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The Big Brown Book

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0% found this document useful (0 votes)
331 views112 pages

The Big Brown Book

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
You are on page 1/ 112

THE BIG BROWN BOOK

Basic Rules for Fantasy Role Playing Campaigns


Playable with Paper and Pencil

By Justen Brown

Based on original material by Dave Arneson, Gary Gygax, & Jeff Perren.

Special Thanks: Philotomy (www.philotomy.com); James Maliszewski (http://grognardia.blogspot.com); Everyone at the Dragonsfoot
forums (http://www.dragonsfoot.org/forums/index.php); Smallroller, one of the best game aids ever!(
http://www.fnordistan.com/smallroller.html)

Dedicated to Dave Arneson (1947-2009) & Gary Gygax (1938-2008)

1st Edition – November, 2010

More information about J. Brown and his work at


http://feysquare.com
TABLE OF CONTENTS

COPYRIGHT © 2010 JUSTEN M.


Exploration Movement............................16
BROWNFOREWARD.........................................1 Cautious Movement.................................16
Normal Movement...................................16
D6 SYSTEM..................................................1 Overland Movement................................16
BASIC ASSUMPTIONS...............................1 Running...................................................16
PERSONAL PRONOUNS.............................1 Movement Penalties................................16
THE CORE MECHANIC................................2 MAPPING....................................................17
Dungeon Mapping and Bearings............17
Miscellaneous Actions...............................2 Mapping the Wilderness..........................17
Situational Modifiers to TN.......................2 INJURY AND DEATH................................17
Modifying d66...........................................2 REST AND RECOVERY............................17
REQUIRED EQUIPMENT.......................2 Starvation and Dehydration....................17
TERMINOLOGY.......................................2 WILDERNESS AND DUNGEON
CHAPTER 1: OF MEN & MAGIC................4 HAZARDS...................................................18
Bashing Doors.........................................18
ABILITY SCORES........................................4 Becoming Lost.........................................18
CHARACTER CLASSES.............................4 Falling.....................................................18
Experience and Levels...............................4 Hearing....................................................18
“Title Level” and Experience Cap............4 Searching.................................................18
Rolling Hit Dice........................................4 Springing Traps.......................................18
FIGHTING-MAN..........................................5 Swimming................................................18
MAGIC-USER...............................................6 Vision.......................................................19
CLERIC.........................................................7 MARITIME TRAVEL.................................19
DWARF..........................................................8 Crew........................................................19
ELF.................................................................8 Sailing......................................................19
HALFLING....................................................8 Wind.........................................................20
PRIME REQUISITES....................................8 Rowing.....................................................20
ALIGNMENT................................................9 Distance per Day.....................................20
LANGUAGES...............................................9 Turning a Vessel......................................20
EQUIPMENT.................................................9 Shearing Oars.........................................20
Starting Gold.............................................9
Standard Equipment..................................9 CHAPTER 3: MONSTERS & TREASURE 22
Weapons...................................................10 WANDERING MONSTERS.......................22
Armor.......................................................11 ENCOUNTER REACTIONS......................22
Rumors and Legends...............................11 RETREATING FROM AN ENCOUNTER. 22
Upkeep.....................................................11 Retreating in a Dungeon.........................22
Encumbrance...........................................11 Retreating in the Wilderness....................22
MAGIC.........................................................11 Surprise and Evasion..............................22
Spell Books and Memorization................11 Difficult Terrain and Evasion..................22
Casting Spells..........................................12 Speed and Evasion..................................23
Law and Chaos Magic.............................12 STRONGHOLD ENCOUNTERS...............23
Researching Spells...................................12 Attracting Attention.................................23
Replacing/Duplicating Spell Book..........12 Tolls and Fees..........................................23
Counter Spell...........................................12 BUILDING STRONGHOLDS....................23
NON PLAYER CHARACTERS.................12 Domains..................................................24
Hiring NPCs............................................12 DUNGEON FEATURES.............................24
Hiring Reaction.......................................13
Loyalty.....................................................13 CHAPTER 4: SMALL SCALE COMBAT...26
SPECIALIST NPCS.....................................13 SURPRISE ROUND....................................26
MERCENARY NPCS..................................14 SCALE.........................................................26
CHAPTER 2: ADVENTURES ABOVE AND Space Required to Fight..........................26
BELOW...........................................................16 Narrative Combat vs. Tactical Combat...26
ORDER OF ACTIONS................................26
EXPERIENCE POINTS..............................16 RANGED COMBAT...................................26
TIMEKEEPING...........................................16 MELEE........................................................26
MOVEMENT AND SCALE........................16 Exceptions to First Attack.......................27
TABLE OF CONTENTS

Pole arms and Reach Weapons...............27 Passing Fire.............................................37


Flank and Rear Attacks...........................27 Shoot-on-the-move..................................37
The Attack Roll........................................27 ARQUEBUSIERS AND GUNS..................37
Attacks per Round...................................27 CATAPULTS................................................37
Normal Creatures vs. Heroic Creatures. .27 Moving a Catapult...................................37
Special Defenses......................................27 Catapult Attack........................................37
Monsters and Melee Attacks....................28 Reloading................................................37
MOVEMENT IN MELEE...........................28 Attacking a Catapult................................38
Withdraw.................................................28 CANNONS..................................................38
Retreat.....................................................28 Cannonballs and Cover...........................38
HELPLESS CREATURES..........................28 Bombard-mortar......................................38
SUBDUAL ATTACKS.................................28 MELEE........................................................38
MOUNTED COMBAT................................28 Resolving Attacks....................................38
Mounted Charge......................................29 Flank and Rear Attacks...........................39
Mount Attack...........................................29 Charging..................................................39
High Ground............................................29 Guarding..................................................39
Unseating a Rider....................................29 Hedgehog Maneuver...............................39
Dismounting/Mounting............................29 Momentum and Melee.............................39
SAVING THROWS.....................................29 Pole arms and Column Formation..........39
Item Saving Throws.................................29 Skirmishers and Column Formation.......39
Destroyed Items.......................................30 Blocking...................................................39
MORALE.....................................................30 FATIGUE.....................................................39
Player Character’s and Morale..............30 MASS COMBAT POINT VALUE...............40
JOUSTING...................................................30 FANTASTY CREATURES IN MASS
Melee Tournament...................................31 COMBAT.....................................................40
AERIAL COMBAT......................................31 NORMAL FANTASY UNITS.....................40
Ascending and Descending.....................32 HEROIC FANTASY CREATURES............41
Attacking a Flying Creature....................32 Artillery and Heroic Creatures................41
Strafing....................................................32 Adapting Heroic Creatures......................41
NAVAL COMBAT.......................................32 PCs as Heroic Creatures.........................44
Scale........................................................33
APPENDIX I: SPELLS..................................46
Grappling................................................33
Boarding..................................................33 Spell Range and Area..............................46
Falling in Naval Combat.........................33 SPELLS: ANIMAL GROWTH – WIZARD
Leadership...............................................33 LOCK...........................................................47
Ramming..................................................33
APPENDIX II: MONSTERS.........................54
CHAPTER 5: MASS COMBAT – LARGE
DUNGEON ENCOUNTER TABLES...................54
SCALE WARFARE PLAYABLE WITH
Example dungeon encounters..................54
MINIATURE FIGURES................................34
WILDERNESS ENCOUNTER TABLES...............54
SCALE.........................................................34 Example wilderness encounter tables.....55
REQUIRED TOOLS....................................34 STRONGHOLD INHABITANTS.........................56
ORDER OF ACTIONS................................34 MONSTERS: ANIMAL/INSECT, GIANT -
UNIT TYPE AND MOVEMENT................35 ZOMBIE......................................................56
Normal Men.............................................35 Note on Undead Creatures......................56
Movement and Missile Ranges................35
APPENDIX III: TREASURE........................70
Terrain Penalties.....................................35
Formation................................................35 RANDOM TREASURE TABLES...............70
Facing......................................................36 GEMS...........................................................70
MISSILE FIRE............................................36 JEWELRY....................................................71
Formation and Angles.............................36 MAGIC ITEMS AND MAPS......................71
Focused Firing........................................36 MAPS...........................................................72
Resolving Missile Fire.............................36 MAGIC SWORDS.......................................73
Firing Into Melee....................................36 MAGIC ARMOR.........................................73
Cover.......................................................36 OTHER WEAPONS....................................73
Indirect Fire.............................................37
TABLE OF CONTENTS

POTIONS.....................................................74 Burning Pitch..........................................88


SCROLLS....................................................74 Throwing Rocks.......................................88
Protection Scrolls....................................74 Mining and Counter-Mining...................88
Cursed Scrolls.........................................75 Sieges and Morale...................................88
RINGS..........................................................75 MASS COMBAT: SUPPLY CAMP.............88
WANDS AND STAVES...............................76 MASS COMBAT: TAKING PRISONERS..88
OTHER MAGIC ITEMS.............................77 Guarding Prisoners.................................88
INTELLIGENT SWORDS..........................79 Ransoming Prisoner’s.............................89
Sword Alignment.....................................79 RESEARCHING MAGIC...........................89
Sword Intelligence...................................79 Researching Magic-User Spells..............89
Sword Languages....................................79 Researching Cleric Spells........................90
Sword Greater Powers............................79 Range.......................................................90
Sword Purpose.........................................79 Saving Throws.........................................90
Sword Ego...............................................80 Duration..................................................91
Battle of Wills..........................................80 Final Notes..............................................91
Example Spell – Strength.........................91
APPENDIX IV: OPTIONAL RULES...........82
SPELL CONCENTRATION........................91
ALTERNATE LEVEL DRAIN....................82 RANDOM WEATHER................................91
ALTERNATE PARALYZE..........................82
APPENDIX V: AFTERWORD AND F.A.Q. 93
ARNESON'S EXPERIENCE GAIN...........82
AUTOMATIC HIT AND MISS...................82 THE MATH BEHIND THE DICE..............93
D20 COMBAT MATRIX.............................82 DICE DISTRIBUTION...............................93
D20 SAVING THROWS.............................82 Dice Probabilities....................................93
Saving Throw Bonuses............................83 FREQUENTLY ASKED QUESTIONS.......94
EXTENDING MAGIC RANGE.................83
LEGAL.............................................................96
GARY’S RULES.........................................83
Hit Points and Hit Dice...........................83 Tables
Ability Scores...........................................83 SITUATIONAL MODIFIERS....................................2
Dying and Healing..................................83 CONSTITUTION.....................................................4
Surprise...................................................83 DEXTERITY..........................................................4
Initiative and Actions...............................83 CHARISMA...........................................................4
Spells.......................................................83 FIGHTING-MAN...................................................5
MYTHIC UNDERWORLD.........................84 FIGHTING-MAN SAVING THROWS.......................5
MASS COMBAT: COMMONERS.............84 MAGIC USER.......................................................6
MASS COMBAT: HOLY KNIGHTS..........84 MAGIC-USER SAVING THROWS...........................6
MASS COMBAT: KNIGHTS......................84 CLERIC.................................................................7
MASS COMBAT: LEADERSHIP...............84 CLERIC SAVING THROWS.....................................7
MASS COMBAT: LONGBOW DEFENSE 84 TURN AWAY UNDEAD..........................................7
MASS COMBAT: MILITIA........................85 PRIME REQUISITE EXPERIENCE BONUS...............9
MASS COMBAT: BASIC MORALE..........85 COINS, VALUE, AND WEIGHT..............................9
Death Charge..........................................85 COMMONLY AVAILABLE EQUIPMENT................10
Calvary Charge.......................................85 TRANSPORTATION..............................................10
Miscellaneous..........................................85 MELEE WEAPONS..............................................10
MASS COMBAT: MERCENARY RANGED WEAPONS............................................10
OBEDIENCE...............................................85 ARMOR TYPES...................................................11
MASS COMBAT: POST MELEE STRESS 86 ITEM WEIGHTS IN COINS...................................11
Forced Retreat.........................................86 MOVEMENT PENALTY FOR MAN-SIZED
Route........................................................86 HUMANOIDS.............................................11
Broken......................................................86 BASE CRAFTING COST.......................................12
MASS COMBAT: SIEGES..........................87 NPC HIRING REACTION....................................13
Supplying a Siege....................................87 NPC LOYALTY CHECK......................................13
Conducting a Siege..................................87 SPECIALIST NPCS..............................................13
Breached Structures................................87 MERCENARY UNIT COSTS IN GOLD..................14
Siege Towers and War Machines.............87 TERRAIN PENALTY TO MOVEMENT...................16
Mantlets...................................................87 STARVATION AND DEHYDRATION......................18
Ladders....................................................87
TABLE OF CONTENTS

LOST CHANCE...................................................18 TABLE 4.............................................................54


SWIMMING IN ARMOR.......................................19 TABLE 5.............................................................54
SHIP CREW REQUIREMENTS..............................19 TABLE 6.............................................................54
SHIP SPEEDS......................................................19 RANDOM WILDERNESS ENCOUNTERS BY
WIND STRENGTH...............................................20 TERRAIN...................................................55
WIND DIRECTION..............................................20 MEN ENCOUNTERS BY TERRAIN.......................55
ROWING FATIGUE..............................................20 RANDOM MAGIC ITEMS FOR MEN....................55
WILDERNESS ENCOUNTER CHECK....................22 FLYING MONSTERS............................................55
ENCOUNTER REACTION.....................................22 UNDEAD MONSTERS..........................................55
STRONGHOLD STRUCTURES...............................23 GIANT/MOUNTAINOUS MONSTERS....................55
STRONGHOLD ADDITIONS..................................24 LYCANTHROPES.................................................55
RANDOM DUNGEON TREASURE BY DUNGEON WATER MONSTERS............................................55
LEVEL......................................................24 DRAGON/REPTILIAN MONSTERS.......................55
RANGED ATTACKS VS. ARMOR..........................26 ANIMALS...........................................................56
WEAPON CLASS VS. ARMOR.............................27 STRONGHOLD RULERS.......................................56
MULTIPLE ATTACKS..........................................27 MONSTER AC SHIELD EQUIVALENT..................57
SPECIAL DEFENSES............................................27 DRAGON AGE....................................................59
CHANCE TO SUBDUE.........................................28 DRAGONS BY TYPE............................................60
VIOLENT DISMOUNT..........................................29 DRAGON RESISTANCES......................................60
ITEM SAVING THROWS......................................29 GIANT TYPES.....................................................62
CREATURE MORALE..........................................30 TREASURE TYPE A............................................70
JOUSTING ATTACKS AND DEFENSES..................30 TREASURE TYPE B-I..........................................70
JOUSTING ATTACK VS. DEFENSE RESULTS........30 GEM BASE VALUE.............................................70
JOUSTING SCORE...............................................31 JEWELRY BASE VALUE......................................71
FLYING CLASS AND MANEUVERABILITY...........31 MAPS 71
CRITICAL PENALTY............................................32 MAGIC ITEMS....................................................71
NORMAL MEN...................................................35 MAGIC SWORDS................................................71
TERRAIN PENALTIES TO MOVEMENT.................35 ARMOR..............................................................71
UNIT FORMATION..............................................36 OTHER WEAPONS..............................................71
FORMATION COSTS............................................36 POTIONS.............................................................71
ARCHER ATTACKS VS. UNIT TYPE....................36 SCROLLS............................................................71
ARQUEBUS ATTACK...........................................37 RINGS................................................................71
CATAPULT RANGE AND RADIUS........................37 WANDS AND STAVES.........................................72
CATAPULT RELOADING......................................37 OTHER MAGIC...................................................72
CANNON OFFSET...............................................38 TREASURE MAPS...............................................72
CANNON KILL ARC AND WIDTH.......................38 MAGIC MAPS.....................................................72
MELEE ATTACKS BY UNIT.................................38 COMBINATION MAPS.........................................72
UNIT MELEE ATTACKS......................................39 EXAMPLE CURSES.............................................75
FATIGUE COST...................................................39 SPELL TURNING.................................................76
NORMAL MEN POINT VALUE............................40 SWORD ALIGNMENT AND DAMAGE...................79
FANTASY UNIT POINT VALUE...........................40 SWORD INTELLIGENCE, POWERS, AND
NORMAL FANTASY UNITS.................................40 COMMUNICATION.....................................79
ELF/FAERIE MASS COMBAT BONUSES..............41 SWORD LANGUAGES KNOWN............................79
HEROIC CREATURES..........................................42 SWORD POWERS................................................79
CHANCE TO BURN TREANT...............................43 SWORD GREATER POWERS................................79
TROLL MASS COMBAT WEAKNESSES................43 WIELDER’S EGO MODIFIER...............................80
FIGHTING-MEN IN MASS COMBAT....................44 OPTIONAL FIGHTING-MAN ATTACK MATRIX VS.
MAGIC-USER IN MASS COMBAT.......................44 AC...........................................................82
CLERICS IN MASS COMBAT...............................44 OPTIONAL MAGIC-USER ATTACK MATRIX.......82
MAGIC-USER SPELLS BY LEVEL.......................46 OPTIONAL CLERIC ATTACK MATRIX.................82
CLERIC SPELLS BY LEVEL.................................46 OPTIONAL NPC/MONSTER ATTACK MATRIX....82
CONTACT HIGHER PLANE CHANCE...................48 OPTIONAL FIGHTING-MAN D20 SAVING THROWS
RANDOM ENCOUNTERS BY DUNGEON LEVEL...54 .................................................................82
TABLE 1.............................................................54 OPTIONAL MAGIC-USER D20 SAVING THROWS 83
TABLE 2.............................................................54 OPTIONAL CLERIC D20 SAVING THROWS..........83
TABLE 3.............................................................54 OPTIONAL SPELL RANGE BY LEVEL.................83
TABLE OF CONTENTS

OPTIONAL COMMONER OBEDIENCE IN COMBAT


.................................................................84
OPTIONAL MASS COMBAT BASIC MORALE......85
OPTIONAL BASIC MORALE CAVALRY CHARGE. 85
OPTIONAL MERCENARY OBEDIENCE.................85
OPTIONAL MERCENARY DEMANDS...................85
OPTIONAL POST MELEE STRESS FACTORS........86
OPTIONAL POST MELEE STRESS RESULTS........86
OPTIONAL POST MELEE BROKEN DURATION....86
OPTIONAL SIEGE STRUCTURE HIT POINTS........87
OPTIONAL SIEGE DAMAGE................................87
OPTIONAL TAKING PRISONERS..........................88
OPTIONAL SPELL CONCENTRATION...................91
OPTIONAL SPELL MISHAP TABLE......................91
FOREWARD

OPTIONAL RANDOM WEATHER.........................91


FOREWARD
Almost forty years ago from this publication, a group of close friends and avid war-gamers gathered together. These
designers supplemented their medieval war games with fantasy adventures culled from the pages of Robert E. Howard,
J.R.R. Tolkien, Jack Vance, and Fritz Leiber with a sprinkling of Lovecraft horror and Edgar Rice Burroughs’ science
fiction. This amalgamation of fantasy sources lead to the creation of the most popular commercial role playing game ever
created.

With over a dozen editions made throughout the years, some completely different and others quite similar, the game
continues to be the leading name in role playing. As time goes on books go out print, become lost or destroyed, and the
ravages of time slowly degrade what’s left. Through the Open Game License an easy method of keeping these old
products alive has been introduced in the form of a simulacrum or “retro-clone.” The Big Brown Book is one of those.

While it’s impossible to achieve 100% accuracy – a combination of legal matters and ambiguity in the original text – The
Big Brown Book attempts to come as close as possible within the letter of the OGL. TBBB combines all the material
found in the original “Medieval Miniatures Rules” along with the three brown books found in “Fantasy Medieval
Campaigns” box set. As an added bonus, there are few elements inspired by “Wilderness Survival”. Format has changed
for clarity and ease of reference. While rare, some rules have been expanded where originally left (un)intentionally vague.
In rarer cases, some rulings (particularly historical medieval units) have been removed completely.

“0e,” as it is often called, was a game where the players and referee were encouraged to follow the “spirit” of the rules, not
the letter. The “spirit” that I write in is my own and may very well clash with your own even though it’s culled from the
same material! I hope you enjoy TBBB as either a piece of history or for use in your own fantasy role playing campaign.

P.S. I meant to spell it that way.

D6 SYSTEM
The Big Brown Book is built entirely around six sided dice (d6). The reasons for this are twofold; firstly, 0e in its original
form was based off a war-game and used d6s exclusively; second, in the original product very few rules are ever
adjudicated with “funny” dice (aside from random tables for the GM, saving throws were the only default use of a d20). In
order to consolidate the rules, avoid pesky copyright infringement, and to provide easy playability (if you own a generic
board game, you probably own a d6) the decision was made to use d6s.

BASIC ASSUMPTIONS
If you’re reading this, you’ve probably played your fair share of role playing games so I’ll spare the “What is an RPG?”
lecture. The Big Brown Book was designed to emulate a specific style of role playing. Although the system is flexible
(provided the GM and players are flexible), understand that the material is written with five assumptions in mind.

Humans dominate. Humans build empires, expand aggressively, and gather all manner of power. Many fantastic races
exist but they’re rare, dying, scattered, or stagnant. When human expansion clashes with established nonhuman races,
the latter must adapt or die off. Even the fates of gods and demon lords are impacted by humanity.

The player’s skill is challenged more than their character’s. In most contemporary RPGs, there are “skills” which
determine how successful a character is with a certain action. In TBBB, a character’s success is based on the player’s
actions. You don’t find a hidden cache by rolling a skill check; you find a hidden cache by saying “My character probes
the floor, testing for a false bottom.” In some situations the GM may call for a check with an ability score used as the
target number in order to determine success.

The more the merrier. Adventurers are expected to hire assistants and warriors to help them with mundane tasks or deal
with challenges. These people expect fair compensation and treatment.

