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Dwarf hair and eye color
dwarf, hill:                              dwarf, mountain:
    hair         eye                           hair          eye
    color        color                         color         color
      brown        gray                          light gray    amber
      brown        violet                        light gray    green
      brown        green                         silver        violet
      black        green                         silver        green
      black        violet                        silver        amber
      black        gray                          gold          amber
      gray         gray                          gold          violet
      gray         green                         gold          green
      gray         violet                        blond         amber
                                                 blond         violet
                                                 blond         green

Elf hair and eye color

elf, gray: elf, high: hair eye hair eye color color color color light gray amber blond green light gray green blond gray silver amber blond violet silver violet dark brown green silver green dark brown gray gold amber dark brown amber gold violet gray green gold green gray amber blond amber gray gray blond violet blond green

elf, valley: elf, wood: hair eye hair eye color color color color light gray amber copper red light brown light gray green copper red light green light gray blue copper red hazel silver amber blond light brown silver violet blond light green gold amber blond hazel gold violet brown brown blond amber brown gray blond violet blond green

Gnome hair and eye color
gnome, deep:                              gnome, surface:
    hair         eye                           hair          eye
    color        color                         color         color
      gray         gray                          pure white    gray blue
      bald         gray                          pure white    bright blue
      bald         dark brown                    medium white  gray blue
      bald         violet                        medium white  bright blue
      brown        brown                         light brown   gray
      brown        green                         light brown   violet
      gray         dark brown                    gray          gray
      gray         violet                        gray          green
                                                 gray          brown

Half-elf hair and eye color

half-elf (gray elf): half-elf (high elf) hair eye hair eye color color color color blond green black gray blond gray black hazel blond blue black green dark brown green red green dark brown gray red gray dark brown blue red violet gray green dark brown green gray gray dark brown blue gray blue brown brown light gray amber brown gray light gray green

half-elf (valley elf): half-elf (wood elf) hair eye hair eye color color color color light gray amber black gray light gray green black hazel light gray violet black green silver violet copper red light green silver gray copper red light gray dark brown green copper red light brown dark brown amber dark blond green gray gray dark blond gray gray blue blond hazel gray green blond light green blond blue blond light brown blond gray

Halfling hair and eye color

halfling, hairfoot: halfling, stout: hair eye hair eye color color color color blond gray (15% chance) dark red gray ( 2% chance) blond blue (15% chance) dark red green ( 2% chance) light brown brown blond gray ( 15% chance) light brown hazel blond blue ( 15% chance) light brown green light brown brown sandy hazel light brown hazel sandy brown light brown gray sandy gray sandy hazel brown hazel sandy brown brown gray sandy gray brown brown brown hazel brown gray brown brown

halfling, tallfellow: hair eye color color dark red gray ( 2% chance) dark red green ( 2% chance) blond gray ( 15% chance) blond blue ( 15% chance) light brown brown light brown hazel light brown gray brown hazel brown gray brown brown brown green

Human hair and eye color
    hair         eye                           hair          eye
    color        color                         color         color
      gray         green                         sandy         gray
      gray         blue                          sandy         ashen ( 2% chance )
      gray         gray                          blond         blue
      brown        brown                         blond         brown
      brown        green                         blond         blue
      brown        gray                          blond         jade  ( 2% chance )
      dark blond   green                         auburn        green
      dark blond   blue                          auburn        gray
      dark blond   brown                         auburn        hazel
      dark blond   violet                        auburn        brown
      black        gray                          auburn        rose   ( 2% chance )
      black        hazel                         russet        violet
      black        blue                          russet        green
      black        brown                         russet        hazel
      red          green                         russet        emerald ( 1% chance )
      red          brown                         brunet        violet
      red          gray                          brunet        brown
      red          copper ( 2% chance )          brunet        green
      sandy        brown                         brunet        gray
      sandy        green                         brunet        beryl ( 1% chance )
                                                 gray          violet

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Movement, non-combat

This not during combat. For combat movement.

