$ & 10 & 1d2
+ & 15 & Any 4 + 1 potion + 1 scroll
+ \\ \hlx{+}
+ I & \nil & \nil & \nil & \nil & 30 & 1d8
+ & 50 & 2d6 & 50 & 2d6 & 5 & 1d2
+ & 15 & Any 1
+ \\ \hlx{+}
+ J & 25 & 1d4 & 10 & 1d3 & \nil & \nil & \nil
+ & \nil & \nil & \nil & \lnil
+ \\ \hlx{+}
+ K & \nil & 30 & 1d6 & 10 & 1d2 & \nil & \nil
+ & \nil & \nil & \nil & \lnil
+ \\ \hlx{+}
+ L & \nil & \nil & \nil & \nil & \nil
+ & 50 & 1d4 & \nil & \nil & \lnil
+ \\ \hlx{+}
+ M & \nil & \nil & \nil & \nil & \nil
+ & 55 & 1d4 & 45 & 2d6 & \nil & \lnil
+ \\ \hlx{+}
+ N & \nil & \nil & \nil & \nil & \nil
+ & \nil & \nil & 10 & 1d2 & 40 & 2d4 potions
+ \\ \hlx{+}
+ O & \nil & \nil & \nil & \nil & \nil
+ & \nil & \nil & 10 & 1d3 & 50 & 1d4 scrolls
+ \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}
+ {\shade c*9{r@{\% }l}} \hlx*{hv}
+ \tt{Treasure carried} \\
+ & \multicolumn{10}{c}{\th{Coins}}
+ & \multicolumn{4}{c}{}
+ & \multicolumn{2}{c}{\th{Special}} \\
+ \th{Type} & \multicolumn{2}{c}{\th{cp}} & \multicolumn{2}{c}{\th{sp}}
+ & \multicolumn{2}{c}{\th{ep}} & \multicolumn{2}{c}{\th{gp}}
+ & \multicolumn{2}{c}{\th{pp}}
+ & \multicolumn{2}{c}{\th{Gems}}
+ & \multicolumn{2}{c}{\th{Jewellery}}
+ & \multicolumn{2}{c}{\th{treasure}}
+ & \multicolumn{2}{l}{\th{Magic items}}
+ \\ \hlx{vhv}
+ P & 100 & 3d8 & \nil & \nil & \nil & \nil
+ & \nil & \nil & \nil & \lnil
+ \\ \hlx{+}
+ Q & \nil & 100 & 3d6 & \nil & \nil & \nil
+ & \nil & \nil & \nil & \lnil
+ \\ \hlx{+}
+ R & \nil & \nil & 100 & 2d6 & \nil & \nil
+ & \nil & \nil & \nil & \lnil
+ \\ \hlx{+}
+ S & \nil & \nil & \nil & 100 & 2d4 & \nil
+ & 5 & 1 & \nil & \nil & \lnil
+ \\ \hlx{+}
+ T & \nil & \nil & \nil & \nil & 100 & 1d6
+ & 5 & 1 & \nil & \nil & \lnil
+ \\ \hlx{+}
+ U & 10 & 1d100 & 10 & 1d00 & \nil & 5 & 1d100 & \nil
+ & 5 & 1d2 & 5 & 1d4 & 2 & 1 & 2 & Any 1
+ \\ \hlx{+}
+ V & \nil & 10 & 1d00 & 5 & 1d100 & 5 & 1d100 & 5 & 1d100
+ & 10 & 1d2 & 10 & 1d4 & 5 & 1 & 5 & Any 1
+ \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+\begin{set}
+\begin{tabular}{\shade crl} \hlx*{hv}
+ \tt{Gem values} \\
+ \th{d\%} & \th{Value (gp)} & \th{Examples} \\ \hlx{vhv}
+ 01--03 & 10 & Agate, quartz, turquoise \\ \hlx{+}
+ 04--10 & 50 & Crystal, jasper, onyx \\ \hlx{+}
+ 11--25 & 100 & Amber, amethyst, coral, garnet, jade \\ \hlx{+}
+ 26--46 & 500 & Aquamarine, pearl, topaz \\ \hlx{+}
+ 47--71 & 1\,000 & Carbuncle, opal \\ \hlx{+}
+ 72--90 & 5\,000 & Emerald, ruby, sapphire \\ \hlx{+}
+ 91--97 & 10\,000 & Diamond, jacinth \\ \hlx{+}
+ 98--00 & Special & Starstone, tristal \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Gem modifications} \\
+ \th{d10} & \th{Modify} \\ \hlx{vhv}
+ 1--4 & Size \\ \hlx{+}
+ 5--8 & Quality \\ \hlx{+}
+ 9--10 & Both size and quality \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cllr@{}l} \hlx*{hv}
+ \tt{Gem variations} \\
+ \th{d10} & \th{Size} & \th{Quality}
+ & \multicolumn{2}{c}{\th{Value}} \\ \hlx{vhv}
+ 1 & Very small & Very poor & 12&.5\% \\ \hlx{+}
+ 2--3 & Small & Poor & 25&\% \\ \hlx{+}
+ 4--5 & Fairly small & Fairly poor & 50&\% \\ \hlx{+}
+ 6--7 & Fairly large & Fairly good & 200&\% \\ \hlx{+}
+ 8--9 & Large & Good & 400&\% \\ \hlx{+}
+ 10 & Very large & Very good & 800&\% \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade crr} \hlx*{hv}
+ \tt{Jewellery value} \\
+ \th{d\%} & \th{Value (gp)} & \th{Enc (cn)} \\ \hlx{vhv}
+ 01 & 100 & 10 \\ \hlx{+}
+ 02--03 & 500 & 10 \\ \hlx{+}
+ 04--06 & 1\,000 & 10 \\ \hlx{+}
+ 07--10 & 1\,500 & 10 \\ \hlx{+}
+ 11--16 & 2\,000 & 10 \\ \hlx{+}
+ 17--24 & 2\,500 & 10 \\ \hlx{+}
+ 25--34 & 3\,000 & 25 \\ \hlx{+}
+ 35--45 & 4\,000 & 25 \\ \hlx{+}
+ 46--58 & 5\,000 & 25 \\ \hlx{+}
+ 59--69 & 7\,500 & 25 \\ \hlx{+}
+ 70--78 & 10\,000 & 25 \\ \hlx{+}
+ 79--85 & 15\,000 & 25 \\ \hlx{+}
+ 86--90 & 20\,000 & 50 \\ \hlx{+}
+ 91--94 & 25\,000 & 50 \\ \hlx{+}
+ 95--97 & 30\,000 & 50 \\ \hlx{+}
+ 98--99 & 40\,000 & 50 \\ \hlx{+}
+ 00 & 50\,000 & 50 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade clll} \hlx*{hv}
+ \tt{Jewellery types} \\
+ & \multicolumn{1}{c}{\th{Common}}
+ & \multicolumn{1}{c}{\th{Uncommon}}
+ & \multicolumn{1}{c}{\th{Rare}} \\
+ \th{d10} & \th{(100--3\,999\,gp)}
+ & \th{(4\,000--14\,999\,gp)}
+ & \th{(15\,000--50\,000\,gp)} \\ \hlx{vhv}
+ 1 & Anklet & Armband & Amulet \\ \hlx{+}
+ 2 & Beads & Belt & Crown \\ \hlx{+}
+ 3 & Bracelet & Collar & Diadem \\ \hlx{+}
+ 4 & Brooch & Earring & Medallion \\ \hlx{+}
+ 5 & Buckle & Four-leaf clover & Orb \\ \hlx{+}
+ 6 & Cameo & Heart & Ring \\ \hlx{+}
+ 7 & Chain & Leaf & Scarab \\ \hlx{+}
+ 8 & Clasp & Necklace & Sceptre \\ \hlx{+}
+ 9 & Locket & Pendant & Talisman \\ \hlx{+}
+ 10 & Pin & Rabbit's foot & Tiara \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+\begin{set}
+\begin{tabular}{\shade clMlMl} \hlx*{hv}
+ \tt{Special treasures} \\
+ \th{d\%} & \th{Item} & \th{Value (gp)} & \th{Enc (cn)} \\ \hlx{vhv}
+ 01--10 & Book, rare & \d{1d100} \times 10 & \d{1d100} \\ \hlx{+}
+ & \multicolumn{3}{l}
+ {Fur, common (e.g., beaver, fox, marten, seal):} \\
+ 11--12 & \quad Pelt & \d{1d4} & \d{1d6} \times 10 \\
+ 13--17 & \quad Cape & \d{1d6} \times 100 & (\d{1d8} + 4) \times 10 \\
+ 18--20 & \quad Coat & \d{3d4} \times 100 & (\d{2d6} + 8) \times 10
+ \\ \hlx{+}
+ & \multicolumn{3}{l}
+ {Fur, rare (e.g., ermine, mink, sable):} \\
+ 21--22 & \quad Pelt & \d{2d6} & \d{1d6} \times 10 \\
+ 23--27 & \quad Cape & \d{4d6} \times 100 & (\d{1d8} + 4) \times 10 \\
+ 28--30 & \quad Coat & \d{1d4} \times 1\,000 & (\d{2d6} + 8) \times 10
+ \\ \hlx{+}
+ 31--35 & Incense, rare (per stick) & \d{5d6} & 1 \\ \hlx{+}
+ 36--40 & Perfume, rare (per vial) & (\d{1d10} + 5) \times 10 & 1 \\
+ \hlx{+}
+ 41--55 & Rug or tapestry (per sq.\,yd) &
+ \d{2d10} & \d{1d6} \times 100 \\ \hlx{+}
+ 56--65 & Silk (per sq.\,yd) &
+ \d{1d8} & \d{1d6} \times 10 \\ \hlx{+}
+ 66--75 & Skin, animal & \d{1d10} & \d{5d4} \times 10 \\ \hlx{+}
+ 76--85 & Skin, monster & \d{1d10} \times 100 & \d{1d100} \times 50 \\
+ \hlx{+}
+ 86--90 & Spice, rare & \d{4d4} \hbox{ per cn} & \d{1d100} \\ \hlx{+}
+ 91--95 & Statuette & \d{1d10} \times 100 & \d{1d100} \\ \hlx{+}
+ 96--00 & Wine, rare (per bottle) & \d{1d6} & (\d{1d6} + 3) \times 10
+ \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+\begin{set}
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Magical items} \\
+ \th{d\%} & \th{Item type} \\ \hlx{vhv}
+ 01--25 & Potion \\ \hlx{+}
+ 26--37 & Scroll \\ \hlx{+}
+ 38--46 & Wand, staff, or rod \\ \hlx{+}
+ 47--52 & Ring \\ \hlx{+}
+ 53--62 & Miscellaneous item \\ \hlx{+}
+ 63--72 & Armour or shield \\ \hlx{+}
+ 73--83 & Missile weapon or missile \\ \hlx{+}
+ 84--92 & Sword \\ \hlx{+}
+ 93--00 & Miscellaneous weapon \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Wands, staves, rods} \\
+ \th{d\%} & \th{Item type} \\ \hlx{vhv}
+ 01--05 & Wand of Cold (M-U) \\ \hlx{+}
+ 06--10 & Wand of Enemy Detection (M-U) \\ \hlx{+}
+ 11--14 & Wand of Fear (M-U) \\ \hlx{+}
+ 15--19 & Wand of Fireballs (M-U) \\ \hlx{+}
+ 20--23 & Wand of Illusion (M-U) \\ \hlx{+}
+ 24--28 & Wand of Lightning Bolts (M-U) \\ \hlx{+}
+ 29--33 & Wand of Magic Detection (M-U) \\ \hlx{+}
+ 34--38 & Wand of Metal Detection (M-U) \\ \hlx{+}
+ 39--42 & Wand of Negation (M-U) \\ \hlx{+}
+ 43--47 & Wand of Paralysation (M-U) \\ \hlx{+}
+ 48--52 & Wand of Polymorphing (M-U) \\ \hlx{+}
+ 53--56 & Wand of Secret Door Detection (M-U) \\ \hlx{+}
+ 57--60 & Wand of Trap Detection (M-U) \\ \hlx{+}
+ 61 & Staff of Commanding (S) \\ \hlx{+}
+ 62--63 & Staff of Dispelling \\ \hlx{+}
+ 64--66 & Staff of the Druids (Dr) \\ \hlx{+}
+ 67--69 & Staff of an Element (M-U) \\ \hlx{+}
+ 70--71 & Staff of Harming (C) \\ \hlx{+}
+ 72--78 & Staff of Healing (C) \\ \hlx{+}
+ 79 & Staff of Power (M-U) \\ \hlx{+}
+ 80--82 & Snake Staff (C) \\ \hlx{+}
+ 83--85 & Staff of Striking (C) \\ \hlx{+}
+ 86--87 & Staff of Withering (C) \\ \hlx{+}
+ 88 & Staff of Wizardry (M-U) \\ \hlx{+}
+ 89--90 & Rod of Cancellation \\ \hlx{+}
+ 91 & Rod of Dominion \\ \hlx{+}
+ 92 & Rod of Health (C) \\ \hlx{+}
+ 93--94 & Rod of Inertia (non-S) \\ \hlx{+}
+ 95 & Rod of Parrying \\ \hlx{+}
+ 96 & Rod of Victory \\ \hlx{+}
+ 97--99 & Rod of Weaponry \\ \hlx{+}
+ 00 & Rod of the Wyrm \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Rings} \\
+ \th{d\%} & \th{Ring type} \\ \hlx{vhv}
+ 01--02 & Animal control \\ \hlx{+}
+ 03--08 & Delusion \\ \hlx{+}
+ 09 & Djinni summoning \\ \hlx{+}
+ 10--13 & Ear \\ \hlx{+}
+ 14--17 & Elemental adaptation \\ \hlx{+}
+ 18--23 & Fire resistance \\ \hlx{+}