The world is mostly unexplored. The typical fantasy world is like the American Old West; dangerous, untamed, and
with no limit in sight. Fortune and fame await those brave and skilled enough to explore it. Human civilizations dot the
landscape and when the world’s precursors passed away their ruins, and all the traps and treasure within, remained.
Adventurers eventually outgrow dungeons and move on to map the wilderness, build their own strongholds, push back
monster hordes, and conquer the frontier in the name of god and glory.

The “dungeon” is alive. The classic dungeon is often its own self contained ecosystem. Monsters have a pecking
order, rooms change over time, treasure migrates from area to area, and the dungeon adapts to the encroachment of
outsiders.

PERSONAL PRONOUNS
TBBB exclusively uses masculine personal pronouns such as “man” and “him.” This is purely preference, an homage to
the writers of the original game, and not in any way meant to be discriminatory or exclusionary.

1
THE BIG BROWN BOOK

THE CORE MECHANIC


Every action that requires a roll has a target number indicating its difficulty. If your roll is equal to or lower than the target
number, you’re successful. If you gain a bonus, it increases your target number. If you gain a penalty, it decreases your
target number.

Miscellaneous Actions
If an action isn’t covered by the rules, roll 3d6 with a target number equal to the appropriate ability score. E.g., trying to
sneak past a sleeping ogre would check dexterity while trying to hold up a crushing ceiling would check strength.

Situational Modifiers to TN
If a beneficial or impeding situation calls for a modifier, +/- 1 is always appropriate. Only use even numbers for 1d66 rolls
e.g., +/- 2.

Situational Modifiers
Modifier d6 d66
Trivial +4 +8
Simple +3 +6
Very Easy +2 +4
Easy +1 +2
Difficult -1 -2
Tough -2 -4
Very Tough -3 -6
Nigh -4 -8
Impossible

Modifying d66
When modifying a d66 rolls, be aware to carry over any number larger than 6. For example, if you roll a 35 on a d66 and
add +2, your final total is 41 and not 37. By default, the only time you’ll ever modify a d66 roll is when making a saving
throw.

REQUIRED EQUIPMENT
Paper
Pencil
At least 2 six-sided dice (8 is recommended)
Imagination
1 Patient Game Master
At least 1 player

TERMINOLOGY
1d2: Roll 1d6; 1-3=1, 4-6=2.

1d3: Roll d6; 1-2=1, 3-4=2, 5-6=3.

D66: Roll two six sided dice and designate one die as the ‘tens’ and another die as the ‘ones’. This generates a score of
11-66 (36 possible outcomes with a 2.8% chance of equaling one outcome).

When subtracting or adding to a d66 roll, remember to roll over remainders to the tens die. For example, if you roll d66+4
and come up with 34, then the final score is 42. By default, you will only ever see a modifier to a d66 when dealing with
saving throws.

[X]d6: Roll ‘x’ amount of 6 sided dice and add them together. E.g., 3d6 means roll three 6-sided dice and add them
together, generating a score of 3-18. If a modifier is designated then add, subtract, or multiply the final result. E.g.,
3d6*10 means roll three 6-sided dice and multiply the result by 10, generating a score of 30-180.

[X]d6(Y): Roll ‘x’ amount of 6 sided dice and check against target number ‘y’. If your score is equal to or less than the
target number you succeed. E.g., 1d6(2) means roll 1d6 and you succeed on a roll of 1 or 2.

Armor Class (AC): A measure of protection. Lower values are better than higher values. AC 9 is considered unarmored.
Some creatures may be “unarmored” in a literal sense although they may have thick hides that function as armor.

Asterisk (*): If you see an asterisk in between two numbers it means multiply those numbers. E.g., 2*3 is two times three
or 6.

Encounter: Any conflict between opposing parties. An encounter isn’t necessarily hostile nor does it always result in
combat.

Engaged (In Melee): A combatant within 10’ of a hostile opponent and armed with a melee weapon is considered
THE CORE MECHANIC

engaged in melee. Engaged combatants are in melee and can block off each other’s movement.

Game Master (GM): A person who acts as the referee and narrator of the game.

Hit Dice: Hit dice are a representation of a creature’s overall power (PCs are measured by their level). The greater the
hit dice, the more powerful the creature is. Hit dice are always 1d6 +/- modifiers.

Hit Points: Hit points are an abstraction for a characters health. When a creature’s hit points reach 0 or below, the
creature usually dies.

Heroic Creatures/Units: Any creature with 2HD or more. When heroic creatures fight normal creatures, the heroic
creatures are allowed multiple attacks based on their fighting capability but never more than 1 attack per normal creature.
In mass combat, normal units must score a number of “kills” equal to or greater than the heroic unit’s fighting capability to
defeat him. Against other heroic creatures, only one kill is necessary to defeat one or the other.

Infravision: The ability to see in the infrared spectrum (heat). Invisibility magic and hiding creatures can fool this vision.

Kill: In mass combat, this term specifically refers to defeating a creature. A creature is not necessarily dead if “killed” in
mass combat but they are removed for the remainder of the encounter.

Mass Combat: Combat that takes place on a 1:10 scale. If miniatures are used, one counter equals 10 creatures.
Instead of tallying hit points and damage, a creature is “killed” which removes them from play (although they’re not
necessarily dead).

Monster/Creature: A catch-all term used interchangeably to describe any person.

Movement (MV): The distance a character can move at any point in time. This number is represented in inches (“) for the
purposes of mass combat. In all other applications, the number is increased based on the scale of the map, typically in
10s of feet or 10s of yards.

Non-Player Character (NPC): Any character played by the GM.

Normal Creatures/Units: Any creature with 1HD or fewer. When heroic creatures fight normal creatures, the heroic
creatures are allowed multiple attacks based on their fighting capability but never more than 1 attack per normal creature.
In mass combat, normal creatures always die in a single hit.

Player Character (PC): A person who role plays a character and interacts with the Game Master’s world.

Saving Throw/Saves: The ability for a creature to resist effects that aren’t physical attacks. Roll d66 and check the
creature’s saving throw based on class. Monsters always use a fighting-man’s saving throw matrix.

Small-Scale Combat: Combat typically involving less than 40 creatures. If miniatures are used, each counter is 1
creature.

Target Number (TN): The number required to succeed. Roll d6; if the roll is equal to or less than the target number, you
succeed. If you earn a bonus, your target number increases. If you incur a penalty, your target number decreases.

Unit: In mass combat, a unit is a collection of 1 to 10 men, represented as a single figure if miniatures are used.

3
THE BIG BROWN BOOK

CHAPTER 1: OF MEN & MAGIC


This chapter covers the creation of player characters and the various people – friendly or not – they’re likely to encounter.

ABILITY SCORES
To determine ability scores, roll 3d6 six times and assign to Strength, Intelligence, Wisdom, Constitution, Dexterity, and
Charisma in order of rolls.

Strength: Measure of physical strength and raw


muscle.

Intelligence: Measure of cognitive thinking and


learning capability.

Wisdom: Measure of intuition, insight, and common


sense.

Constitution: Measure of physical health and


endurance. A high constitution grants a bonus to hit die
rolls and a higher chance of surviving shock to the
body.

Constitution
Score Survival Benefit
3-6 30% -1 hit point per HD
7 40%
8 50%
9 60%
10 70%
11 80%
12-14 90%
15+ 90% +1 hit point per HD

Dexterity: Measure of reflexes and alertness. A high


dexterity grants a bonus to ranged attacks.

Dexterity
Dexterity Benefit
8 or fewer -1 to ranged attacks
9-12 None
13+ +1 to ranged attacks

Charisma: Measure of one’s force of personality and


magnetism. High charisma enables one to hire more
retainers and improves random reactions in a favorable
manner.

Charisma
CHAPTER 1: OF MEN & MAGIC

Score Maximum Loyalty


Followers Modifier
3-4 1 -2
5-6 2 -1
7-9 3 --
10-12 4 --
13-15 5 +1
16-17 6 +2
18 12 +4

CHARACTER CLASSES
Character class represents a character’s primary abilities. Once chosen, a character must remain in that class.

Experience and Levels


Experience is a representation of a character’s knowledge and skill. When a character’s experience reaches a certain
amount he gains a level and their abilities improve.

“Title Level” and Experience Cap


Once a class achieves a certain level, they gain a special title. At this point, experience gain halts and advancing in levels
is left to the GM. Suggested advancement beyond this level is equal to the experience points necessary for the “title
level.” E.g., a fighting-man would require +240,000 experience points to gain each level beyond 9th (480,000 at 10th
level, 720,000 total at 11th level, etc.).

Rolling Hit Dice


Each character class receives hit dice which determines their overall health. At level 1, roll 1d6 +/- modifiers to find
starting hit points. If a new level lists an additional die, roll it and add it to the character’s maximum hit points. Hit dice
always yield at least 1 point. The number in parenthesis indicates the total hit dice the character has at that level.

Fighting-Man Saving Throws


Level
FIGHTING-MAN
Save 1- 4- 7- 10- 13+
The fighting-man is an expert at combat and warfare.
3 6 9 12
Armed with dangerous weapons and wearing the
sturdiest armors, the fighting-man leads the charge or vs. Death/Poison 34 42 45 53 61
strikes from afar with great skill. He’s the healthiest, vs. 32 36 44 51 55
strongest, and most well trained combatant. A fighting- Polymorph/Paralyzation
man who serves well may be entitled to land and build vs. Petrification 31 34 42 45 53
a stronghold that will attract loyal followers. vs. Breath Attacks 25 32 36 44 51
vs. Staves/Spells 23 31 34 42 45
Prime Requisite: Strength
Weapons: Any At 4th level, the fighting-man does not check morale.
Armor: All
At 7th level, the fighting-man can detect the presence
Fighting-Man (but not exact location) of invisible creatures. If he kills
Level Experience Hit Dice a creature within sight of a normal creature, that
1 0 d6 +1 (1) creature must immediately check for morale.
2 2,000 d6 (2)
3 4,000 d6 (3) At 9th level the fighting-man acquires a lordly title. If he
4* 8,000 d6 (4) builds a proper stronghold, people flock to his land and
5 16,000 d6+1 (5) he may tax them as he sees fit.
6** 32,000 d6 (6)
7 64,000 d6+1 (7)
8 128,000 d6+2 (8)
9 (Title) 256,000 d6+3 (9)
10 -- d6+1 (10)
11 -- +3 (10)
12 -- d6+1 (11)
13 -- +3 (11)
* Highest level for elf or halfling
** Highest level for dwarves

The universe, seemingly chaotic in nature, is


governed by invisible but inherent laws. Magic-
MAGIC-USER users combine arcane words with complex gestures

5
THE BIG BROWN BOOK

to bring these invisible “laws” into being. Magic-users Magic-User Saving Throws
manipulate the very fabric of existence to create quasi-real Level
images, summon beasts made from the elements of life, and
befuddle the mind. Save 1- 6- 11- 16+
5 10 15
Prime Requisite: Intelligence vs. Death/Poison 32 36 45 55
Weapon: Daggers only vs. 35 34 44 53
Armor: None Polymorph/Paralyzation
vs. Petrification 32 36 45 55
Magic User vs. Breath Attacks 23 35 36 45
Spell Level vs. Staves/Spells 23 34 45 62
Level Experience Hit 1 2 3 4 5 6
Dice At 7th level, the magic-user no longer checks for
morale.
1 0 d6 1
(1)
At 10th level, the magic user can detect the presence
2 2,500 +1 2 (but not exact location) of invisible creatures. If the
(1) magic-user kills a creature within sight of a normal
3 5,000 d6 3 1 creature, that creature must immediately check for
(2) morale.
4 10,000 +1 4 2
(2) Because of the off putting nature of magic, magic-
5 17,500 d6 4 2 1 users gain no benefit for building strongholds. At
(3) 11th level a magic-user becomes a full fledged
6 27,500 +1 4 2 2 “wizard” and can craft magical
(3)
7 40,000 d6 4 3 2 1
(4)
8* 55,000 d6 4 3 3 2
(5)
9 110,000 d6+ 4 3 3 2 1
1 (6)
10 220,000 d6 4 4 3 3 2
(7)
11 330,000 d6+ 4 4 4 3 3
(Wizard 1 (8)
)
12 -- +2 4 4 4 4 4 1
(8)
13 -- +3 5 5 5 4 4 2
(8)
14 -- +4 5 5 5 4 4 3
(8)
15 -- d6+ 5 5 5 4 4 4
1 (9)
16 -- +2 5 5 5 5 5 5
17 -- +3 6 6 6 5 5 5
18 -- d6+ 6 6 6 6 6 6
1
(10)
19 -- +2 6 6 6 6 6 6
(10)
*Highest level elf

equipment.

those who find purpose in law and can turn away the
unnatural. Those who succumb to chaos denounce the
CLERIC forces of the universe, sewing discord and destruction
There are forces at work in the universe that no mortal in their wake.
could possibly fathom. Some call them deities, some
call them spirits, others regard them as natural forces at Prime Requisite: Wisdom
work. Whatever they’re called, there are people who Weapon: Any bludgeoning
tap into these forces through faith and devotion. Clerics Armor: Any
are members of like minded organizations who revere
these forces and draw power from them. There are Cleric
CHAPTER 1: OF MEN & MAGIC

Spell Level Cleric Saving Throws


Level
Level Experienc Hit 1 2 3 4 5
e Die Save 1-4 5-8 9-12 13+
1 0 d6 (1) vs. Death/Poison 36 44 53 62
vs. 34 42 51 55
2 1,500 d6 (2) 1
Polymorph/Paralyzation
3 3,000 d6 (3) 2 vs. Petrification 31 34 44 51
vs. Breath Attacks 23 31 36 45
4 6,000 d6 (4) 2 1
vs. Staves/Spells 25 34 44 51
5 12,000 +1 (4) 2 2
Clerics can turn away undead by presenting
6 24,000 d6 (5) 2 2 1 1 themselves in a commanding manner and speaking
7 48,000 d6 (6) 2 2 2 1 1 words of law. All undead that can see and hear the
8 (High 96,000 d6 (7) 2 2 2 2 2 cleric are affected. The cleric rolls 2d6 and checks for
Priest) each undead present; on a successful check, affected
undead run away from the cleric for 2d6 rounds. If
9 -- +1 (7) 3 3 3 2 2
backed into a corner the undead cower in fear.
10 -- +2 (7) 3 3 3 3 3
11 -- d6+1 4 4 4 3 3 Turn Away Undead
(8) Cleric’s Level
12 -- +2 (8) 4 4 4 4 4
Undead HD 1 2 3 4 5 6 7 8
13 -- d6+1 5 5 5 4 4
(9) Less than 1 7 T T D D D D D
1 5 7 T T D D D D
2 3 5 7 T T D D D
3 I 3 5 7 T T D D
4 I I 3 5 7 T T D
5 I I I 3 5 7 T T
6 I I I I 3 5 7 T
7+ I I I I I 3 5 7
I = Impossible to turn at this level
T = Automatically turned; no roll required
D = Automatically destroyed; no roll required

At 6th level the cleric no longer checks for morale.

Upon reaching 7th level, a cleric must decide whether


to devote himself to law or chaos; the universe is bound
by laws but a myriad of otherworldly forces exist for
those who’ll risk their sanity. Chaotic clerics, or
“cultists”, have altered spells but lose the ability to turn
away undead as that power is governed by law.

At 8th level the cleric acquires the high priest (or grand
master for cultists) title. He can build a stronghold at
half the normal cost and attract faithful followers. If the
high priest changes faith or angers his organization, his
followers abandon him and he earns the animosity of
his peers or deity.

At 9th level the cleric can detect the presence (but not
exact location) of invisible creatures. If the cleric kills a
creature within sight of a normal creature, that creature
must immediately check for morale
.
Class Restrictions: Dwarves can only become
fighting-men and can’t advance past 6th level.
DWARF Resistance: Dwarves save as if they were 4 levels
Dwarves are short, stout humanoids with ruddy skin higher.
and dour expressions. They’re hard working mountain Giant Killer: Dwarves suffer half damage against
folk who take pride in their beards and family lineage. attacks from a giant, ogre, or troll.
Dwarves often battle goblins and giants, particularly Stone Detection: Dwarves can detect changes in
hating the former, due to living in the same regions. natural stone, such as secret doors or false floors, on a
Dwarves are serious and taciturn but enjoy good drink 1d6(4).
with friendly company. Bonus Languages: Dwarf, alignment, gnome, kobold,
goblin.
Alignment: Lawful or neutral. Infravision: 6”

7
THE BIG BROWN BOOK

Movement: 9”. A dwarf’s speed isn’t reduced beyond


6” due to encumbrance. Alignment: Lawful
Class Restrictions: Halflings can only become
ELF fighting-men and can’t advance past 4th level.
Resistance: Halflings save as if they were 4 levels
Elves are divine-like creatures with mystical powers and
higher than normal.
an affinity for fay creatures and nature. They’re long
Hide: When standing in thick, natural terrain (bushes or
lived, ageless beings who find beauty in magic, archery,
trees) a halfling can become invisible. This invisibility is
and swordplay. Elves are highly magical and opposed
broken if the halfling attacks or moves out into the
to unnatural creatures, especially undead. They’re
open.
fiercely contested with goblins and other monsters that
Movement: 12”
seek to spoil the natural world. Elves are ageless and if
they survive long enough, retreat from the mortal land
to a divine realm known to common men as Elfland. PRIME REQUISITES
Prime requisites represent a class’ most important
Alignment: Lawful or neutral. ability score. A low prime requisite implies penalties to
Dual Advancement: Elves advance as both fighting- experience points gained as the character under
men and magic-users (up to 4th level fighting-man/8th performs in their class. A high prime requisite grants
level magic-user). They evenly split earned experience bonuses to experience points as the character excels in
points among both classes and level up normally. his class.
Elves receive the benefits of both classes; the weapon
capabilities of fighting-man and the magic capabilities of Characters can change their prime requisites by
magic-user. They receive the best bonuses, saving reducing points in other ability scores. This change is
throws, and hit dice of either class but hit dice are not only for the purposes of gaining experience points,
cumulative. not bonuses that may come with a high score. A
character cannot reduce an ability score below 9 in this
Elves can’t cast spells while wearing non-magical manner.
armor. Elves can qualify for experience point bonuses
to either fighting-man or magic-user if their ability E.g., a fighting-man with 12 strength and 12 wisdom
scores are sufficient. Even after reaching 4th level can reduce his wisdom to 9 in order to increase his
fighting-man, experience is still shared between the two relative strength to 13. His strength remains 12 but for
classes. the purposes of gaining experience, he’s considered as
having 13 which grants a +5% bonus. He would note
E.g., an elf with 4 levels of fighting-man and 4 levels of his ability score Strength: 12 (13).
magic-user would have 4+3 HD; 4 hit dice granted by 4
levels of fighting-man with +3 total bonuses granted by Prime Requisite Experience Bonus
fighting-man and magic-user. At 8th level magic-user, Prime Benefit
his total hit dice would be 5+3. 6 or -20% XP
Magic Affinity: When wielding magical weapons, elves less
add +1 to their damage rolls in addition to those 8-7 -10% XP
granted by the weapon. 9-12 --
Sixth Sense: Elves can discover secret or hidden
13-14 +5% XP
doors on a 1d6(4) chance while searching. An elf who
merely passes by a secret or hidden door knows 15+ +10%
something is amiss on a 1d6(2) chance.
Shot-on-the-Move: Elves can move up to half their Fighting-Man: Reduce intelligence and/or wisdom to
total movement, make a ranged attack, then increase strength on a 3-for-1 ratio.
immediately finish moving. Elves cannot use this ability
while mounted, unlike other riders, because they’re not Magic-User: Reduce wisdom to increase intelligence
used to riding creatures in battle. on a 2-for-1 ratio.
Soothing Aura: Elves are immune to paralyzing
effects from undead. Any creature paralyzed by Cleric: Reduce strength to increase wisdom on a 3-for-
undead are immune to the effects so long as they stand 1 ratio and reduce intelligence to increase wisdom on a
within 1” of an elf. 2-for-1 ratio.
Goblin Slayer: Elves gain a +1 bonus to attack goblins,
kobolds, and orcs. ALIGNMENT
Bonus Languages: Elf, alignment, orc, hobgoblin, All mortals are lawful, neutral, or chaotic with respect to
gnoll. their nature. Aside from the most powerful clerics and
Infravision: 6” powerful beings, mortal creatures can never be
Movement: 12”. An elf’s speed is only reduced when absolutely good or evil and aren’t described as such.
wearing plate mail. Lawful creatures believe society is more important than
the individual while chaotic creatures believe the
HALFLING individual is more important than society. Do not
Halflings are little folk about the size of a human child confuse individuality for selfishness or chaotic as evil
with hairy feet and round faces. Halflings are simple and senseless. Laws can be twisted or used as a
and peaceable, preferring a life of quiet comforts over shield; after all, slavery and capital punishment are
adventure but they take up sling and sword when their purely concepts of society and therefore lawful.
homes are threatened. Generally cheerful and
unassuming, all civilized races get along well with Neutral creatures believe individuality and society are
halflings and enjoy their company. held at equal standards. One concept cannot exist
CHAPTER 1: OF MEN & MAGIC

without the other and this balance is what governs all Belladonna, bunch 10gp
intelligent beings. Most humans, even the kindest and Flask of Oil 2gp
most altruistic, are neutral. Garlic, bud 5gp
Iron Rations (week’s worth) 15gp
LANGUAGES Lantern 10gp
All player characters can speak the “common” language Large Sack 2gp
of their homeland or region. For every point of Saddle 25gp
intelligence above 10, one extra language may be
Saddle Bags 10gp
learned. Each alignment (lawful, neutral, chaotic) has
its own language and each creature type (goblin, Silver Mirror, Small 15gp
hobgoblin, dwarf, giant, etc.) has its own language. Small Sack 1gp
Humans and halflings may study any language but Standard Rations (week’s worth) 5gp
dwarves and elves can only select the bonus languages Steel Mirror 5gp
available to them. Vial of Holy Water 25gp
Water Skin 1gp
Intelligent undead can speak whatever language they
Wine, quart 1gp
knew in life.
Wolfsbane, bunch 10gp
Wooden Cross 2gp
EQUIPMENT
The standard currency is the silver piece (cp). This
coin represents a common denomination that’s used
regularly in day-to-day business. The copper piece
(cp), valued less than the silver piece, is also used in
common markets.

