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Simple, quick and dirty screen for 1980/1981 Moldvay/Cook D&D rules.. portait (high and narrow)

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Page 1: BX DM Screen JDN Portrait

Summary of Character Creation:1. Roll 3d6 for ability scores. 5. Roll for starting money and purchase equipment.2. Choose the class and any spells. 6. Look up and record Armor Class, Attack, and Saving Throw numbers3. Adjust ability scores and look up modifiers. 7. Name, describe, and otherwise finish.4. Roll for character hit points.

Ability Prime Basic Charisma Reactions Adj. Charisma retainersScore Requisite Adjustment Dex. Initiative Adjust.* Max. number of Morale Intelligence

3 -20% -3 -2 1 4 Has trouble with speaking, cannot read or write4-5 -20% -2 -1 2 5 Cannot read or write Common6-8 -10% -1 -1 3 6 Can write simple Common words9-12 0 0 0 4 7 Reads and writes native languages (usually 2*)13-15 +5% +1 +1 5 8 As above + 1 added languages16-17 +10% +2 +1 6 9 As above + 2 added languages

18 +10% +3 +2 7 10 As above + 3 added languages

Prime Requisite: Adjustment to Experience EarnedStrength Applies to: Melee to hit, melee damage (minimum 1 point per roll if it is negative), and opening doorsWisdom: Adjustments to magic-based saving throws might (or might not) affect saving throws vs. Death Ray or Poison, depending on

whether the attack is magical. These adjustments do affect a saving throw vs. Turn to Stone, vs. Wands, and vs. a Rod, Staff, or Spell.Dexterity Applies: Missile Fire "to hit" rolls, Armor ClassConstitution Score: Hit Point Adjustment (minimum 1 per roll if it is negative).

CLERICS Exp. Hit Spells DWARVES Exp. Hit ELVES Exp. Spell.Leve

lTitle Points Dice 1 2 3 4 5 Title Points Dice Title Points Hit

Dice1 2 3 4 5 6

1 Acolyte 0 1d6 - - - - - Dwarven Veteran 0 1d8 Medium/ 0 1d6 12 Adept 1,500 2d6 1 - - - - Dwarven Warrior 2,200 2d8 Seer/Warrior 4,000 2d6 23 Priest (Priestess) 3,000 3d6 2 - - - - Dwarven

Swordmaster4,400 3d8 Conjuror/ 8,000 3d6 2 1 - - - -

4 Vicar 6,000 4d6 2 1 - - - Dwarven Hero 8,800 4d8 Magician/Hero 16,000 4d6 2 2 - - - -5 Curate 12,000 5d6 2 2 - - - “ Swashbuckler 17,000 5d8 Enchanter/Swashbcklr 32,000 5d6 2 2 16 Elder 25,000 6d6 2 2 1 1 - Dwarven Myrmidon 35,000 6d8 Warlock/Myrmidon 64,000 6d6 2 2 2 - - -6 Basic Book: 3 2 - - - Dwarven Champion 70,000 7d8 Sorceror/Champion 120,000 7d6 3 2 2 1 - -7 Bishop 50,000 7d6 2 2 2 1 1 Dwarven Superhero 140,000 8d8 Necro./Super-Hero 250,000 8d6 3 3 2 2 - -8 Lama 100,000 8d6 3 3 2 2 1 Dwarven Lord (Lady) 270,000 9d8 Wizard/Lord (Lady) 400,000 9d6 3 3 3 2 1 -9 Matriarch/Patriarch 200,000 9d6 3 3 3 2 2 10th Level “ Lord 400,000 9d8+3* 10th Level Wiz./Lord 600,000 9d6+2* 3 3 3 3 2 -10 10th Level M/Pat. 300,000 9d6+ 1* 4 4 3 3 2 11th Level “ Lord 530,000 9d8+6*11 11th level M/Pat. 400,000 9d6+2* 4 4 4 3 3 12th Level “ Lord 660,000 9d8+9*12 12th level M/Pat. 500,000 9d6+3* 5 5 4 4 313 13th level M/Pat. 600,000 9d6+4* 5 5 5 4 414 14th level M/Pat. 700,000 9d6+5* 6 5 5 5 4

*Constitution adjustments no longer apply.