+ 24--26 & Holiness (C, Dr) \\ \hlx{+}
+ 27 & Human control \\ \hlx{+}
+ 28--32 & Invisibility \\ \hlx{+}
+ 33--35 & Life protection \\ \hlx{+}
+ 36--38 & Memory (S) \\ \hlx{+}
+ 39--40 & Plant control \\ \hlx{+}
+ 41--45 & Protection $+1$ \\ \hlx{+}
+ 46--48 & Protection $+2$ \\ \hlx{+}
+ 49--50 & Protection $+3$ \\ \hlx{+}
+ 51 & Protection $+4$ \\ \hlx{+}
+ 52--55 & Quickness \\ \hlx{+}
+ 56 & Regeneration \\ \hlx{+}
+ 57--59 & Remedies \\ \hlx{+}
+ 60--61 & Safety \\ \hlx{+}
+ 62--64 & Seeing \\ \hlx{+}
+ 65--67 & Spell eating \\ \hlx{+}
+ 68--69 & Spell storing \\ \hlx{+}
+ 70--71 & Spell turning \\ \hlx{+}
+ 72--75 & Survival \\ \hlx{+}
+ 76--77 & Telekinesis \\ \hlx{+}
+ 78--81 & Truth \\ \hlx{+}
+ 82--84 & Truthfulness \\ \hlx{+}
+ 85--86 & Truthlessness \\ \hlx{+}
+ 87--91 & Water walking \\ \hlx{+}
+ 92--96 & Weakness \\ \hlx{+}
+ 97--98 & Wishes \\ \hlx{+}
+ 99--00 & X-ray vision \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\begin{set}
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Potions} \\
+ \th{d\%} & \th{Potion type} \\ \hlx{vhv}
+ 01--02 & Agility \\ \hlx{+}
+ 03 & Animal control \\ \hlx{+}
+ 04--06 & Antidote \\ \hlx{+}
+ 07--08 & Blending \\ \hlx{+}
+ 09--10 & Bug repellent \\ \hlx{+}
+ 11--12 & Clairaudience \\ \hlx{+}
+ 13--14 & Clairvoyance \\ \hlx{+}
+ 15--16 & Climbing \\ \hlx{+}
+ 17--18 & Defence \\ \hlx{+}
+ 19--22 & Delusion \\ \hlx{+}
+ 23--24 & Diminution \\ \hlx{+}
+ 25 & Dragon control \\ \hlx{+}
+ 26--27 & Dreamspeech \\ \hlx{+}
+ 28 & Elasticity \\ \hlx{+}
+ 29--30 & Elemental form \\ \hlx{+}
+ 31--32 & ESP \\ \hlx{+}
+ 33 & Ethereality \\ \hlx{+}
+ 34--36 & Fire resistance \\ \hlx{+}
+ 37--39 & Flying \\ \hlx{+}
+ 40--41 & Fortitude \\ \hlx{+}
+ 42 & Freedom \\ \hlx{+}
+ 43--45 & Gaseous form \\ \hlx{+}
+ 46 & Giant control \\ \hlx{+}
+ 47--49 & Giant strength \\ \hlx{+}
+ 50--51 & Growth \\ \hlx{+}
+ 52--57 & Healing \\ \hlx{+}
+ 58--60 & Heroism \\ \hlx{+}
+ 61 & Human control \\ \hlx{+}
+ 62--64 & Invisibility \\ \hlx{+}
+ 65--66 & Invulnerability \\ \hlx{+}
+ 67--68 & Levitation \\ \hlx{+}
+ 69--70 & Longevity \\ \hlx{+}
+ 71 & Luck \\ \hlx{+}
+ 72 & Merging \\ \hlx{+}
+ 73--74 & Plant control \\ \hlx{+}
+ 75--77 & Poison \\ \hlx{+}
+ 78--80 & Polymorph self \\ \hlx{+}
+ 81--82 & Sight \\ \hlx{+}
+ 83--84 & Speech \\ \hlx{+}
+ 85--88 & Speed \\ \hlx{+}
+ 89--90 & Strength \\ \hlx{+}
+ 91--93 & Super-healing \\ \hlx{+}
+ 94--96 & Swimming \\ \hlx{+}
+ 97 & Treasure finding \\ \hlx{+}
+ 98 & Undead control \\ \hlx{+}
+ 99--00 & Water breathing \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Scrolls} \\
+ \th{d\%} & \th{Scroll type} \\ \hlx{vhv}
+ 01--03 & Communication \\ \hlx{+}
+ 04--05 & Creation \\ \hlx{+}
+ 06--13 & Curse (occurs when read) \\ \hlx{+}
+ 14 & Delay (S) \\ \hlx{+}
+ 15--17 & Equipment \\ \hlx{+}
+ 18--19 & Illumination \\ \hlx{+}
+ 20--21 & Mages (S) \\ \hlx{+}
+ 22--25 & Map to normal treasure \\ \hlx{+}
+ 26--28 & Map to magical treasure \\ \hlx{+}
+ 29--30 & Map to combined treasure \\ \hlx{+}
+ 31 & Map to special treasure \\ \hlx{+}
+ 32--34 & Mapping \\ \hlx{+}
+ 35--36 & Portals \\ \hlx{+}
+ 37--42 & Prot./elementals \\ \hlx{+}
+ 43--50 & Prot./lycanthropes \\ \hlx{+}
+ 51--54 & Prot./magic \\ \hlx{+}
+ 55--61 & Prot./undead \\ \hlx{+}
+ 62--63 & Questioning \\ \hlx{+}
+ 64 & Repetition (S) \\ \hlx{+}
+ 65--66 & Seeing \\ \hlx{+}
+ 67--68 & Shelter \\ \hlx{+}
+ 69--71 & Spell catching \\ \hlx{+}
+ 72--96 & Spell \\ \hlx{+}
+ 97--98 & Trapping \\ \hlx{+}
+ 99--00 & Truth \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Spell scrolls (a)} \\
+ \th{d\%} & \th{Spell type} \\ \hlx{vhv}
+ 01--25 & Cleric \\ \hlx{+}
+ 26--30 & Druid \\ \hlx{+}
+ 31--00 & Magic-user \\ \hlx*{vh}
+\end{tabular}
+\quad
+\begin{tabular}{\shade cc} \hlx*{hv}
+ \tt{Spell scrolls (b)} \\
+ \th{d\%} & \th{Number} \\ \hlx{vhv}
+ 01--50 & 1 \\ \hlx{+}
+ 51--83 & 2 \\ \hlx{+}
+ 84--00 & 3 \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade ccc} \hlx*{hv}
+ \tt{Spell scrolls (c)} \\
+ \th{C/D d\%} & \th{M-U d\%} & \th{Level} \\ \hlx{vhv}
+ 01--34 & 01--28 & 1 \\ \hlx{+}
+ 35--58 & 29--49 & 2 \\ \hlx{+}
+ 59--76 & 50--64 & 3 \\ \hlx{+}
+ 77--88 & 65--75 & 4 \\ \hlx{+}
+ 89--95 & 76--84 & 5 \\ \hlx{+}
+ 96--99 & 85--91 & 6 \\ \hlx{+}
+ 00 & 92--96 & 7 \\ \hlx{+}
+ & 97--99 & 8 \\ \hlx{+}
+ & 00 & 9 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Miscellaneous items} \\
+ \th{d\%} & \th{Item type} \\ \hlx{vhv}
+ 01--02 & Amulet of Protection from Crystal Balls and ESP \\ \hlx{+}
+ 03--04 & Bag of Devouring \\ \hlx{+}
+ 05--09 & Bag of Holding \\ \hlx{+}
+ 10--12 & Boat, Undersea \\ \hlx{+}
+ 13--14 & Boots of Levitation \\ \hlx{+}
+ 15--17 & Boots of Speed \\ \hlx{+}
+ 18--19 & Boots of Travelling/Leaping \\ \hlx{+}
+ 20 & Bowl of Commanding Water Elementals \\ \hlx{+}
+ 21 & Brazier of Commanding Fire Elementals \\ \hlx{+}
+ 22--23 & Broom of Flying \\ \hlx{+}
+ 24 & Censer of Controlling Air Elementals \\ \hlx{+}
+ 25--27 & Chime of Time \\ \hlx{+}
+ 28--29 & Crystal Ball (M-U) \\ \hlx{+}
+ 30 & Crystal Ball with Clairaudience \\ \hlx{+}
+ 31 & Crystal Ball with ESP \\ \hlx{+}
+ 32--33 & Displacer Cloak \\ \hlx{+}
+ 34 & Drums of Panic \\ \hlx{+}
+ 35 & Efreeti Bottle \\ \hlx{+}
+ 36--38 & Egg of Wonder \\ \hlx{+}
+ 39--40 & Elven Boots \\ \hlx{+}
+ 41--42 & Elven Cloak \\ \hlx{+}
+ 43 & Flying Carpet \\ \hlx{+}
+ 44--45 & Gauntlets of Ogre Power \\ \hlx{+}
+ 46--47 & Girdle of Giant Strength \\ \hlx{+}
+ 48--49 & Helm of Alignment Changing \\ \hlx{+}
+ 50--51 & Helm of Reading \\ \hlx{+}
+ 52 & Helm of Telepathy \\ \hlx{+}
+ 53 & Helm of Teleportation (M-U) \\ \hlx{+}
+ 54 & Horn of Blasting \\ \hlx{+}
+ 55--56 & Lamp, Hurricane \\ \hlx{+}
+ 57--59 & Lamp of Long Burning \\ \hlx{+}
+ 60--71 & Medallion of ESP, 30$'$r \\ \hlx{+}
+ 62 & Medallion of ESP, 90$'$r \\ \hlx{+}
+ 63 & Mirror of Life Trapping \\ \hlx{+}
+ 64--66 & Muzzle of Training \\ \hlx{+}
+ 67--68 & Nail, Finger \\ \hlx{+}
+ 69--71 & Nail of Pointing \\ \hlx{+}
+ 72--76 & Ointment \\ \hlx{+}
+ 77--79 & Pouch of Security \\ \hlx{+}
+ 80--82 & Quill of Copying (S) \\ \hlx{+}
+ 83--86 & Rope of Climbing \\ \hlx{+}
+ 87--88 & Scarab of Protection \\ \hlx{+}
+ 89--91 & Slate of Identification \\ \hlx{+}
+ 92 & Stone of Controlling Earth Elementals \\ \hlx{+}
+ 93--94 & Talisman of Elemental Travel \\ \hlx{+}
+ 95--97 & Wheel of Floating \\ \hlx{+}
+ 98 & Wheel of Fortune \\ \hlx{+}
+ 99--00 & Wheel, square \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+\begin{set}
+\begin{tabular}{\shade ccl} \hlx*{hv}
+ \tt{Armour type} \\
+ \th{d\%} & \th{Class} & \th{Type} \\ \hlx{vhv}
+ 01--10 & A & Leather \\ \hlx{+}
+ 11--17 & A & Scale mail \\ \hlx{+}
+ 18--30 & B & Chain mail \\ \hlx{+}
+ 31--39 & A & Banded mail \\ \hlx{+}
+ 40--50 & C & Plate mail \\ \hlx{+}
+ 51--55 & C & Suit armour \\ \hlx{+}
+ 56--75 & S & Shield \\ \hlx{+}
+ 76--77 & A, S & Scale and shield \\ \hlx{+}
+ 78--85 & B, S & Chain and shield \\ \hlx{+}
+ 86--90 & B, S & Banded and shield \\ \hlx{+}
+ 91--00 & C, S & Plate and shield \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade ccccMcc} \hlx*{hv}
+ \tt{Armour details} \\
+ \th{A d\%} & \th{B d\%} & \th{C d\%} & \th{S d\%} & \th{Bonus} &
+ \th{Special} \\ \hlx{vhv}
+ 01--70 & 01--60 & 01--50 & 01--40 & +1 & 10\% \\ \hlx{+}
+ 71--88 & 61--81 & 51--74 & 41--67 & +2 & 15\% \\ \hlx{+}
+ 89--96 & 82--92 & 75--88 & 68--84 & +3 & 20\% \\ \hlx{+}
+ 97--99 & 93--98 & 89--96 & 85--94 & +4 & 25\% \\ \hlx{+}
+ 00 & 99--00 & 97--00 & 95--00 & +5 & 30\% \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Armour size} \\
+ \th{d\%} & \th{Size} \\ \hlx{vhv}
+ 01--68 & Human \\ \hlx{+}
+ 69--81 & Dwarf \\ \hlx{+}
+ 82--91 & Elf \\ \hlx{+}
+ 92--98 & Halfling \\ \hlx{+}
+ 99--00 & Giant \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Armour special powers} \\
+ \th{d\%} & \th{Power} \\ \hlx{vhv}
+ 01--07 & Absorption \\ \hlx{+}
+ 08--17 & Charm \\ \hlx{+}
+ 18--32 & Cure wounds \\ \hlx{+}
+ 33--42 & Electricity \\ \hlx{+}
+ 43--47 & Energy drain \\ \hlx{+}
+ 48--50 & Ethereality \\ \hlx{+}
+ 51--60 & Fly \\ \hlx{+}
+ 61--66 & Gaseous form \\ \hlx{+}
+ 67--75 & Haste \\ \hlx{+}
+ 76--85 & Invisibility \\ \hlx{+}
+ 86--93 & Reflection \\ \hlx{+}
+ 94--00 & Remove curse \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\begin{set}
+\begin{tabular}{\shade ccl} \hlx*{hv}
+ \tt{Swords} \\
+ \th{d\%} & \th{Class} & \th{Type} \\ \hlx{vhv}
+ 01--65 & C & Normal \\ \hlx{+}