The gold piece (gp) is the common currency of


adventurers, bankers, big business, and nobility. These
coins are rarely minted and seldom circulated among
the common market but they’re not uncommon.
Platinum and electrum pieces (pp and ep respectively)
are rare, ancient coins that are no longer minted.
They’re found only in treasure hordes and are seldom
circulated except by wealthy folks or adventurers.

The gold coin is used as the standard for weight and


currency among adventurers. All merchants calibrate
their scales to weigh gold. 15 gold coins equal 1
pound, thus a 1 pound brick of gold is worth 15gp.

Coins, Value, and Weight


Coin Value in GP Weight Coins per Weight
(Grams) Pound (in gold coins)
Platinum 5 150 3 3
Gold Piece 1 30 15 1
Electrum .5 15 30 .5
Silver Piece .1 3 150 .1
Copper .05 3 150 .1
Piece

Starting Gold
All characters begin with 3d6*10 gold pieces. This
value represents money saved up before assuming the
life of an adventurer.

Standard Equipment
The following lists represent equipment and prices
available in almost all stores. The prices given are
generic but may change based on supply and demand.

Commonly Available Equipment


Item Cost
10’ Pole 1gp
12 Iron Spikes 1gp
3 Stakes & Mallet 3gp
50’ Hemp Rope 1gp
6 Torches 1gp
Backpack 5gp

9
THE BIG BROWN BOOK

Transportation
CHAPTER 1: OF MEN & MAGIC

Item Cost
Cart 100gp
Draft Horse 30gp
Large Galley 30,000gp
Large Merchant Ship 20,000gp
Light Horse 40gp
Mule 30gp
Raft 40gp
Small Boat 100gp
Small Galley 10,000gp
Small Merchant Ship 5,000gp
Wagon 200gp
Warhorse, Heavy 200gp
Warhorse, Medium 100gp

Weapons

11
THE BIG BROWN BOOK

All weapons, regardless of type, inflict 1d6 points of damage on a successful hit.

Melee Weapons
Item Rank Cost
Battle Ax 5 7gp
Dagger 1 3gp
Flail 7 8gp
Halberd 9 7gp
Hand Ax 2 3gp
Lance 11 4gp
Mace 3 5gp
Morning Star 6 6gp
Pike 12 5gp
Pole Arm 8 7gp
Spear 8 1gp
Sword 4 10gp
Two-Handed Sword 10 15gp

A weapon’s rank is used to determine certain abilities in combat. The smaller and lighter a weapon, the lower its rank.

Ranged Weapons
Item Range: Short/ Cost
Medium/Long
20 Arrows or 30 Bolts -- 5gp
Case + 30 Bolts -- 10gp
Composite Bow 7”/14”/21” 50gp
Heavy Crossbow 8”/16”/24” 25gp
Javelin 1”/2”/3” 1gp
Light Crossbow 6”/12”/18” 15gp
Long Bow 7”/14”/21” 40gp
Quiver + 20 Arrows -- 10gp
Short Bow 5”/10”/15” 25gp
Silver Tipped Arrow -- 5gp
Hand Ax 1”/2”/3” 3gp

Armor
Wearing armor changes the wearer’s AC to the listed value. The lower the armor class, the better the protection. A shield
improves (reduces) the wearer’s AC by 1. Barding is armor worn by horses or mounts.

Armor Types
Armor Price AC
Mount Barding 150gp 3
Chain Mail (Hauberk) 30gp 5
Helmet 10gp --
Leather Armor (Cuirass) 15gp 7
Plate Mail (Field Plate) 50gp 3
Shield 10gp 1

Rumors and Legends


The best place to hear rumors and legends is at a tavern or social gathering. If a party is willing to buy drinks and tip
informants, they can typically hear one rumor per 10 gold spent during a night.

Upkeep
Adventuring is expensive; if you’re not paying for room and board then you’re throwing wild parties with the finest luxuries.
Humbler adventurers, such as clerics, will find the majority of their coin being donated to their organization or other
causes.

In order to maintain their lifestyle, characters must spend 1% of their experience points in gold pieces per month. This
upkeep is halted once a stronghold is acquired. The stronghold must still be maintained but that cost isn’t determined
using these calculations. If the stronghold is on land not owned by the character, they will be taxed the upkeep rate.

Because of their costly components and the fact that their strongholds do not attract followers, magic-users always pay
upkeep.

Encumbrance
CHAPTER 1: OF MEN & MAGIC

All items have a weight value listed in coins. The heavier a character’s load, the slower they move.

Item Weights in Coins Movement Penalty For Man-Sized Humanoids


Item Weight
In Coins
Small or Light Item (paper, empty vial, etc.) .1
1 Palm Sized Gem 1
Dagger 20
1 Scroll or Piece of Jewelry 20
1 Potion or Full Waterskin 30
Helmet 50
Sword/Mace/Hand Ax/Bow/Crossbow 50
1 Flagon or Chalice 50
Bulky Equipment (rope, hammer, etc.) 80
Morning Star/Flail/Battle Ax 100
1 Wand w/Case 100
Shield 150
Pole Arms/Halberd/Pike/ 150
Two-Handed Sword/Longbow
Leather Armor/Saddle 250
1 Staff w/Case 300
Chain Armor 500
Plate Mail/Horse Armor 750

13
THE BIG BROWN BOOK

Weight in Movement
Coins
Up to 750 -- (e.g., 12” for humans)
751- 1,000 2/3 (e.g., 9 “for humans)
1,500- 1/2 (e.g., 6” for humans)
3,000
3,001+ Always 1”
cost of the original research. E.g., a 1st level wizard
MAGIC who spends 6,000gp researching one spell would value
his level 1 spell book at 8,000gp. If an NPC's spell
Magic is the untapped energy of the universe. Magic-
book contains researched spells, its value is always the
users call upon arcane formulae and geometric
maximum (i.e., 10,000gp * spell level per researched
symbols to give form to the magic. Clerics draw power
spell).
through their faith and devotion although fallen clerics
weave power from chaos in all its forms.
Counter Spell
If a magic-user spends the entire round concentrating
Spell Books and Memorization
(not being engaged in melee or moving), he can
Magic-users and clerics receive “slots” which they use
counter any spell a single opposing magic-user might
to memorize one spell each. Multiple slots can be used
cast. The countering magic-user rolls 2d6; if the
to memorize the same spell. At each spell level, a
countering magic-user’s level is equal to the opposing
cleric or magic-user creates a prayer/spell book that
magic-user, the spell is countered on a roll of 7 or
contains all the default spells for their level. One spell
higher. If the countering magic-user’s level is higher or
book can only contain one spell level and cannot be
lower than the opponent, the target number decreases
combined.
or increases respectively based on the difference.
Memorizing a spell requires uninterrupted rest followed
Crafting Magical Items
by studying their books. If their books are lost or
A wizard (11th level magic-user) can craft his own
destroyed, they cannot memorize the spells from them.
magical equipment. He must have a secure, isolated
Replacing a spell book costs 2,000gp per spell level of
laboratory to conduct his research in peace. The cost
the book.
must be paid in full upon crafting and the required time
is determined by the GM. Interrupting the crafting
A list of the default spells and their descriptions are
process ruins the item and the cost is wasted.
given in Appendix II.
Optionally, the GM could demand rare components for
Casting Spells
a magic item such as a roc’s tooth or cockatrice feather.
Casting a spell “empties” the slot used to memorize it
thus making the slot unusable until the caster studies
There are no clear rules for time and cost of crafting but
another spell. Casters cannot be engaged while
these guidelines should help.
casting a spell and they must not move during the
round they cast a spell. They must have at least one
Base Crafting Cost
free hand available to gesture appropriately and must
Item Base Base
be able to clearly speak.
Cost Time
Law and Chaos Magic Bonus to ability x2 base x2 base
Some cleric spells have a lawful or chaotic alignment. score, cost/bonus time/bonus
All clerics, regardless of alignment, use the lawful attack roll, or
descriptor. When the cleric achieves 7th level they saving throw
choose whether to become lawful or chaotic and must Duplicating one +100gp/spell +1 week/spell
use the appropriate version of the spell based on their spell level level
alignment. + caster’s level + caster’s level
Enchanting 1,000gp/set* 4 weeks
Researching Spells ammunition
A caster’s most powerful ability is to expand their Enchanting 2,000gp/bonus 2
repertoire by researching personal spells. Research armor months/bonus
costs 2,000gp per spell level and requires 1 week of Enchanting 4,000gp/bonus 4
uninterrupted research time per spell level. Success is weapon months/bonus
1d6(1), checked at the end of the working period. For Miscellaneous 10,000gp 10 months
each additional 2,000gp/spell level that’s invested, the magic item
target number increases by 1. Permanent spell +5,000gp/spell +5 months
level
The spell must be one the caster is capable of utilizing.
Potion 250gp 1 week
The GM has final approval of all researched spells and
should use the default spell list as an example of what Recharging +2,000gp/charge +2 months
can be done each spell level. ability
Ring 5,000gp 5 months
Replacing/Duplicating Spell Book Scroll 100gp/spell level 1 week/spell
The cost to duplicate an existing spell book or replace level
the caster’s own is 2,000gp per spell level of the book Staff 80gp/charge 8 months
and requires 1 week per spell level. If a spell book Wand 60gp/charge 6 months
contains researched magic, its cost is increased by the *A set of ammunition is 20 arrows, 30 bolts, or 1 silver
CHAPTER 1: OF MEN & MAGIC

tipped arrow 7-8 Cautious; -1 on morale checks


9-12 Indifferent
For example, a wizard wants to create a ring of 13-14 Loyal; +1 on morale checks
protection. The ring grants a +1 bonus to armor and
15-18 Inspired; +2 on morale checks
saving throws, doubling the base cost of 5,000gp for
being a ring. The final product would cost 10,000gp 19+ Fanatic; never check for morale
and require 10 months to craft. If a ring of protection +5
is desired, it would cost 50,000gp and require 50 SPECIALIST NPCs
months to craft. Specialists have specific roles and rarely adventure
with their employers. Finding specialists is difficult
Ultimately, the rules for crafting are designed so that outside of a city. If a specialist doesn’t want to be
finding items is always more desirable than making found, particularly assassins and spies, then (1d6+4) *
them. 100gp must be spent tipping off informants and bribing
people who may know.
NON PLAYER CHARACTERS
Most NPCs in the game world are “normal men” and Specialist NPCs
make up the world’s mundane people; commoners, Occupation Price
slaves, craftsmen, nobles, or even some non-heroic Alchemist 1,000gp/month
demihumans like dwarves and orcs. These people have Armorer 100gp/month
1 hit dice (1-6 hit points, average 3hp), never gain Assassin 2,000gp/target
experience, typically have a 9 in every ability score, and Animal Trainer 500gp/month
save as 1st level fighting men. Because they have Engineer 750gp/month
developed lifelong skills most full-time adventurers lack,
Sage 2,000gp/month
normal creatures are sought out and hired. The typical
price is the cost of their time and equipment plus Sailor 10gp/month
benefits if asked to risk their life on adventures. Ship Captain 250gp/month
Smith 25gp/month
Hiring NPCs Spy 500gp/mission
There is no limit to how many people can be hired for
their skills. There is, however, a limit (based on Alchemist: Alchemists can reproduce potions, provided
charisma) over the number of “followers” can be hired. he has a formula, for half the normal price and time of
The difference between a follower and simple hireling is crafting one (see the section above on crafting magical
that the former will adventure with you while a hireling is items). Can research and craft deadly poisons.
not expected to be placed in any danger (and demands
extra pay if expected). The limit on followers Armorer: Armorers maintain armor and weapons. One
represents how organized and charming (or armorer is required per 50 armored creatures.
intimidating) a person is. Armorers can craft one suit of armor, three shields, or
six weapons per month. With a proficient smith and a
High charisma can be very important as extra sword- second assistant, an armorer can double his output or
arms in a fight is never a bad thing. triple it with two smiths and four normal assistants.

Hiring Reaction Assassin: In this case, assassin refers to an


In cases where an NPC’s reaction to an offer isn’t occupation and guild of people who kill someone in
known, the GM can randomly decide a reaction with a exchange for money. Success depends on the GM but
roll of 2d6. As a general rule, neutral aligned PCs should never be targeted by other PCs. Generally
mercenaries and all chaotic creatures should always be speaking, an assassin’s mission should be successful
checked. unless doing so would trivialize an adventure. A failed
attempt can also spice up an adventure as assassins
NPC Hiring Reaction aren’t always loyal and may betray their employer or
2d6 Reaction the death of a target could lead to a series new events.
2 Absolute refusal; creature will reject all further
offers Animal Trainer: Can train up to 6 animals, including
3-5 Refusal; demands far greater pay magical animals, of a single type. Length of training
6-8 Interested but wants a slightly better offer depends on the GM but a general rule is 1 week per
animal’s HD.
9-11 Accepts without complaint
12 Enthusiastically accepts, +3 bonus to loyalty Engineer: Engineers are needed to maintain siege
equipment, conduct a siege itself, tunnel through
Loyalty buildings, or employ sappers.
Once hired, the creature’s loyalty can be immediately
checked by rolling 3d6. Creatures who surrender or are Sage: Sages research questions and provide
captured will usually agree to their captors demands information. Usually specialized in only a single
although they almost always abandon or betray at first subject. The time required to research is up to the GM
chance. but general questions should require at least a week’s
time and a well stocked center of research.
NPC Loyalty Check
3d6 Morale Modifier Sailor: Sailors are required to efficiently run a ship.
3 or less Abandons/betrays at the first chance Although any normal creature can serve as a deck
4-6 Wavering; -2 on morale checks hand, a trained sailor is required to perform difficult

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THE BIG BROWN BOOK

actions. equipment.

Ship Officer: Officers pilot ships and maintain order. Spy: Spies steal, sabotage, or monitor a single source
Although a trained officer isn’t required, shipboard for information. Success and time depend on the GM.
combat becomes chaotic and unruly without one. In general, a spy should be successful in their attempts
provided doing so doesn’t circumvent an adventure.
Smith: Smiths maintain maintain miscellaneous metal Like assassins, spies can be used to actually spice up
equipment other than armor and weapons (chains, an adventure – as spies aren’t always loyal, double
barding, horseshoes, etc.). Smiths can act as an agents and betrayal aren’t uncommon.
assistant to an armorer. One smith per 50 horses,
mules, or armored mounts is required to maintain their
CHAPTER 1: OF MEN & MAGIC

Heavy Soldier 85(9) 100(10) 50(5)

MERCENARY NPCs Light Cavalry 85(9) -- -- --


Mercenaries are normal men trained for combat. Light 45(5) -- -- --
Lawful mercenaries are almost always indifferent in Soldier/Skirmisher
terms of loyalty but neutral and chaotic mercenaries Longbowman 80(8) -- -- --
may break orders or even defect depending on their Medium Cavalry 330(30) -- -- --
loyalty. Orcs are chaotic and require constant Medium 55(6) 65(7) 70(7) 30(3)
obedience or else they fight among themselves. Soldier/Militia
Medium 80(8)
Mercenary Unit Costs in Gold Archer/Crossbow
Training Man Dwarf Elf Orc
Commoner 15(2) -- -- -- Mercenaries are hired in units of 10 for one lump sum.
Light 30(3) 40(4) -- -- The number in parenthesis is their monthly pay for the
Crossbowman entire 10 person unit. The description of mercenaries
Heavy Cavalry 425(40) -- -- -- and their typical armaments are described in mass
combat.

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THE BIG BROWN BOOK

CHAPTER 2: ADVENTURES ABOVE AND BELOW


This chapter covers adventuring and exploration in the wilderness and dungeons.

EXPERIENCE POINTS
Experience points are an abstracted score representing a character’s earned knowledge and skill. Points are earned by
reclaiming treasure: 1xp per 1gp value of treasure (magic items aren’t worth experience) which is evenly shared among all
those who contributed in obtaining it. Experience points shouldn’t be given to unguarded treasure or rewards – treasure
must be acquired through some manner of skill (overcoming a monster or dodging a trap) or intellect (finding a secret
cache).

When experience reaches a certain point, a character may achieve a new level of power. This level should not be gained
instantly and should require considerable down time or training. Furthermore, no amount of experience should ever give
a character more than 2 levels at a time. If this occurs, the character should remain with 1xp fewer to reach the next
highest level.

Awarding proper treasure is a GM skill that can only be learned through experience and differs based on the game’s
expectations. If too much treasure is handed out, players will be swimming in experience and the game will be trivialized.
If too little treasure is handed out, players will be under powered and likely grow bored. Gauge the challenges the players
face, ask for opinions, and adjust as necessary.

TIMEKEEPING
Normally, exact time keeping isn’t necessary. When necessary, time is measured in 1 minute intervals called “rounds.” 10
rounds equals 10 minutes or 1 turn.

MOVEMENT AND SCALE


Movement is measured in inches (“) with the exact distance depending on the type of movement used. An unencumbered
human can move 12”.

Exploration Movement
Exploration movement assumes that characters are moving at their absolute slowest speed, searching every nook and
cranny of the space they’re walking in. Exploration movement is 1” = 2’. A normal human can move 24’ per round or 240’
per turn. It’s possible to maintain one’s bearings and map while exploring.

Cautious Movement
Cautious movement is 1” = 10’ and is usually used in enclosed areas where vision and movement is limited. It’s possible
to maintain one’s bearings and map while moving cautiously.

Normal Movement
Normal movement is 1” = 10 yards. This increase in speed represents more room to move about and fewer limitations on
range and visibility. When outside and a mean’s of maintaining bearings is available. When in an enclosed area,
especially underground, it’s impossible to maintain one’s bearings at this speed. Mapping isn’t possible at this pace.

Overland Movement
Overland travel is equal to twice a character’s base movement in miles. A traveling party moves at the speed of the
slowest character. As with normal movement, it’s possible to maintain one’s bearings with some manner of marker such
as a landmark or the sun. Mapping isn’t possible at this pace and this movement isn’t used when in an enclosed area
such as underground.

Running
Characters can run to increase their movement by 1.5 times. Mapping or maintaining bearings isn’t possible while
running and monsters always surprise the character.

For every hour spent running, a creature must rest for at least 2 hours.

Movement Penalties
While traveling in formation, a party with 100 or more creatures moves at two-thirds normal speed. A party of 1,000 or
more creatures traveling in formation moves at half speed their normal speed.

Terrain can also reduce a traveler’s movement. No penalty, however, can reduce a person’s movement below 1”.
CHAPTER 3: MONSTERS AND TREASURE

Terrain Penalty to Movement


Terrain Penalty
Mountains/Swamp -6”
Rivers (unless a fjord) -6”
Thick forest/desert -4”
Mountain Trail -4”
Forest/Swamp Trail --
Rough Terrain/Steep Incline -2”

E.g., a typical human traveling through a mountain would only move 6” per round using normal movement or 12 miles in a
day.

MAPPING
While the GM maintains his own maps, it’s imperative for PCs to make their own notes and maps. When exploring, the
GM is expected to reveal noticeable details about a room when asked including any obvious exits and features. Maps do
not have to be complex and the simplest but most effective map is a simple box tree design.

Dungeon Mapping and Bearings


The key to successful mapping is good direction. Before entering a dungeon or some area where the sky isn’t visible, ask
for directional facing to know where to draw a compass on the map. As long as a character can maintain his bearing
(through exploration or cautious movement), he’ll know which direction he’s facing even when underground.

There are many ways for a character to lose his bearings, chief among them are running or combat. Tricks and traps
such as teleportation circles, rotating rooms, shifting floors, and twisting tunnels can easily make a character lose their
direction. It’s imperative to constantly mark new rooms such as carving an arrow into walls. If the GM decides that the
players lose their bearing, he has the right to refuse telling them the proper direction until they manage to regain their
position.

Mapping the Wilderness


Majority of the world is unexplored and unmapped. Because of this, accurate maps are a valuable commodity
themselves. When mapping the wilderness, the GM presents a grid map with all known explored areas. The map should
have a large scale such as 1” (or hex/square grid) equaling 6 miles. When the players enter a blank space, the GM
describes the terrain type (forest, plains, farmland, etc.) and the players fill in their map.

On an earth-sized planet it’s possible to see out to about 12 miles to the horizon assuming flat terrain. Mountains and
large hills can be seen at quadruple this range.

INJURY AND DEATH


A creature’s health is represented abstractly by current and maximum hit points. Damage reduces a creature’s current hit
points. When a creature is reduced to 0 hit points, it immediately dies.

REST AND RECOVERY


The average traveling day consists of 8 hours of marching and 14 hours spent resting, eating, making camp, and
sleeping. At least 8 hours must be spent to gain the effects of a full night’s rest. If more than 8 hours are spent traveling
or if at least an hour is spent running, then 2 random encounter checks are made for that day. For every 6 days spent
traveling there must be 1 day of rest.

Healing can either be magical or mundane. Magical healing restores lost hit points but it never above the creature’s
maximum. Mundane recovery requires at least two days of rest. After the first day of rest, creatures recover 1 hit point
naturally every day provided they’re resting. Simple actions are possible but tiring actions, such as traveling and fighting,
prevent this healing. As with magical healing, this can’t increase the creature’s hit points beyond maximum.

Starvation and Dehydration


A creature with similar metabolism to a human requires about half-a-gallon of water per day and a simple meal (such as
trail rations) to avoid the effects of dehydration or malnutrition. Each day spent without food and water will inflict damage.

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THE BIG BROWN BOOK

This damage can’t be healed naturally or magically until the character’s needs are satisfied. Even when food and water
are found, the damage isn’t instantly healed without rest or magic.