FIGHTERS Exp. HALFLINGS Exp. MAGIC-USERS Exp. SpellsXL Title Points Hit Dice Title Points Hit Dice Title Points Hit Dice 1 2 3 4 5 61 Veteran 0 1d8 Halfling Veteran 0 1d6 Medium 0 1d4 1 - - - - -2 Warrior 2,000 2d8 Halfling Warrior 2,000 2d6 Seer 2,500 2d4 2 - - - - -3 Swordmaster 4,000 3d8 “ Swordmaster 4,000 3d6 Conjuror 5,000 3d4 2 1 - - - -4 Hero 8,000 4d8 “ Hero 8,000 4d6 Magician 10,000 4d4 2 2 - - - -5 Swashbuckler 16,000 5d8 “ Swashbuckler 16,000 5d6 Enchanter/tress 20,000 5d4 2 2 1 - - -6 Myrmidon 32,000 6d8 “ Myrmidon 32,000 6d6 Warlock (Witch) 40,000 6d4 2 2 2 - - -7 Champion 64,000 7d8 Halfling Champion 64,000 7d6 Sorceror/ress 80,000 7d4 3 2 2 1 - -8 Superhero 120,000 8d8 Sheriff 120,000 8d6 Necromancer 150,000 8d4 3 3 2 2 - -9 Lord (Lady) 240,000 9d8 Wizard 300,000 9d4 3 3 3 2 1 -10 10th Level Lord 360,000 9d8+2* 10th Level Wizard 450,000 9d4+1* 3 3 3 3 2 -11 11th “ 480,000 9d8+4* 11th Level Wizard 600,000 9d4+2* 4 3 3 3 2 112 12th “ 600,000 9d8+6* 12th Level Wizard 750,000 9d4+3* 4 4 3 3 3 213 13th “ 720,000 9d8+8* 13th Level Wizard 900,000 9d4+4* 4 4 4 3 3 314 14th “ 840,000 9d8+10* 14th Level Wizard 1,050,000 9d4+5* 4 4 4 4 3 3

1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/Steve Marsh) A D&D Fan Creation

Page 2: BX DM Screen JDN Portrait

Thieve'sAbilities ClimbTHIEVES Exp. Open Remove Pick Move Sheer Hide in

Level Title Points Hit Dice Spells Locks Traps Pockets Silently Surfaces Shadows1 Apprentice 0 1d4 none 15 10 20 20 87 102 Footpad 1,200 2d4 none 20 15 25 25 88 153 Robber 2,400 3d4 none 25 20 30 30 89 204 Burglar 4,800 4d4 none 30 25 35 35 90 255 Cutpurse 9,600 5d4 none 35 30 40 40 91 306 Sharper 20,000 6d4 none 45 40 45 45 92 367 Pilferer 40,000 7d4 none 55 50 55 55 93 458 Thief 80,000 8d4 none 65 60 65 65 94 559 Master Thief 160,000 9d4 none 75 70 75 75 95 6510 10th Level Msr. Thief 280,000 9d4+2* none 85 80 85 85 96 7511 11th Level Master Thief 400,000 9d4+4* none 95 90 95 95 97 8512 12th Level Master Thief 520,000 9d4+6* none 96 95 105** 95 98 9013 13th Level Master Thief 640,000 9d4+8* none 97 97 115** 95 99 9514 14th Level Master Thief 760,000 9d4+10* none 99 99 125** 99 99 99

Pick Pockets: -5% for each level the victim is above 5th. A 1% minimum chance of failure no matter how high.* Constitution adjustments no longer apply.

Clerical SpellsFirst Level Second Level Third Level Fourth Level Fifth Level

1. Cure Light Wounds Bless* Continual Light* Create Water Commune2. Detect Evil Find Traps Cure Disease Cure Serious Wounds* Create Food3. Detect Magic Know Alignment Growth of Animals Neutralize Poison Dispel Evil4. Light* Hold Person Locate Object Protection/Evil 10' radius Insect Plague5. Protection from EvilResist Fire Remove Curse Speak with Plants Quest6. Purify Food and

WaterSilence 15' radius Striking Sticks to Snakes Raise Dead*

7. Remove Fear Snake Charm8. Resist Cold Speak with Animal

Magic-user and Elf SpellsFirst Level Second Level Third Level Fourth Level Fifth Level Sixth Level

1. Charm Person Continual Light* Clairvoyance Charm Monster Animate Dead Anti-Magic Shell2. Detect Magic Detect Evil Dispel Magic Confusion Cloudkill Control Weather3. Floating Disc Detect Invisible Fire Ball Dimension Door Conjure Elemental Death Spell4. Hold Portal ESP Fly Growth of Plants Contact Higher Plane Disintegrate5. Light* Invisibility Haste Hallucinatory Terrain Feeblemind Geas*6. Magic Missile Knock Hold Person Massmorph Hold Monster Invisible Stalker7. Protection from Evil Levitate Infravision Polymorph Others Magic Jar Lower Water8. Read Languages Locate Object Invisibility 10' radius Polymorph Self Pass-Wall Move Earth9. Read Magic Mirror Image Lightning Bolt Remove Curse* Telekinesis Part Water10. Shield Phantasmal Force Protection/Evil 10' radius Wall of Fire Teleport Projected Image11. Sleep Web Protection/Normal Missiles Wall of Ice Transmute Rock to Mud* Reincarnation12. Ventriloquism Wizard Lock Water Breathing Wizard Eye Wall of Stone Stone to Flesh*

Order of Events in One Game Turn1. Roll for wandering monsters .2. The players act (moves, enters room, listens, searches, etc.).3. Any monsters are encountered appear and an encounter occurs.4. End of Turn. Record keeping and start new turn.