+ 66--84 & C & Short \\ \hlx{+}
+ 85--92 & D & Two-handed \\ \hlx{+}
+ 93--00 & D & Bastard \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade ccl} \hlx*{hv}
+ \tt{Miscellaneous weapon type} \\
+ \th{d\%} & \th{Class} & \th{Type} \\ \hlx{vhv}
+ 01--07 & D & Axe, battle \\ \hlx{+}
+ 08--13 & B & Axe, hand \\ \hlx{+}
+ 14--15 & B & Axe, hand (returning) \\ \hlx{+}
+ 16--18 & C & Blackjack \\ \hlx{+}
+ 19--20 & B & Bola \\ \hlx{+}
+ 21 & B & Bola (returning) \\ \hlx{+}
+ 22--26 & C & Club \\ \hlx{+}
+ 27--37 & B & Dagger \\ \hlx{+}
+ 38--40 & B & Dagger (returning) \\ \hlx{+}
+ 41--44 & C & Flail, one-handed \\ \hlx{+}
+ 45--46 & D & Flail, two-handed \\ \hlx{+}
+ 47--49 & D & Halberd \\ \hlx{+}
+ 50--57 & C & Hammer, war \\ \hlx{+}
+ 58--60 & B & Javelin \\ \hlx{+}
+ 61 & B & Javelin (returning) \\ \hlx{+}
+ 62--65 & D & Lance \\ \hlx{+}
+ 66--72 & C & Mace \\ \hlx{+}
+ 73--77 & C & Morning star \\ \hlx{+}
+ 78--79 & B & Net \\ \hlx{+}
+ 80 & B & Net (returning) \\ \hlx{+}
+ 81--83 & D & Pike \\ \hlx{+}
+ 84--85 & D & Pole axe \\ \hlx{+}
+ 86--94 & B & Spear \\ \hlx{+}
+ 95--97 & B & Spear (returning) \\ \hlx{+}
+ 98--00 & C & Whip \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade ccl} \hlx*{hv}
+ \tt{Missiles and missile weapons} \\
+ \th{d\%} & \th{Class} & \th{Weapon type} \\ \hlx{vhv}
+ 01--37 & A & Arrows \\ \hlx{+}
+ 38--59 & A & Quarrels \\ \hlx{+}
+ 60--70 & A & Sling stones \\ \hlx{+}
+ 71--72 & D & Blowgun \\ \hlx{+}
+ 73--80 & D & Bow, long \\ \hlx{+}
+ 81--85 & D & Bow, short \\ \hlx{+}
+ 86--87 & D & Crossbow, heavy \\ \hlx{+}
+ 88--92 & D & Crossbow, light \\ \hlx{+}
+ 93--00 & D & Sling \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade ccMcc} \hlx*{hv}
+ \tt{Sword details} \\
+ \th{C d\%} & \th{D d\%} & \th{Bonus} & \th{Modifier} \\ \hlx{vhv}
+ 01--60 & 01--70 & +1 & 40\% \\ \hlx{+}
+ 61--81 & 71--88 & +2 & 30\% \\ \hlx{+}
+ 82--92 & 89--96 & +3 & 25\% \\ \hlx{+}
+ 93--98 & 97--99 & +4 & 20\% \\ \hlx{+}
+ 99--00 & 00 & +5 & 15\% \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cMcMcc} \hlx*{hv}
+ \tt{Missile details} \\
+ \th{d\%} & \th{Bonus} & \th{Number} & \th{Talent} \\ \hlx{vhv}
+ 01--40 & +1 & \dice{2d10} & 30\% \\ \hlx{+}
+ 41--67 & +2 & \dice{2d8} & 25\% \\ \hlx{+}
+ 68--84 & +3 & \dice{2d6} & 20\% \\ \hlx{+}
+ 85--94 & +4 & \dice{2d4} & 15\% \\ \hlx{+}
+ 95--00 & +5 & \dice{1d4} + 1 & 10\% \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cMcc} \hlx*{hv}
+ \tt{Missile weapon details} \\
+ \th{d\%} & \th{Bonus} & \th{Modifier} \\ \hlx{vhv}
+ 01--70 & +1 & 30\% \\ \hlx{+}
+ 71--88 & +2 & 25\% \\ \hlx{+}
+ 89--96 & +3 & 20\% \\ \hlx{+}
+ 97--99 & +4 & 15\% \\ \hlx{+}
+ 00 & +5 & 10\% \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cc} \hlx*{hv}
+ \tt{Missile weapon range} \\
+ $\textbf{1d4} + \textbf{bonus}$ & \th{Range} \\ \hlx{vhv}
+ 2--4 & Normal \\ \hlx{+}
+ 5--7 & 150\% \\ \hlx{+}
+ 8--9 & 200\% \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cccMcc} \hlx*{hv}
+ \tt{Miscellaneous weapon details} \\
+ \th{B d\%} &\th{C d\%} & \th{D d\%} & \th{Bonus} & \th{Modifier}
+ \\ \hlx{vhv}
+ 01--50 & 01--60 & 01--70 & +1 & 40\% \\ \hlx{+}
+ 51--74 & 61--81 & 71--88 & +2 & 30\% \\ \hlx{+}
+ 75--88 & 82--92 & 89--96 & +3 & 20\% \\ \hlx{+}
+ 89--96 & 93--98 & 97--99 & +4 & 15\% \\ \hlx{+}
+ 97--00 & 99--00 & 00 & +5 & 10\% \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade ccl} \hlx*{hv}
+ \tt{Weapon modifiers} \\
+ \th{Sword d\%} & \th{Misc d\%} & \th{Modifier} \\ \hlx{vhv}
+ 01--29 & 01--33 & $+1$ extra vs \emph{opponent} \\ \hlx{+}
+ 30--50 & 34--57 & $+2$ extra vs \emph{opponent} \\ \hlx{+}
+ 51--64 & 58--73 & $+3$ extra vs \emph{opponent} \\ \hlx{+}
+ 65--72 & 74--82 & $+4$ extra vs \emph{opponent} \\ \hlx{+}
+ 73--75 & 83--85 & $+5$ extra vs \emph{opponent} \\ \hlx{+}
+ 76--00 & 86--00 & Talent \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Opponents} \\
+ \th{d\%} & \th{Type} \\ \hlx{vhv}
+ 00--06 & Bugs \\ \hlx{+}
+ 05--09 & Constructs \\ \hlx{+}
+ 10--15 & Dragonkind \\ \hlx{+}
+ 16--24 & Enchanted monsters \\ \hlx{+}
+ 25--36 & Giantkind \\ \hlx{+}
+ 37--48 & Lycanthropes \\ \hlx{+}
+ 49--52 & Planar monsters \\ \hlx{+}
+ 53--58 & Regenerating monsters \\ \hlx{+}
+ 59--67 & Reptiles, dinosaurs \\ \hlx{+}
+ 68--70 & Spell-immune monsters \\ \hlx{+}
+ 71--76 & Spellcasters \\ \hlx{+}
+ 77--88 & Undead \\ \hlx{+}
+ 89--94 & Water-breathing monsters \\ \hlx{+}
+ 95--00 & Weapon-using monsters \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Missile talents} \\
+ \th{d\%} & \th{Talent} \\ \hlx{vhv}
+ 01--04 & Biting \\ \hlx{+}
+ 05--09 & Blinking \\ \hlx{+}
+ 10--14 & Charming \\ \hlx{+}
+ 15--21 & Climbing \\ \hlx{+}
+ 22--31 & Curing \\ \hlx{+}
+ 32--34 & Disarming \\ \hlx{+}
+ 35--38 & Dispelling \\ \hlx{+}
+ 39--45 & Flying \\ \hlx{+}
+ 46--52 & Lightning \\ \hlx{+}
+ 53--57 & Penetrating \\ \hlx{+}
+ 58--61 & Refilling \\ \hlx{+}
+ 62--67 & Screaming \\ \hlx{+}
+ 68--72 & Seeking \\ \hlx{+}
+ 73--76 & Sinking \\ \hlx{+}
+ 77--78 & Slaying \\ \hlx{+}
+ 79--85 & Speaking \\ \hlx{+}
+ 86--89 & Stunning \\ \hlx{+}
+ 90--91 & Teleporting \\ \hlx{+}
+ 92--96 & Transporting \\ \hlx{+}
+ 97--00 & Wounding \\ \hlx*{vh}
+\end{tabular}
+\quad
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Weapon talents} \\
+ \th{d\%} & \th{Talent} \\ \hlx{vhv}
+ 01--05 & Breathing \\ \hlx{+}
+ 06--12 & Charming \\ \hlx{+}
+ 13--16 & Deceiving \\ \hlx{+}
+ 17--23 & Defending \\ \hlx{+}
+ 26--27 & Draining \\ \hlx{+}
+ 28--32 & Extinguishing \\ \hlx{+}
+ 33--38 & Finding \\ \hlx{+}
+ 39--43 & Flaming \\ \hlx{+}
+ 44--46 & Flying \\ \hlx{+}
+ 47--54 & Healing \\ \hlx{+}
+ 55--59 & Hiding \\ \hlx{+}
+ 60--65 & Holding \\ \hlx{+}
+ 66--73 & Lightning \\ \hlx{+}
+ 74--79 & Silencing \\ \hlx{+}
+ 80--81 & Slicing \\ \hlx{+}
+ 82--85 & Slowing \\ \hlx{+}
+ 86--89 & Speeding \\ \hlx{+}
+ 90--99 & Watching \\ \hlx{+}
+ 00 & Wishing \\ \hlx*{vh}
+\end{tabular}
+\quad
+\end{set}
+
+\begin{set}
+\begin{tabular}{\shade cclcl} \hlx*{hv}
+ \tt{Sword intelligence} \\
+ \th{d\%} & \th{Intelligence} & \th{Communication} & \th{Languages} &
+ \th{Powers} \\ \hlx{vhv}
+ 01--79 & --- & --- & --- & None \\ \hlx{+}
+ 80--85 & \07 & Empathy & --- & 1 primary \\ \hlx{+}
+ 86--90 & \08 & Empathy & --- & 2 primary \\ \hlx{+}
+ 91--94 & \09 & Empathy & --- & 3 primary \\ \hlx{+}
+ 95--97 & 10 & Speech & 1d3 & 3 primary \\ \hlx{+}
+ 98--99 & 11 & Speech & 1d6 & 3 primary, \emph{read magic} \\ \hlx{+}
+ 95--97 & 12 & Speech & 2d4 & 3 primary, \emph{read magic},
+ 1 extraordinary \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Primary powers} \\
+ \th{d\%} & \th{Power} \\ \hlx{vhv}
+ 01--10 & Detect evil/good \\ \hlx{+}
+ 11--15 & Detect gems \\ \hlx{+}
+ 16--25 & Detect magic \\ \hlx{+}
+ 26--35 & Detect metal \\ \hlx{+}
+ 36--50 & Detect shifting walls and rooms \\ \hlx{+}
+ 51--65 & Detect sloping passages \\ \hlx{+}
+ 66--75 & Find secret doors \\ \hlx{+}
+ 76--85 & Find traps \\ \hlx{+}
+ 86--95 & See invisible \\ \hlx{+}
+ 96--99 & One extraordinary power \\ \hlx{+}
+ 00 & Two primary powers \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Extraordinary powers} \\
+ \th{d\%} & \th{Power} \\ \hlx{vhv}
+ 01--10 & Clairaudience \\ \hlx{+}
+ 11--20 & Clairvoyance \\ \hlx{+}
+ 21--30 & ESP \\ \hlx{+}
+ 31--35 & Extra damage ($\times\,5$ or more)\s d
+ \\ \hlx{+}
+ 36--40 & Flying \\ \hlx{+}
+ 41--45 & Healing (6\,hp)\s d \\ \hlx{+}
+ 46--54 & Illusion \\ \hlx{+}
+ 55--59 & Levitation \\ \hlx{+}
+ 60--69 & Telekinesis \\ \hlx{+}
+ 70--79 & Telepathy \\ \hlx{+}
+ 80--88 & Teleportation \\ \hlx{+}
+ 89--97 & X-ray vision \\ \hlx{+}
+ 98--99 & Two extraordinary powers \\ \hlx{+}
+ 00 & Three extraordinary powers \\ \hlx*{vh+v}
+ \multicolumn{2}{l}{\itshape\small \s d\quad Duplicates allowed}
+\end{tabular}
+\end{set}
+
+\end{document}
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\begin{document}
+
+\sect{Undead}
+
+\begin{set}
+
+\begin{tabular}{\shade rrrl} \hlx*{hv}
+ \tt{Undead and cleric ranks} \\
+ \th{Rank} & \th{Cleric level} & \th{Liege HD} & \th{Undead} \\ \hlx{vhv}
+ 1 & 1 & & \\ \hlx{+}
+ 2 & 2 & 4 & Skeleton \\ \hlx{+}
+ 3 & 3 & 5--6 & Zombie \\ \hlx{+}
+ 4 & 4 & 7--8 & Ghoul \\ \hlx{+}
+ 5 & 5 & 9--10 & Wight \\ \hlx{+}
+ 6 & 6 & 11--13 & Wraith \\ \hlx{+}
+ 7 & 7 & 16 & Mummy \\ \hlx{+}
+ 8 & 8 & 19 & Spectre \\ \hlx{+}
+ 9 & 9--10 & 23 & Vampire \\ \hlx{+}
+ 10 & 11--12 & 27 & Phantom \\ \hlx{+}
+ 11 & 13--14 & 32 & Haunt \\ \hlx{+}
