From 46d528a43a45b39de9c77565338274943dbff51c Mon Sep 17 00:00:00 2001 From: Mark Wooding Date: Tue, 10 Apr 2007 12:17:12 +0100 Subject: [PATCH] Initial versions of things. --- Makefile | 20 ++ abilities.tex | 211 +++++++++++++++ combat.tex | 94 +++++++ dice.lisp | 152 +++++++++++ dnd.sty | 49 ++++ encounters.tex | 95 +++++++ equip.tex | 114 ++++++++ graph.mp | 57 ++++ misc.tex | 74 ++++++ movement.tex | 151 +++++++++++ mystic.tex | 35 +++ orders.tex | 46 ++++ pc.lisp | 132 +++++++++ planes.tex | 30 +++ rules.tex | 378 ++++++++++++++++++++++++++ saves.tex | 99 +++++++ spells.tex | 373 ++++++++++++++++++++++++++ tables.cls | 66 +++++ thief.tex | 74 ++++++ treasure.tex | 824 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++ undead.tex | 64 +++++ wandering.tex | 537 +++++++++++++++++++++++++++++++++++++ weapons.tex | 573 +++++++++++++++++++++++++++++++++++++++ xp.lisp | 71 +++++ 24 files changed, 4319 insertions(+) create mode 100644 Makefile create mode 100644 abilities.tex create mode 100644 combat.tex create mode 100644 dice.lisp create mode 100644 dnd.sty create mode 100644 encounters.tex create mode 100644 equip.tex create mode 100644 graph.mp create mode 100644 misc.tex create mode 100644 movement.tex create mode 100644 mystic.tex create mode 100644 orders.tex create mode 100644 pc.lisp create mode 100644 planes.tex create mode 100644 rules.tex create mode 100644 saves.tex create mode 100644 spells.tex create mode 100644 tables.cls create mode 100644 thief.tex create mode 100644 treasure.tex create mode 100644 undead.tex create mode 100644 wandering.tex create mode 100644 weapons.tex create mode 100644 xp.lisp 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))) -- 2.11.0