ADVENTURING ACTIONS TABLEFIND FIND HEAR

RACE SECRET DOOR TRAP NOISE*Dwarf 1 1-2 1-2Elf 1-2 1 1-2Halfling 1 1 1-2Human 1 1 1

Force Door: 1-2 on 1d6Traps spring on 1-2 on 1d6.

Dwarves (due to mining skill) can find new construction, shifting

wall, slanting passages, and traps on a 1 or 2 on 1d6 and haveinfravision 60'.

Elves are immune to ghoulish paralysis and have infravision 60'.Halflings hiding in underbrush or woods can only be spotted 10%

of the time.Thieves (at 4th level on) can read or decode non-magical languages

and symbols (and maps) 80% of time.Thieves (at 10th level on) can cast spells from magic-user scrolls

with 10% chance of failure.

Time:1 turn = 10 minutes 1 round = 10 seconds resting when exploring - 1turn in 6

Light Source Radius DurationTorch 30' 6 turns (1 hour)Lantern 30' 24 turns (4 hours) 1 flask of oil

1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/Steve Marsh) A D&D Fan Creation

Page 3: BX DM Screen JDN Portrait

Cost of Weapons and Equipment

WEAPONS

ItemCost in

gpEnc. Coins

Axes:Battle Axe (two-handed) 7 50Hand Axe 4 30

Bows:Crossbow (fires quarrels) 30 50Case with 30 quarrels 10 60Long Bow 40 30Short Bow 25 20Quiver with 20 arrows 5 401 silver-tipped arrow 5 2

Catapults:Catapult, Light 100 -Catapult Shot 5 -Catapult Shot, Pitch 25 -

Daggers:Normal dagger 3 10Silver dagger 30 10

Swords:Short Sword 7 30Sword (normal) 10 60Two-handed Sword 15 150

Other weapons:Mace* 5 30Club* 3 50Pole Arm (two-handed) 7 150Sling with 30 Sling Stones*

2 70

30 Sling Stones* 1 60Spear 3 30War Hammer* 5 30Javelin (throwing spear) 1 20Lance 5 70Staff* (two-handed) 2 40

* May be used by a cleric.

ARMORItem AC Cost gp Enc. CoinsChain Mail 5 40 400Leather Armor 7 20 200Plate Mail 3 60 500Shield (-1)* 10 100* deduct 1 from Armor Class number if shieldis used.

EQUIPMENTItem Cost gp Enc.Backpack 5 20Crowbar 10 50Flask of Oil 2 10

Garlic 5 10Grappling Hook 25 100Hammer (small) 2 10Holy Symbol 25 1Holy Water (1 vial) 25 10Iron Spikes (12) 1 10Lantern 10 50Mirror (hand-sized, steel) 5 10Rations:

Iron Rations (1 week) 15 140Standard Rations (1 week)

5 140

Rope (50' length) 1 50Sacks:

Small 1 10Large 2 20

Stakes (3) and Mallet 3 30Thieves' Tools 25 10Tinder Box (flint & steel) 3 30Torches (6) 1 60Water/Wine Skin 1 1Wine (1 quart) 1 20Wolfsbane (1 bunch) 10 10Wooden Pole (10' long) 1 30

Land TransportItem Cost in gpCamel 100Cart (2 wheels) 100Horses:

Draft 40Riding 75War 250

Mule 30Saddle and Bridle 25Saddle Bags 5Wagon (4 wheels) 200

Water TransportItem Cost In gpBoat, River 4,000Boat, Sailing 2,000Canoe 50Galleys:

Large 30,000Small 10,000War 60,000

Lifeboat, Ship's 1,000Longship 15,000Raft 1 gp/sq ftSailing Ships:

Large 20,000Small 5,000Troop Transport 40,000

Treasure Encumbrance TableCoin (any type) 1Gem 1Jewelry (1 piece) 10Potion 10Rod 20Scroll 1Staff 40Wand 10

Character MovementNormal Encounter

Character Combat RunEncumbrance: /turn /round /round0 - 400 coins

OR unarmored 120' 40' 120'401-600 coins

OR leather armor

90' 30' 90'

601-800 coins OR metal armor 60' 20 60'

801-1600 coins OR metal armor and treasure

30' 10' 30'

Carrying treasure reduces the category by 1line.