1. movement           distance traveled
    rate         in 1 round       in 1 segment
     4"             40'              4'
     6"             60'              6'
     9"             90'              9'
    12"            120'             12'
 the rest of the scale should be obvious.

2. outdoors 1” rate = 1 mile walking for 8 game-hours a character can travel, subject to terrain, load carried, hostile forces, and the weather.

3. mapping a town, if the locals allow it, takes 1 turn per 90’. This is the same as dungeon mapping.

combat sequence

1. any surprise rolls are made.

2. if one group is surprised, the other acts.

3. If both groups are surprised, whomsover’s surprise wears off first, acts.

4. Initiative is then rolled by each group. The group getting the highest on a d6 goes first. If both groups roll the same, reroll.

5. The first group to get initiative attacks first and then the other group does their attacks. Initiative is rerolled at the beginning of every melee round.

6. I will call your character’s name aloud when it is your turn for that character to do that character’s action.

   a. Tell me what weapon, spell, or device your character is using and
        and what monster/area you are aiming for.

b. Unless a spell requires a to hit roll, I don’t require one. c. For weapon combat, roll a d20 and tell me what you rolled. d. I will make all of your character’s adds ( that include magic items) e. If I tell you that your character hit, you should automatically roll the damage dice for that weapon, etc. I will make any damage adds. f. No monster or character will fall down dead, or into unconciousness, until the end of the combat round. Unless the being hit takes massive damage or the hit is critical. e.g. 30 hit points done to character or monster with only 7 hp left. g. If a monster hits your character, I will tell you what damage your character has taken. No fair guessing… :-) h. combat grid used in this campaign: front front front front Defender front flank flank rear rear/back rear The second row of ‘front’ is for your character’s shield side. Otherwise its a flank attack. Flank attacks don’t get any shield adds. i. A frontal attack on your character’s shield side is vs. armour plus dexterity plus shield adds. j. A frontal attack on your character’s non-shield side OR the second frontal attack against your character’s shield side is vs. armour plus dexterity adds. k. A rear attack negates shield adds. If your character is surprised, dexterity adds are also negated. l. A rear attack is at +2 to hit. m. Prone, physically held, or stunned creatures are attacked at +4. n. Against a magically asleep, magically Held, paralyzed, or totally immobile creature, the hit is automatic. o. A thief attempting to backstab while in general melee is +3 to hit and no extra damage.

Horse purchases

In some locations a horse can be bought or rented. The rent is 5 gp for a one-way trip with a stable representative taking the horse back to the stable. Your character will be met at the same location for the return trip at a player requested time for an additional 5 gp. Don’t expect rental horses in the time of war, you are traveling further than 25 miles from the stable, or you are traveling beyond the borders of the nation where the stable is located.

A. first method of buying a horse.

An average light riding horse or pony; with saddle, saddle blanket, bit and bridle, small saddle bags, and horse shoeing labor for one game year at the stable of purchase; can be bought for one year. Cost: 75 gp I did this for those players that didn’t want to roleplay buying a horse.

B. Second, and referee assisted, method

Prices are for the animal only, a local area’s prices may differ.

size/type base price base movement
donkey 8 gp 12”
horse, light riding 25 gp 26” , light war 75 gp 24” , medium war 110 gp 18” , heavy war 150 gp 15”
mule 20 gp 12”
pony 20 gp 12”

quality price adj. movement adj. movement range
poor – 50 percent + ( 2d6 – 6)” ( -4” to +2 “)
average – — + ( 2d4 – 5)” ( -3” to +3 “)
good + 100 percent + ( 2d4 – 4)” ( -2” to +4 “)
excellent + 200 percent + ( 2d4 – 3)” ( -1” to +3 “)
superb + 265 percent + ( 2d4 – 2)” ( 0” to +4 “)

C. A third way

Draft Animals, horses, ponies, carts, chariots, and wagons
Pony chariots ? I am presuming halflings would use them. Certainly not humans.