+ 12 & 15--16 & 33+ & Spirit \\ \hlx{+}
+ 13 & 17--20 & & Nightshade \\ \hlx{+}
+ 14 & 21--24 & & Lich \\ \hlx{+}
+ 15 & 25--28 & & Special \\ \hlx{+}
+ 16 & 29--32 & & \\ \hlx{+}
+ 17 & 33--36 & & \\ \hlx*{vh}
+\end{tabular}
+
+\rowgap
+
+\begin{tabular}{\shade rc} \hlx*{hv}
+ \tt{Cleric Turning Undead} \\
+ \th{Rank difference} & \th{Outcome} \\ \hlx{vhv}
+ $-4$ or less & No effect \\ \hlx{+}
+ $-3$ & 11 (2d6 HD) \\ \hlx{+}
+ $-2$ & 9 (2d6 HD) \\ \hlx{+}
+ $-1$ & 7 (2d6 HD) \\ \hlx{+}
+ 0--1 & T (2d6 HD) \\ \hlx{+}
+ 2--8 & D (2d6 HD) \\ \hlx{+}
+ 9--13 & D+ (3d6 HD) \\ \hlx{+}
+ 14 or more & D\# (4d6 HD) \\ \hlx*{vh}
+\end{tabular}
+\colgap
+\begin{tabular}{\shade rc} \hlx*{hv}
+ \tt{Liege controlling undead} \\
+ \th{Rank difference} & \th{Outcome} \\ \hlx{vhv}
+ $-3$ or less & No effect \\ \hlx{+}
+ $-2$ & 11 \\ \hlx{+}
+ $-1$ & 9 \\ \hlx{+}
+ 0 & 7 \\ \hlx{+}
+ 1 & 5 \\ \hlx{+}
+ 2 & 3 \\ \hlx{+}
+ 3 or more & Success \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+
+\def\ll#1{%
+ \vtop{%
+ \def\\{\unskip\strut\egroup\hbox\bgroup\strut\kern.5em\ignorespaces}%
+ \hbox{\strut\ignorespaces#1\unskip\strut}%
+ }%
+}
+
+\begin{document}
+
+\sect{Random encounters}
+
+\begin{set}[t]
+\begin{tabular}{\shade clr} \hlx*{hv}
+ \tt{Dungeon level 1} \\
+ \th{1d20} & \th{Monster} & \th{Number} \\ \hlx{vhv}
+ 1 & Bandit & 1d6 \\ \hlx{+}
+ 2 & Beetle, fire & 1d6 \\ \hlx{+}
+ 3 & Cave locust & 1d6 \\ \hlx{+}
+ 4 & Centipede, giant & 1d6 \\ \hlx{+}
+ 5 & Ghoul & 1d2 \\ \hlx{+}
+ 6 & Goblin & 1d6 \\ \hlx{+}
+ 7--10 & Human & 1d3 \\ \hlx{+}
+ 11 & Kobold & 2d6 \\ \hlx{+}
+ 12 & Lizard, gecko & 1d2 \\ \hlx{+}
+ 13 & NPC party & 1 party \\ \hlx{+}
+ 14 & Orc & 1d6 \\ \hlx{+}
+ 15 & Skeleton & 1d10 \\ \hlx{+}
+ 16 & Snake, racer & 1d2 \\ \hlx{+}
+ 17 & Spider, crap & 1d2 \\ \hlx{+}
+ 18 & Stirge & 1d8 \\ \hlx{+}
+ 19 & Troglodyte & 1d3 \\ \hlx{+}
+ 20 & Zombie & 1d3 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade clr} \hlx*{hv}
+ \tt{Dungeon level 2} \\
+ \th{1d20} & \th{Monster} & \th{Number} \\ \hlx{vhv}
+ 1 & Beetle, oil & 1d6 \\ \hlx{+}
+ 2 & Carrion crawler & 1 \\ \hlx{+}
+ 3 & Ghoul & 1d4 \\ \hlx{+}
+ 4 & Gnoll & 1d4 \\ \hlx{+}
+ 5 & Goblin & 2d4 \\ \hlx{+}
+ 6 & Grey ooze & 1 \\ \hlx{+}
+ 7 & Hobgoblin & 1d6 \\ \hlx{+}
+ 8--10 & Human & 1d3 \\ \hlx{+}
+ 11 & Lizard, draco & 1 \\ \hlx{+}
+ 12 & Lizard man & 1d6 \\ \hlx{+}
+ 13 & Neanderthal & 2d4 \\ \hlx{+}
+ 14 & NPC party & 1 party \\ \hlx{+}
+ 15 & Orc & 1d10 \\ \hlx{+}
+ 16 & Skeleton & 2d6 \\ \hlx{+}
+ 17 & Snake, pit viper & 1d6 \\ \hlx{+}
+ 18 & Spider, black widow & 1 \\ \hlx{+}
+ 19 & Troglodyte & 1d6 \\ \hlx{+}
+ 20 & Zombie & 1d6 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade clr} \hlx*{hv}
+ \tt{Dungeon level 3} \\
+ \th{1d20} & \th{Monster} & \th{Number} \\ \hlx{vhv}
+ 1 & Ape, white & 1d4 \\ \hlx{+}
+ 2 & Beetle, tiger & 1d4 \\ \hlx{+}
+ 3 & Bugbear & 1d6 \\ \hlx{+}
+ 4 & Carrion crawler & 1d3 \\ \hlx{+}
+ 5 & Doppelg\"anger & 1d2 \\ \hlx{+}
+ 6 & Gargoyle & 1d3 \\ \hlx{+}
+ 7 & Gelatinous cube & 1 \\ \hlx{+}
+ 8 & Harpy & 1d3 \\ \hlx{+}
+ 9--10 & Human & 1d3 \\ \hlx{+}
+ 11 & Living statue, crystal & 1d4 \\ \hlx{+}
+ 12 & Lycanthrope, wererat & 1d6 \\ \hlx{+}
+ 13 & Medusa & 1 \\ \hlx{+}
+ 14 & NPC party & 1 party \\ \hlx{+}
+ 15 & Ochre jelly & 1 \\ \hlx{+}
+ 16 & Ogre & 2d3 \\ \hlx{+}
+ 17 & Shadow & 1d4 \\ \hlx{+}
+ 18 & Spider, tarantella & 1 \\ \hlx{+}
+ 19 & Thoul & 1d4 \\ \hlx{+}
+ 20 & Wight & 1d3 \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade clr} \hlx*{hv}
+ \tt{Dungeon level 4--5} \\
+ \th{1d20} & \th{Monster} & \th{Number} \\ \hlx{vhv}
+ 1 & Blink dog & 1d4 \\ \hlx{+}
+ 2 & Bugbear & $\dice{1d6} + 4$ \\ \hlx{+}
+ 3 & C\ae cilia & 1 \\ \hlx{+}
+ 4 & Cockatrice & 1d2 \\ \hlx{+}
+ 5 & Displacer beast & 1 \\ \hlx{+}
+ 6 & Gargoyle & $\dice{1d4} + 1$ \\ \hlx{+}
+ 7 & Giant, hill & 1 \\ \hlx{+}
+ 8 & Harpy & $\dice{1d4} + 1$ \\ \hlx{+}
+ 9 & Hellhound ($\dice{1d3} + 2$\,HD) & 1d4 \\ \hlx{+}
+ 10 & Hydra (5-headed) & 1 \\ \hlx{+}
+ 11 & Lycanthrope, werewolf & 1d4 \\ \hlx{+}
+ 12 & Medusa & 1d2 \\ \hlx{+}
+ 13 & Mummy & 1d3 \\ \hlx{+}
+ 14 & NPC party & 1 party \\ \hlx{+}
+ 15 & Ochre jelly & 1 \\ \hlx{+}
+ 16 & Rhagodessa & 1d3 \\ \hlx{+}
+ 17 & Rust monster & 1d2 \\ \hlx{+}
+ 18 & Scorpion, giant & 1d3 \\ \hlx{+}
+ 19 & Troll & 1d2 \\ \hlx{+}
+ 20 & Wraith & 1d2 \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade clr} \hlx*{hv}
+ \tt{Dungeon level 6--7} \\
+ \th{1d20} & \th{Monster} & \th{Number} \\ \hlx{vhv}
+ 1 & Basilisk & 1d3 \\ \hlx{+}
+ 2 & C\ae cilia & 1d4 \\ \hlx{+}
+ 3 & Cockatrice & 1d3 \\ \hlx{+}
+ 4 & Giant, hill & 1d2 \\ \hlx{+}
+ 5 & Giant, stone & 1d2 \\ \hlx{+}
+ 6 & Hellhound ($\dice{1d3} + 3$\,HD) & 1d4 \\ \hlx{+}
+ 7 & Hydra ($\dice{1d3} + 5$ heads) & 1 \\ \hlx{+}
+ 8 & Lycanthrope (weretiger/werebear) & 1d3 \\ \hlx{+}
+ 9 & Manticore & 1 \\ \hlx{+}
+ 0 & Minotaur & 1d4 \\ \hlx{+}
+ 11 & Mummy & 1d4 \\ \hlx{+}
+ 12 & NPC party & 1 party \\ \hlx{+}
+ 13 & Ochre jelly & 1 \\ \hlx{+}
+ 14 & Ogre & 2d4 \\ \hlx{+}
+ 15 & Rust monster & $\dice{1d3} + 1$ \\ \hlx{+}
+ 16 & Spectre & 1d3 \\ \hlx{+}
+ 17 & Spider, tarantella & 1d3 \\ \hlx{+}
+ 18 & Salamander, flame & 1d2 \\ \hlx{+}
+ 19 & Troll & $\dice{1d4} + 1$ \\ \hlx{+}
+ 20 & Vampire & 1 \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade clr} \hlx*{hv}
+ \tt{Dungeon level 8--10} \\
+ \th{1d20} & \th{Monster} & \th{Number} \\ \hlx{vhv}
+ 1 & Basilisk & 1d6 \\ \hlx{+}
+ 2 & Black pudding & 1 \\ \hlx{+}
+ 3 & Chim\ae ra & 1 \\ \hlx{+}
+ 4 & Devil swine & 1d2 \\ \hlx{+}
+ 5 & Dragon & 1d2 \\ \hlx{+}
+ 6--7 & Giant (any) & 1d6 \\ \hlx{+}
+ 8 & Golem (any) & 1 \\ \hlx{+}
+ 9 & Hydra ($\dice{1d6} + 6$ heads) & 1 \\ \hlx{+}
+ 10 & Living statue (any) & $\dice{1d4} + 1$ \\ \hlx{+}
+ 11--12 & Lycanthrope (any) & $\dice{1d6} + 1$ \\ \hlx{+}
+ 13 & NPC party & 1 party \\ \hlx{+}
+ 14 & Purple worm & 1 \\ \hlx{+}
+ 15 & Rust monster & $\dice{1d3} + 1$ \\ \hlx{+}
+ 16 & Salamander (any) & 1d4 \\ \hlx{+}
+ 17 & Snake (any) & $\dice{1d4} + 1$ \\ \hlx{+}
+ 18 & Spectre & 1d3 \\ \hlx{+}
+ 19 & Spider (any) & $\dice{1d4} + 1$ \\ \hlx{+}
+ 20 & Vampire & 1d2 \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\small
+
+\begin{set}
+\begin{tabular}{\shade cllllllllll} \hlx*{hv}
+ \tt{Wilderness} \\
+ \th{1d8} &
+ \th{Clear/grass} & \th{Woods} & \th{River} & \th{Swamp} &
+ \th{Barren/hill} & \th{Desert} & \th{Settled} &
+ \th{City} & \th{Ocean} & \th{Jungle}
+ \\ \hlx{vhv}
+ 1 &
+ Human & Human & Human & Human &
+ Human & Human & Castle &
+ Human & Human & Human \\ \hlx{+}
+ 2 &
+ Flyer & Flyer & Flyer & Flyer &
+ Flyer & Flyer & Flyer &
+ Undead & Flyer & Flyer \\ \hlx{+}
+ 3 &
+ Humanoid & Humanoid & Humanoid & Humanoid &
+ Humanoid & Humanoid & Humanoid &
+ Humanoid & Swimmer & Insect \\ \hlx{+}
+ 4 &
+ Animal & Insect & Insect & Swimmer &
+ Unusual & Human & Human &
+ Human & Swimmer & Insect \\ \hlx{+}
+ 5 &
+ Animal & Unusual & Swimmer & Undead &
+ Animal & Animal & Human &
+ Human & Swimmer & Humanoid \\ \hlx{+}
+ 6 &
+ Unusual & Animal & Swimmer & Undead &
+ Humanoid & Dragon & Animal &
+ Human & Swimmer & Animal \\ \hlx{+}
+ 7 &
+ Dragon & Animal & Animal & Insect &
+ Dragon & Undead & Animal &
+ Human & Swimmer & Animal \\ \hlx{+}
+ 8 &
+ Insect & Dragon & Dragon & Dragon &
+ Dragon & Animal & Dragon &
+ Special & Dragon & Dragon \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade cllllllll} \hlx*{hv}
+ \tt{Animals} \\
+ \th{1d12} &
+ \th{Clear/grass} & \th{Woods} & \th{River} & \th{Barren/hill} &
+ \th{Desert} & \th{Settled} & \th{Jungle} & \th{Prehistoric} \\ \hlx{vhv}
+ 1 &
+ Animal herd & Animal herd & Animal herd & Animal herd &
+ Animal herd & Animal herd & Animal herd & Bear, cave \\ \hlx{+}
+ 2 &
+ Baboon, rock & Boar & Boar & Ape, snow &
+ Animal herd & Animal herd & Boar & Cat, sabretooth \\ \hlx{+}
+ 3 &
+ Boar & Cat, panther & Cat, panther & Ape, white &
+ Camel & Boar & Cat, panther & Crocodile, giant \\ \hlx{+}
+ 4 &
+ Cat, lion & Cat, tiger & Cat, tiger & Baboon, rock &
+ Camel & Cat, tiger & Lizard, draco & \ll{Elephant, \\ mastodon} \\ \hlx{+}
+ 5 &
+ Elephant & Lizard, gecko & Crab, giant & Bear, cave &
+ Cat, lion & Ferret, giant & Lizard, gecko & Pterodactyl \\ \hlx{+}
+ 6 &
+ Ferret, giant & Lizard, draco & Crocodile & Bear, grizzly &
+ Cat, lion & Horse, riding & Lizard, horned & Pteranodon \\ \hlx{+}
+ 7 &
+ Horse, riding & \ll{Lizard, \\ tuatara} & Crocodile, large &
+ \ll{Cat, \\ mountain lion} &