Weights and MovementMule load Move2000 coins 120'/turn4000 coins 60'/turn

Items:1 small sack holds 200 coins1 large sack holds 600 coins1 backpack holds 400 coins

COIN VALUES

10 copper pieces (cp) = 1 silver piece10 silver pieces (sp) = 1 gold piece2 electrum pieces (ep) = 1 gold piece5 gold pieces (gp) = 1 platinum piece (pp)

100 cp = 10 sp = 2 ep = 1 gp = 1/5 pp

1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/Steve Marsh) A D&D Fan Creation

Page 4: BX DM Screen JDN Portrait

Combat SequenceA. Roll 1d6 for initiative for each side.B. The side with highest initiative acts first:

Morale checks, if neededMovement, Missile fire Magic spells,Melee, Surrender, Retreat.

C. Repeat for the rest in order of initiative.

Missile Fire RangesRANGES (in feet):

Weapon Type Short (+1) Med. (0) Long (-1)Crossbow 5-80 81-160 161-240Long Bow 5-70 71-140 141-210Short Bow 5-50 51-100 101-150Sling 5-40 41-80 81-161

Spear* 5-20 21-40 41-60Oil* 5-10 11-30 31-50Holy Water* 5-10 11-30 31-50Axe* Dagger* 5-10 11-20 21-30*thrown weapons

Variable Weapon DamageDamage Weapon Type1-4 (1d4) Club, Dagger, Torch, Sling stone1-4 (1d4) Javelin, Staff*1-6 (1d6) Arrow, Hand Axe, Lance, Mace1-6 (1d6) Quarrel/Bolt*,Short Sword1-6 (1d6) Spear, War Hammer1-8 (1d8) Battle Axe*, Sword1-10 (1d10) Pole Arm*, Two-handed Sword*

*Two-handed weapon. The user cannot wield ashield nor other weapon and always losesinitiative.

OIL. A flask of burning oil does 1-8 (1d8)points of damage to a stricken target for 2rounds; or can be poured into a pool 3' indiameter that does 1-8 (1d8) damage tocreatures trying to cross through it.

HOLY WATER. One vial does 1-8 91d8)points of damage for two rounds to onestricken undead creature.

Monster Character Level Defender's Armor Class & d20 Needed to HitHit Dice FIGHTER* CLERICS** MAGIC- USER 9 8 7 6 5 4 3 2 1 0 -1 -2 -3

Normal man 11 12 13 14 15 16 17 18 19 20 20 20 20Up to 1 1-3 1-4 1-5 10 11 12 13 14 15 16 17 18 19 20 20 201+ to 2 9 10 11 12 13 14 15 16 17 18 19 20 202+ to 3 4-6 5-8 6-10 8 9 10 11 12 13 14 15 16 17 18 19 203+ to 4 7 8 9 10 11 12 13 14 15 16 17 18 194+ to 5 6 7 8 9 10 11 12 13 14 15 16 17 185+ to 6 7-9 9-12 11-15 5 6 7 8 9 10 11 12 13 14 15 16 176+ to 7 4 5 6 7 8 9 10 11 12 13 14 15 167+ to 9 10-12 13-16 16-20 3 4 5 6 7 8 9 10 11 12 13 14 159+ to 11 2 3 4 5 6 7 8 9 10 11 12 13 1411+ to 13 13-15 17-20 21-25 2 2 3 4 5 6 7 8 9 10 11 12 1313+ to 15 2 2 2 3 4 5 6 7 8 9 10 11 1215+ to 17 2 2 2 2 3 4 5 6 7 8 9 10 1117+ to 19 2 2 2 2 2 3 4 5 6 7 8 9 1019+ to 21 2 2 2 2 2 2 3 4 5 6 7 8 9

21+ or more 2 2 2 2 2 2 2 3 4 5 6 7 8*Also Dwarves, Elves, and Halflings** Also Thieves

SAVES: DR-P = Death Ray or Poison; MW = Magic Wands; P/TS = Paralysis/Turn to Stone; DB = Dragon Breath; RSS = Rods, Staves, Spells.A character's equipment survives a save if they do, otherwise normal equipment is destroyed by mass attack forms such as fire ball, dragonbreath, etc. The DM can allow magic items a saving throw equal to that of the character, plus any bonus the item has (armor + 2 saves at + 2, aring of protection + 1 saves at + 1, etc.). “B: 1-3” basic rules vary from the expert rules for levels 1-3.