terrain cost ( 6 hours/day ) max load cart/wagon Vehicles/animal normal rugged gp wt base harness Cart, small/pony 8 miles 4 miles 3,500 75 gp 5 gp , small/light horse 10 5 5,500 , small/medium horse 12 5 6,000 , medium/pony 6 zero 4,000 125 gp 6 gp , medium/light horse 8 3 6,500 , medium/medium horse 8 5 7,500 , medium/mule 10 6 7,500

Chariot, small/pony 6 miles 3 miles 3,000 250 gp 30 gp , small/light horse 9 5 4,000 , small/medium horse 10 6 4,000 , medium/light horses 12 7 5,500 500 gp 55 gp , medium/medium horses 14 8 5,500 , medium/heavy horses 16 10 5,500 , large/light horses 12 7 5,500 750 gp 73 gp , large/medium horses 14 8 5,500 , large/large horses 16 10 5,500

Wagon, small/light horse 8 miles 3 7,500 110 gp 20 gp , small/medium horse 10 6 8,500 , small/heavy horse 12 9 9,000 , medium/light horses 9 4.5 9,000 210 gp 45 gp , medium/medium horses 11 7 11,500 , medium/heavy horse 13 8 10,000 , medium/heavy horses 14 9 13,500 , large/light horses 10 6 12,000 363 gp 75 gp , large/medium horses 12 8 13,500 , large/heavy horse 14 8 13,500 , large/heavy horses 16 10 15,000

‘horses’ in the above chart would mean 2 to 4 horses. I know a team of 6 or more horses/oxen could move larger loads, but this is for adventurers, not merchants.

A small chariot can carry 1 or 2 characters with a small amount of equipment. A large chariot can carry 2 characters plus a small stove and food storage. One or two horse chariots are usually drawn by heavy horses. Four horse chariots are usually drawn by draft horses. Four horse chariots look more like wagons than war chariots. Yes, I know the Hittites and others had 4 horse war chariots, but Crestar isn’t a parallel Earth. Wilderness proficiencies required for chariot, cart, and wagon use are: animal handling, animal lore, charioteering, plant lore, and land based riding. Wilderness proficiencies required for horse riding are: animal handling, animal lore, plant lore, and land based riding.

                                                                            gp wt carry
                        animal cost    move rate    saddle/etc.         normal  encumbered
draft horse 30 – 75 gp 12” 5 sp – 90 gp 4,000 8,000
horse, light riding 25 – 92 gp 26” 15 sp – 5 gp 2,500 4,000
mule 20 – 45 gp 12” 1 sp – 10 gp 2,000 6,000
pony 20 – 65 gp 12” 6 sp – 3 gp 2,000 3,000
war horse, heavy 150 – 548 gp 15” 70 gp – 300 gp 5,000 5,000 , light 75 – 274 gp 24” 20 gp – 100 gp 3,000 5,000 , medium 110 – 402 gp 18” 50 gp – 200 gp 4,000 6,500

Animal cost is determined by amount of training, which varies from average to
superb. Combat training is 100 gp extra.


listening at doors and hearing low level noises.

Tell me that your character wants to listen and roll a d20. Tell me the number that you rolled. Low numbers are best. I will tell you what your character hears. The thief ability is rolled by me. Loud noises will be heard by the adventuring group unless the group is talking, arguing, or the listeners are deafened due to combat, loud noises, etc.

Listening for a noise on the other side of a door or thin wall. The character(s) listening have to remove any head gear and place one ear on or near the door. The player then rolls a d20 as for listening for low-level noises.

number of          door         |         number of          door
listeners          width        |         listeners          width
   4                10'         |             2                5'
   3                 8'         |             1                4'
   2                 6'         |             1                3'

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Some folks may think I had lots of house rules. I don’t believe I did. But I did use a typed booklet of how I understood the game rules to work. I know some folks see that as pretending to be official, but it isn’t. When I started reading the 1E books there was no one for me to talk to who was also playing the game. Internet accounts were not available to very many back then, and I wasn’t reading gaming magazines in 1979.

Magic items under Identify magic-user spell.