+ Lizard, gecko & Rat, giant & Rat, giant & Snake, racer \\ \hlx{+}
+ 8 &
+ Lizard, draco & Snake, viper & Fish, rock & Mule &
+ \ll{Lizard, \\ tuatara} & Shrew, giant & Shrew, giant &
+ Snake, viper \\ \hlx{+}
+ 9 &
+ Mule & Spider, crab & Leech, giant & Snake, viper &
+ Snake, viper & Snake, racer & Snake, viper & Triceratops \\ \hlx{+}
+ 10 &
+ Snake, viper & Unicorn & Rat, giant & Snake, rattler &
+ Snake, rattler & Snake, viper & Snake, python & Triceratops \\ \hlx{+}
+ 11 &
+ Snake, rattler & Wolf & Shrew, giant & Wolf &
+ Spider, widow & \ll{Spider, \\ tarantella} & \ll{Snake, \\ spitting} &
+ Tyrannosaurus \\ \hlx{+}
+ 12 &
+ Weasel, giant & Wolf, dire & Toad, giant & Wolf, dire &
+ \ll{Spider, \\ tarantella} & Wolf & Spider, crab & Wolf, dire \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade cllllllll} \hlx*{hv}
+ \tt{Humanoids} \\
+ \th{1d12} &
+ \th{Clear/grass} & \th{Woods} & \th{River} & \th{Swamp} &
+ \th{Barren/hill} & \th{Desert} & \th{Inhabited} & \th{Jungle} \\ \hlx{vhv}
+ 1 &
+ Bugbear & Bugbear & Bugbear & Gnoll &
+ Dwarf & Giant, fire & Dwarf & Bugbear \\ \hlx{+}
+ 2 &
+ Elf & Cyclops & Elf & Goblin &
+ Giant, cloud & Goblin & Elf & Cyclops \\ \hlx{+}
+ 3 &
+ Giant, hill & Dryad & Gnoll & Hobgoblin &
+ Giant, frost & Hobgoblin & Giant, hill & Elf \\ \hlx{+}
+ 4 &
+ Gnoll & Elf & Hobgoblin & Lizard man &
+ Giant, hill & Hobgoblin & Gnome & Elf \\ \hlx{+}
+ 5 &
+ Goblin & Giant, hill & Lizard man & Lizard man &
+ Giant, stone & Ogre & Gnoll & Giant, hill \\ \hlx{+}
+ 6 &
+ Halfling & Gnoll & Lizard man & Lizard man &
+ Giant, storm & Ogre & Goblin & Gnoll \\ \hlx{+}
+ 7 &
+ Hobgoblin & Goblin & Nixie & Nixie &
+ Gnome & Ogre & Halfling & Goblin \\ \hlx{+}
+ 8 &
+ Ogre & Hobgoblin & Ogre & Ogre &
+ Goblin & Orc & Hobgoblin & Lizard man \\ \hlx{+}
+ 9 &
+ Orc & Ogre & Orc & Orc &
+ Kobold & Orc & Ogre & Ogre \\ \hlx{+}
+ 10 &
+ Pixie & Orc & Sprite & Troglodyte &
+ Orc & Pixie & Orc & Orc \\ \hlx{+}
+ 11 &
+ Thoul & Thoul & Thoul & Troll &
+ Troglodyte & Sprite & Pixie & Troglodyte \\ \hlx{+}
+ 12 &
+ Troll & Troll & Troll & Troll &
+ Troll & Thoul & Sprite & Troll \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade clllllllll} \hlx*{hv}
+ \tt{Humanoids} \\
+ \th{1d12} &
+ \th{Clear/grass} & \th{Woods} & \th{River} & \th{Hill} & \th{Desert} &
+ \th{Settled} & \th{Ocean} & \th{Jungle} & \th{Swamp} \\ \hlx{vhv}
+ 1 &
+ Adventurer & Adventurer & Adventurer & Adventurer & Adventurer &
+ Acolyte (C1) & Adventurer & Adventurer & Adventurer \\ \hlx{+}
+ 2 &
+ Bandit & Bandit & Bandit & Bandit & Cleric &
+ Adventurer & Buccaneer & Adventurer & Adventurer \\ \hlx{+}
+ 3 &
+ Bandit & Bandit & Buccaneer & Berserker & Dervish &
+ Bandit & Buccaneer & Bandit & Bandit \\ \hlx{+}
+ 4 &
+ Berserker & Berserker & Buccaneer & Berserker & Dervish &
+ Bandit & Merchant & Berserker & Bandit \\ \hlx{+}
+ 5 &
+ Brigand & Brigand & Buccaneer & Brigand & Fighter &
+ Cleric & Merchant & Brigand & Berserker \\ \hlx{+}
+ 6 &
+ Cleric & Brigand & Cleric & Caveman & Magic-user &
+ Fighter & Merchant & Brigand & Brigand \\ \hlx{+}
+ 7 &
+ Fighter & Brigand & Cleric & Caveman & Merchant &
+ Magic-user & Merchant & Brigand & Cleric \\ \hlx{+}
+ 8 &
+ Magic-user & Cleric & Fighter & Caveman & Noble &
+ Merchant & Merchant & Caveman & Fighter \\ \hlx{+}
+ 9 &
+ Merchant & Fighter & Magic-user & Cleric & Nomad &
+ Noble & Pirate & Cleric & Magic-user \\ \hlx{+}
+ 10 &
+ Merchant & Magic-user & Merchant & Fighter & Nomad &
+ NPC party & Pirate & Fighter & Merchant \\ \hlx{+}
+ 11 &
+ Noble & Merchant & Merchant & Magic-user & Nomad &
+ Trader & Pirate & Magic-user & NPC party \\ \hlx{+}
+ 12 &
+ Nomad & NPC party & NPC party & Merchant & Nomad &
+ Veteran (F1) & Pirate & Merchant & Trader \\ \hlx*{vh+v}
+ \multicolumn{10}{l}{\vbox{\itshape
+ \hbox{NPC party -- one name-level or more, 2--20 low-level apprentices}
+ \hbox{Character class -- 6--15 individuals of that class/level}}}
+\end{tabular}
+\end{set}
+\begin{set}
+\begin{tabular}{\shade clll} \hlx*{hv}
+ \tt{Flyers} \\
+ \th{1d12} & \th{Mountain} & \th{Desert} & \th{Other} \\ \hlx{vhv}
+ 1 & Bee, giant & Gargoyle & Bee, giant \\ \hlx{+}
+ 2 & Gargoyle & Gargoyle & Cockatrice \\ \hlx{+}
+ 3 & Griffon & Griffon & Gargoyle \\ \hlx{+}
+ 4 & Harpy & Harpy & Griffon \\ \hlx{+}
+ 5 & Hippogriff & Insect swarm& Hippogriff \\ \hlx{+}
+ 6 & Insect swarm & Lizard, draco & Lizard, draco \\ \hlx{+}
+ 7 & Manticore & Manticore & Pegasus \\ \hlx{+}
+ 8 & Pegasus & Manticore & Pixie \\ \hlx{+}
+ 9 & Robber fly & Manticore & Robber fly \\ \hlx{+}
+ 10 & Roc, small & Roc, small & Roc, small \\ \hlx{+}
+ 11 & Roc, large & Roc, large & Sprite \\ \hlx{+}
+ 12 & Roc, giant & Roc, giant & Stirge \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade clll} \hlx*{hv}
+ \tt{Swimmers} \\
+ \th{1d12} & \th{River/lake} & \th{Ocean} & \th{Swamp} \\ \hlx{vhv}
+ 1 & Crab, giant & Giant, storm & Crab, giant \\ \hlx{+}
+ 2 & Crocodile & Hydra, sea & Crocodile \\ \hlx{+}
+ 3 & Crocodile, large& Hydra, sea & Crocodile \\ \hlx{+}
+ 4 & Fish, giant bass& Hydra, sea & Crocodile, large \\ \hlx{+}
+ 5 & Fish, sturgeon & Merman & Crocodile, large \\ \hlx{+}
+ 6 & Leech, giant & Snake, sea & Leech, giant \\ \hlx{+}
+ 7 & Leech, giant & Snake, sea & Leech, giant \\ \hlx{+}
+ 8 & Lizard man & Snake, sea & Leech, giant \\ \hlx{+}
+ 9 & Lizard man & Snake, sea & Lizard man \\ \hlx{+}
+ 10 & Merman & Termite, water & Lizard man \\ \hlx{+}
+ 11 & Nixie & Termite, water & Termite, water \\ \hlx{+}
+ 12 & Termite, water & Termite, water & Termite, water \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Dragons} \\
+ \th{1d12\rlap*} & \th{Type} \\ \hlx{vhv}
+ 1 & Chim\ae ra \\ \hlx{+}
+ 2 & Dragon, black \\ \hlx{+}
+ 3 & Dragon, blue \\ \hlx{+}
+ 4 & Dragon, gold \\ \hlx{+}
+ 5 & Dragon, green \\ \hlx{+}
+ 6 & Dragon, red \\ \hlx{+}
+ 7 & Dragon, white \\ \hlx{+}
+ 8 & Hydra \\ \hlx{+}
+ 9 & Hydra \\ \hlx{+}
+ 10 & Wyvern \\ \hlx{+}
+ 11 & Salamander, flame \\ \hlx{+}
+ 12 & Salamander, frost \\ \hlx*{vh+v}
+ \multicolumn{2}{l}{\rlap*\quad\itshape At sea, use 1d10}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Insects} \\
+ \th{1d12} & \th{Type} \\ \hlx{vhv}
+ 1 & Ant, giant \\ \hlx{+}
+ 2 & Bee, giant \\ \hlx{+}
+ 3 & Beetle, fire \\ \hlx{+}
+ 4 & Beetle, oil \\ \hlx{+}
+ 5 & Beetle, tiger \\ \hlx{+}
+ 6 & Insect swarm \\ \hlx{+}
+ 7 & Rhagodessa \\ \hlx{+}
+ 8 & Robber fly \\ \hlx{+}
+ 9 & Scorpion, giant \\ \hlx{+}
+ 10 & Spider, black widow \\ \hlx{+}
+ 11 & Spider, crab \\ \hlx{+}
+ 12 & Spider, tarantella \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Undead} \\
+ \th{1d12} & \th{Type} \\ \hlx{vhv}
+ 1 & Ghoul \\ \hlx{+}
+ 2 & Ghoul \\ \hlx{+}
+ 3 & Ghoul \\ \hlx{+}
+ 4 & Mummy \\ \hlx{+}
+ 5 & Skeleton \\ \hlx{+}
+ 6 & Skeleton \\ \hlx{+}
+ 7 & Spectre \\ \hlx{+}
+ 8 & Wight \\ \hlx{+}
+ 9 & Wraith \\ \hlx{+}
+ 10 & Vampire \\ \hlx{+}
+ 11 & Zombie \\ \hlx{+}
+ 12 & Zombie \\ \hlx*{vh}
+\end{tabular}
+\rowgap
+\begin{tabular}{\shade cl} \hlx*{hv}
+ \tt{Unusual} \\
+ \th{1d12} & \th{Type} \\ \hlx{vhv}
+ 1 & Basilisk \\ \hlx{+}
+ 2 & Blink dog \\ \hlx{+}
+ 3 & Centaur \\ \hlx{+}
+ 4 & Displacer beast \\ \hlx{+}
+ 5 & Gorgon \\ \hlx{+}
+ 6 & Lycanthrope, werebear \\ \hlx{+}
+ 7 & Lycanthrope, wereboar \\ \hlx{+}
+ 8 & Lycanthrope, wererat \\ \hlx{+}
+ 9 & Lycanthrope, weretiger \\ \hlx{+}
+ 10 & Lycanthrope, werewolf \\ \hlx{+}
+ 11 & Medusa \\ \hlx{+}
+ 12 & Treant \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade cllllllll} \hlx*{hv}
+ \tt{City encounters} \\
+ & \multicolumn{8}{c}{\th{1d8}} \\
+ \th{1d20} &
+ \th1 & \th2 & \th3 &
+ \th4 & \th5 & \th6 &
+ \th7 & \th8
+ \\ \hlx{vhv}
+ 1 &
+ Alchemist & \ll{Boatman/ \\ gondolier} & \ll{Construction \\ worker} &
+ Freighter & Jailor & Merchant &
+ Schoolteacher & \ll{Thief \\ adventurer} \\ \hlx{+}
+ 2 &
+ Animal trainer & Bodyguard & Cooper &
+ \ll{Furniture- \\ maker} & Jeweller & \ll{Merchants' \\ guild officer} &
+ Scribe & \ll{Thieves' \\ guild officer} \\ \hlx{+}
+ 3 &
+ Apothecary & Bonecarver & \ll{Craft \\ guildsman} &
+ Furrier & Judge & Metalsmith &
+ Serf & Town drunk \\ \hlx{+}
+ 4 &
+ Arch\ae ologist & Bootmaker & Dairy worker &
+ Gambler & Juggler/mime & \ll{Military \\ officer} &
+ Servant, hired & \ll{Town hall \\ employee} \\ \hlx{+}
+ 5 &
+ Armourer & Bowyer & Dancer &
+ Gemcutter & Kennel keeper & Miller &
+ \ll{Servant, \\ indentured} & \ll{Trading post \\ employee} \\ \hlx{+}
+ 6 &
+ Artist/sculptor & Brewer & Diplomat &