Clerical Thief Magic-UserLevel DRP MW P/TS DB RSS DRP MW P/TS DB RSS Level DRP MW P/TS DB RSS1-4 11 12 14 16 15 13 14 13 16 15 1-5 13 14 13 16 155 - 8 9 10 12 14 12 12 13 11 14 13 6-10 11 12 11 14 129 - 12 6 7 9 11 9 10 11 9 12 10 11-15 8 9 8 11 813 - 16 3 5 7 8 7 8 9 7 10 8

Fighter Dwarf/Halfling ELF Level DRP MW P/TS DB RSS Level DRP MW P/TS DB RSS DRP MW P/TS DB RSS

Normal Man 14 15 16 17 18 B: 1-3 10 11 12 13 14 - - - -1-3 12 13 14 15 16 8 9 10 13 12 12 13 13 15 154-6 10 11 12 13 14 6 7 8 10 10 10 11 11 13 127-9 8 9 10 10 12 4 5 6 7 8 8 9 9 10 10

10-12 6 7 8 8 10 2 3 4 4 6 6 7 8 8 813-15 4 5 6 5 8

Cleric vs. Undead TableXL Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire XL Skel. Zombie Ghoul Wight Wraith Mum. Spect. Vamp.1 7 9 11 - - - - - 7 D D D D T T 7 92 T 7 9 11 - - - - 8 D D D D D T T 73 T T 7 9 11 - - - 9 D D D D D D T T4 D T T 7 9 11 - - 10 D D D D D D D T5 D D T T 7 9 11 - 11+ D D D D D D D D6 D D D T T 7 9 11

A cleric can affect 2-12 (2d6) hit die of monsters at most (a minimum of 1 if the hit die exceeds the die roll). Turned creatures will try to flee thecleric and will not touch them. "-" The cleric cannot Turn that type of undead monster. “7, 9, 11” Said number must be equaled or exceeded by a2d6 roll to turn said type. "T" automatic success turning that type.

1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/Steve Marsh) A D&D Fan Creation

Page 5: BX DM Screen JDN Portrait

Order of Events In One Game Day1. The players state the direction they travel in.2. Roll 1d6 to see if the party becomes lost.3. Roll 1d6 for wandering monsters.4. If monsters are not encountered, the day

ends (5). If monsters are encountered theDM must set up the encounter then handleit. Once finished, the day ends:a. Determine the type of monsters and thenumber appearing.b. Roll 4d6 x 10 for the distance betweenthe monsters and the party.c. Roll 1d6 to check surprise.d. Roll 1d6 for initiative.e. Roll for Monster Reaction.f. The party and the monsters interact.

5. A new day begins. Start over with 1.

Daily Movement Table:Move per

TurnMiles/Day Move per

TurnMiles/D

ay30' 6 150' 3060' 12 180' 3690' 18 240' 48120' 24

Terrain Adjustments:Terrain Movement is...Clear, city, trail, normalgrasslands normalBroken, Desert, Forest 2/3 normal (x1.5)Hills 2/3 normal (x1.5)Mountains, Jungle 1/2 normal rate (x2)Swamp 1/2 normal rate (x2)Road 3/2 normal rate (x2/3)

Chance of getting Lost:Clear, Grasslands 1Barren lands, Hills, Ocean, 1-2Mountains, Woods 1-2Desert, Jungle, Swamp 1-3

Wilderness Encounter Chance (d6):City, Clear, Grass lands 6Jungle, Mountains, Swamp 4-6Aerial*, Barren Lands, Desert, Hills, Ocean**, River, Woods

5-6

Inhabited 6*Use the Flyer sub-tables. **If the die shows 5a normal ocean encounter occurs; if it shows a6 and the ship is beached/in port, use whatevertype of terrain the ship has beached in.

Monster Reactions (roll 2d6).2d6 Reaction

2 Immediate Attack3-5 Hostile, possible attack6-8 Uncertain, monster confused9-11 No attack, monster leaves/considers

offers12 Enthusiastic friendship

Evasion TableParty Size Chance of

1-4 5-12 13-24 25+ EvasionNumber - - - 1-10 10%of - - 1-6 11-30 25%Creatures - 1-3 7-16 31+ 35%Encountered

1 4-8 17+ - 50%

2-3 9+ - - 70%4+ - - - 90%

Retainer Reactions

Dice Roll Reaction 2 Offer refused; -1 R*

3-5 Offer refused6-8 Roll again9-11 Offer accepted12 Offer accepted; +1 M(t)

MercenariesMorale Ratings:Peasant Militia 6Barbarian "Horde" 7Men-at-Arms 8Viking Raiders 8Mounted Men-at-Arms 9

Elite Troops + 1Fanatics, Berserkers + 2

Type EquipmentNon-fighter (peasant)Light Foot/Marine leather, shield, and swordHeavy Foot chain, shield, and swordArcher leather, short-bow, and

swordCrossbowman chain, heavy crossbowLongbowman chain, longbow, and swordLight Horseman leather and lanceMedium Horseman chain and lanceMounted Bowman light horse and shortbowHeavy Horseman plate, sword, and lanceWolf Rider leather and spearMounted Crossbowman, mule and crossbow