Starvation and Dehydration


# Days Damage # Days Damage
Without Per Day Without Per Day
Water Food
1 1 3 1
3 2 7 2
4 4 10 3
5 8 13 4
6 15 16 5
7+ Dead 18 6
-- -- 20 8
-- -- 21 10
-- -- 22 13
-- -- 23+ Unconscious

All damage is cumulative for lack of food and water. E.g., a person who has gone 3 days without water and 7 days
without food loses 4 hit points per day. If a person somehow survives more than 6 days without water, he dies. After 23
days without food, a person falls unconscious from weakness.

WILDERNESS AND DUNGEON HAZARDS


Bashing Doors
Most doors in dungeons are large, heavy, and wedged from warped wood or rusted hinges. A man-sized creature can
open a stuck door on 1d6(2) or 1d6(1) for weak creatures or those smaller than man-sized such as halflings. Up to three
other creatures can help bash down a door, increasing the target number by 1 per creature. Each bashing attempt takes
up one round and makes considerable noise.

An automatically closing door can be jammed open. There’s a 1d6(2) chance that the wedge or jam slips free and the
door closes.

Becoming Lost
Without a trail or visible landmark, it’s possible to become lost in the wilderness. Make one check each day; if the roll is
equal to or less than the target number, the party is lost.

Lost Chance
Terrain d6
Clear 1
Forest 2
Swamp 3
Hill/Mountain 2
Desert 3
City --

If lost, the party moves in a random direction until they find a road, landmark, or other means of discerning their direction.
Roll 1d6; 1 is northeast, 2 is east, 3 is southeast, 4 is southwest, 5 is west, 6 is northwest.

Falling
Falling characters suffer 1d6 points of damage per 10’ of distance or 20’ if falling into water or other cushioning substance.
If an object or creature of roughly human weight falls on another creature, they both suffer damage as if they fell.

Hearing
Obvious noises can automatically be heard. Subtle noises, such as muffled conversation or listening through doors, can
be attempted. Helmets must be removed and a full round spent concentrating. Humans have a 1d6(1) chance to discern
minute sounds and all other creatures have a 1d6(2) chance.

Searching
Searching a 1’x1’ area requires a full minute. Humans, dwarves, and halflings can find secret doors on a 1d6(2) only if
they’re searching in that area. Exploration movement assumes all spaces a character moves through are being actively
searched.

Springing Traps
Unless triggered, a trap will have a 1d6(2) chance of automatically springing when forcefully examined or tested.

Swimming
Assume that all PCs and at least half of all sailors can swim. Most normal creatures, especially those that don’t live near
CHAPTER 3: MONSTERS AND TREASURE

water, cannot swim and will eventually drown in water over their heads. Swimming speed for man-sized humanoids is
always 3” unless they have some sort of special swimming ability or magic.
While swimming in a storm, there’s a 1d6(3) chance to be dragged underwater and drown, checked each round. Wearing
armor also has a chance to drag a swimmer underwater, resulting in them sucking down water and drowning.

Swimming in Armor
Armor Chance
to Drown
Plate Always
Chain 1d66(54)
Leather 1d66(21)
Suffering damage from a fall into water 1d66(12)

Vision
Proper lighting must be employed to see in a dark space. Strong winds can extinguish open flames such as torches.

Underground, at night, or in obscuring terrain (such as forests), man-sized creatures not trying to hide can be spotted at
(1d6+2)*10 feet. In open terrain with good lighting, vision can extend many miles (10 to 12 miles on a clear day with flat
terrain). Man-sized creatures can be seen and identified at 4d6*10 feet assuming they’re not trying to hide.

MARITIME TRAVEL
The movement of all sailing vessels is always represented in 10s of yards. A typical large ship has 18+1d6 hit points
(21hp average), small ships have 9+1d6 hit points (12hp average), and all other vessels have 3+1d3 hit points (4hp
average).

Crew
For a vessel to function it must have a proper crew. The minimum number of rowers is required to properly employ oars
and the minimum sailors are required to perform basic seamanship activities. The maximum crew represents the ship’s
total berthing space. Realistically, this number can be exceeded by five times but the living and sanitary conditions would
be terrible.

Ship Crew Requirements


Ship Minimum Minimum Maximum
Rowers Sailors Crew
Large Galley 100 20 200
Small Galley 50 10 100
Longship 32 11 75
Large Merchant -- 20 40
Small Merchant -- 15 30
Warship -- 20 80

Sailing
Ships are powered by wind while some can be manually rowed when the sails are up. Rowing has three speeds; the first
speed indicates a steady row, the second is cruising, and the third is double time.

There are four points of sail with two numbers representing speed; the first number is speed in a light wind and the
second number is speed in moderate to strong winds. Under a calm breeze or in a storm, a ship’s speed is always 3
while running only.

A rowing vessel requires at least 3 sailors to make or take in sails. Vessels without rowers require at least 6 sailors to
make or take in sails.

Ship Speeds
Type Oars Running Broad Beam Close
Reach Reach Hauled
Galley, Large 10/15/25 20/25 15/20 10/15 --
Galley, Small 15/20/30 25/30 20/25 15/20 --
Longship 12/18/25 30/35 25/30 20/25 --
Merchant, -- 20/30 18/27 15/24 10/20
Large
Merchant, Small -- 25/35 22/32 20/30 15/25
Sailed Warship -- 25/35 22/32 20/30 15/25
Boat 10/15/20 15/20 12/17 10/15 5/10
Raft --/10/-- 10/15 6/10 -- --

A point of sail is the term used to determine the ship’s direction in relation to the wind’s direction. Running is when the
ship is sailing with the wind. Broad reach is when the ship is 45 degrees in relation to the wind’s direction. Beam reach is

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THE BIG BROWN BOOK

when the ship is 90 degrees in relation to the wind’s direction. Close hauled is when the ship is 135 degrees in relation to
the wind’s direction. Into irons, or sailing against the wind, at 180 degrees makes sailing impossible.

Wind
To randomly determine the wind’s strength on any given day, roll 2d6.

Wind Strength
2d6 Wind
2-3 Calm (sailing impossible)
4-8 Light or moderate breeze
9-11 Moderate or strong
breeze
12 Gale or storm

Roll 1d6 to determine wind direction.

Wind Direction
d6 Direction
1 North to Northeast
2 East
3 South to Southeast
4 South to Southwest
5 West
6 North to Northwest

In a strong breeze on the open ocean, galleys have a 1d66(14) chance per hour of taking on water, losing a quarter of its
speed until dewatered. It requires at least 6 sailors and 1d3 rounds to dewater 25% worth of water. If a galley loses
three-quarters of its speed by taking on water, it sinks.

Rowing
Assume that all rowed ships use their steady speed outside of combat with no penalty to the crew. In combat or when
pushed, rowing becomes tiring. A freshly rested crew has 30 fatigue points (40 if trained sailors or strong men are used).
Each round of rowing fatigues the crew based on their speed.

Rowing Fatigue
Action Fatigue Cost
Steady 2 points/round
Cruising 3 points/round
Double Time 10 points/round

One round of rest regains 1 fatigue point. For every 1% of rowers below the minimum required, the vessel’s speed is
reduced by a like percentage (drop all fractions in either case).

Rowers can move the ship in reverse at any speed (steady, cruising, and double time) although movement is halved.
Increasing speed in any direction is a gradual process requiring one round for each increase in movement (e.g., stop to
steady, steady to cruise, etc.) while decreasing speed allows rowers to skip a step (e.g., cruising to stop or double time to
steady).

Distance per Day


A sailing vessel moves 1/3 its movement (steady rowing or sails) in nautical miles per hour or 24 times this in a day.

Turning a Vessel
A ship can turn at a 45 degree angle for every 30 yards of forward rowing or 40 yards of sailing.

Shearing Oars
Any vessel that passes alongside a solid object, including another ship, shears its oars and killing all rowers on that side
unless the oars are stowed (requiring a full round in advance). A ship with sheared oars cannot move via rowing for 3
rounds after which rowing speed is reduced by one-half until rowers and oars are replaced. If oars are sheered a second
time before repairs are made, the ship is unable to move by rowing.
CHAPTER 1: OF MEN & MAGIC

CHAPTER 3: MONSTERS & TREASURE


This chapter covers encounters in the wilderness and dungeons. For the purposes of the game, an encounter is any
contact with unknown forces. Encounters aren’t always hostile or lead straight to combat. Hostile forces may deliberately
avoid an encounter if they don’t believe they stand a chance of gaining anything.

WANDERING MONSTERS
Monsters roam the wilderness and dungeons, possibly encountering the PCs at any moment. In dungeons or dangerous
enclosed areas, a 1d6(1) check is made every 10 minutes. In the wilderness, a check is made every day based on
terrain. If the roll is equal to or less than the target number, an encounter occurs.

Wilderness Encounter Check


Terrain d6
Clear 1
Forest 2
River 2
Swamp 3
Hill/Mountain 3
Desert 2
City 1

If flying or sailing, roll 1d6(1) twice. If the first roll indicates an encounter, a flying or water based monster is encountered.
If the second roll indicates an encounter, a monster is encountered when the creature lands or the ship moors that day.
Ignore the second roll if not applicable.

Monster encounter tables for wilderness and dungeons are given in Appendix III.

ENCOUNTER REACTIONS
In the case a monster’s reaction isn’t known, roll 2d6 to generate it randomly.

Encounter Reaction
2d6 Reaction
2-5 Negative
6-8 Indifferent
9-12 Positive

A negative reaction indicates a threat, demand, or attack. An indifferent reaction indicates hesitation or the creature
ignores the characters. A positive reaction indicates a friendly encounter where pleasantries may be exchanged.

RETREATING FROM AN ENCOUNTER


Hostile creatures generally give chase unless facing superior forces. If combat begins within 2”, evasion is not possible
until more than 2” worth of distance is placed between the attacking creature and the retreating creature.

Retreating in a Dungeon
In an underground or confined area, a hostile creature will chase after a party until there’s 9” or more between them after
which the pursuer will remain on guard and eventually return to its post. If sight is immediately broken (such as a sharp
corner being taken) the creature will pursue only on a 1d6(2) chance. If a secret door is entered, a creature will pursue
only on a 1d6(1) chance.

Creatures won’t pass through a space that’s on fire unless they’re immune. Food has a 1d66(62) chance to distract
unintelligent or animal-like monsters and only 1d66(14) to distract intelligent monsters. Treasure or a handful of dropped
coins distracts an intelligent monster on a 1d66(62) and an unintelligent or animal-like monster on 1d66(14).

Retreating in the Wilderness


Creatures with negative reactions will give chase on 1d6(3) while creatures with indifferent reactions will give chase on
1d6(1). The chance to escape is based on the fleeing party’s size in relation to the pursuing party – large parties that
move as a single unit have a lower chance of escaping (and a lower chance of catching) than smaller parties. The safest
method of escape is simply splitting up and scattering.

The base chance to successfully escape is 1d6(3). For every 5 creatures in the escaping party, subtract -1 from the target
number. For every 5 pursuers, add +1 to the target number.

Surprise and Evasion


If the fleeing party surprises the pursuing party, the target number is doubled if they flee as part of their surprise action.

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THE BIG BROWN BOOK

Difficult Terrain and Evasion


In thick forest, difficult terrain (such as swamps), or areas where sight is easily obstructed the target number is +1 unless
the pursuing party has some means to overcome the obstacles (such as flying creatures in a swamp).

Speed and Evasion


If either party is faster than their opponent, the target number is modified by +/- 1 in favor of the faster party. If the
evaders or pursuers are at least half as fast as their opponent, the target number is +/- 2 in favor of the faster party.

Evasion checks are made each round. On a failed check, the evading party moves into a random direction by rolling 1d6;
1 is northeast, 2 is east, 3 is southeast, 4 is southwest, 5 is west, 6 is northwest. This check is made each round. If the
evading group moves into the same space as their pursuers, they’re caught and must fight.

Evasion counts as running for the purposes of resting. After an hour of evasion, the evading party must stop and fight
their pursuers.

STRONGHOLD ENCOUNTERS
Tables for random strongholds are given in Appendix III.

Attracting Attention
When a party approaches within 10-20 miles of a stronghold, there’s a 1d6(1) chance per day a scout alerts the
stronghold and the ruler mobilizes a force to meet the party. This chance is 1d6(2) per day between 5-9 miles and 1d6(3)
per day within 1-4 miles. If the party hails a stronghold or comes closer than 1 mile, the ruler will almost always address
them.

Tolls and Fees


Stronghold’s not allied to the traveling party are either hostile on 1d6(3) or otherwise indifferent towards the party. Lawful
clerics are typically indifferent and cultists are always hostile.

Hostile fighting-men demand a toll for crossing their land (typically 1d6*100) gold pieces or a joust with the most powerful
fighting-man. If the ruler wins, he takes the loser’s armor as a trophy and sees them off. If the ruler loses, he allows the
winning party to remain in his stronghold as guests for up to 30 days, providing horses and provisions if requested.
Hostile magic-users typically demand a magic item as toll or 1d3*1,250 gold pieces. Indifferent clerics demand a tithe of
10% the party’s total wealth.

In the case a toll can’t be paid, the ruler may banish the intruding party or, in the case of magic-users, place the party
under a gas. Cultists and hostile creatures likely capture or kill intruders that cannot pay their toll.

BUILDING STRONGHOLDS
In order to build a stronghold, there must be an appropriate amount of land (typically 20 to 42 square miles) that is free of
monsters. A single wandering monster check is made per 6 miles of land; if no monsters are indicated or such monsters
are slain, the land is cleared and ready for construction.

A typical stronghold is a walled keep situated on easily defensible terrain such as a motte (raised section of earth) or by a
river. In order to build a stronghold, there must be a team of workers. At least five workers and one day’s worth of time is
required to build a single structure per 500gp price.

Stronghold Structures
Structure Cost
Barbican; two 20’ base round towers, 40,000gp
30’ high + gatehouse + drawbridge
Bastion; 30’ base, 30’ high 9,000gp
Gatehouse w/portcullis; 30’x20’ base, 20’ high 6,500gp
Keep; 60’x60’, 80’ high 75,000gp
Moat; 100’x20’, 10’ deep 400gp
Palisade; 100’ long section, 5’ wide, 15’ high 500gp
Round Tower; 20’ base, 30’ high* 15,000gp
Round Tower; 30’ base, 30’ high* 30,000gp
Stone Building; 120’ perimeter + two-stories + attic + wood doors 3,000gp
Stone Wall; 100’ long section, 20’ wide, 30’ high** 5,000gp
Underground Corridor; 10’x10’x10’ flagged stone 500gp
Wood Wall; 100’ long section, 20’ wide, 30’ high** 1,000gp
Wooden Building; 120’ perimeter. + two stories + attic + wood doors 1,500gp
*Towers taller than their base cost double and may not be more than twice as tall as their base.
**Walls higher than 30’ cost twice as much up to 60’ high maximum. Walls contain a walkway but battlements must be
purchased separately.
CHAPTER 1: OF MEN & MAGIC

The following amenities can be added to any structure.

Stronghold Additions
Item Cost
Arrow Slit/Window 10gp
Battlement, 100’ 500gp
Defensive Package* +25% structure cost
Door, iron or stone 50gp
Door, secret Material * 5
Door, wood 10gp
Door, wood reinforced with iron bars 20gp
Drawbridge 250gp
Floor, 10’x10’, flagstone or tile 100gp
Floor, 10’x10’, wood 40gp
Roof, 10’x10’, wood/flagstone/tile Same as floor
Shifting Wall, 10’x10’ section 1,000gp
Stairs, 3’x10’, stone 60gp
Stairs, 3’x10’, wood 20gp
Trap Door, 4’x3’ Door material * 2
Window Bars 10gp
Window Shutters 5gp
*Defensive package assumes a complete structure laid out with enough arrow slits, windows, bars, reinforced doors,
stairs, and battlements as the creator wishes to add for a lump sum of 25% more for the structure the package is being
purchased for.

Domains
When a stronghold is constructed and the ruler is of appropriate level, normal men will seek work or build homes in the
area provided it remains free of monsters. The ruler can tax the people any price but the average, fair tax is 10gp per
person per year. A cleric can charge an additional 10gp as a tithe to his organization but he doesn’t have direct access to
the money.

DUNGEON FEATURES
Typically there should be more empty rooms in a dungeon than full rooms. To determine a room’s contents randomly, roll
1d6(2) to determine the existence of a monster and roll on the random monsters table based on the current dungeon level
(the dungeon’s depth) located in appendix III.

Empty rooms have treasure on a 1d6(1) or 1d6(3) if a monster, trick, or trap is present in the room. Use the following
table to determine the treasure available based on the dungeon’s level. If a number is listed in parenthesis then it’s the
target number necessary to achieve on 1d66.

Random Dungeon Treasure by Dungeon Level


Treasure 1 2-3 4-5 6-7 8-9 10-12 13+
Silver Pieces 1d6* 2d6* 1d6* 1d6* 1d6* 1d6* 1d6*
(Always in treasure) 100 100 1k 2k 5k 5k 10k
Gold Pieces 1d6* 1d6* 1d6* 1d6* 1d6* 1d6* 1d6*
d6(3) chance 10 100 200 500 1k 2k 5k
Gems/ (12) (14) (21) (25) (32) (36) (36)
Jewelry 1d6 1d6 gems 1d6 gems 1d6 gems 2d6 2d6 gems 2d6 gems
gems gems
Magic Items (12) (12) (14) (16) (21) (23) (25)
(one item)

Unguarded Treasures
Treasure that’s unguarded or not trapped should always be hidden or concealed. If there is no potential danger to
obtaining treasure, no experience points should be awarded for retrieving it.

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THE BIG BROWN BOOK

CHAPTER 4: SMALL SCALE COMBAT


In a world of adventure, combat is inevitable. This chapter covers combat occurring between a handful of individual
creatures. It differs from large scale (mass) combat in its rules and execution.

SURPRISE ROUND
Before combat begins, there’s a chance for surprise. Surprise occurs when one party is unaware of the other. The
chance of surprise for the unaware party is 1d6(2). If both parties are unaware of each other, surprise is rolled normally.
If both parties are surprised, combat begins normally. A surprised creature has a 1d6(1) chance of dropping any items he
may be holding.

Surprise occurs within 1d3*10 feet. The unsurprised party is allowed a single action; close into melee range, attack if in
melee range, make a ranged attack, cast a spell, or retreat.

SCALE
Combat is measured in 10s of feet with 1” = 10’ for the purposes of movement. If combat occurs outdoors, the scale is
represented in 10s of yards (1” = 10 yards).

Space Required to Fight


Assume a man-sized creature takes up at least 3 square feet of space and requires an additional 3 square feet on the
weapon arm’s side to swing a weapon. Thrusting weapons, like pole arms and daggers, require no extra space to swing.

Narrative Combat vs. Tactical Combat


Although small scale combat could be played with miniatures and a game board, it’s not necessary. Only in rare
situations will precise distances need to be calculated. Combat is not stop motion -- all combatants are assumed to be
moving, dodging, feinting, and testing their opponent’s defenses before making their attack which may or may not hit.

ORDER OF ACTIONS
1. At the beginning of combat, each opposing party rolls 1d6 to determine initiative.

2. The party that wins initiative moves by the opponent. If initiative is equal, both sides take turns moving in a staggered
fashion, one creature after the other.

3. Ranged attacks and spells are resolved simultaneously.

4 Melee attacks are declared and resolved simultaneously.

5. Repeat steps 1 through 4 until combat ends.

RANGED COMBAT
Ranged attacks are calculated in the same fashion as melee. There are three target numbers separated by slashes; short
range/medium range/long range. A shield implies a -1 penalty to the attack. If the target number is reduced below 2, it’s
impossible to damage the target with a ranged weapon.

Ranged Attacks vs. Armor


Weapon Unarmored Leather Chain Plate Mail
(AC 9) (AC 7) Mail Or Barding
(AC 5) (AC 3)
Short Bow 8/7/6 8/7/6 7/6/5 3/2/-
Light Crossbow 9/8/7 9/8/7 6/5/4 3/2/-
Longbow 9/8/7 9/8/7 8/7/5 5/3/-
Composite Longbow 9/8/7 9/8/7 8/6/4 5/2/-
Heavy Crossbow 10/9/8 10/8/7 8/6/5 6/4/3
Arquebus 9/8/6 9/8/6 8/7/6 7/5/4
A dash (-) indicates the target is impossible to injure at that range.

Shot to the Back


Firing into an opponent’s rear gives the attacker a +1 to his roll

Shot-on-the-Move
This ability allows a creature to move up to half their movement and declare a ranged attack. After ranged attacks are
resolved the creature may finish any remaining movement. Normally, only mounted creatures can use this ability although
there are some exceptions such as with elves.

MELEE
CHAPTER 4: SMALL SCALE COMBAT

Opposing creatures within 10’ of each other and armed with melee weapons are considered to be engaged in melee. The
first attack is made by the winner of initiative (hereby called the attacker). After the first attack, the opponent (hereby
called the defender) retaliates with his own attack.

If more than one attacker targets a single defender, the defender may retaliate against any one attacker.

Exceptions to First Attack


Creatures on high ground or wield a weapon that’s at least 2 classes lower than their opponent always receive the first
attack.

Pole arms and Reach Weapons


If a creature attacks with a pole arm or long weapon (a weapon typically twice as long as the wielder is tall) he always
gains first attack unless the defender also has a pole arm in which case melee is resolved simultaneously between the
two.

Flank and Rear Attacks


Attacking from the rear grants a +1 bonus to the attack and the opponent can’t retaliate. If melee is initiated from a flank
(135 degree angle left or right of a creature’s back), the attacking creature receives the first attack. In either case, shield
bonus to AC does not apply.

The Attack Roll


To determine the success of an attack, roll 2d6 and check the result against the defender’s armor type. If the score is
equal to or less than the target number, the attack is a hit and inflicts 1d6 points of damage to the opponent. Shields
imply a -1 penalty from the attack. If the penalty reduces the TN below 2 then it’s impossible to damage the opponent.