+ \ll{Gentleman/ \\ lady} & Labourer & \ll{Monastery \\ worker} &
+ Shipwright & Translator \\ \hlx{+}
+ 7 &
+ Assassin & Broommaker & Diver &
+ Geologist & Land officer & Moneylender &
+ Shoemaker & Treasurer \\ \hlx{+}
+ 8 &
+ Astrologer & Butcher & \ll{Docksman/ \\ wharfsman} &
+ Glassblower & Lawyer & \ll{Mystic \\ adventurer} &
+ Singer & Undertaker \\ \hlx{+}
+ 9 &
+ Astronomer & Candlemaker & Doctor/dentist &
+ Goldsmith & Leatherworker & \ll{Nobleman/ \\ woman} &
+ Slave & Vagrant \\ \hlx{+}
+ 10 &
+ Athlete & \ll{Caravan \\ master} & \ll{Druid \\ adventurer} &
+ \ll{Government \\ official} & \ll{Lighthouse \\ keeper} & Peasant &
+ Smuggler & Vigilante \\ \hlx{+}
+ 11 &
+ Baker & Carpenter & \ll{Dwarf \\ adventurer} &
+ \ll{Graveyard \\ keeper} & Locksmith & Peddler &
+ Soapmaker & \ll{Warehouse \\ worker} \\ \hlx{+}
+ 12 &
+ Banker & Carter & Elf adventurer &
+ Guardsman & Logger & Politician &
+ Spy & Watchman \\ \hlx{+}
+ 13 &
+ Barber & Chandler & Entertainer &
+ Guide & \ll{Lumberyard \\ worker} & Potter &
+ Stablekeeper & \ll{Watering-hole \\ worker} \\ \hlx{+}
+ 14 &
+ Bartender & Charcoalmaker & Farmer &
+ Guild officer & Madame & \ll{Public \\ bathkeeper} &
+ Stoneworker & Weaver \\ \hlx{+}
+ 15 &
+ Basketweaver & Chef & Ferryman &
+ \ll{Halfling \\ adventurer} & Madman & Ropemaker &
+ Tailor & Welldigger \\ \hlx{+}
+ 16 &
+ \ll{Bazaar \\ merchant} & Chemist & \ll{Fighter \\ adventurer} &
+ Harlot & \ll{Magic-user \\ adventurer} & Royalty &
+ Tanner & Wellkeeper \\ \hlx{+}
+ 17 &
+ Beekeeper & \ll{Church/temple \\ employee} & \ll{Fighter, \\ mercenary} &
+ Healer & \ll{Magic-user \\ guild officer} & Sage &
+ Tavernkeeper & Wheelwright \\ \hlx{+}
+ 18 &
+ Beggar & \ll{Cleric \\ adventurer} & Fisherman &
+ Herbalist & Majordomo & \ll{Sailor, \\ captain} &
+ Tax assessor & Winemaker \\ \hlx{+}
+ 19 &
+ Blacksmith & Coachman & Fletcher &
+ Hunter & Mason & \ll{Sailor, \\ common} &
+ Taxidermist & Woodcarver \\ \hlx{+}
+ 20 &
+ \ll{Boardinghouse \\ keeper} & Constable & \ll{Foundry \\ worker} &
+ Innkeeper & Mayor & Saloonkeeper &
+ Thatcher & Woodcutter \\ \hlx*{vh}
+\end{tabular}
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+\documentclass{tables}
+\usepackage{longtable}
+
+\makeatletter
+\def\accum@#1{\toks@\expandafter{\the\toks@\\{#1}}}
+\def\@parseweapons#1\\#2\done@{%
+ \accum@{#1}%
+ \def\@tempa{#2}%
+ \ifx\@tempa\@empty\else\@parseweapons#2\done@\fi%
+}
+\def\weap#1#2{%
+ \multicolumn{1}{\shade l}{\textbf{#1}}%
+ \toks@{}%
+ \@parseweapons#2\\\done@%
+ \xdef\@@weapons{\the\toks@}%
+ \ignorespaces%
+}
+\def\nextweapon{%
+ \toks@{}\def\\##1{\ignorespaces##1\let\\\accum@}%
+ \@@weapons%
+ \xdef\@@weapons{\the\toks@}%
+}
+
+\begin{document}
+
+\sect{Weapons}
+
+\begin{small}
+ \doublerulesep 1pt
+\begin{longtable}[c]{\shade >{\nextweapon}lcclcl}
+ \hlx*{hv}
+ \multicolumn{1}{c}{}
+ & \th{Level} & \th{Ranges} & \th{Damage} & \th{Defence} & \th{Special}
+ \\ \hlx{vh}
+ \endhead
+ \hlx*{h}
+ \endfoot
+
+ \hlx{v}
+ \weap{Axe, battle}
+ {2H(m) [M] \\ 7\,gp \\ 60\,cn}
+ & BS & --- & $\dice{1d8}$ & --- & --- \\*
+ & SK & --- & $\dice{1d8} + 2$ & M: $-2/2$ & delay \\*
+ & EX & --/5/10 & $\dice{1d8} + 4$ & M: $-3/2$ & delay \\*
+ & MS & --/5/10 & M: $\dice{1d8} + 8$,
+ H: $\dice{1d8} + 6$ & M: $-3/3$ & delay, stun \\*
+ & GM & 5/10/15 & M: $\dice{1d10} + 10$,
+ H: $\dice{1d8} + 8$ & M: $-4/4$ & delay, stun \\
+
+ \hlx{v+/v}
+ \weap{Axe, hand}
+ {1H(s) [M] \\ 4\,gp \\ 30\,cn}
+ & BS & 10/20/30 & $\dice{1d6}$ & --- & --- \\*
+ & SK & 15/25/35 & $\dice{1d6} + 2$ & M: $-1/1$ & --- \\*
+ & EX & 25/35/45 & $\dice{1d6} + 3$ & M: $-2/2$ & --- \\*
+ & MS & 30/40/50 & M: $\dice{2d4} + 4$,
+ H: $\dice{1d6} + 4$ & M: $-3/3$ & --- \\*
+ & GM & 40/50/60 & M: $\dice{2d4} + 7$,
+ H: $\dice{1d6} + 6$ & M: $-3/3$ & --- \\
+
+ \hlx{v+/v}
+ \weap{Blackjack}
+ {1H(s) [H], C \\ 5\,gp \\ 5\,cn}
+ & BS & --- & $\dice{1d2}$ & --- & knockout \\*
+ & SK & --- & $\dice{1d3} + 1$ & --- & knockout ($+1$) \\*
+ & EX & --- & $\dice{1d4} + 1$ & --- & knockout ($+2$) \\*
+ & MS & --- & H: $\dice{1d4} + 3$,
+ M: $\dice{1d6} + 1$ & --- & knockout ($+3$) \\*
+ & GM & --- & H: $\dice{1d4} + 5$,
+ M: $\dice{1d6} + 2$ & --- & knockout ($+4$) \\
+
+ \hlx{v+/v}
+ \weap{Blowgun ($\le$2$'$)}
+ {1H(s) [A] \\ 3\,gp \\ 5\,cn}
+ & BS & 10/20/30 & --- & --- & poison \\*
+ & SK & 15/20/30 & --- & --- & poison ($+1$) \\*
+ & EX & 15/25/35 & --- & --- & poison ($+2$) \\*
+ & MS & 20/25/35 & --- & --- & poison ($+3$) \\*
+ & GM & 25/30/40 & --- & --- & poison ($+4$) \\
+
+ \hlx{v+/v}
+ \weap{Blowgun (2$'$+)}
+ {2H(m) [A] \\ 6\,gp \\ 14\,cn}
+ & BS & 20/25/30 & --- & --- & poison \\*
+ & SK & 25/25/30 & --- & --- & poison ($+1$) \\*
+ & EX & 25/35/40 & --- & --- & poison ($+2$) \\*
+ & MS & 30/35/40 & --- & --- & poison ($+3$) \\*
+ & GM & 30/40/50 & --- & --- & poison ($+4$) \\
+
+ \hlx{v+/v}
+ \weap{Bola}
+ {1H(m) [H] (C) \\ 5\,gp \\ $5 \times 3^n$\,cn}
+ & BS & 20/40/60 & $\dice{1d2}$ & --- & strangle (20) \\*
+ & SK & 25/40/60 & $\dice{1d3}$ & $-1/1$ & strangle (20, $+1$) \\*
+ & EX & 30/50/70 & $\dice{1d3} + 1$ & $-2/2$ & strangle (19--20, $+2$) \\*
+ & MS & 35/50/70 & $\dice{1d3} + 2$ & $-3/3$ &
+ strangle (18--20, H:~$+3$, M:~$+2$) \\*
+ & GM & 40/60/80 & $\dice{1d3} + 3$ & $-4/3$ &
+ strangle (17--20, H:~$+4$, M:~$+2$) \\
+
+ \hlx{v+/v}
+ \weap{Bow, long}
+ {2H(l) [M] \\ 40\,gp \\ 20\,cn}
+ & BS & 70/140/210 & $\dice{1d6}$ & --- & --- \\*
+ & SK & 90/150/220 & $\dice{1d8} + 1$ & H: $-1/1$ & delay (s/m) \\*
+ & EX & 110/170/230 & $\dice{1d10} + 2$ & H: $-2/1$ & delay (s/m) \\*
+ & MS & 130/180/240 & M: $\dice{3d6} + 2$,
+ H: $\dice{1d10} + 4$ & H: $-2/2$ & delay (s/m) \\*
+ & GM & 150/200/250 & M: $\dice{4d4} + 4$,
+ H: $\dice{1d10} + 6$ & H: $-2/2$ & delay (s/m) \\
+
+ \hlx{v+/v}
+ \weap{Bow, short}
+ {2H(s) [M] \\ 25\,gp \\ 10\,cn}
+ & BS & 50/100/150 & $\dice{1d6}$ & --- & --- \\*
+ & SK & 60/110/160 & $\dice{1d6} + 2$ & H: $-1/1$ & delay (s) \\*
+ & EX & 80/130/170 & $\dice{1d6} + 4$ & H: $-1/2$ & delay (s) \\*
+ & MS & 90/130/180 & M: $\dice{1d8} + 6$,
+ H: $\dice{1d4} + 6$ & H: $-2/2$ & delay (s) \\*
+ & GM & 110/140/190 & M: $\dice{1d10} + 8$,
+ H: $\dice{1d6} + 7$ & H: $-2/2$ & delay (s) \\
+
+ \hlx{v+/v}
+ \weap{Cestus}
+ {1H(s) [H] \\ 5\,gp \\ 10\,cn}
+ & BS & --- & $\dice{1d3}$ & --- & offhand \\*
+ & SK & --- & $\dice{1d4} + 1$ & --- & offhand \\*
+ & EX & --- & $\dice{1d6}$ & --- & offhand \\*
+ & MS & --- & H: $\dice{2d4}$,
+ M: $\dice{1d6} + 1$ & --- & offhand \\*
+ & GM & --- & H: $\dice{3d4}$,
+ M: $\dice{2d4} + 1$ & --- & offhand \\
+ \hlx{v+/v}
+ \weap{Crossbow, heavy}
+ {2H(l) [H] \\ 50\,gp \\ 70\,cn}
+ & BS & 80/160/240 & $\dice{2d4}$ & --- & --- \\*
+ & SK & 90/260/240 & $\dice{2d6}$ & M: $-1/1$ & stun (s/m) \\*
+ & EX & 100/170/240 & $\dice{2d6} + 2$ & M: $-2/2$ & stun (s/m) \\*
+ & MS & 110/170/240 & M: $\dice{3d6} + 2$,
+ H: $\dice{1d12} + 4$ & M: $-3/2$ & stun (s/m) \\*
+ & GM & 120/180/240 & M: $\dice{4d4} + 4$,
+ H: $\dice{1d10} + 6$ & M: $-3/3$ & stun (s/m) \\
+
+ \hlx{v+/v}
+ \weap{Crossbow, light}
+ {2H(m) [H] \\ 30\,gp \\ 40\,cn}
+ & BS & 60/120/180 & $\dice{1d6}$ & --- & --- \\*
+ & SK & 60/120/180 & $\dice{1d6} + 2$ & M: $-1/1$ & stun (s) \\*
+ & EX & 75/130/180 & $\dice{1d6} + 4$ & M: $-2/2$ & stun (s) \\*
+ & MS & 75/130/180 & M: $\dice{1d8} + 6$,
+ H: $\dice{1d4} + 6$ & M: $-2/3$ & stun (s) \\*
+ & GM & 90/140/180 & M: $\dice{1d6} + 7$,
+ H: $\dice{2d4} + 5$ & M: $-3/3$ & stun (s) \\
+
+ \hlx{v+/v}
+ \weap{Club/torch}
+ {1H(m) [M] (C) \\ 3\,gp \\ 50\,cn}
+ & BS & --- & $\dice{1d4}$ & --- & --- \\*
+ & SK & --- & $\dice{1d6} + 1$ & $-1/2$ & deflect 1 \\*
+ & EX & --/15/25 & $\dice{1d6} + 3$ & $-2/2$ & deflect 1 \\*
+ & MS & --/15/25 & M: $\dice{1d6} + 5$,
+ H: $\dice{1d4} + 5$ & $-3/3$ & deflect 2 \\*
+ & GM & 10/25/40 & M: $\dice{1d6} + 6$,
+ H: $\dice{1d4} + 6$ & $-4/4$ & deflect 2 \\
+
+ \hlx{v+/v}
+ \weap{Dagger}
+ {1H(s) [H] (M-U) \\ 3\,gp (30\,gp silver) \\ 10\,cn}
+ & BS & 10/20/30 & $\dice{1d4}$ & --- & --- \\*
+ & SK & 15/25/35 & $\dice{1d6}$ & $-1/2$ & double damage (20) \\*
+ & EX & 20/30/45 & $\dice{2d4}$ & $-2/2$ & double damage (19--20) \\*
+ & MS & 25/35/50 & M: $\dice{3d4}$,
+ H: $\dice{2d4} + 2$ & $-2/2$ & double damage (18--20) \\*
+ & GM & 30/50/60 & M: $\dice{4d4}$,
+ H: $\dice{3d4} + 1$ & $-3/3$ & double damage (17--20) \\
+
+ \hlx{v+/v}
+ \weap{Flail, one-handed}
+ {1H(m) [H] (C) \\ 5\,gp \\ 40\,cn}
+ & BS & --- & $\dice{1d6}$ & --- & --- \\*
+ & SK & --- & $\dice{1d6} + 2$ & $-1/1$ & deflect 1 \\*