Mercenaries Cost in GP/monthTroop Type Man Dwarf Elf Orc GoblinNon-fighter (peasant)

1 - - - -

Light Foot/Marine

2 - 4 1 1/2

Heavy Foot 3 5 6 1 1/2 -Archer 5 - 10 3 2Crossbowman 4 6 - 2 -Longbowman 10 - 20 - -

Mercenaries Cost in GP/month*Troop Type Man Dwarf Elf OrcGoblin

Light Horseman 10 - 20 - -Medium Horseman

15 - - - -

Mounted Bowman

15 - 30 - -

Heavy Horseman 20 - - - -Wolf Riders - - - - 5Mounted Crossbow

- 15 - - -

* Double pay is required for hazardous dutyand will be even higher if the mercenaries aretaken on an adventure with a player character.Said costs already cover feeding and supplyingthat soldier with basic gear; mercenaries willalready own their own weapons and armor.Armorers and smiths are still required tomaintain the arms and armor.

SPECIALIST RETAINERS (gp/mo)Alchemist 1000 Spy 500+ Armorer 100 Rower 2Animal Trainer 500 Sailor 10Engineer 750 Captain 250Sage 2000 Navigator 150Smith 25. Mercenary variable

Experience Points for Monsters DefeatedMonster'sHit Dice Value

Special AbilitiesBonus

Under 1 5 11 10 3

1+ 15 42 20 5

2+ 25 103 35 15

3+ 50 254 75 50

4+ 125 755 175 125

5+ 225 1756 275 225

6+ 350 3007 450 4008 650 550

9 to 10+ 900 70011 to 12+ 1100 80013 to 16+ 1350 95017 to 20+ 2000 1150

21 + 2500 2000

* Add 250 for each hit die over 21to eachcolumn.

1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/Steve Marsh) A D&D Fan Creation

Page 6: BX DM Screen JDN Portrait

WANDERING MONSTERS:

d20 LEVEL 1 No. LEVEL 2 No. LEVEL 3 No. LEVELS 4-5 No. LEVELS 6-7 No. LEVELS 8 + No.1 Acolyte (A) 1-8 Beetle, Oil(N) 1-8 Ape, White (N) 1-6 NPC Party 4-9 NPC Party 4-9 NPC Party var2 Bandit (N-C) 1-8 Berserker (N) 1-6 Beetle, Tiger (N) 1-6 Bear, Cave 1-2 Basilisk 1-6 Black Pudding 13 Beetle, Fire (N) 1-8 Cat, Mt Lion (N) 1-4 Bugbear (C) 2-8 Blink Dog 1-6 Bear, Cave 1-2 Chimera 1-24 Dwarf (L) 1-6 Elf (N) 1-4 Carrion Crawler (N) 1-3 Caecilia 1-3 Black Pudding 1 Devil Swine 1-35 Gnome (L) 1-6 Ghoul (C) 1-6 Doppleganger (C) 1-6 Cockatrice 1-4 Caecilia 1-3 Dragon, Black 1-46 Goblin (C) 2-8 Gnoll (C) 1-6 Driver Ant (N) 2-8 Doppleganger 1-6 Displacer Beast 1-4 Dragon, Blue 1-47 *Green Slime (N) 14 *Gray Ooze (N) 1 Gargoyle (C) 1-6 Gray Ooze 1 Dragon, White 1-4 Dragon, Gold 1-48 Halfling (L) 3-18 Hobgoblin (C) 1-6 Gelatinous Cube (N) 1 Hellhound 2-8 Gorgon 1-2 Dragon, Green 1-49 Killer Bee (N) 1-10 Lizard, Draco (N) 1-4 Harpy (C) 1-6 Lizard, Tuatara 1-2 Hellhound 2-8 Dragon,Red 1-410 Kobold (C) 4-16 Lizard Man (N) 2-8 Liv. Statue, Crystal(L)1-6 Wereboar 1-4 Hydra 1 Giant, Hill 1-411 Lizard, Gecko (N) 1-3 Neanderthal (N) 1-10 Wererat (C) 1-8 Werewolf* 1-6 Weretiger * 1-4 Giant, Stone 1-212 Orc (C) 2-8 Noble (A) 2-12 Medium (A) 1-4 Minotaur 1-6 Minotaur 1-6 Golem, Bone 113 Shrew, Giant (N) 1-10 Pixie (N) 2-8 Medusa (C) 1-3 Ochre Jelly 1 Mummy 1-4 Golem, Amber 114 Skeleton (C) 3-12 Robber Fly (N) 1-6 NPC Party (A) 5-8 Owl Bear 1-4 Ochre Jelly 1 Hydra 115 Snake, Cobra (N) 1-6 Rock Baboon (N) 2-12 Ochre Jelly (N) 1 Rhagodessa 1-4 Owl Bear 1-4 Werebear 1-416 Spider, Crab (N) 1-4 Snake, Pit Viper (N) 1-8 Ogre (C) 1-6 Rust Monster 1-4 Rust Monster 1-4 Manticore 1-217 Sprite (N) 3-18 Spider, Black Widow(N) 1-3 Shadow (C) 1-8 Spectre 1-4 Salamander, Flame 2-5 Purple Worm 1-218 Stirge (N) 1-10 Troglodyte (C) 1-8 Spider, Tarantella (N) 1-3 Troll 1-8 Scorpion, Giant 1-6 Salamander, Flame 2-519 Trader (A) 1-8 Veteran (A) 2-8 Thoul (C) 1-6 Weasel, Giant 1-4 Spectre * 1-4 Salamander, Frost 1-320 Wolf (N) 2-12 Zombie (C) 2-8 *Wight (C) 1-6 Wraith 1-4 Troll 1-8 Vampire 1-4