Weapon Class vs. Armor


Weapon Unarmore Leather Chain Plate Mail
Class d (7) Mail (3)
(9) (5)
1 8 6 5 2
2 7 6 4 3
3 6 6 6 7
4 7 6 6 4
5 6 6 7 5
6 8 7 8 6
7 7 7 8 8
8 6 5 4 3
9 8 8 7 5
10 6 6 8 7
11 8 8 9 8
12 9 9 8 6
13 6 6 6 5

Attacks per Round


The number of attacks that can be made per round, either by the attacker or defender, depend on the difference between
the combatant’s weapon class.

Only one creature can be attacked in a round and multiple attacks will only target that same creature..

Multiple Attacks
Difference # of Attacks
4 lower 2
8 lower 3

Normal Creatures vs. Heroic Creatures


Heroic creatures (any creature with 2 or more hit dice) can attack multiple normal creatures (any creature with 1 hit die or
fewer) in a round. The number of normal creatures that can be attacked per round is equal to the heroic creature’s
fighting capability. If a heroic creature is capable of multiple attacks due to weapon class, he may attack each normal
creature multiple times.

E.g., a level 4 fighting-man is fighting 5 orcs. The fighting man’s weapon class allows him 2 attacks against a single orc.
During a single round, the fighting-man can fight 4 orcs, attacking them twice each.

Special Defenses
Defenders receive special benefits based on the difference between their weapon class and the attacker’s.

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THE BIG BROWN BOOK

Special Defenses
Difference Benefit
1 class higher to 3 classes Defender may parry: attacker suffers -2 penalty
lower to hit but defender can’t retaliate.
4 to 7 classes lower 1st strike: defender may retaliate before the attack or parry: if attacker misses, defender
can retaliate.
If attacker hits, the defender’s weapon breaks.
8 or lower 1st strike: defender can use any multiple attacks to parry or retaliate first. Rules for
weapon breaking apply.

Monsters and Melee Attacks


Assume monsters attacking with natural weapons (claws, bite, a giant’s fist, etc.) have a weapon class equal to twice their
hit dice.

MOVEMENT IN MELEE
Combat is hectic and chaotic. When engaged, combatants are assumed to move around constantly. It’s impossible to
ignore combatants in melee without dropping one’s defenses. Because of this, all creatures engaged can effectively block
off each other’s movement.

Withdraw
It’s possible to safely withdraw from combat without dropping your defenses. A withdrawing creature can’t attack that
round. If the withdrawer is engaged at any point during his move then he must halt and engage although he’s not allowed
an attack that round if he moved more than half his total movement.

Retreat
Retreating is fast but dangerous. A retreating creature turns his back to his opponent and moves at his running speed.
Any opponent engaged with a retreating creature is allowed one free attack with a flanking bonus. If the retreating
creature engages at any point during his movement he must halt and can’t attack during that round.

HELPLESS CREATURES
A helpless creature is defined as having no reasonable way of defending himself; this includes sleeping, being totally
bound, paralyzed, or any situation where fighting back or even struggling (being grappled or pinned is not considered
helpless). In combat, a helpless creature is automatically hit. Outside of combat, a helpless creature can be slain or
knocked unconscious instantly.

SUBDUAL ATTACKS
Melee attacks may be used to inflict nonlethal damage to grant an attacker the chance of overpowering and physically
subduing his opponent. Subdual attacks must be stated before dice are rolled and the chance to hit for the weapon is
resolved normally. Subdual damage is not real damage and is counted separately. After melee is resolved, find the ratio
of subdual damage to current hit points, roll d66, and make a check on the following table.

Chance to Subdue
Ratio of Subdual d66
to Current HP
5-10% 14
11-20% 21
21-30% 25
31-40% 32
41-50% 36
51-60% 44
61-70% 51
71-80% 55
81-90% 62
91-99% 65

If the roll is equal to or less than the target number, the victim is subdued; dragged to the ground and held by attackers.
The victim is considered helpless and outside combat they may be instantly bound, gagged, knocked unconscious, or
slain. If subdual damage equals or exceeds current hit points, the target is knocked unconscious with no check.

Undead creatures or those with no discernible anatomy can’t be subdued. Subdual damage heals at a rate of 1 point per
hit die per hour. Magical healing heals both normal damage and subdual damage equally.

MOUNTED COMBAT
Mounted combat is conducted normally although mounted units receive extra abilities.
CHAPTER 1: OF MEN & MAGIC

Mounted Charge
In the first round of melee, mounted creatures gain +1 to their attack rolls against non-mounted creatures.

Mount Attack
During the second round of melee and each subsequent round, the mount may attack a different opponent than its rider.
Light horses can make one attack as a class 3 weapon, medium horses can make two attacks as a class 3 weapon, and
heavy horses can make two attacks as a class 7 weapon.

Although mounts have more than 1HD, they’re considered normal creatures when carrying a rider and thus may only
attack one creature.

High Ground
Mounted attackers add +1 to their attacks against man-sized or smaller creatures that are not mounted (factor this into the
first round of melee as well). Man-sized or smaller creatures on foot attacking a mounted rider suffer a -1 penalty to their
attacks. Mounted attackers are considered high ground and always make the first attack unless the defender’s weapon
class is at least 2 levels lower.

Unseating a Rider
A rider can be unseated if the attacker states so before melee is resolved. If a successful hit is scored, the rider takes no
damage but falls off his mount, possibly becoming stunned on a d6 roll.

Violent Dismount
d6 Result
1-2 Unharmed
3-5 Stunned 1 round
6 Stunned 3 rounds

A stunned rider is not helpless but he can’t move or attack and drops whatever he’s holding.

Dismounting/Mounting
Mounting or dismounting a mount costs half the rider’s movement for that round.

SAVING THROWS
Saving throws are a measure of resistance to special attacks such as magic or poison. All character classes have a
saving throw value. When affected by a special attack, they check against the required saving throw. Roll 1d66; if the roll
is equal to or less than the saving throw value, the effect is resisted, reduced, or halved.

Death/Poison: Any ability that may cause instant death or poisons the body.
Polymorph/Paralyzation: Any ability which forces change on the body or muscles.
Petrification: Any ability that turns flesh into stone such as a basilisk’s gaze.
Breath Attacks: Any power that’s the result of a creature’s breath attack such as a dragon.
Staves/Spells: A catch-all for any magic spell created by a caster or item.

The GM will notify players when a saving throw is required or he rolls one in secret if needed. If a saving throw is
successful, there’s usually a tell tale sign that something was resisted against.

Item Saving Throws


Assume that if the wearer survives damage against him caused by a failed save, so do any items on his person. If an
item is specifically targeted then its saving throw is that of the wielder. If “unattended” or the wearer dies as a result of
damage, then a saving throw may be checked for each item. A save is only made when an effect directly causes damage
such as lightning bolt or fire ball.

Assume items, even magical ones, automatically fail saves against damaging attacks unless mentioned below.

Item Saving Throws


Item Save
Magic Armor/Shield/Weapon +1 31
Magic Armor/Shield/Weapon +2 34
Magic Armor/Shield/Weapon +3 42
Ring of Fire Resistance 42**
Ring of Protection 34
Staff of Power 42
Staff of Wizardry 34
Wand of Fire Ball/ 31*
Lightning Bolt
*If a wand of fire ball is struck by an electricity attack, subtract -4 from the roll and the same if a wand of lightning bolt is
struck by a fire attack.

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THE BIG BROWN BOOK

**If struck by a cold attack, subtract -4 from the roll.

Destroyed Items
Metal destroyed by fire or lightning is melted into a solid lump. Gems and jewelry are assumed to save against fire but
there’s a d66(14) chance the gem is destroyed and lightning effects gems normally. In either case, damaged but intact
jewelry or gems have their value lowered by 25%.

Destroyed magic items permanently lose their enchantments.

MORALE
Only the most fanatic monsters fight to the death. When their life is on the line and there’s nothing to gain from fighting,
most creatures will check their morale. Typically, morale is checked when a creature’s hit points are reduced to 1/3
maximum and they’re facing overwhelming opposition with little hope of winning. If the morale check is equal to or less
than the target number, the creature remains in the battle otherwise he flees or surrenders.

Roll 2d6 to determine the probability of a creature retreating from combat.

Creature Morale
General Creature Type Suggested
Morale
Commoners 2d6(5)
Most Animals 2d6(6)
Most Soldiers 2d6(7)
Veteran Warriors 2d6(8)
Elite Warriors 2d6(9)
Large, Powerful 2d6(10)
Monsters
Fanatics 2d6(11)
Mindless Creatures Fearless

Player Character’s and Morale


Morale is never checked for player characters as it is their own decision whether to retreat or stay.

JOUSTING
Jousting is friendly combat involving two warriors who wield an escutcheon (a type of shield emblazoned with the warrior’s
heraldic symbol) and a blunted lance. The two riders make a pass against each other (called “tilting”) in an attempt to
unhorse their opponent by striking a point on the shield. Jousters mount horses wearing customized saddles (to facilitate
the ease of being unseated) and line up on opposite sides of a list field (a specially prepared battleground with a barrier to
prevent horse collisions).

Before tilting, each jouster chooses a point to strike (an attack) and a position on his saddle (his defense). The type of
attack used limits the type of defenses available.

The fairest way to handle a joust is for each player (or the GM if running an NPC) to write their attack and defense on a
sheet of paper and place it in the center of the table. When a pass is made, the GM adjudicates the results.

Jousting Attacks and Defenses


Attack Possible Defenses
Chief Lean Forward, Shield High,
Shield Low
Dexter Lean Left, Lead Forward,
Chief Shield High, Shield Low
Middle Any
Chief
Sinister Lean Right, Lean Forward,
Chief Shield High, Shield Low
Dexter Lean Forward, Shield High,
Shield Low
Fess Any
Point
Sinister Lean Forward, Shield High,
Shield Low
Base Lower Head, Steady,
Shield High, Shield Low
CHAPTER 1: OF MEN & MAGIC

Jousting Attack vs. Defense Results


Attack Lower Lean Lean Lean Shield Shield
Head Right Left Forward High Low
Chief Miss Miss Miss Helmet Unseated Miss
Destroyed*
Dexter Unseated Lance Miss Lance Lance Miss
Chief Breaks* Breaks* Breaks*
Middle Lance Breaks*, Unseated Glancing Lance Lance Unseated,
Chief Unseated, Blow Breaks* Breaks*, Injury
Injury Unseated
Sinister Glancing Miss Lance Glancing Glancing Unseated
Chief Blow Breaks* Blow Blow
Dexter Lance Lance Breaks*, Miss Lance Breaks* Miss Lance
Breaks* Unseated Breaks*
Fess Lance Breaks*, Glancing Lance Lance Breaks*, Lance Breaks*, Lance
Point Unseated Blow Breaks* Unseated Unseated, Injury Breaks*
Sinister Glancing Blow Miss Lance Breaks*, Glancing Blow Glancing Blow Glancing
Unseated Blow
Base Lance Breaks* Glancing Blow Unseated Lance Breaks* Lance Breaks*, Lance
Unseated, Injury Breaks*
*Jouster readies a backup lance or helmet but must lean forward during the next pass.

Melee Tournament
A hastilude is a special tournament involving prepared armies armed with blunted weapons. On the first day of the
tournament, knights participate in a preliminary joust called “vespers.” Each jouster faces off against each participating
opponent in a single match.

Jousting Score
Pass Score
Your lance breaks -1
Destroy your opponent’s helmet +3
You suffer an injury -10
Unseat your opponent +20
You score a glancing blow +1

A match against a single opponent continues for either three tiltings or until one or both riders are unseated. If both riders
are unseated, each receives points for unseating the other. If three tiltings go by, the joust ends. Whoever scores the
most points is declared the winner, earning prize money and great honor.

On the second day of the tournament, a large scale melee is held between opposing armies. Use the rules for mass
combat, including point values for units, to adjudicate such a tournament. The entrance fee for such a melee tournament
is the army’s point value times 10 gold. The typical point value of armies for hastiludes is 300. Tournaments are melee
only – no ranged weapons may be used.

Lords lead their army’s charge and resolve the first round of combat as a joust against the opposing warriors. After the
first round, combat begins normally. Historically, people suffered grievous and life threatening injuries in a tournament
melee, however, consider all kills as “knockouts”. The rules for taking prisoners can also be used to capture soldiers on
the field. Armies can forfeit by returning to their base camp. The last army on the field is declared the winner.

After combat, the winner receives the entrance fee pot. If the optional prisoner rules are used, each participant must pay
a ransom equal to 10 times the point value of captured units to their owner.

AERIAL COMBAT
Flying creatures can move in a straight line at their flying speed. The amount of times a creature can turn in mid-flight is
based on their maneuverability class. “Direction changes” indicates how many times the creature can change directions
in a single round. “Minimum distance” is how far the creature must fly in a straight line before turning.

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THE BIG BROWN BOOK

Flying Class and Maneuverability


Flying Class Direction Minimum
Changes Distance
A (agile flying mounts e.g., pegasi) 6 3”
B (tiny fliers, birds and insects) 5 1”
C (man-sized fliers) 4 2”
D (large fliers e.g., wyverns) 4 4”
E (huge/slow fliers e.g., cockatrices) 3 3”
F (gigantic/clumsy fliers e.g., dragons) 3 5”
G (poor fliers) 2 6”

Ascending and Descending


Creature’s can ascend up to half their movement per round but must move their minimum distance per 10’ ascended.
Descent is up to half movement per round but in any direction. A flying creature can dive, allowing them to descend in a
straight line at 1.5 times their full movement.

Attacking a Flying Creature


Because of a wide range of variables, hit locations are calculated in aerial combat. When an attack is made, determine
the direction the attacker is in relation to the defender. On a successful hit, roll 1d6 to determine which portion of the
creature suffers damage.

Aerial Critical Hit Chance


Hit Location Front Side Top Bottom Rear
Rider* 1 1 1 -- 1
Head 2 2 2 1 --
Wing 3 3-4 3-4 2 2
Body 4-6 5 5 3-5 3-4
Tail -- 6 6 6 5-6
*If no rider is present, consider it a body hit.

Each successful hit carries a 1d6(1) chance to inflict a critical hit which carries a penalty to the flying creature. Roll 1d6 to
determine the penalty.

Critical Penalty
Critica Reduced Land Withdraw Crash
l Speed
Target
Rider -- -- Always --
Head 1 2-3 4-5 6
Wing 1-3 4 5-6 --
Body 1-2 3 4-5 6
Rear -- -- -- --

Reduced Speed: The flying creature’s speed is reduced by one-half for one round.

Dive and Land: The flying creature must dive at full speed until it lands. It must recover, doing nothing, for one round
before taking flight again.

Withdraw: If in melee, the creature (or rider) must immediately withdraw. If hit by a ranged attack, the creature must
change its current direction as it’s thrown off course.

Crash: The creature crashes, suffering 1d6 points of damage per 10’ fallen including the rider if any.

Ranged attacks function normally although indirect attacks, such as from a catapult, are impossible against flying
creatures due to the arc of fire. Straight firing artillery, such as ballistas or cannons, attack normally.

Strafing
Flying creatures can perform indirect attacks called strafing. Strafing creatures must move in a straight line at one-third
their speed. Roll 2d6; a roll of 7 indicates a direct hit. On a missed attack, roll 1d6 per point of difference from 7. The
missile misses and falls that number of feet times 10.

Roll a second d6 to determine the direction of the missed attack; 1 causes the missile to veer left, 2 to veer right, 3 to veer
left and fall short, 4 to veer right and fall short, 5 to fall directly short (behind the target) and 6 indicates an overshoot
(ahead of the target).

NAVAL COMBAT
CHAPTER 5: MASS COMBAT

Ships combat each other using ranged weapons (cannon, catapult, flaming arrow) or by grappling and boarding.

Scale
Due to the large vessels involved, the scale of naval combat is 10 yards per movement. If a map and miniatures are
used, 1” or 1 hex equals 10 yards.

Grappling
When opposing ships are adjacent to each other, they can initiate a grapple. A grapple is automatic unless the defending
ship resists. In this case, three grappling attempts per round can be made with a 1d6(1) chance of success and three
attempts to cut a grapple can be made with the same chance of success.

Grappling ships are dead in the water.

Boarding
One person can cross onto a grappled ship for every three feet of deck that’s parallel to each other. Alternate methods of
crossing, such as ropes or climbing, may be employed.

Falling in Naval Combat


Falling is a present danger on ships but many objects exist to catch one’s fall. There’s a 1d6(5) chance of avoiding
damage when falling on a ship with a -1 penalty to the target number per 10’ fallen.

Leadership
Shipboard combat is hectic and without a leader combatants will attack anyone in sight without regards to orders. A
leader or ship captain has a command range equal to 1” per point of charisma or half that value if he’s engaged in melee.
If the leader is in plain sight, he gains a 1” bonus to his command range per 10’ of elevation above his subordinates.

Up to two mates or lieutenants may assist the leader, their own range equal to the leader’s minus 1”. Mates must be
within the leader’s command range to issue orders themselves. Any sailor engaged in melee will follow orders on 1d6(4)
if within range.

Ramming
A ship can can ram an opponent to inflict damage. In order to ram, 5 steps must be followed.

1. The ramming ship must be moving at either a moderate breeze or cruising speed with oars.

2. The ramming ship’s mast is lowered, requiring at least 10 sailors. A ship running on sails immediately drops in speed
as if the wind were one step weaker each round after the first, making ramming impossible after the first round unless
rowers are employed.

3. Contact inflicts 1d6*10% worth of hit points in damage to the rammed ship. If rammed in the side, the target ship loses
20% of its crew (at least 15% of this are rowers if available). If rammed astern or on the bow, the rammed ship loses 5%
of its crew, none of which are rowers.

4. There’s a 1d6(2) chance the blow punches a hole below the target’s waterline causing the ship to sink in 3d6 rounds if
not repaired. The hole must be patched, requiring at least 10 normal men and 5 rounds of work. There’s a 1d6(2) chance
the patch doesn’t hold, requiring the process to be repeated.

5. The ramming ship must immediately row backwards during their next round or immediately grapple with the rammed
ship.

CHAPTER 5: MASS COMBAT – LARGE SCALE


WARFARE PLAYABLE WITH MINIATURE FIGURES
The rules for small scale combat work best when a few dozen creatures are involved. For larger battles, where several
score creatures would become cumbersome moving and attacking individually, these rules for “mass combat” should be
employed. Mass combat rules supersede small scale combat although the results of large scale warfare could certainly
lead to small scale battles afterward.

SCALE
The scale of mass combat is 1 unit representing 10 man-sized creatures (large equipment, such as artillery, is 1 for 1).
When a single “kill” is scored, 1 creature from that unit dies. When all creatures in a unit are dead, the unit is destroyed.
Creatures from any unit can split off and join adjacent units.

In this case, kill does not necessarily mean physical death; the term is used to simply mean a creature has suffered
injuries that make it incapable of continued combat. Whether this means it literally dies, is dying, or incapacitated is up to
the GM.

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THE BIG BROWN BOOK

All distance and range is 1” = 10 yards. When handling magic in mass combat, assume that 1 man-sized creature takes
up a 3’x3’ space and spell area is always represented in feet, not yards. A spell would thus affect 1 unit per 3” of area it
covers.

REQUIRED TOOLS
Table or Map: Any horizontal surface can be used for mass combat. If a map is used, choose one with 1” hexagons.
Hexagons are recommended over squares because units can face six directions and distances are uniform unlike
squares where diagonal movement is shorter than stacked movement.

Ruler or Tape Measure: If playing on a table, a ruler is needed to determine distance. A tape measure with a manual
stopper is ideal.

Miniatures or Counters: To represent units, counters or miniatures are necessary. The only important aspect is that
facing must somehow be determined. Printing out counters on card stock works well (and is much cheaper than buying
expensive miniatures!) and can even be folded into 3D terrain.

ORDER OF ACTIONS
Mass combat follows a specific list of actions.

1. All opposing sides roll 1d6 for initiative.

2. The side with the highest score moves their units first followed by other combatants in decreasing initiative. If equal
initiative is rolled, movement occurs simultaneously in staggered order where each side moves a single unit, one after
another, and resolves the next steps normally.

3. Artillery, magic, and missile fire is resolved for all sides simultaneously.

4. Melee combat is resolved simultaneously.

5. Repeat this process until combat ends.


CHAPTER 1: OF MEN & MAGIC

UNIT TYPE AND MOVEMENT


Normal Men
Normal human men, people with 1HD, make up the bulk of mass combat. Their equipment may vary but each normal unit
is represented by the following statistics.

Normal Men
Unit Move Charg Road Missile
e Bonus Range
Bonus
Arquebusier/Light 12” -- -- 18”
Crossbowman
Bombard-mortar 6” -- +3” 42”
Commoner 9” +3” -- --
Heavy cannon 6” -- +3” 36”
Heavy Cavalry 12” +6” +3” --
Heavy Soldier 6” -- -- --
Light Cannon 6” -- +3” 30”
Light Cavalry 24” +6” +6” 18”
Light Soldier or Archer 9” +3” -- 15”
Longbowman 12” +3” -- 21”
Medium Archer 9” +3” -- 21”
Medium Cavalry 18” +6” +6” 15”
Medium Crossbowman 9” -- -- 24”
Medium Soldier/Militia 9” +3” -- 3”
Skirmisher 12” +3” -- --
Wagon 6” -- +6” --

Arquebusier/Light Crossbowman: Unarmored, arquebus or crossbow, any non-pole arm melee weapon. Fights as light
soldier.
Commoner: Unarmored, any melee weapon
Heavy Cavalry: Plate mail + shield, warhorse with barding, any melee weapon.
Heavy Soldier: Plate mail with or without shield, and any melee weapon.
Light Cavalry: Leather armor with or without shield, warhorse, any melee weapon, crossbow.
Light Soldier or Archer: Leather with or without shield or unarmored + shield, any melee weapon, short bow
Longbowman: Unarmored, longbow, any non-pole arm melee weapon. Fights as light soldier.
Medium Archer: Chain armor, longbow, any non-pole arm melee weapon.
Medium Cavalry: Chain with or without shield, warhorse with barding, any melee weapon, short bow
Medium Crossbow: Chain armor, heavy crossbow, any non-pole arm melee weapon.
Medium Soldier/Militia: Chain with or without shield or leather with shield, any melee weapon, javelin or throwing ax
Skirmisher: Unarmored, any melee weapon.