After reading over the Identity spell description, I saw that the exact number of pluses an item had would not be easily known. So I told players that a e.g a magic sword could be determined to have a vague number of pluses, but not the exact amount. So a magic sword with a +1 or +2 would be identified as a sword of few pluses. Three or four pluses was amagic sword of several pluses and 5 or 6 pluses identified as a sword with many pluses. I didn’t tell them until months later that many +6 items were unique. If a +6 sword, dagger, etc. ever broke, there was no replacement.

The same would be true for magic items with charges. A percentage range would be the result of Identify. If the percentile roll is close, a result within 10 percent of the total charges would become known to the caster of Identify. For every 10 percent higher than the roll needed, the range is wider. So an item with 50 charges, and 20 percent roll too high, would give a result of ’40-60 charges’. Rolls below the required amount, give more accurate results, but the exact number wil never be known. Unless the players keep track of how many times the item has been used, then it stops working. That count will be accurate.

Price lists for character purchases.

Magic items were never for sale to characters. Sometimes I might allow healing potions to be found in town for gold pieces, but that was rare. Most of the time I had a General Store typed up, a few times I just had a generic price list available for the players to read. I will include price lists for the various towns as I type up the dungeons.

Leading questions

What is a leading question ? Player, asks “what is behind that door ?” or “Are there any monsters behind the door ?” or “If my character hits the monster with a sword, will that cause damage ?”

If they didn’t have their characters do anything that would help them determine what is behind the door, thats a leading question. I don’t answer leading questions.

Movement, combat

My dungeons were shown to the players as floor tiles that were 2 inch by 2 inch squares representing a 10 foot by 10 foot area. We used 25 mm miniatures. I bought some tiles and made the rest out of old beige manila folders using a t-square and pencil. Then went over the drawn tiles with a drafting pen to make the movement squares more visible.

movement items
rate worn action possible
15 inch normal clothing, Bracers move 4 or less, action of Defense, Monk, or Barbarian move 5 no action run 6 and roll 4d6 vs. Dex if roll over Dex, fall down.

12 inch any magic armour or mail, move 3 or less, action leather, elfin chain mail move 4 no action run 5 and roll 4d6 vs. Dex if roll over Dex, fall down.

9 inch banded, chain mail, padded, move 2 or less, action ring mail, studded leather, move 3 no action thief with Boots of run 4 and roll 4d6 vs. Dex Elvenkind moving silently. if roll over Dex, fall down.


6 inch bronze plate, field plate, move 1 or less, action full plate, plate, scale, move 2 no action splint, thief moving silently run 3and roll 4d6 vs. Dex if roll over Dex, fall down.


4 inch encumbered 9 carrying max move 1 or less, action weight load for that move 2 no action character’s strength ) run 3 and roll 4d6 vs. Dex if roll over Dex, fall down.


Turning around takes one hexagon of movement.

1 hexagon = 3 and one-third feet. 3 hexagons = 10 feet.

A Barbarian can run or move 15 inch up to 9 game-hours out of every 24, if the character has taken no damage. The percentage damage taken of the character’s total hit points is the percentage decrease in the 9 game-hour time interval. e.g. A Barbarian with 45 hit points has taken 23 hit points in damage. 9 times 0.51 = 4.59 game-hours available at a 9 inch movement rate.

All other characters can move at a 15 inch movement rate for a maximum of 6 turns (thats one game-hour). After 6 turns, the character must drop to 6 inch movement rate for 4 game-hours of walking, or sleep for 2 game-hours, before returning to the 15 inch rate. If the character continues at 15” rate over the 1 game-hour limit, the player must roll 4d6 vs constitution per turn over the one game-hour limit. Failure means a total physical collapse. The character must then rest for 4 game-hours after reviving from 3d10 + 5 rounds of unconciousness. After 3 failures you must saving roll vs. Constitution with 5d6. This failure means the character will be in a coma for 3d6 + 2 turns. After the sixth failure, the player must SR vs. Constitution with 5d6. Failure this time means the character has died of heart and system failure.