Wilderness Encounter Tables : Main TableClear, Barren,

No. Grassland Woods River Swam Mtns., Hills Desert Inhabited City Ocean Jungle1 Men Men Men Men Men Men Men Men Men Men2 Flyer Flyer Flyer Flyer Flyer Flyer Flyer Undead Flyer Flyer3 Humanoid Humanoid Humanoid Humanoid Humanoid Humanoid Humanoid Humanoid Swimmer Insect4 Animal Insect Insect Swimmer Unusual Men Men Men Swimmer Insect5 Animal Unusual Swimmer Undead Animal Animal Men Men Swimmer Humanoid6 Unusual Animal Swimmer Undead Humanoid Dragon Insect Men Swimmer Animal7 Dragon Animal Animal Insect Dragon Undead Animal Men Swimmer Animal8 Insect Dragon Dragon Dragon Dragon Animal Dragon Men Dragon Dragon

Subtable: AnimalClear, Barren,

# Grassland Woods River Mountains Desert Inhabited Jungle Prehistoric1 Antelope Antelope Antelope Antelope Antelope Antelope Antelope Bear, Cave2 Boar Boar Boar Ape, White Antelope Antelope Boar Cat, Sabre-tooth3 Cat, Lion Cat, Panther Cat, Panther Ape, White Camel Boar Cat, Panther Crocodile, Giant4 Elephant Cat, Tiger Cat, Tiger Bear, Cave Camel Cat, Tiger Lizard, Draco Mastodon5 Ferret, Giant Hawk Crab, Giant Cat, Mtn. Lion Cat, Lion Ferret, Giant Lizard, Gecko Pterodactyl,

Pteranodon6 Hawk, Giant Lizard, Gecko Crocodile Hawk Cat, Lion Hawk Horned Chameleon Lz Rhino, Woolly7 Horse, Riding Lizard, Tuatara Crocodile lg. Mule Hawk Rat, Giant Rat, Giant Snake, Pit Viper8 Mule Snake, Pit Viper Piranha, Giant Rock Baboon Lizard, Gecko Shrew, Giant Shrew, Giant Stegosaurus9 Rock Baboon Spider, Crab Leech, Giant Snake, Pit Viper Lizard, Tuatara Snake, Pit Viper Snake, Pit Viper Titanothere10Snake, Pit ViperUnicorn Rat, Giant Snake, Rattler Snake, Pit Viper Spdr Tarantella Snake, Rock Python Triceratops11Snake, Rattler Wolf Shrew, Giant Wolf Snake, Rattler Weasel, Giant Snake, Spitting Cobra Tyrannosaurus Rex12Weasel, Giant Wolf, Dire Toad, Giant Wolf, Dire Spider, Tarantella Wolf Spider, Crab Wolf, Dire

Subtable: Humanoid

Subtable: Clear,Barren, Mountains, City,

# Dragon* Grassland Woods River Swamp Hills Desert Inhabited Jungle Subtable: Insect1 Chimera Bugbear Bugbear Bugbear Gnoll Dwarf Giant, Fire Dwarf Bugbear Beetle, Fire2 Dragon, Black Elf Cyclops Elf Goblin Giant, Cloud Goblin Elf Cyclops Beetle, Oil3 Dragon, Blue Giant, Hill Dryad Gnoll Hobgoblin Giant, Frost Hobgoblin Giant, Hill Elf Beetle, Tiger4 Dragon, Gold Gnoll Elf Hobgoblin Lizard Man Giant, Hill Hobgoblin Gnome Giant, Fire Driver Ant5 Dragon, Green Goblin Giant, Hill Lizard Man Lizard Man Giant, Stone Ogre Gnoll Giant, Hill Driver Ant6 Dragon, Red Halfling Gnoll Lizard Man Lizard Man Giant, Storm Ogre Goblin Gnoll Killer Bee7 Dragon, White Hobgoblin Goblin Nixie Nixie Gnome Ogre Halfling Goblin Rhagodessa8 Hydra/Sea Ogre Hobgoblin Ogre Ogre Goblin Orc Hobgoblin Lizard Man Robber Fly9 Hydra/Sea Orc Ogre Orc Orc Kobold Orc Ogre Ogre Scorpion, Giant10 Wyvern Pixie Orc Sprite Troglodyte Orc Pixie Orc Orc Spider, Black Widow11 Basilisk Thoul Thoul Thoul Troll Troglodyte Sprite Pixie Troglodyte Spider, Crab12 Salamander