Movement and Missile Ranges


A unit’s movement is based on its type. Heavy equipment (artillery and weapons) require people or animals to move.
Some units gain a bonus to movement when charging and some gain a bonus when moving on roads. If a unit has a
ranged weapon, its maximum range is listed (short/medium/long ranges aren’t used in mass combat).

Terrain Penalties
Movement can be negatively affected by terrain. A times 2 multiplier means it costs 2” per 1” of movement.

Terrain Penalties to Movement


Terrain Penalty to Movement
Hill x2, prevents charge, penalties negated downhill
Forest x2, prevents charge, units can’t march in
formation
Marsh x2, prevents charge, heavy equipment
cannot enter, guns can’t be fired
Craggy/Rough No penalty, prevents charging
Ditch/Foxhole/Rampart x2, prevents charging
Stream* Costs a flat 6” to cross; if movement is not
available, unit must stop until next round.
River* Requires one full round to cross. Unit must
stop before and after entering the river.
*A body of water wider than a unit’s movement cannot be crossed without a barge or raft of some kind.

Formation

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THE BIG BROWN BOOK

Units can move together in formation, moving at the speed of the slowest unit in that formation. Each formation must
compose a minimum number of units.

Unit Formation
Formation Ranks
Column/Close 5x2 minimum
Line 5 abreast minimum
Square* 3x3 minimum
*soldiers only

Changing formation costs movement. If a unit is engaged in melee while changing formation, they’re considered flanked.

Formation Costs
Formation Cost
Column to Line 1”
Line to Column 1”
Column to 1”
Square*
Line to Square* 2”
*Infantry only.

As with changing direction, skirmishers and horses may change formation at half cost.

Facing
Changing a unit’s facing 45 degrees costs ¼ movement i.e., a unit can about face 180 degrees in 1”. All fractions are
discarded i.e., an armored soldier who changes directions once can only move forward 5”.

Poorly trained units (typically commoners or militia) suffer double penalties for facing. Skirmishers and cavalry suffer only
half penalty i.e., two changes count as a ¼ move or 1” for turning 360 degrees. A skirmisher or cavalry can change
directions at least once and still move their full distance.

MISSILE FIRE
Crossbowmen, archers, units with throwing weapons, and longbow-men may fire once per round. If a ranged unit uses
more than half their movement in a single round, they can fire only if they have won initiative. If archers and longbow-men
remain stationary and are not engaged in melee, they may fire twice with the second volley resolved directly after melee.
Heavy crossbowmen fire once and require a full round to reload, moving up to half their movement in either round.

No unit can fire if they’re engaged in melee before ranged attacks are resolved.

Formation and Angles


If ranged units are in formation, the back rank may fire only if the front rank remains stationary or is also firing. Soldiers
can only fire 45 degrees to the left or right of their facing. Cavalry can fire in a 180 degree arc of their facing.

Focused Firing
If two archer units are adjacent, they may focus their fire. Up to 20 individual archers (2 full units) can focus their fire.

Resolving Missile Fire


Ranged attacks automatically inflict kills based on the number of attacking archers in a unit checked against the
opponent’s defensive capability. Each attacking unit rolls 1d6 and checks the number of archers in the attacking unit.

Archer Attacks vs. Unit Type


Archers Light Light Mediu Medium Heavy Heavy
Firing d6 1- d6 3-6 m d6 4-6 d6 1-4 d6 5-6
2 d6 1-3
1-2 0 kills 1 kill 0 kills 0 kills 0 kills 0 kills
3-4 1 kill 2 kills 0 kills 1 kill 0 kills 0 kills
5-6 2 kills 3 kills 2 kills 2 kills 0 kills 0 kills
7-8 3 kills 4 kills 2 kills 3 kills 0 kills 0 kills
9-10 4 kills 5 kills 3 kills 3 kills 0 kills 1 kill
11-12 5 kills 6 kills 3 kills 4 kills 1 kill 2 kills
13-16 7 kills 8 kills 5 kills 6 kills 2 kills 3 kills
17-20 9 kills 10 kills 7 kills 8 kills 3 kills 3 kills

Heavy crossbowmen receive a +1 bonus to the roll.

Firing Into Melee


CHAPTER 1: OF MEN & MAGIC

When missiles are fired into units engaged in melee, all combatants suffer half normal kills (drop fractions). E.g., a heavy
soldier and light soldier are engaged in melee as 20 archers fire at them and roll a 6. The light soldiers suffer 4 kills and
the armored soldiers suffer 1 kill.

Cover
Soft cover reduces missile kills by half (drop fractions) except if indirect fire is capable of passing over it. Hard cover
halves kills and the covered unit is considered as a heavy soldier for purposes of kills.

Soft cover is considered any solid obstacle that covers one-third to half a unit’s size such as a waist high wall, mantlet, or
a thick forest. Hard cover is considered any solid obstacle that covers two-thirds a unit such as an arrow slit. It’s
impossible to fire directly through solid obstacles.

Indirect Fire
Archers and longbow-men may fire indirectly in a high arc, clearing buildings and obstacles. There must be no unit or
obstruction 1” in front of them except other archers. Indirect fire reduces range by one-third and increases the opponent’s
defense category by one step. Soft overhead cover prevents all indirect fire kills.

Passing Fire
Any ranged unit can interrupt an opponent’s movement phase by declaring passing fire. Passing fire is resolving a ranged
attack against any moving unit. It must be declared before the target moves at least half their normal move. E.g., a unit
of archers can fire on advancing skirmishers who move 5” towards them.

Shoot-on-the-move
Shoot-on-the-move is the ability of cavalry to move, fire, and finish their move. Their total movement for the round cannot
exceed half their normal move. In effect, cavalry archers move during the movement phase, resolve ranged attacks, then
finish their move before the melee phase.

Naturally, if cavalry are engaged in melee then they cannot fire ranged attacks or finish their move.

ARQUEBUSIERS AND GUNS


Arquebusiers function as heavy crossbowmen in terms of firing and reloading. When attacking another unit, a d6 is rolled
for each firing arquebusier (arquebusiers can focus fire as archers). If the roll equals or exceeds a target number based
on unit’s range, one kill is scored.

Arquebus Attack
Range TN
12-18 2
6-12 3
0-6 4

If a target is behind soft cover the arquebusier suffers a -1 penalty to the target number or a -2 penalty if behind hard
cover. If the arquebusier rests his weapon on a support he gains a +1 bonus to the target number. Arquebus’ come with
a gaff for support but setting up and removing it costs half movement.

CATAPULTS
Catapults are indirect firing weapons that are only negated by hard overhead cover. A catapult’s arc of fire is 45 degrees
to the left or right of its facing. By default, catapult operators are light soldiers. Other soldiers can be used but if an
untrained soldier operates a catapult then an engineer must be present in the group to direct them.

Moving a Catapult
Catapults are moved by a team of 4 light soldiers. A catapult’s speed is reduced by 25% per fewer people than 4 pulling
it.

Catapult Attack
Catapults have a minimum range of fire and a maximum range. All units within the kill radius are killed.

Catapult Range and Radius


Catapul Minimum Maximum Kill Radius
t
Light 15” 30” 2”
Heavy 24” 48” 4”

To resolve a catapult attack, roll two different d6 and mark one as over-shoot and the other under-shoot. If both die are
equal, the attack is a direct hit. If not, choose the highest value die; this is the distance the catapult over or under-shoots.

Reloading
A catapult can fire once per round but requires additional rounds to reload based on the amount of trained crew working it.
If the catapult is moved while being reloaded or the crew engaged in melee, the process must begin again.

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THE BIG BROWN BOOK

while engaged. E.g., if 10 light cavalry are engaged


with two units of 20 light soldiers, they can engage both
Catapult Reloading
units with 5 cavalry each, 3 cavalry to one and 7 to the
Crew Light Catapult Heavy Catapult
other, and so on.
5+ No change No change
4 Reload 1 round Reload 2 rounds Resolving Attacks
3 Reload 2 rounds Reload 3 rounds The number of attack rolls (1d6) in melee depends on
2 Reload 3 rounds Reload 4 rounds the number of men in the attacking unit vs. the
1 Reload 4 rounds Reload 5 rounds defender’s unit. Some units receive more attacks
against other unit types as denoted by the below ratio
Attacking a Catapult of X:Y where X = the number of attacks and Y equals
A catapult can be destroyed completely by another one creature in a unit. E.g., 10 light cavalry engaging
catapult or cannon. If engaged in melee, the soldiers light soldiers would roll 20 attack rolls but the light
pulling a catapult will fight normally. soldiers can only make 5 attacks against the cavalry.

Melee Attacks by Unit


CANNONS Unit Light Heavy Armored Light Medium Heavy
Cannons function as catapults (bombard-mortars Soldie Soldier Soldier Cavalr Cavalry Cavalr
function as heavy catapults) for purposes of movement, r y
rate of fire, arc of fire, and reloading but are not capable Light Soldier 1:1 1:2 1:3 1:2 1:3 1:4
of indirect fire. When aiming a cannon, the firer selects
Heavy Soldier 1:1 1:1 1:2 1:2 1:3 1:4
his intended target and states whether the cannon’s kill
zone arcs short or long (this simulates the bounce and Armored Soldier 1:1 1:1 1:1 1:1 1:2 1:3
roll of a cannonball in motion). Before firing, roll 1d6 to Light Cavalry 2:1 2:1 1:1 1:1 1:2 1:3
determine wind resistance and cannon offset. Medium Cavalry 2:1 2:1 2:1 1:1 1:1 1:2
Heavy Cavalry 4:1 3:1 2:1 2:1 1:1 1:1
Cannon Offset
d6 Offset Both opponents make attack rolls simultaneously for
1 2” left each unit in melee and remove kills at the end of melee.
2 1” left The score required to kill depends on the attacker vs.
3- On target the defender. E.g., the 20 light cavalry attacking the
4 light soldiers would require a d6(2) per attack to kill.
5 1” right
Unit Melee Attacks
6 2” right Unit Light Heavy Armored Light Medium Heavy
Soldie Soldier Soldier Cavalr Cavalry Cavalr
Cannon Kill Arc and Width r y
Cannon Shor Long Short Long Short Long
Light Soldier 1 1 1 1 1 1
t
Heavy Soldier 2 1 1 1 1 1
Light 0-16” 17-22” 23-25” 26- -- --
30” Armored Soldier 3 2 1 1 1 1
Heavy 0-18” 19-24” 25-27” 28- 30” 31- Light Cavalry 2 1 1 1 1 1
29” 36” Medium Cavalry 3 2 1 2 1 1
Bombard 0-20” 21-28” 29-32” 33- 35” 36- Heavy Cavalry 2 2 2 2 2 1
34” 42”
Flank and Rear Attacks
All units in a direct line of the selected kill zone and Attacking a unit from the flank (135 degrees of the units
within the kill radius die. facing) grants a +1 to the attack. Attacking a unit in the
direct rear makes retaliation from that unit impossible
Cannonballs and Cover and the attacker receives the bonus for flank attacking.
Hard cover in the path of the cannon’s kill arc or a body
of water stops a cannonball. The optional rules for Charging
conducting sieges A unit may declare a charge which increases their
maximum movement and allows them to continue
Bombard-mortar moving if they win melee. Charging is in a straight line
Bombard-mortars can be fired directly or indirectly (cavalry may make one 45 degree turn) and at some
which functions as if firing a heavy catapult. Direction point in the charge the unit must engage. If the
variation is still determined as a normal cannon but charging unit kills an enemy unit in melee, they must
there is no kill arc calculation. continue the charge, moving their maximum movement
for that round and engaging any opponents in their
path.
MELEE
Melee occurs whenever opposing units pass within 1” If continuing a charge isn’t possible, such as moving
of each other at any point during their move. This into forbidden terrain or hitting an obstacle, the charge
action is called “engaging.” Any unit who enter this ends.
space immediately halts and is engaged unless both
units decline to do so. Guarding
A unit can declare they’re guarding an area during the
If multiple units are engaged, they can split their forces movement phase. A guarding unit can interrupt the
in any manner but all creatures in a unit must melee
CHAPTER 1: OF MEN & MAGIC

movement phase to move up to 3” if doing so engages Light Soldier/Archer 2


an opponent. This movement can’t exceed half the Medium Soldiers/Skirmisher 3
unit’s total movement for the round. Heavy Soldier 4
Light Cavalry 4
Hedgehog Maneuver
Skirmishers in box formation armed with pole arms can Medium Cavalry 5
form a “hedgehog” maneuver where their pole arms Heavy Cavalry 6
point outward in all directions. Skirmishers in a Unit is armed with pole arms +1
hedgehog maneuver move at half speed, cannot Unit is armed with arquebus’ +2
charge, and if engaged they suffer no melee kills unless Unit is armed with short bow +3
their opponent is armed with pole arms or light crossbow
Unit is armed with longbow +4
Momentum and Melee or heavy crossbow
Medium soldiers, heavy soldiers, and cavalry receive
Light Catapult/Cannon 15
one extra d6 during melee when moving across
smooth, level terrain or downhill. Cavalry fight one step Heavy Catapult/Cannon 20
lower (light cavalry function as heavy soldiers) if they’re Bombard-mortar 30
engaged in a round in which they do not move. Chaotic mercenaries are worth half point value.

Pole arms and Column Formation


All soldiers in column formation and armed with pole
arms don’t suffer kills in melee unless they’re engaged
with a unit who also has pole arms and faces their
direction.

Skirmishers and Column Formation


Skirmishers in column formation fight as medium
soldiers.

Blocking
If a unit is engaged while adjacent to a friendly unit
that’s not engaged, the engaged unit may instantly
swap places with the unengaged unit and move up to
3”. This ability can’t be used if the unit doesn’t have
enough movement left.

Only single units can use this ability, not units in


formation.

FATIGUE
Actions in combat can fatigue a unit. Check fatigue at
the end of a round. When a unit reaches 5 points they
become fatigued.

Fatigue Cost
Action Fatigue
Moving 1
Chargin 2
g
Melee* 1
*Melee for three consecutive rounds always causes
fatigue.

Fatigued units suffer a reduction in their unit strength


(heavy to medium, medium to light), a -1 penalty to
morale checks, and moving uphill costs quadruple.
Skirmishers suffer double fatigue penalties (-2 penalty
to morale, moving uphill is impossible). One full round
of rest, performing no actions and not being engaged,
removes all fatigue.

MASS COMBAT POINT VALUE


All units and equipment have a point value which
represents their overall strength.

Normal Men Point Value


Unit/Equipment Value
Commoner 1

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THE BIG BROWN BOOK

Fantasy Unit Point Value


CHAPTER 1: OF MEN & MAGIC

Unit Points
Halfling 1
Sprite/Pixie 4
Dwarf/Gnome 2
Goblin 1
Elf 4
Orc 2
Veteran 20
Elite 50
Wizard (10th level or 100
higher)
Wizard (9th level) 90
Wizard (8th level) 80
Wizard (6th to 7th level) 70
Wizard (1st to 5th level) 50
Magic Arrow +10
Magic Weapon +10
Magic Armor +10
Wight/Ghoul +10
Elemental --
Roc 20
Dragon 100
Treant 15
Giant 50
Balor 75
Ogre 15
Troll 75
Werewolf/Wereboar 20
Wraith 10
Zombie/Skeleton 3

FANTASTY CREATURES IN MASS COMBAT

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THE BIG BROWN BOOK

Virtually any fantasy monster can be used in mass combat but this section refers to typical creatures found in armies.
Fantasy units are depicted as “normal” or “heroic.”

NORMAL FANTASY UNITS


Normal fantasy units function exactly as normal men. They’re grouped in units of 1 to 10 creatures and suffer one hit to
kill. Their listed fighting capability reflects the typical equipment these units carry into combat.

Normal Fantasy Units


Type Move Charge Fly Missile Capability
Range
Dwarf/Gnome 6” +3” -- -- Medium Soldier
Elf/Faerie 12” -- -- 18” Medium Soldier
Goblin/Kobold 6” +3” -- -- Medium Soldier
Halfling 12” -- -- 15” Light Soldier
Orc 9” +3” -- 15” Medium Soldier
Sprite/Pixie 9” -- 18” -- Light Soldier
Undead 9” -- -- -- Special

Dwarf/Gnome: Dwarves and gnomes have infravision and suffer only half kills from giants (drop all fractions). Dwarves
and gnomes will attack goblins and kobolds respectively at the exclusion of other creatures unless a leader is present to
order them. Dwarves and gnomes are considered light soldiers for the purposes of defended against an attack.

Dwarves and gnomes are typically armed with chain mail, shields, and axes.

Elf/Faerie: Elves and faeries have infravision. Once per round, faeries (but not elves) can camouflage themselves to
become invisible until they attack. Elves and faeries can perform a shot-on-the-move attack unmounted but cannot do so
while mounted. While wielding magical weapons, elves and faeries add an additional +1 to their attack rolls. While
wielding short bows their range is increased to 18”.

Elves and faeries receive bonuses in melee.

Elf/Faerie Mass Combat Bonuses


Opponent Benefit
Kobolds, Goblins, Orcs +1 to attack
Veteran Hit on 9
Elite Hit on 11
Wizard Hit on 10
Wraith Hit on 8
Wight Hit on 6
Werewolf/Werebear Hit on 9
Ogre Hit on 7
Giant Hit on 10

Elves and faeries are typically armed with chain mail, swords, and short bows. Special elven units may wear elven cloaks
+ boots and magic chain mail

Goblin/Kobold: Goblins and kobolds have infravision but while fighting in daylight they suffer -1 penalty to morale and
attack rolls. Goblins and kobolds attack dwarves and gnomes respectively at the exclusion of other creatures. Goblins
and kobolds are considered light soldiers for the purposes of defended against an attack.

Hobgoblins function as goblins but fight as heavy soldiers.

Goblins are typically armed with chain mail and any weapon.

Halfling: Halflings are expert slinger throwers and make 1 extra ranged attack for every 2 halflings in a unit. Once per
round halflings can hide while standing still in brush or forests, effectively becoming invisible. Attacking or moving outside
of thick brush breaks their invisibility.

Halflings are typically armed with leather armor, any melee weapon, and slings.

Orc: Orcs have infravision and in daylight they suffer a -1 penalty to morale and attack rolls. Orcs are chaotic and
disorganized, prone to attacking each other more than their enemy. At the end of their move, if a unit of orcs is not
engaged is within charging distance of another orc unit (including friendly orcs), the orc units must roll 1d6(4) obedience
check. If this check fails, the orcs charge each other. Orc units in the command range of a leader will not attack each
other.

Orcs are typically armed with chain mail, any weapon, and short bows
CHAPTER 1: OF MEN & MAGIC

Sprite/Pixie: Sprites and pixies can shroud themselves in illusionary effects. The first round they’re engaged in melee,
they suffer no kills by an opposing unit but subsequent melee rounds are resolved normally. Sprites and Pixies can fly for
up to three rounds before having to land for a round.

Sprites and pixies are typically unarmored and carry any weapon.

Undead (Skeleton/Zombie): Zombies and skeletons have infravision, are immune to non-magical ranged weapons, and
never check morale. They fight as 1 medium soldier and defend as 1 heavy soldier due to their natural weapon
resistances.

Undead are typically unarmed and unarmored.

HEROIC FANTASY CREATURES


Heroic creatures are special in that they’re individual creatures, not a complete unit. A heroic creature’s capability is equal
to several normal men. In mass combat, a heroic creature can’t be killed except when attacked by another heroic
creature or when a normal unit scores a number of kills that equals or exceeds the heroic creature’s capability.

When fighting other heroic creatures, small-scale attack values are used. Assume the weapon class for a heroic creature
with natural attacks is equal to twice their hit dice.

Artillery and Heroic Creatures


All heroic creatures are immune to artillery (catapults and cannons) except veterans, wights, ghouls, lycanthropes, ogres,
treants, rocs, and PCs who haven’t achieved elite or wizard status.

Adapting Heroic Creatures


This list provides the most common heroic creatures in mass combat. Adapting other heroic creatures is simple. The
basis of a heroic creature is their ability to withstand multiple attacks. If a creature has 2 or more hit dice, it’s considered a
heroic creature with the exception of mounts; a mount carrying a rider is counted as a single creature that’s killed at the
same time as its rider.

A heroic creature’s capability is based on their armor: AC 9 to 7 is light, AC 5 is medium, and AC 3 is heavy. The number
of equivalent “soldiers” is typically equal to the creature’s hit dice. If the creature has four or more legs (or they’re strong
enough to carry riders) then they’re always considered “cavalry” with capability equal to half their hit dice.

Heroic Creatures
Creature Move Charge Fly Missile Capability
Balor 6” +3” 15” -- 2 heavy cavalry
Basilisk/(Cockatrice) 6” (9”) -- (18”) -- Special
Dragon 9” +6” 24” -- 4 heavy cavalry
Elemental Special Special Special Special Special
Elite (unarmored) 12” +3” -- 21” 8 men
Giant 12” +6” -- 20” 12 medium soldiers
Roc/Wyvern/Griffon -- -- 48” -- 4 light cavalry
Treant 6” -- -- -- 6 heavy soldiers
Troll/Ogre 9” +3” -- -- 6 heavy soldiers
Veteran (unarmored) 12” +3” -- 18” 4 men
Werebear/Werewolf 9”/12” +3”/+6” -- -- 4 heavy soldiers
Wight/Ghoul 9” -- -- -- Special
Wizard 12” -- -- 24” 2 medium
Wraith 18” +6” 36” -- 2 heavy

Balor: Balors are immune to non-magical melee or ranged weapons. Any normal unit that comes within 1” of a balor is
immolated and dies. Balors have infravision and can fly for up to three rounds before having to land for one round.