Fumble procedure

levels that fumble:

  a.  1st thru 6th  level fumble on a natural 1 or 2 on a d20.

b. 7th thru 10th level fumble on a natural 1 on a d20. b. 11th thru 23rd level fumble on a natural 1 on a d20. ( only 5 percent of the time ) For multi-class, add up the levels, then use the above. The monsters use the same chart.

Critical hit procedure

If your d20 roll was a natural 20 and a hit, it is a critical hit. If the natural 20 was a miss, no critical hit occurred. If you get a critical hit, roll percentile dice, and I will tell you the visible results.

Game time explanations

A. components

   1. segment         6 game-seconds
   2. 10 segments     1 game-minute
   3. round           1 game-minute
   4. combat round    1 game-minute
   5. turn           10 game-minute

6. There are about 24 game-hours in a game-day. 7. The 12 game-months have 30 game-days each. 8. The game-year is 366 game-days long. 9. There are 2 game-festivals per game-year of 3 game-days each. They are called Lithe and Yule. For many nations these are major holidays. Lithe is between the 6th and 7th months. Yule is between the 12th and first month. Yule is the New Year’s Day equivalent and Lithe is the Midsummer’s Day equivalent for Crestar.

B. guide for the amount of game time necessary for standard events.

   1. door, search for mechanical traps         1 round
          , remove mechanical traps, varies     1-30 rounds
                   by complexity
          , opening, push or pull               1 segment per attempt
          , tie rope and pull open              1 round

2. secret door, check for by tapping the wall and listening for echoes per 10’ × 10’ wall section 1 round ( regular search) , same but more thorough 1 turn ( thorough search) 3. room, map and casually search, 20’ × 20’ area 1 turn , same size, thorough search walls, floors, map furniture, etc. +1 turn 4. movement thru a previously mapped area ( not including opening any doors ) a. walking at a 9” rate takes 1 round per 90 feet b. running at a 9” rate takes 5 segments per 90 feet. ( roll vs. Dexterity only necessary once for each 5 game-minutes)

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I’ve been working on changing the 1e druid to go to 23rd level, And make Shaman a trade skill/character class for potion making. The character class will be called Shogosh. An Ogre word…

Since I don’t have the time to make detailed lists of components, I’ll just make it something like ‘Fire Resistance potion kit’ and the success rate depends on skill level.

I felt back in 1980, when I started playing this game, that druid and monk stopped leveling at too low of levels.

I’ll post my changes to monk, after I’ve worked on druid changes for a bit. So far, I have the spells per level list, and I spread out the ‘initiate of circle’ levels.

I’ll also be adding in some character classes listed as NPCs in the Players Handbook. Like Dwarf Clerics.

Elf and Half-Elf character races that have Magic-User as one of their character classes can add Illusionist character class as a possibility.

I am working on making Monk and Druid character classes up to 23rd level.

All casting classes will have increased number of spells castable per day per level… as I am adding a number of spells I felt should have been in the game. Like defensive spells and curative spells. Block Poison, Cure Major Disease, etc.

Changes I’m working on.

Dwarves, hill: Paladin, Druid, and Ranger

Elves; gray, high, valley, wood: Illusionist and Bard

Half-Elves; gray, high, valley, wood: Illusionist and Monk

Gnomes, surface: Druid, Ranger, and Magic-User

Halflings, all: Ranger and Illusionist , tallfellow: Paladin

Instead of stopping rolling for hit points as noted in the 1e AD&D Players Handbook, characters will roll until they max out at 23rd level.

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Deity name: Yulhenra

in charge of: god of epidemics

tithe: 15%

animal: carrion bird

symbol: 3 demon heads

Clerics can be: any

wear on

head: pointed cap or pointed helm

body: tunic or armor

colors: muddy yellow

UnHoly Symbol shape:

requirements to join: 1. do evil acts to people not of this religion 2. travel about the countryside preaching to rich and poor alike

advantages: 1. immune to fevers 2. 1% chance the deity is watching an evil deed performed by a cleric and 5% chance will give an evil doer a disease causing items if more than 500 characters are affected by the evil act.


Sacrifices: when : full moon what: gems where: temple

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