(either)Troll Troll Troll Troll Troll Thoul Sprite Troll Spider, Tarantella

*(at sea, roll d10) 1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/Steve Marsh) A D&D Fan Creation

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Subtable: Men Barren,Clear, Mountains,

No. Grassland Woods River Swamp Hills Desert inhabited City Ocean Jungle1 Brigand Brigand Brigand Brigand Brigand Dervish Bandit Bandit Buccaneer Brigand2 Bandit Bandit Bandit Bandit Bandit Nomad Trader Trader Pirate Merchant3 Adventurers Adventurers* Adventurers*NPC Party Adventurers Adventurers*NPC Party** NPC Party** Merchant Bandit4 Merchant Merchant Merchant Adventurers Merchant Merchant Adventurers* Adventurers Adventurers* Adventurers*5 Berserker Berserker Buccaneer Merchant Berserker Nomad Merchant Trader Pirate Cleric*6 Merchant Brigand Buccaneer Cleric* Berserker Nomad Veteran Veteran Merchant Fighter*7 Noble Cleric* Cleric* Trader Cleric* Cleric* Bandit Bandit Merchant Magic-user*8 Magic-user*Magic-user* Magic-user* Berserker Magic-user* Magic-user* Fighter* Fighter* Merchant Berserker9 Fighter* Fighter* Fighter* Fighter* Fighter* Fighter* Magic-user* Trader Buccaneer Brigand10 Bandit Bandit Merchant Magic-user* Brigand Noble Acolyte Acolyte Pirate Caveman11 Cleric* Brigand Buccaneer NPCs Caveman Dervish Cleric* Merchant Merchant Adventurers*12 Nomad NPC Party** NPC Party** Bandit Caveman Nomad Noble Noble Pirate Brigand

Subtable: Flyer Subtable: Flyer Subtable: Flyer Subtable: Swimmer Subtable: Subtable:No. Mountains Desert Other River/Lake Ocean Swamp Undead Unusual1 Gargoyle Gargoyle Cockatrice Crab, Giant Dragon Turtle Crab, Giant Ghoul Basilisk2 Griffon Gargoyle Gargoyle Crocodile Hydra, Sea Crocodile Ghoul Blink Dog3 Harpy Griffon Griffon Crocodile Merman Crocodile, LargeGhoul Centaur4 Hawk Hawk Hawk, Giant Crocodile, LargeOctopus, Giant Crocodile, Giant Mummy Displacer Beast5 Hawk, Giant Hawk, Giant Hippogriff Fish, Catfish Sea Dragon Fish, Catfish Skeleton Gorgon6 Hippogriff Hawk, Giant Killer Bee Fish, Piranha Sea Serpent Insect Swarm Skeleton Werebear7 Manticore Manticore Pegasus Fish, Sturgeon Shark Insect Swarm Spectre Wereboar8 Manticore Manticore Pixie Leech, Giant Shark Leech, Giant Wight Wererat9 Pegasus Manticore Robber Fly Lizard Man Snake, Sea Leech, Giant Wraith Weretiger10 Roc, Small Roc, Small Roc, Small Merman Squid, Giant Lizard Man Vampire Werewolf11 Roc, Large Roc, Large Sprite Nixie Termite, Water Lizard Man Zombie Medusa12 Roc, Giant Roc, Giant Stirge Termite, Water Whale Termite, Water Zombie Treant

1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/Steve Marsh) A D&D Fan Creation

Page 8: BX DM Screen JDN Portrait

Copyright ©2013-2014 J.D. Neal All Rights Reserved

For the 1980/1981 Basic Edited by (Tom Moldvay) and Expert (Edited by Dave Cook/SteveMarsh). A D&D Fan Creation. D&D is owned and copyrighted by Wizards of the Coast and norelationship/ownership of D&D material is implied by this product.

This DM's combat screen uses tables are from the 1980-1981 B/X Rules. Errors may exist and a fewnotes are included for where the Basic and Expert books vary (such as in Dwarf/halfling saving throwsat level 1 to 3; and Cleric spells for 6th level).

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