Basilisk/Cockatrice: These creatures cannot kill units in melee but defend as 4 heavy soldiers. Any normal man within
1” of a basilisk or cockatrice are petrified. All heroic creatures and nonhumans, heroic or not, are allowed a saving throw
every round they remain in contact.

Dragon: Dragons have infravision, force normal units within 15” to check morale, are never subject to morale, are
immune to non-magical melee or ranged weapons, and fight as 4 heavy cavalry. Dragons can breath a breath weapon as
their color type dictates. A dragon’s breath kills any unit except for other dragons, elites, or wizards who are allowed a
2d6(7) save to avoid. Chaotic dragons are uncontrollable and will attack any unit, regardless of alliance, in the following
descending preference; other dragons, giants, balors, rocs, trolls, elementals, and treants.

Elemental: Elementals include air, earth, fire, water, djinni, and efreet and all are immune to non-magical melee or ranged
weapons. Elementals are immune to spells or effects from their own element (djinni - air, efreet - fire).

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Air elementals and djinn have a fly speed of 24”, attack as 4 light cavalry, and gain +2 to their attacks against flying
creatures.

Earth elementals move 6”, attack as 4 heavy cavalry, and gain +1 to attacks against creatures on land.

Fire elementals and efreet move 12”, attack as 4 medium cavalry, and gain +2 on attacks against fire based enemies
including balors, dragons, and wizards who can cast fireball.

Water elementals move 6”, swim 18”, must remain within 6” of a body of water or die. They attack as 4 light cavalry on
land or 4 heavy cavalry in water, and gain +2 to attacks when fighting in water or within 3” of a body of water.

Elite: Elites are leaders, never check for morale, and can detect invisible opponents within movement range. If an elite
approaches within 3” of an opposing normal unit, that unit must immediately check morale. Elites can kill a flying dragon
as a veteran on 2d6(6).

An elite’s capability depends on their equipment and whether they’re mounted or not.

Giant: Giants defend as 12 heavy soldiers and gain an extra die when attacking due to their oversized weapons. Giants
can throw boulders as a small catapult with no minimum range. Giants can throw one boulder each round but can’t move
in the same round they attack with a boulder. Giants never check morale.

Lycanthrope (Werebear/Werewolf): Lycanthropes have infravision and defend as 4 medium soldiers. When fighting
within a forest or up to 6” away from thick woods, a lycanthrope’s capability is doubled as they command animals of their
kind in combat. A silver weapon can kill a lycanthrope in one hit.

Magic Armor: Magic armor implies a -3 penalty to attacks from normal units and a -1 penalty to attacks from heroic
creatures. If normal units wear magic armor, all creatures in the unit must have it to benefit from wearing it.

Magic Arrows: When used against heroic units, two attack rolls are made and the best roll is used. All creatures in a
normal unit must have a magic arrow to gain the benefits.

Magic Weapons: Magic weapons add 1 extra attack against normal units and +1 to attacks against heroic creatures.
Magic weapons shed soft light in a 12” radius. All creatures in a normal unit must wield a magic weapon to gain the
benefits.

Roc/Wyvern/Griffon: These creatures defend as 4 heavy cavalry while wyverns and griffons can be ridden as mounts.

Rocs force normal units within 3” to check morale and they can detect invisible creatures. Rocs can transport up to 10
man-sized creatures during any round. Rocs never check morale.

Treant: Treants are immune to non-magical melee or ranged weapons. Treants within 6” of a tree their size can
command it to animate and fight as a treant, moving 3” per round. A treant can command up to two trees during their
movement phase. Treants and animated trees are subject to fire; in lieu of an attack, creatures engaged with a treant
may attempt to set it on fire provided a means of ignition is available. A burning treant is automatically killed.

Chance to Burn Treant


Unit 2d6
Goblin/Orc 4
Veteran 5
Elite 7
Balor 9
All other units 4

Troll/Ogre: Trolls and ogres have infravision. Ogres fight as 6 medium soldiers and trolls fight as 3 heavy soldiers. Elves
can kill an ogre with 3 hits. Veteran, elite, or creatures with magic weapons can kill an ogre in 1 hit.

Trolls do not check morale and are immune to non-magical melee and ranged weapons. Veterans, elite, balors,
elementals, giants, or magical weapons can kill a troll in 1 hit using the following special attack matrix.

Troll Mass Combat Weaknesses


Attacker Attack Score
Veteran 4
Elite 6
Balor 6
Elemental 8
Giant 4
Magic Weapon 8*
*If wielded by a creature that can normally kill a troll, add +2 to the attack.
CHAPTER 1: OF MEN & MAGIC

Veteran: Veterans are leaders and never check for morale. If armed with a bow and magic arrows, a veteran can fire one
shot at a flying dragon if he’s standing underneath it. This shot strikes the underbelly, instantly killing the dragon on a
2d6(4).

Wight/Ghoul: Wights and ghouls are immune to non-magical ranged weapons, have infravision, and suffer a -1 penalty to
attacks in daylight. After melee is resolved, all surviving units engaged with a wight or ghoul are paralyzed (unable to
move) for one round. Elves, veterans, and elites are immune to this paralysis as are all other units within 1” of them.
Wights and ghouls count as 1 heavy cavalry for purposes of defense.

Wizard: Wizard is an all-inclusive term for any magic user of 10th level or above. Wizards are leaders, they challenge
normal unit morale as an elite, and never check their own morale.

All magic-users, regardless of level, can cast memorized spells in combat and use magic items like wands (wands of
fireball and lightning bolt are a favorite). If a spell inflicts damage, it counts as a kill against a normal creature but can only
kill a heroic creature if they fail their save, otherwise no “damage” is dealt. If a saving throw is called for, assume normal
creatures automatically fail. Heroic creatures are allowed a save as they normally are allowed in small-scale combat.

Spell area of effects in mass combat are the only time when 1” is converted to 10 yards. For 1” of area you can either
affect one normal unit (up to 10 normal creatures) or one heroic creature.

Wraith: Wraiths have infravision, are leaders, force enemies to check morale as an elite, are immune to non-magical
melee and ranged weapons, and have a paralyzing aura. All normal units within 1” of a wraith (the wraith must not be
flying) are paralyzed. Paralyzed units are unable to act until an allied elf or leader is within 1”. Heroic units are immune to
the wraith’s touch. Wraiths only fight as 2 medium cavalry if mounted.

PCs as Heroic Creatures


In mass combat, the player characters are always considered heroic creatures. The listed attack bonus is granted only for
that level and is not cumulative with other levels.

Fighting-Men in Mass Combat


Level Capability Attack
1 1 Man +1
2 2 Men +1
3 3 Men --
4 (Veteran) 4 Men --
5 5 Men +1
6 6 Men +1
7 (Elite) 8 Men --
8 8 Men --
9 8 Men +1
10 8 Men +1
11 8 Men +2
12 8 Men +2
13 8 Men +3

Magic-User in Mass Combat


Level Capability Attack
1 1 Light Soldier --
2 1 Light Soldier +1
3 2 Light Soldiers --
4 2 Light Soldiers +1
5 3 Light Soldiers --
6 3 Light Soldiers +1
7 (Veteran) 4 Light Soldiers --
8 4 Light Soldiers --
9 4 Light Soldiers +1
10 (Wizard) Wizard --
11 Wizard --
12 Wizard --
14 Wizard --
15 Wizard +1
16 Wizard +1

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17 Wizard +2
18 Wizard +3

Clerics in Mass Combat


Level Capability Attack
1 1 Man --
2 1 Man +1
3 2 Men --
4 3 Men --
5 3 Men +1
6 (Veteran) 4 Men --
7 4 Men --
8 4 Men +1
9 (Elite) 8 Men --
10 8 Men --
11 8 Men --
12 8 Men --
13 8 Men --
CHAPTER 1: OF MEN & MAGIC

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THE BIG BROWN BOOK

APPENDIX I: SPELLS
This section details generic, universal spells that are so widespread practically every caster knows of their existence. A
caster’s most powerful ability lies in the creation of custom magic and even the most selfless casters jealously guard their
spell books.

Spell Range and Area


Spell range conforms to scale i.e., if casting a spell indoors 1”=10’ and if casting outdoors 1”=10yds. Area of effect is
always represented in 10s of feet, never yards.

Magic-User Spells by Level 5 Wall of Stone


Leve Spell 5 Wall of Iron
l 5 Animate Dead
1 Detect Magic 5 Magic Jar
1 Hold Portal 5 Contact Higher Plane
1 Read Magic 5 Pass-Wall
1 Read Languages 5 Cloudkill
1 Protection from Chaos 5 Feeblemind
1 Light 5 Animal Growth
1 Charm Person 6 Flesh to Stone/Stone to Flesh
1 Sleep 6 Reincarnation
2 Detect Invisibility 6 Invisible Stalker
2 Levitate 6 Lower Water
2 Phantasmal Forces 6 Part Water
2 Locate Object 6 Projected Image
2 Invisibility 6 Anti-Magic Shell
2 Wizard Lock 6 Death Spell
2 Detect Chaos 6 Geas
2 ESP 6 Disintegrate
2 Continual Light 6 Move Earth
2 Knock 6 Control Weather
3 Fly
3 Hold Person Cleric Spells by Level
3 Dispel Magic Leve Spell
3 Clairvoyance l
3 Clairaudience 1 Cure Light Wounds
3 Fire Ball 1 Purify Food & Water
3 Lightning Bolt 1 Detect Magic
3 Protection from Chaos, 10’ Radius 1 Detect Chaos
3 Invisibility, 10’ Radius 1 Protection from Chaos
3 Infravision 1 Light
3 Slow 2 Find Traps
3 Haste 2 Hold Person
3 Protection from Normal Missiles 2 Bless
3 Water Breathing 2 Speak with Animals
4 Polymorph Self 3 Remove Curse
4 Polymorph Others 3 Cure Disease
4 Remove Curse 3 Locate Object
4 Wall of Fire 3 Continual Light
4 Wall of Ice 4 Neutralize Poison
4 Confusion 4 Cure Serious Wounds
4 Charm Monster 4 Protection from Chaos, 10’ Radius
4 Plant Growth 4 Sticks to Snakes
4 Dimension Door 4 Speak with Plants
4 Wizard Eye 4 Create Water
4 Massmorph 5 Dispel Chaos
4 Hallucinatory Terrain 5 Raise Dead
5 Teleport 5 Commune
5 Hold Monster 5 Quest
5 Conjure Elemental 5 Insect Plague
5 Telekenesis 5 Create Food
5 Transmute Rock to Mud Spells in italics have a law/chaos description.
CHAPTER 1: OF MEN & MAGIC

SPELLS: ANIMAL GROWTH – WIZARD LOCK


Animal Growth the caster. Any creature with fewer than 5HD dies
Spell Level: MU5 instantly in the cloud. The magic lasts for 6 rounds or
This spell causes up to 6 normal animals within 12” feet until dispersed by a strong gust of wind.
to turn into giant-sized creatures. The magic lasts for
12 rounds. Commune
Spell Level: C5
Animate Dead The caster prays and contacts a higher being or deity
Spell Level: MU5 that closely represents his alignment. The caster may
This spell animates a lifeless body, turning it into a ask three questions which are always answered with a
skeleton or zombie. 1d6 intact bodies can be used, “yes,” “no,” or “I don’t know.” The spell can only be
+1d6 per caster level above 8th. The undead obey the used once per week but once every year, on a holiday
caster and exist until dispelled or destroyed. sacred to the caster, six questions may be asked
instead.
Anti-Magic Shell
Spell Level: MU6 Confusion
This spell creates a shield of anti-magical energy Spell Level: MU4
around the caster. No spell, whether cast or by object, Powerful magic assaults the minds of 2d6 creatures +1
can penetrate the shell nor can any item within the shell per caster level within 12”. Creatures with 2 or fewer
(such as on the caster’s person or anything he casts) HD are instantly affected. All other creatures become
pass out of the shell. Magical items have no special affected in a number of rounds equal to 1d6 minus the
powers inside the shell or while attacking the caster difference between the caster’s level/HD and the
although they’re still items in their own right. The spell target’s level/HD (if the monster is stronger, the spell
lasts 12 rounds. takes longer to come into effect). Before initiative is
rolled, roll 2d6 for each affected creature. Confused
Bless creatures pursue and attack their opponents without
Spell Level: C2 care to tactics or intelligence (2-5), stand motionless (6-
Law: This spell infuses all blessed allies with a +1 8), or attack their own allies (9-12) for 12 rounds.
bonus to morale and attacks for 6 rounds. The blessing Creatures with 4 or more HD are allowed a saving
must be given before melee combat is engaged. throw each round they’re confused; success indicates
they act normally.
Chaos: The caster utters baneful words, implying a -1
penalty to morale and attacks to all opponents who can Conjure Elemental
hear the caster for 6 rounds. Spell Level: MU5
This spell conjures a 16HD elemental creature of fire,
Charm Monster earth, air, or water; only one type per each casting per
Spell Level: MU4 day. The elemental remains for as long as the caster
This spell functions as charm person but can target any concentrates to control it. The caster can send away
monster or up to 3d6 creatures with 3 or fewer HD. the elemental but if his concentration is broken the
monster attempts to kill him.
Charm Person
Spell Level: MU1
The caster weaves soothing words and false emotions
into a humanoid, man-sized or smaller creature. If they
fail their saving throw, the creature regards the caster
and his allies as a trusted friend. The creature still
retains its mind and memories and won’t perform
suicidal requests but it is a loyal ally and will at least
bow out of a fight if his own allies are the enemy. The
magic is permanent until removed.

Clairaudience
Spell Level: MU3
The caster creates an invisible link from his eyes into in
any location within 6” that allows him to see into that
space as if he were standing there for up to 12 rounds.

Clairvoyance
Spell Level: MU3
This spell brings into being an invisible link from the
caster’s ears into any location within 6”, allowing him to
hear as if he were standing there for up to 12 rounds.

Cloudkill
Spell Level: MU5
The caster conjures a poisonous cloud of vapor 3” in
diameter that moves 6” per round directly away from

49
THE BIG BROWN BOOK

Contact Higher Plane Create Water


Spell Level: MU5 Spell Level: C4
This spell allows the caster to seek knowledge from This spell creates 12 gallons of pure drinking water per
another plane of existence, asking questions and caster level above 8th.
receiving a “yes” or “no” answer. Such beings disdain
answering mortals. The higher the plane, the more Cure Disease
questions that can be asked, the higher the chance the Spell Level: C3
being will know the answer, and the greater the chance Law: This spell purifies the target’s body, removing any
they’ll answer truthfully. Such knowledge may drive the and all diseases (magical or mundane) from his person.
caster insane and so the greater the plane, the greater
the chance the caster loses his sanity. Chaos: A touched creature is inflicted with a magical
disease unless they successfully save. The effects of a
Contact Higher Plane Chance disease are based on the GM but magical diseases
1d66 for Each Column caused by this spell are slowly debilitating (but not
immediately deadly), require at least 24 hours for
Plane Questions Being Answer Caster incubation, and can only be healed by magic.
Will is Insanity
Answer Truthful Cure Light Wounds
3rd 3 (23) (25) None Spell Level: C1
4th 4 (25) (33) (14) Law: This spell instantly restores 1d6+1 lost hit points to
5th 5 (31) (36) (21) a touched creature.
6th 6 (31) (44) (25)
7th 7 (36) (51) (32) Chaos: This spell instantly fills a touched creature with
profane energy, inflicting 1d6+1 points of damage.
8th 8 (44) (53) (36)
9th 9 (51) (55) (44) Cure Serious Wounds
10th 10 (55) (61) (51) Spell Level: MU4
11th 11 (62) (62) (55) Law: This spell instantly restores 2d6+2 points of
12th 12 (64) Always (62) damage to a touched creature.

For every level above 11th, the insanity target number Chaos: This spell instantly fills a touched creature with
is reduced by -2. If the caster goes insane, he falls limp profane energy, inflicting 2d6+2 points of damage.
and babbles incoherently after the questions are
answered for a number of weeks equal to the plane Death Spell
contacted. The caster remembers the answers to his Spell Level: MU6
questions when he regains his sanity. Profane magic kills 3d6 creatures with fewer than 7HD
in a 6”x6” area up to 24” away.
This spell can only be used once per week.
Detect Chaos
Continual Light Spell Level: MU2
Spell Level: MU2 The caster suddenly becomes aware of a person
This spell creates permanent light in the air or on any thinking chaotic or hostile thoughts and can see chaotic
object within 12”. The light is magical, does not affect residue on enchanted objects. The spell lasts for 2
creatures weak to daylight, and casts illumination out to rounds and has a range of 6”.
24” in diameter.
Detect Chaos
Continual Light Spell Level: C1
Spell Level: C3 Law: This spell functions as the magic-user spell of the
Law: This spell functions as the magic-user spell of the same name but with a range of 12” and duration of 6
same name but the light created is the equivalent of rounds.
natural daylight.
Chaos: Instead of detecting chaos, this version of the
Chaos: Instead of creating light, this spell creates spell detects all that is lawful in nature.
darkness so black that not even infravision can
penetrate it. Detect Invisibility
Spell Level: MU2
Control Weather The caster attunes his eyes to pierce masking illusions,
Spell Level: MU6 allowing him to see anything hidden by magic for 6
This powerful spell enables the caster to alter the minutes within 1” per caster level.
weather from clearing clouds to creating storms or
blizzards. Only one change per casting can be made Detect Magic
and the weather eventually returns to its natural form. Spell Level: MU1
The caster attunes his eyes to the magic spectrum,
Create Food allowing him to magical residue and auras. The
Spell Level: C5 stronger the magic, the brighter the aura. This spell
This spell creates a thin, tasteless but nourishing gruel lasts for 1 round per caster level.
that can feed 12 man-sized creatures plus 12 additional
servings per caster level above 8th. Detect Magic
Spell Level: MU1
This spell functions as the magic-user spell of the same
CHAPTER 1: OF MEN & MAGIC

name. Fly
Spell Level: MU3
Dimension Door By means of this spell the caster can will himself to take
Spell Level: MU4 flight, moving at a speed of 12” with perfect
The caster, and one other creature he touches, steps maneuverability. The magic lasts a number of rounds
through a magical “door” and reappears anywhere equal to the caster’s level +1d6 rounds (GM rolls
within 36” that he desires in any direction. secretly) as the magic wanes.

Disintegrate Geas
Spell Level: MU6 Spell Level: MU6
A green ray disintegrates any solid matter including This spell forces the recipient to perform one task for
creatures and their gear unless they succeed on a the caster. Deviation from this task results in
saving throw. If targeting a large area, up to 6 square debilitating weakness and complete refusal results in
feet will be obliterated per casting. the victim’s death. The recipient is allowed a save to
resist the effects and the magic lasts until the task is
Dispel Chaos complete or somehow dispelled.
Spell Level: C5
Law: This spell functions as dispel magic but can dispel Hallucinatory Terrain
any summoned chaotic creature or break chaotic Spell Level: MU4
enchantments in a 3” radius. Illusionary magic changes the appearance of all terrain
within 24” of the caster into some other type of natural
Chaos: Instead of dispelling chaos, this spell dispels terrain. The magic is permanent although creatures
lawful creatures or enchantments. interacting with it may notice it’s an illusion. The
average person can be fooled into thinking a lake is an
Dispel Magic open field until they actually step onto what they think is
Spell Level: MU3 grass and become submerged in water.
By means of this magic, the caster counters any spell
or enchantment currently in effect that he targets within Haste
12”. The spell has no effect on magic items or artifacts. Spell Level: MU3
The chance of success is 1d66(66) with a -4 penalty The caster weaves quickening magic in the muscles of
per level the target’s caster level is above your own. up to 24 creatures in a 6” by 12” area and up to 24”
away. Hasted creatures move 50% faster and can
ESP make one extra attack per round. The magic lasts 3
Spell Level: MU2 rounds.
The caster’s mind can pick up and read any intelligent
thought within a range of 6” for 12 rounds. The spell Hold Monster
can penetrate solid rock up to 2” in thickness but even Spell Level: MU5
the thinnest coasting of lead blocks it. This spell functions as hold person except it affects any
creature.
Feeblemind
Spell Level: MU5 Hold Person
Only usable against magic-users, this can be targeted Spell Level: MU3
up to 24”. Powerful magics dull the mind, making it Magical power assaults the minds of up to 4 humanoids
impossible to memorize spells. Magic-users save with within 12”, forcing them to save or stand rigidly still,
a -8 penalty to their rolls. unable to move. If hold person is cast on a single
humanoid, he suffers a -8 penalty to his saving throw.
Find Traps The magic wanes after 6 rounds +1 round per caster
Spell Level: C2 level.
This spell makes the caster aware of any mechanical or
magical traps within 3” feet. He knows their position but Hold Person
does not gain knowledge on how to defeat or safely Spell Level: C2
bypass them. This spell functions as the magic-user spell of the same
name except with a duration of 9 rounds and range of
Fire Ball 18”.
Spell level: MU3
A bead of fire springs from the caster’s hand, traveling Hold Portal
in a straight line up to 24”. When it reaches its target Spell Level: MU1
destination or strikes a creature, the bead explodes in a This spell infuses a door or other hinged mechanism
ball of fire 2” feet in radius and inflicts 1d6 points of fire with magical energies that hold it shut. The portal is
damage per caster level or half damage on a magically held for 2d6 rounds.
successful save.. The fire ball conforms to its
surroundings, expanding to fill its entire area if confined. Infravision
Spell Level: MU3
Flesh to Stone/Stone to Flesh The caster enchants his eyes to be able to shift into the
Spell Level: MU6 infrared spectrum at will. The magic lasts 24 hours and
Transmutation magic turns living flesh into inanimate can see up to 6” away.
stone. The effect is permanent until reversed by a
second casting of the spell. Creatures deformed while Insect Plague
petrified will revert to normal with the same deformities. Spell Level: C5
This spell creates a massive cloud of insects within an

51
THE BIG BROWN BOOK

area of 6” radius that can move as the caster directs up spell is 24”.
to 48” from his person. The cloud obscures all vision,
makes spell casting within it impossible, and causes Locate Object
creatures with less than 3HD to flee. The spell can only Spell Level: MU2
be cast outdoors where insects are plentiful and lasts The caster mentally pictures a specific object. If the
for 1 day, until dispelled, killed or driven off by fire, object is within 6” plus 1” per caster level, the caster
heavy smoke, heavy rain, or the like. knows the direction (but not the exact distance) to the
object.
Invisibility
Spell Level: MU2 Locate Object
The caster or a creature he touches bends light and Spell Level: C3
heat around their person, becoming invisible and This spell functions as the magic-user spell of the same
fooling all manner of mundane sight including name but with a base range of 9”.
infravision. Any object picked up an invisible creature
also becomes invisible. Invisibility lasts until the target Lower Water
makes an attack or hostile action (a hostile action is Spell Level: MU6
anything intended to inflict harm or force a saving This spell causes a body of water 24” in radius to lose
throw). half of its depth for ten minutes.