+ & EX & --- & $\dice{1d8} + 2$ & $-1/2$ & deflect 2 \\*
+ & MS & --- & H: $\dice{1d8} + 4$,
+ M: $\dice{1d6} + 3$ & $-2/2$ & deflect 3 \\*
+ & GM & --- & H: $\dice{2d6} + 5$,
+ M: $\dice{1d8} + 4$ & $-2/3$ & deflect 4 \\*
+
+ \hlx{v+/v}
+ \weap{Flail, two-handed}
+ {2H(l) [H] (C) \\ 13\,gp \\ 65\,cn}
+ & BS & --- & $\dice{1d8} + 1$ & --- & --- \\*
+ & SK & --- & $\dice{1d8} + 4$ & $-1/1$ & deflect 1, stun \\*
+ & EX & --- & $\dice{2d6} + 4$ & $-1/2$ & deflect 2, stun \\*
+ & MS & --- & H: $\dice{3d4} + 5$,
+ M: $\dice{2d6} + 5$ & $-2/2$ & deflect 3, stun \\*
+ & GM & --- & H: $\dice{2d8} + 7$,
+ M: $\dice{1d10} + 6$ & $-3/2$ & deflect 4, stun \\*
+
+ \hlx{v+/v}
+ \weap{Halberd}
+ {2H(l) [H] \\ 7\,gp \\ 150\,cn}
+ & BS & --- & $\dice{1d10}$ & --- & hook, disarm, set \\*
+ & SK & --- & $\dice{1d10} + 2$ & H: $-1/1$ &
+ hook ($+1$), disarm ($+1$), set \\*
+ & EX & --- & $\dice{1d10} + 5$ & H: $-2/1$ &
+ hook ($+2$), deflect 1, disarm ($+2$), set \\*
+ & MS & --- & H: $\dice{1d8} + 10$,
+ M: $\dice{1d8} + 8$ & H: $-2/2$ &
+ hook ($+3$), deflect 1, disarm ($+3$), set \\*
+ & GM & --- & H: $\dice{1d6} + 15$,
+ M: $\dice{1d6} + 12$ & H: $-3/2$ &
+ hook ($+4$), deflect 2, disarm ($+4$), set \\
+
+ \hlx{v+/v}
+ \weap{Hammer, war}
+ {1H(m) [H] (C) \\ 5\,gp \\ 50\,cn}
+ & BS & --- & $\dice{1d6}$ & --- & --- \\*
+ & SK & --- & $\dice{1d6} + 2$ & M: $-2/2$ & --- \\*
+ & EX & --/10/20 & $\dice{1d8} + 2$ & M: $-3/3$ & --- \\*
+ & MS & --/10/20 & H: $\dice{1d8} + 5$,
+ M: $\dice{1d6} + 4$ & M: $-4/3$ & --- \\*
+ & GM & 10/20/30 & H: $\dice{1d8} + 7$,
+ M: $\dice{1d6} + 7$ & M: $-5/4$ & --- \\
+
+ \hlx{v+/v}
+ \weap{Hammer, throwing}
+ {1H(m) [M] (C) \\ 4\,gp \\ 25\,cn}
+ & BS & 10/20/30 & $\dice{1d4}$ & --- & --- \\*
+ & SK & 10/20/30 & $\dice{1d4} + 2$ & M: $-1/2$ & --- \\*
+ & EX & 20/30/45 & $\dice{1d6} + 2$ & M: $-2/3$ & --- \\*
+ & MS & 20/30/45 & H: $\dice{1d6} + 4$,
+ M: $\dice{1d4} + 4$ & M: $-3/4$ & --- \\*
+ & GM & 30/50/60 & H: $\dice{1d6} + 6$,
+ M: $\dice{1d4} + 6$ & M: $-4/5$ & --- \\
+
+ \hlx{v+/v}
+ \weap{Javelin}
+ {1H(m) [H] \\ 1\,gp \\ 20\,cn}
+ & BS & 30/60/90 & $\dice{1d6}$ & --- & --- \\*
+ & SK & 30/60/90 & $\dice{1d6} + 2$ & --- & --- \\*
+ & EX & 40/80/120 & $\dice{1d6} + 4$ & --- & --- \\*
+ & MS & 40/80/120 & H: $\dice{1d6} + 6$,
+ M: $\dice{1d4} + 6$ & --- & --- \\*
+ & GM & 50/100/150 & H: $\dice{1d6} + 9$,
+ M: $\dice{1d4} + 8$ & --- & --- \\
+
+ \hlx{v+/v}
+ \weap{Lance}
+ {1H(l) [M] \\ horseback only \\
+ 10\,gp \\ 180\,cn}
+ & BS & --- & $\dice{1d10}$ & --- & charge, set \\*
+ & SK & --- & $\dice{1d10} + 3$ & M: $-2/1$ & charge, set \\*
+ & EX & --- & $\dice{1d10} + 7$ & M: $-3/1$ & charge, set \\*
+ & MS & --- & M: $\dice{1d8} + 12$,
+ H: $\dice{1d8} + 10$ & M: $-3/2$ & charge, set \\*
+ & GM & --- & M: $\dice{1d8} + 16$,
+ H: $\dice{1d8} + 12$ & M: $-4/2$ & charge, set \\
+
+ \hlx{v+/v}
+ \weap{Mace}
+ {1H(m) [A] (C) \\ 5\,gp \\ 30\,cn}
+ & BS & --- & $\dice{1d6}$ & --- & --- \\*
+ & SK & --- & $\dice{2d4}$ & H: $-1/1$ & --- \\*
+ & EX & --/10/20 & $\dice{2d4} + 2$ & H: $-2/2$ & --- \\*
+ & MS & --/10/20 & $\dice{2d4} + 6$ & H: $-3/3$ & --- \\*
+ & GM & 10/20/30 & $\dice{2d4} + 8$ & H: $-4/4$ & --- \\
+
+ \hlx{v+/v}
+ \weap{Morning star}
+ {1H(m) [H] (C) \\ 5\,gp \\ 30\,cn}
+ & BS & --- & $\dice{1d6} + 1$ & --- & --- \\*
+ & SK & --- & $\dice{1d8}$ & $-1/1$ & disarm, stun \\*
+ & EX & --- & $\dice{1d8} + 4$ & $-1/2$ & disarm ($+1$), stun \\*
+ & MS & --- & H: $\dice{2d6} + 4$,
+ M: $\dice{2d4} + 4$ & $-1/3$ & disarm ($+2$), stun \\*
+ & GM & --- & H: $\dice{2d8} + 4$,
+ M: $\dice{2d6} + 4$ & $-1/4$ & disarm ($+3$), stun \\*
+
+ \hlx{v+/v}
+ \weap{Net}
+ {1H(m)/2H(l) [M] (C,~M-U) \\ 1\,sp/ft$^2$ \\ 1\,cn/ft$^2$}
+ & BS & --- & --- & --- & entangle \\*
+ & SK & --- & --- & $-2/1$ & entangle ($+1$) \\*
+ & EX & --/10/20 & --- & $-4/2$ & entangle ($+2$) \\*
+ & MS & --/10/20 & --- & $-6/3$ & entangle (M:~$+4$, H:~$+2$) \\*
+ & GM & 10/20/30 & --- & $-8/4$ & entangle (M:~$+6$, H:~$+3$) \\
+
+ \hlx{v+/v}
+ \weap{Pike}
+ {2H(l) [H] \\ 3\,gp \\ 80\,cn}
+ & BS & --- & $\dice{1d10}$ & --- & set \\*
+ & SK & --- & $\dice{1d12} + 2$ & H: $-2/1$ & deflect 1, set \\*
+ & EX & --- & $\dice{1d12} + 5$ & H: $-2/2$ & deflect 1, set \\*
+ & MS & --- & H: $\dice{1d12} + 9$,
+ M: $\dice{1d10} + 8$ & H: $-3/2$ & deflect 2, set \\*
+ & GM & --- & H: $\dice{1d10} + 14$,
+ M: $\dice{1d8} + 10$ & H: $-3/3$ & deflect 2, set \\
+
+ \hlx{v+/v}
+ \weap{Pole axe}
+ {2H(l) [H] \\ 5\,gp \\ 120\,cn}
+ & BS & --- & $\dice{1d10}$ & --- & --- \\*
+ & SK & --- & $\dice{1d10} + 3$ & H: $-1/1$ & deflect 1 \\*
+ & EX & --- & $\dice{1d10} + 6$ & H: $-2/1$ & deflect 1 \\*
+ & MS & --- & H: $\dice{1d10} + 10$,
+ M: $\dice{1d10} + 8$ & H: $-2/2$ & deflect 2 \\*
+ & GM & --- & H: $\dice{1d8} + 16$,
+ M: $\dice{1d8} + 12$ & H: $-3/2$ & deflect 2 \\
+
+ \hlx{v+/v}
+ \weap{Shield, horned}
+ {1H(s) [A], 1~blade \\ 15\,gp \\ 20\,cn}
+ & BS & --- & $\dice{1d2}$ & $-1/1$ & --- \\*
+ & SK & --- & $\dice{1d3} + 1$ & $-1/1$ & --- \\*
+ & EX & --- & $\dice{1d4} + 1$ & $-1/2$ & --- \\*
+ & MS & --- & $\dice{1d4} + 3$ & $-1/4$ & --- \\*
+ & GM & --- & $\dice{1d4} + 5$ & $-1/6$ & --- \\
+
+ \hlx{v+/v}
+ \weap{Shield, knife}
+ {1H(s) [A], 1--2~blades \\ 65\,gp \\ 70\,cn}
+ & BS & --- & $\dice{1d4} + 1$ & $-1$ & breaks \\*
+ & SK & --- & $\dice{1d6} + 1$ & $-1$ & breaks \\*
+ & EX & --- & $\dice{2d4} + 1$ & $-2$ & breaks \\*
+ & MS & --- & $\dice{3d4}$ & $-2$ & breaks \\*
+ & GM & --- & $\dice{4d4}$ & $-2$ & breaks \\
+
+ \hlx{v+/v}
+ \weap{Shield, normal}
+ {1H(m) [A] (C) \\ 10\,gp \\ 100\,cn}
+ & BS & --- & --- & $-1$ & --- \\*
+ & SK & --- & --- & $-2$ & --- \\*
+ & EX & --- & --- & $-2$ & --- \\*
+ & MS & --- & --- & $-3$ & --- \\*
+ & GM & --- & --- & $-4$ & --- \\
+
+ \hlx{v+/v}
+ \weap{Shield, sword}
+ {1H(m) [A], 1--2~blades \\ 200\,gp \\ 185\,cn}
+ & BS & --- & $\dice{1d4} + 2$ & $-1/2$ & breaks, set \\*
+ & SK & --- & $\dice{1d6} + 3$ & $-1/2$ & breaks, set \\*
+ & EX & --- & $\dice{1d6} + 4$ & $-2/3$ & breaks, set \\*
+ & MS & --- & $\dice{1d6} + 7$ & $-2/3$ & breaks, set \\*
+ & GM & --- & $\dice{1d6} + 9$ & $-3/4$ & breaks, set \\
+
+ \hlx{v+/v}
+ \weap{Shield, tusked}
+ {2H(l) [A], 1--5~blades \\ 200\,gp \\ 275\,cn}
+ & BS & --- & $\dice{1d4} + 1$ & $-1$ & 2 attacks, breaks \\*
+ & SK & --- & $\dice{1d6} + 2$ & $-2$ & 2 attacks, breaks \\*
+ & EX & --- & $\dice{2d4} + 2$ & $-2$ & 2 attacks, breaks \\*
+ & MS & --- & $\dice{2d4} + 4$ & $-3$ & 2 attacks, breaks \\*
+ & GM & --- & $\dice{2d4} + 6$ & $-3$ & 2 attacks, breaks \\
+
+ \hlx{v+/v}
+ \weap{Sling}
+ {1H(s) [H] (C) \\ 2\,gp \\ 20\,cn}
+ & BS & 40/180/160 & $\dice{1d4}$ & --- & --- \\*
+ & SK & 40/180/160 & $\dice{1d6}$ & H: $-1/2$ & stun (s/m) \\*
+ & EX & 60/110/170 & $\dice{2d4}$ & H: $-2/3$ & stun (s/m) \\*
+ & MS & 60/110/170 & H: $\dice{3d4}$,
+ M: $\dice{1d8} + 2$ & H: $-3/3$ & stun (s/m) \\*
+ & GM & 80/130/180 & H: $\dice{4d4}$,
+ M: $\dice{1d10} + 2$ & H: $-4/4$ & stun (s/m) \\
+
+ \hlx{v+/v}
+ \weap{Spear}
+ {1H(m) [A] \\ 3\,gp \\ 30\,cn}
+ & BS & 20/40/60 & $\dice{1d6}$ & --- & set \\*
+ & SK & 20/40/60 & $\dice{1d6} + 2$ & --- & set \\*
+ & EX & 40/60/75 & $\dice{2d4} + 2$ & --- & stun, set \\*
+ & MS & 40/60/75 & $\dice{2d4} + 4$ & --- & stun, set \\*
+ & GM & 60/75/90 & $\dice{2d4} + 6$ & --- & stun, set \\
+
+ \hlx{v+/v}
+ \weap{Staff}
+ {2H(m) [A] (C, M-U) \\ 5\,gp \\ 40\,cn}
+ & BS & --- & $\dice{1d6}$ & --- & --- \\*
+ & SK & --- & $\dice{1d6} + 2$ & $-1/2$ & deflect 1 \\*
+ & EX & --- & $\dice{1d8} + 2$ & $-2/2$ & deflect 2 \\*
+ & MS & --- & $\dice{1d8} + 5$ & $-3/3$ & deflect 3 \\*
+ & GM & --- & $\dice{1d8} + 7$ & $-4/4$ & deflect 4 \\
+
+ \hlx{v+/v}
+ \weap{Sword, bastard}
+ {1H(l) [H] \\ 15\,gp \\ 80\,cn}
+ & BS & --- & $\dice{1d6} + 1$ & --- & --- \\*
+ & SK & --- & $\dice{1d6} + 3$ & H: $-1/1$ & --- \\*
+ & EX & --- & $\dice{1d6} + 5$ & H: $-2/2$ & deflect 1 \\*
+ & MS & --- & H: $\dice{1d8} + 8$,
+ M: $\dice{1d6} + 7$ & H: $-3/3$ & deflect 1 \\*
+ & GM & --- & H: $\dice{1d8} + 10$,
+ M: $\dice{1d6} + 8$ & H: $-4/3$ & deflect 2 \\
+
+ \hlx{v+/v}
+ \weap{Sword, bastard}
+ {2H(l) [H] \\ 15\,gp \\ 80\,cn}
+ & BS & --- & $\dice{1d8} + 1$ & --- & --- \\*
+ & SK & --- & $\dice{1d8} + 3$ & --- & deflect 1 \\*
+ & EX & --/--/5 & $\dice{1d8} + 5$ & H: $-1/1$ & deflect 1 \\*
+ & MS & --/--/5 & H: $\dice{1d12} + 8$,
+ M: $\dice{1d8} + 7$ & H: $-2/2$ & deflect 2 \\*
+ & GM & --/5/10 & H: $\dice{1d12} + 10$,
+ M: $\dice{1d10} + 8$ & H: $-3/2$ & deflect 3 \\
+
