From: Mark Wooding Date: Tue, 10 Apr 2007 11:17:12 +0000 (+0100) Subject: Initial versions of things. X-Git-Url: https://git.distorted.org.uk/~mdw/dnd/commitdiff_plain/46d528a43a45b39de9c77565338274943dbff51c Initial versions of things. --- 46d528a43a45b39de9c77565338274943dbff51c diff --git a/Makefile b/Makefile new file mode 100644 index 0000000..823eec0 --- /dev/null +++ b/Makefile @@ -0,0 +1,20 @@ +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] diff --git a/abilities.tex b/abilities.tex new file mode 100644 index 0000000..1dbfbb5 --- /dev/null +++ b/abilities.tex @@ -0,0 +1,211 @@ +\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: diff --git a/combat.tex b/combat.tex new file mode 100644 index 0000000..8f34298 --- /dev/null +++ b/combat.tex @@ -0,0 +1,94 @@ +\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: diff --git a/dice.lisp b/dice.lisp new file mode 100644 index 0000000..547ecd2 --- /dev/null +++ b/dice.lisp @@ -0,0 +1,152 @@ +;;; + +(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*)))) + diff --git a/dnd.sty b/dnd.sty new file mode 100644 index 0000000..e184cbe --- /dev/null +++ b/dnd.sty @@ -0,0 +1,49 @@ +\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\,}} diff --git a/encounters.tex b/encounters.tex new file mode 100644 index 0000000..859a9fa --- /dev/null +++ b/encounters.tex @@ -0,0 +1,95 @@ +\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: diff --git a/equip.tex b/equip.tex new file mode 100644 index 0000000..59bb202 --- /dev/null +++ b/equip.tex @@ -0,0 +1,114 @@ +\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: diff --git a/graph.mp b/graph.mp new file mode 100644 index 0000000..33d49e9 --- /dev/null +++ b/graph.mp @@ -0,0 +1,57 @@ +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; diff --git a/misc.tex b/misc.tex new file mode 100644 index 0000000..7d353ff --- /dev/null +++ b/misc.tex @@ -0,0 +1,74 @@ +\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: diff --git a/movement.tex b/movement.tex new file mode 100644 index 0000000..d00671d --- /dev/null +++ b/movement.tex @@ -0,0 +1,151 @@ +\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: diff --git a/mystic.tex b/mystic.tex new file mode 100644 index 0000000..41351cb --- /dev/null +++ b/mystic.tex @@ -0,0 +1,35 @@ +\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: diff --git a/orders.tex b/orders.tex new file mode 100644 index 0000000..60e714c --- /dev/null +++ b/orders.tex @@ -0,0 +1,46 @@ +\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: diff --git a/pc.lisp b/pc.lisp new file mode 100644 index 0000000..69b7c27 --- /dev/null +++ b/pc.lisp @@ -0,0 +1,132 @@ +(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)))) diff --git a/planes.tex b/planes.tex new file mode 100644 index 0000000..8fc868a --- /dev/null +++ b/planes.tex @@ -0,0 +1,30 @@ +\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: diff --git a/rules.tex b/rules.tex new file mode 100644 index 0000000..d2c4e8c --- /dev/null +++ b/rules.tex @@ -0,0 +1,378 @@ +\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: diff --git a/saves.tex b/saves.tex new file mode 100644 index 0000000..15f9142 --- /dev/null +++ b/saves.tex @@ -0,0 +1,99 @@ +\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: diff --git a/spells.tex b/spells.tex new file mode 100644 index 0000000..42ab7d8 --- /dev/null +++ b/spells.tex @@ -0,0 +1,373 @@ +\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: diff --git a/tables.cls b/tables.cls new file mode 100644 index 0000000..21573c1 --- /dev/null +++ b/tables.cls @@ -0,0 +1,66 @@ +\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} + diff --git a/thief.tex b/thief.tex new file mode 100644 index 0000000..b0c0202 --- /dev/null +++ b/thief.tex @@ -0,0 +1,74 @@ +\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: diff --git a/treasure.tex b/treasure.tex new file mode 100644 index 0000000..da9e2f2 --- /dev/null +++ b/treasure.tex @@ -0,0 +1,824 @@ +\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: diff --git a/undead.tex b/undead.tex new file mode 100644 index 0000000..14d9080 --- /dev/null +++ b/undead.tex @@ -0,0 +1,64 @@ +\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: diff --git a/wandering.tex b/wandering.tex new file mode 100644 index 0000000..a48f27c --- /dev/null +++ b/wandering.tex @@ -0,0 +1,537 @@ +\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: diff --git a/weapons.tex b/weapons.tex new file mode 100644 index 0000000..28d5d3b --- /dev/null +++ b/weapons.tex @@ -0,0 +1,573 @@ +\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: diff --git a/xp.lisp b/xp.lisp new file mode 100644 index 0000000..febad7a --- /dev/null +++ b/xp.lisp @@ -0,0 +1,71 @@ +(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)))