+ \hlx{v+/v}
+ \weap{Sword, normal}
+ {1H(m) [H] \\ 10\,gp \\ 60\,cn}
+ & BS & --- & $\dice{1d8}$ & --- & --- \\*
+ & SK & --- & $\dice{1d12}$ & H: $-2/1$ & deflect 1, disarm \\*
+ & EX & --/5/10 & $\dice{2d8}$ & H: $-2/2$ & deflect 1, disarm ($+1$) \\*
+ & MS & --/5/10 & H: $\dice{2d8} + 4$,
+ M: $\dice{2d6} + 4$ & H: $-2/2$ &
+ deflect 2, disarm ($+2$) \\*
+ & GM & 5/10/15 & H: $\dice{2d6} + 8$,
+ M: $\dice{2d4} + 8$ & H: $-3/2$ &
+ deflect 3, disarm ($+4$) \\
+
+ \hlx{v+/v}
+ \weap{Sword. short}
+ {1H(s) [H] \\ 7\,gp \\ 30\,cn}
+ & BS & --- & $\dice{1d6}$ & --- & --- \\*
+ & SK & --- & $\dice{1d6} + 2$ & H: $-1/1$ & deflect 1, disarm \\*
+ & EX & --/10/20 & $\dice{1d6} + 4$ & H: $-2/2$ &
+ deflect 1, disarm ($+2$) \\*
+ & MS & --/10/20 & H: $\dice{1d6} + 7$,
+ M: $\dice{1d4} + 7$ & H: $-2/3$ &
+ deflect 3, disarm ($+4$) \\*
+ & GM & 10/20/30 & H: $\dice{1d6} + 9$,
+ M: $\dice{1d4} + 9$ & H: $-3/4$ &
+ deflect 3, disarm ($+6$) \\
+
+ \hlx{v+/v}
+ \weap{Sword, two-handed}
+ {2H(l) [M] \\ 15\,gp \\ 100\,cn}
+ & BS & --- & $\dice{1d10}$ & --- & --- \\*
+ & SK & --- & $\dice{2d6} + 1$ & --- & stun, deflect 1 \\*
+ & EX & --- & $\dice{2d8} + 2$ & --- & stun, deflect 2 \\*
+ & MS & --- & M: $\dice{3d6} + 3$,
+ H: $\dice{2d8} + 3$ & --- & stun, deflect 2 \\*
+ & GM & --- & M: $\dice{3d6} + 6$,
+ H: $\dice{3d6} + 2$ & --- & stun, deflect 3 \\
+
+ \hlx{v+/v}
+ \weap{Tossed object}
+ {1H(s) [A] (C, stone: M-U)}
+ & BS & 10/30/50 & Stone: $\dice{1d3}$ & --- & stun (s) \\*
+ & & & Oil: $\dice{1d8}$ & --- & ignite \\*
+ & & & Holy water: $\dice{1d8}$ & --- & --- \\
+
+ \hlx{v+/v}
+ \weap{Trident}
+ {1H(s) [M] \\ 5\,gp \\ 25\,cn}
+ & BS & 10/20/30 & $\dice{1d6}$ & --- & --- \\*
+ & SK & 10/20/30 & $\dice{1d8} + 1$ & --- & skewer (4HD) \\*
+ & EX & 20/30/45 & $\dice{1d8} + 4$ & --- & skewer (7HD) \\*
+ & MS & 20/30/45 & M: $\dice{1d8} + 6$,
+ H: $\dice{1d6} + 6$ & --- & skewer (10HD) \\*
+ & GM & 30/45/60 & M: $\dice{1d6} + 9$,
+ H: $\dice{1d4} + 8$ & --- & skewer (15HD) \\
+
+ \hlx{v+/v}
+ \weap{Unarmed, striking}
+ {1H(--) [H] (C, M-U)}
+ & BS & --- & 1 & --- & stun, knockout \\*
+ & SK & --- & $\dice{1d3}$ & --- & stun, knockout \\*
+ & EX & --- & $\dice{1d4} + 1$ & --- & stun, knockout ($+1$), offhand \\*
+ & MS & --- & H: $\dice{2d4}$,
+ M: $\dice{1d4} + 1$ & --- & stun, knockout ($+3$), offhand \\*
+ & GM & --- & H: $\dice{3d4}$,
+ M: $\dice{2d4} + 1$ & --- & stun, knockout ($+5$), offhand \\
+
+ \hlx{v+/v}
+ \weap{Unarmed, wrestling}
+ {2H(--) [H] (C, M-U)}
+ & BS & --- & 1 & --- & grab, takedown, pin ($+3$) \\*
+ & SK & --- & $\dice{1d3}$ & $+1$ WR & grab, takedown, pin ($+6$) \\*
+ & EX & --- & $\dice{1d4} + 1$ & $+2$ WR & grab, takedown, pin ($+9$) \\*
+ & MS & --- & H: $\dice{2d4}$,
+ M: $\dice{1d4} + 1$ & $+3$ WR & grab, takedown, pin ($+12$) \\*
+ & GM & --- & H: $\dice{3d4}$,
+ M: $\dice{2d4}$ & $+4$ WR & grab, takedown, pin ($+15$) \\
+
+ \hlx{v+/v}
+ \weap{Whip}
+ {1H(m) [M] (C) \\ 1\,gp/ft \\ 10\,cn/ft}
+ & BS & --- & $\dice{1d2}$ & --- & entangle \\*
+ & SK & --- & $\dice{1d4}$ & M: $-2/2$ & entangle ($-1$) \\*
+ & EX & --- & $\dice{1d4} + 1$ & M: $-3/3$ & entangle ($-2$) \\*
+ & MS & --- & M: $\dice{1d4} + 3$,
+ H: $\dice{1d3} + 2$ & M: $-4/3$ & entangle ($-3$) \\*
+ & GM & --- & M: $\dice{1d4} + 5$,
+ H: $\dice{1d3} + 3$ & M: $-4/4$ & entangle ($-4$) \\
+ \hlx{v}
+\end{longtable}
+\end{small}
+
+\begin{set}
+
+\vbox{\begin{multicols}{3}[\raggedright\subsection*{Weapon effects}]
+ \begin{description}
+ \item [Breaks] If user or opponent rolls exact number to hit, one blade may
+ break (1--5 on d10); adjust for magic, and $-1$ per 10\,hp of opponent's
+ maximum damage.
+ \item [Charge] Double damage if user charges 20\,yd or more.
+ \item [Deflect $n$] Deflect up to $n$ attacks by exceeding hit roll on
+ $\dice{1d20} + \delta D + M$.
+ %% rule change: used to be SvDR
+ \item [Delay] Lose initiative unless SvP.
+ \item [Disarm] As for fighter skill; $+5$ for fighters with skill.
+ \item [Entangle] Can't attack, cast spells, move; escape by SvDR.
+ \item [Hook] 1\,hp damage; SvP or fall down ($+4$ to be hit, $-4$ on saves,
+ $-2$ to hit).
+ \item [Ignite] 5\% chance per damage point of lighting something (1--6
+ rounds, 1--4\,hp/round).
+ \item [Knockout] Unconscious for 1--100 rounds.
+ \item [Paralysis] Frozen for 1--6 turns.
+ \item [Set] Double damage against charging enemy.
+ \item [Slow] Half rate movement; no spells.
+ \item [Skewer] Weapon sticks for $\dice{1d4} + 4$ rounds, 1--6\,hp/round.
+ \item [Strangle] On critical roll, SvDR or paralysed, die in $\dice{1d6} +
+ 2$ rounds; anyway unable to move for 2--12 rounds.
+ \item [Stun] SvDR or $\tfrac{1}{3}$ movement, $+2$ to hit, $-2$ for saves;
+ SvDR to recover.
+ \item [Unskilled] Half damage, $-1$ to hit with missiles.
+ \end{description}
+\end{multicols}}
+
+\line
+
+\begin{tabular}{\shade cMr|c|c|ccc|ccc} \hlx*{hv[1-9]}
+ \tt{Results of failed saving throws} \\
+ \th{Target} & \multicolumn{1}{c}{\th{Save}} &
+ \multicolumn{2}{c}{} &
+ \multicolumn{3}{c}{\th{Blackjack}} &
+ \multicolumn{3}{c}{\th{Bola/whip}} \\
+ \th{level/HD} & \th{bonus} & \th{Blowgun} & \th{Net} &
+ \th{BS/SK} & \th{EX/MS} & \th{GM} &
+ \th{BS/SK} & \th{EX/MS} & \th{GM}
+ \\ \hlx{vhv}
+ Up to 1 & 0 & Death & Ent & KO & KO & KO & Ent & Ent & Ent \\ \hlx{+}
+ 1+ to 3 & +1 & 75\%\,hp, paral & Ent & KO & KO & KO & Ent & Ent & Ent \\ \hlx{+}
+ 3+ to 6 & +2 & 50\%\,hp, paral & Slow & Stun & KO & KO & Slow & Ent & Ent \\ \hlx{+}
+ 6+ to 9 & +3 & 50\%\,hp & Slow & Stun & Stun & KO & Slow & Slow & Ent \\ \hlx{+}
+ 9+ to 12 & +4 & 25\%\,hp & Dly & Dly & Stun & Stun & Dly & Slow & Slow \\ \hlx{+}
+ 12+ to 16 & +5 & 25\%\,hp & Dly & Dly & Dly & Stun & Dly & Dly & Slow \\ \hlx{+}
+ 16+ or more&+5 & 10\%\,hp & Dly & Dly & Dly & Dly & Dly & Dly & Dly
+ \\ \hlx*{vh}
+\end{tabular}
+\line
+\begin{tabular}{\shade lrrrrrrrr} \hlx*{hv}
+ \tt{Mastery} \\
+ & \th{Time} & \th{Price} &
+ \multicolumn{5}{c}{\th{Trainer level}} &
+ \th{Hit} \\
+ \th{Level} & \th{(weeks)} & \th{(gp)} &
+ \th{BS} & \th{SK} & \th{EX} & \th{MS} & \th{GM} &
+ \th{bonus} \\ \hlx{vhv}
+ Basic & 1 & 100 & 60 & 80 & 95 & 99 & 99 & --- \\ \hlx{+}
+ Skilled & 2 & 250 & 1 & 50 & 70 & 90 & 95 & $+1$ \\ \hlx{+}
+ Expert & 4 & 500 &--- & 1 & 40 & 60 & 80 & $+2$ \\ \hlx{+}
+ Master & 8 & 750 &--- &--- & 1 & 30 & 50 & $+3$/$+2$ \\ \hlx{+}
+ Grand master & 12 & 1000 &--- &--- &--- & 1 & 20 & $+4$/$+3$ \\ \hlx*{vh}
+\end{tabular}
+%% to hit bonuses halved from original
+\end{set}
+
+\end{document}
+
+%%% Local Variables:
+%%% mode: latex
+%%% TeX-master: t
+%%% End:
--- /dev/null
+(defconstant xp-table
+ '(((0 . (0 +)) 5 1)
+ ((1 . 1) 10 3)
+ (((1 +) . (1 +)) 15 4)
+ ((2 . 2) 20 5)
+ (((2 +) . (2 +)) 25 10)
+ ((3 . 3) 30 15)
+ (((3 +) . (3 +)) 50 25)
+ ((4 . 4) 75 50)
+ (((4 +) . (4 +)) 125 75)
+ ((5 . 5) 175 125)
+ (((5 +) . (5 +)) 225 175)
+ ((6 . 6) 275 225)
+ (((6 +) . (6 +)) 350 300)
+ ((7 . 7) 450 400)
+ (((7 +) . (7 +)) 550 475)
+ ((8 . 8) 650 550)
+ (((8 +) . (8 +)) 775 625)
+ ((9 . 9) 900 700)
+ (((9 +) . 10) 1000 750)
+ (((10 +) . 11) 1100 800)
+ (((11 +) . 12) 1250 875)
+ (((12 +) . 13) 1350 950)
+ (((13 +) . 14) 1500 1000)
+ (((14 +) . 15) 1650 1050)
+ (((15 +) . 16) 1850 1100)
+ (((16 +) . 17) 2000 1150)
+ (((17 +) . 18) 2125 1350)
+ (((18 +) . 19) 2250 1550)
+ (((19 +) . 20) 2375 1800)
+ (((20 +) . 21) 2500 2000)))
+
+(defun parse-hd-spec (spec &optional start end)
+ (unless start (setf start 0))
+ (unless end (setf end (length spec)))
+ (multiple-value-bind
+ (hd e)
+ (parse-integer spec :start start :end end :junk-allowed t)
+ (when (and (< e end)
+ (char= (char spec e) #\+))
+ (incf e)
+ (multiple-value-bind
+ (hunoz ee)
+ (parse-integer spec :start e :end end :junk-allowed t)
+ (declare (ignore hunoz))
+ (setf e ee)
+ (setf hd (list hd '+))))
+ (unless (loop for i from e below end
+ never (char/= (char spec i) #\*))
+ (error "bad hit dice string"))
+ (let ((stars (- end e)))
+ (flet ((hd<= (a b)
+ (let ((aa (if (consp a) (car a) a))
+ (bb (if (consp b) (car b) b)))
+ (or (< aa bb)
+ (and (= aa bb)
+ (or (consp a)
+ (not (consp b))))))))
+ (loop for ((lo . hi) base bonus) in xp-table
+ when (and (hd<= lo hd)
+ (hd<= hd hi))
+ return (+ base (* stars bonus))
+ finally (let* ((hd-base (if (consp hd) (car hd) hd))
+ (hd-plus (if (consp hd) 1 0))
+ (steps (+ hd-base -21 hd-plus)))
+ (return (+ 2500
+ (* 250 steps)
+ (* (+ 2000 (* 250 steps)) stars)))))))))
+
+(defmacro hd (sym)
+ `(parse-hd-spec ',(princ-to-string sym)))