Invisibility, 10’ Radius Magic Jar


Spell Level: MU3 Spell Level: MU5
This spell functions as invisibility but bestows the The caster seals away his soul into an inanimate object
illusion upon all within 1” (10’) of the caster. The normal within 3” of him and may possess any creature that
restrictions still apply. passes within 12” of the object. If the targeted creature
fails its saving throw, the caster possess its body while
Invisible Stalker the creature’s mind is spirited away to the container. If
Spell Level: MU6 the possessed body dies, the souls are swapped back,
The caster conjures an invisible stalker and can give it killing the original creature.
one task which it must perform, regardless of
complexity. The invisible stalker exists until killed or it The caster’s body is left in a catatonic state while the
completes its task. soul is away. If the caster’s body is destroyed, he must
remain in the possessed body or container. If the
Knock container is destroyed, whatever spirit is inside is
Spell Level: MU1 annihilated.
Magic unlocks and opens all portals, doors, or gates
within 6” of the caster. Massmorph
Spell Level: MU4
Levitate Illusionary magic changes up to 100 man-sized or
Spell Level: MU1 smaller creatures within 24” into trees, bushes, and
The caster infuses his body with energy that lifts his other natural fauna that matches the surrounding
person vertically in the air, up to 2” per level high with a terrain. Creatures passing through this area detect
vertical speed of 6” per round, lasting 6 rounds plus 1 nothing amiss. The spell lasts until the caster ends it or
round per caster level. the magic is dispelled.

Light Move Earth


Spell Level: MU1 Spell Level: MU6
The caster conjures a magical light 3” in diameter for 6 This spell moves up to 24” radius of natural earth at a
rounds plus 1 round per caster level. The light can speed of 6” per round for 6 rounds.
either be stationary in the air or appear on an object.
The light does not affect creatures weak to natural Neutralize Poison
daylight. Spell Level: C4
This spell detoxifies the target, whether creature or
Light object, removing all poisons upon their person.
Spell Level: C1
Law: This spell functions as the magic-user spell of the Part Water
same name except with a base duration of 12 rounds. Spell Level: MU6
This spell parts water creating a division up to 1” deep,
Chaos: Instead of creating light, the caster creates a 1” wide, and 12” long for 6 rounds. If created
globe of inky darkness that consumes natural light. underwater, the part functions as an air tunnel for the
Creatures with infravision can see through this duration.
darkness.
Pass-Wall
Lightning Bolt Spell Level: MU5
Spell Level: MU3 The caster opens a man-sized passage in solid rock up
This spell excites matter in the air, creating a powerful to 1” in length up to 30” away. The magic lasts for 3
stroke of lightning in a selected space 6” long, deflected rounds.
off any sturdy structure back at the caster if it doesn’t
achieve its full length. Any creature in the path of the Phantasmal Forces
bolt suffers 1d6 points of damage per caster level or Spell Level: MU2
half damage if successfully saved.. The range of the The caster projects any mental image into reality up to
CHAPTER 1: OF MEN & MAGIC

24” away. Creatures viewing the illusion must save or same name but with a duration of 12 rounds.
believe it to be real. The illusion doesn’t product heat
but feels, smells, and looks real and while interacting Chaos: Protects against law instead of chaos.
with it may cause disbelief, damage caused by the
illusion is real until disbelieved. The illusion remains as Protection from Normal Missiles
long as the caster concentrates his mind, requiring him Spell Level: MU3
to stand still and be undisturbed. The caster targets himself or another person within 3”
to bestow immunity to non-magical missiles (but not
Plant Growth oversized missiles like a giant’s rock or catapult). The
Spell Level: MU4 magic wanes after 12 rounds.
Magic stimulates natural plants in an area up to 30”,
causing them to grow and entangle. Passing through Purify Food & Water
the area is impossible until the plants are destroyed Spell Level: C1
though mundane means, such as fire or tools, or the Law: This spell removes any taint from up to 12 gallons
magic is dispelled. of water or like servings of food, making it safe for
consumption.
Polymorph Others
Spell Level: MU4 Chaos: A like amount of food or water is fouled,
This spell transforms the target, up to 6” away, into any becoming entirely harmful to consume.
living creature from as small as a snail to as large as a
dragon. The magic doesn’t affect mentality but Quest
changes all physical abilities and confers the creatures Spell Level: C5
magical or supernatural powers like a dragon’s breath. This spell functions as the magic-user spell geas except
All limitations to the creature, such as the inability to the recipient is not killed upon failure. A curse may be
speak or manipulate objects, is also conferred. The employed, but this curse can only be debilitating, not
magic is permanent until dispelled. Unwilling creatures deadly. Generally speaking, a quest is used as
are allowed a saving throw to resist the magic. punishment for actions taken out of alignment or
atonement to restore honor. Abusing this spell,
Polymorph Self especially against ones followers, is always held in ill
Spell Level: MU4 regard.
Transmutation magic changes the caster’s form into
that of any creature. He retains his mental capability Raise Dead
but gains the physical power and abilities of the new Spell Level: C5
form. This does not confer magical or supernatural Law: This powerful magic restores the soul to a dead
abilities like a basilisk’s gaze or dragon’s breath. The man, dwarf, elf, or halfling, bringing them back to life.
spell lasts 6 rounds + 1 round per caster level. The body couldn’t have been dead longer than 4 days
plus an additional 4 days per caster level above 8th.
Projected Image When raised, the character must succeed on their
Spell Level: MU6 survival check (based on their constitution) or their spirit
Illusionary magic creates an exact clone of the caster can’t handle the journey and the creature is deemed
that appears up to 24” away for 6 rounds. The clone permanently dead. Raised creatures must spend 2 full
performs all actions the caster does or it can be weeks in recuperation before being capable of
commanded as a puppet with all spells appearing to adventuring again.
originate from it.
Chaos: This spell, commonly called finger of death,
Protection from Chaos fires a ray of profane magic, up to 12” long, that slays
Spell Level: MU1 its target unless it saves. A lawful cleric may memorize
By means of this spell, the caster traces a circle which the casting of this spell but abuse immediately turns
protects himself from the attacks of chaotic creatures him chaotic.
that holds for 6 rounds. The caster receives a +2
bonus to saving throws against chaotic attacks and Read Languages
creatures attacking him suffer a -1 penalty to their Spell Level: MU1
attacks. This spell deciphers mundane languages otherwise
unreadable to the caster. It does not decipher magical
Protection from Chaos writing or even foreign languages written in magic
Spell Level: C1 words unless combined with read magic. One casting
Law: This spell functions as the magic-user spell of the is sufficient for a page’s worth of material per caster
same name but lasts for 12 rounds. level.

Chaos: Instead of protecting against chaos, this spell Read Magic


protects against law. Spell Level: MU1
The caster attunes his eyes to read even the most
Protection from Chaos, 10’ Radius complex magical writings. One casting is sufficient for
Spell Level: MU3 a page’s worth of material per caster level.
This spell functions as protection from chaos but
shields everyone within 10’ of the caster. Reincarnation
Spell Level: MU6
Protection from Chaos, 10’ Radius This spell returns a departed spirit to life in a new body.
Spell Level: C4 The GM decides on the new body or rolls randomly. If
Law: This spell functions as the magic-user spell of the the new creature is a man, elf, dwarf, or halfling a 1d6

53
THE BIG BROWN BOOK

is rolled to determine the class levels. above his destination (11 or 12 on 2d6); if transported
into the earth, the caster is killed. If the area has been
Remove Curse visited before and studied, the chance of appearing
Spell Level: MU4 above or below is only 1d66(11) and 6d6 feet in either
The caster exercises cursed magic or evil words from a case.
single creature or object. Removing a curse from an
item makes it an ordinary item. Transmute Rock to Mud
Spell Level: MU5
Remove Curse Transmutative magics transform 30 square feet of
Spell Level: C3 natural earth, including sand, into mud. Creatures
This spell functions as the magic-user spell of the same stepping into the mud sink and their speeds are
name. reduced to 1. The magic can either be reversed by
casting the spell a second time or the liquids evaporate
Sleep after 3d6 days.
Level: MU1
A soporific mist dulls the mind of creatures within 24” of Wall of Fire
the caster, causing them to fall into a peaceful slumber Spell Level: MU4
until physically roused unless they succeed on a saving An opaque curtain of flame up to 6” in width and 2” in
throw. Up to 3d6 creatures with 1+1 HD can be height springs up at any point within 6”. Creatures with
targeted, 2d6 creatures with 2+1 HD, 1d6 creatures 3 or fewer HD attempting to pass through the fire are
with 3+1 HD, or 1 creature with 4+1 HD can be instantly immolated. All other creatures suffer 1d6
affected. when passing through the fire or 2d6 for undead.
Alternatively, the spell can create a circle 3” feet in
Slow diameter and 2” tall. The magic lasts as long as the
Spell Level: MU3 caster concentrates.
The caster weaves magic in the muscles of up to 24
creatures in a 6” by 12” area and up to 24” away. Wall of Ice
Creatures who fail their save are slowed, being capable Spell Level: MU4
of only one major action per round (attacking, moving, This spell creates a wall of solid ice half a foot thick, 6”
or casting a spell). Regardless of weapon class, only wide, and 2” in height. The wall is impenetrable
one attack can be made per round and total movement through mundane means and negates all fire attacks,
is halved. The magic wanes after 3 rounds. even magical ones. Creatures with at least 4 hit dice
can destroy a 1” section of the wall but suffer 1d6 points
Speak with Animals of damage as frigid cold assaults them or 2d6 if they’re
Spell Level: C2 a fire using creature. Alternatively, the spell can create
This spell allows the caster to communicate with any a circle 3” in diameter and 2” tall. The magic lasts as
non-magical animal within 3” for 6 rounds. If a friendly long as the caster concentrates.
reaction is obtained, the animal will befriend the caster
or allow him and his allies to pass unharmed. Wall of Iron
Spell Level: MU5
Speak with Plants This spell conjures a wall of natural iron within 6” feet.
Spell Level: C4 The wall is a quarter foot thick with a combined height
This spell allows the caster to speak to and command and length no greater than 5”. The magic lasts for 12
plants, giving simple orders within their nature such as rounds.
parting ways or entangling a creature. Large plants like
trees or vines could lash out but no plant can uproot Wall of Stone
itself and fight as a normal creature. Spell Level: MU5
This spell springs into being a stone wall within 6”. The
Sticks to Snakes wall is two feet thick with a combined length and height
Spell Level: C4 no greater than 10”. The wall is permanent until
This spell changes 2d6 sticks (up to a staff’s length and dispelled or destroyed through mundane or magical
width) within 12” to turn into snakes, half of which are means.
poisonous. The snakes obey the caster for 6 rounds
after which they become sticks again. Water Breathing
Spell Level: MU3
Telekinesis The creature touched gains the ability to breathe
Spell Level: MU5 underwater as if it were air. The magic lasts 2 hours.
This magic empowers the caster’s mind to move 200
coins worth of weight per caster level within 12”. Only Wizard Eye
inanimate objects can be moved by this spell. The Spell Level: MU4
magic lasts 6 rounds. The caster creates an invisible, magical flying eye that
can fly 12” per round with perfect maneuverability. The
Teleport range is up to 24” away from the caster and lasts 6
Spell Level: MU5 rounds.
The caster can transport himself anywhere in the world.
If the location is known but has never been visited or
seen by the caster, there’s a 1d6(4) chance the
teleportation magic completely rips him apart. If the
location has been seen but not visited there’s a chance
the caster arrives 10d6 feet below (2 or 3 on 2d6) or
CHAPTER 1: OF MEN & MAGIC

Wizard Lock locking again. The caster may pass through his own
Spell Level: MU1 lock. Magic-user’s that are at least 3 levels higher than
Magic infuses a hinged portal, permanently locking it. A the caster can recognize a wizard lock and bypass it
knock spell opens the portal briefly before closing and without negating the spell.

55
THE BIG BROWN BOOK

APPENDIX II: MONSTERS


“Monster” is an all encompassing term for any creature that lives on the fringe of human civilization. Monsters can be
civilized creatures, including other humans, but in the unexplored frontier that is the world these creatures choose to live
in the wildest lands. Not all monsters are hostile but most are at least unfriendly.

Dungeon Encounter Tables


After determining if a dungeon room may have a monster, roll 1d6 to determine which table you use. The lower the
dungeon level, the more powerful the monster that will be faced. Although powerful monsters can inhabit lower level
dungeons, these creatures are rare and avoided. The average dungeon denizen won’t vary more than 1 to 2 HD per
dungeon level.

Example dungeon encounters.

Random Encounters by Dungeon Level Table 4


Monste 1 2 3 4- 6- 8- 10- 13+ D6 Monster
r 5 7 9 12 1 Wraith
Table 2 Ogre
1 1- 1 -- -- -- -- -- -- 3 Chaotic 7th level Cleric
2 4 6th level fighting-man
2 3- 2 1 -- -- -- -- -- 5 Gargoyle
4
6 Lycanthrope
3 5 3- 2 1 -- -- -- --
4
Table 5
4 6 5 3- 2- 1 -- -- -- 2d Monster
4 3 6
5 -- 6 5 4- 2- 1- 1 -- 2 Hydra (2d3+2 heads)
5 4 2
3 Wyvern
6 -- -- 6 6 5- 3- 2-6 1-6
4 Spectre
6 6
5 Mummy
Table 1 6 Minotaur
D Monster 7 Manticore
6 8 Cockatrice
1 Kobold 9 9th level magic-user
2 Goblin 10 Wyvern
3 Skeleton 11 Troll
4 Orc 12 Medusa
5 Bandit
6 Giant Spider Table 6
2d Monster
Table 2 6
D6 Monster 2 Hydra (3d3+4 heads)
1 Hobgoblin 3 Dragon
2 Zombie 4 Basilisk
3 Giant Lizard 5 Gorgon
4 Berserker 6 Chimera
5 Gnoll 7 Vampire
6 Ghoul 8 Giant
9 Balor
Table 3 10 11th level magic-user*
D6 Monster 11 Chaotic 8th level cleric*
1 Wight 12 Purple Worm
2 4th level fighting- *Usually protected by 1d6 level 4 priests/magic-users
man and 1d6 level 2d3 fighting-men.
3 Giant Snake
4 Giant Ant
5 Ochre Jelly
6 5th level magic-user

terrain or other wilderness factors such as climate or


Wilderness Encounter Tables season.
To build wilderness encounters, group monsters into
tables based on like types. Assign these tables to the
CHAPTER 1: OF MEN & MAGIC

Example wilderness encounter tables.

Random Wilderness Encounters by Terrain


D6 Clear Forest River Swamp Hill/Mt. Deser City
t
1 Men Men Men Men Men Men Men
2 Flying Undead Flying Flying Flying Flying Undead
3 Giant Animal Animal Undead Giant Giant Undead
4 Lycan. Lycan. Lycan. Lycan. Lycan. Men Men
5 Animal Flying Water Water Animal Animal --
6 Drago Dragon Drago Dragon Giant Giant --
n n

Men Encounters by Terrain


2D Default Mountain Desert Water
6
2 Bandit Bandit Nomad Buccaneer
3 Brigand Berserker Dervish Pirate
4 10th level Brigand Nomad Buccaneer
magic-
user*
5 11th level 9th level 9th level Pirate
magic- fighting- fighting-
user* man* man*
6 Bandit 11th level 11th level Buccaneer
magic-user* magic-
user*
7 Berserker 8th level Nomad Merman
fighting-
man*
8 9th level Neanderthal 11th level --
fighting- lawful
man* cleric*
9 9th level 10th level Berserker --
fighting- magic-user*
man*
10 Brigand 8th level -- --
cultist*
11 Bandit Caveman -- --
12 8th level 11th level -- --
cultist* lawful
cleric*
*Accompanied by an entourage of 2d6 fighting-men,
magic-users, and clerics of 2d2 levels each. Each
class has a chance of wielding magical equipment. Roll
randomly for each character.

Random Magic Items for Men


Class/Item 1d6 Chance
Fighting-Man --
Sword (3)
Shield (2)
Armor (2)
Magic-User --
Wand (4)
Ring (2)
Misc. Magic (1)
Item
Cleric --
Weapon (2)
Staff (2)
Shield (1)
Armor (1)

57
THE BIG BROWN BOOK

Flying Monsters Dragon/Reptilian Monsters


2d6 Monster 2d Monster
2 Roc 6
3 Chimera 2 White Dragon
4 Hippogriff 3 Green Dragon
5 Griffon 4 Blue Dragon
6 Manticore 5 Red Dragon
7 Pegasus 6 Gold Dragon
8 Wyvern 7 Cockatrice
9 Dragon 8 Basilisk
10 Chimera 9 Wyvern
11 Hippogriff 10 Black Dragon
12 Balor 11 Chimera
12 Hydra (1d6+6 heads)
Undead Monsters
1d6 Monster
1 Skeleton or Zombie
2 Ghoul
3 Wight
4 Wraith or Spectre
5 Mummy
6 Vampire

Giant/Mountainous Monsters
2d6 Monster
2 Troll
3 Ogre
4 Orc
5 Hobgoblin
6 Gnoll
7 Goblin
8 Kobold
9 Treant
10 Gnome
11 Dwarf
12 Giant

Lycanthropes
1d3 Monster
1 Werewolf
2 Wereboar
3 Werebear

Water Monsters
2D6 Monster
2 Nixie
3 Giant Octopus
4 Giant Squid
5 Giant Serpent
6 Giant Snake
7 Crocodile
8 Giant Crab
9 Merman
10 Nixie
11 Giant Fish
12 Giant Leech
CHAPTER 1: OF MEN & MAGIC

Animals 7 Ape Dryad Pterodactyl Titanotheriidae


2d Default Forest Swamps Mountains 8 Beetle Spider Triceratops Cave Bear
6 9 Scorpion Ant -- Mammoth
2 Centipede Unicorn Pterosaur Dire Wolf 10 Lion -- -- Smilodon
3 Lizard Minotaur Triceratops Smilodon 11 Boar -- -- Dire Wolf
4 Toad Toad Apatosaurus Mastadon 12 Spider Centaur T. Rex Cave Bear
5 Ant Pixie Stegosaurus Spotted Lion Generic creatures, such as toads and beetles, can be
6 Weasel Manticore Apatosaurus Woolly Rhino of normal or giant variety

Stronghold Inhabitants
When the inhabitants of a stronghold aren’t known, they can be determined randomly. Roll 1d6 to determine the ruler and
1d66 to determine the elite guards.

Stronghold Rulers
1d66 Elite Guard
1d Ruler 11-23 24-36 37-53 54-66
6
1 9th level 1d6+2 1d6 1d6+2 1d6-2**
fighting-man 7th level griffons* 6th level giants
fighting-men fighting-men
2 8th level 1d6+2 1d6-2** 1d6-2** 3d3
fighting-man 6th level rocs* ogres 5th level
fighting-men fighting-men
3 11th level 1d6-2** 1d6-2** 1d6-2** 1d6-2
magic-user dragons balors wyverns basilisks
4 10th level 1d6-2** 1d6 2d6 2d6
magic-user chimeras manticores lycanthropes gargoyles
5 8th level 3d6 1d6 3d3 1d6+2
lawful cleric 4th level 8th level treants hippogriffs*
fighting-men fighting-men
6 8th level 3d3 1d6 3d6 3d3
cultist trolls vampires apes spectres
*An equal number of 4th level fighting-men ride these creatures.
**Minimum 1

Rulers may also have close advisers or confidants.

Advisers by Ruling Class


Ruler Retainer Level
Fighting- Magic-user 1d3+5
man 1d6(2) chance
Cleric 1d3+3
1d6(3) chance
Magic-user Fighting-man 1d3+5
1d6(2) chance
Magic-user 1d3+4
1d6(3) chance
Cleric 1d6 clerics 1d3+4
1d6(3) chance each

MONSTERS: ANIMAL/INSECT, GIANT - ZOMBIE


The following is a list and description of typical monsters that may be encountered in a fantasy campaign.

Note on Undead Creatures


Undead creatures are beings brought back to life through perverted means, usually through magic or strong emotions like
grief and hate which ties them to the mortal world. In addition to whatever abilities they may have, undead never check
morale, never need to sleep, eat, or breath, are immune to any magic or attacks that effect the mind (such as charms and
illusions), and are immune to any effect that damages their physical being such as poison.

Hit Dice: All monsters roll d6 for hit dice. The number in parenthesis represents the average value for a typical monster
although, ideally, hit dice should be rolled individually for each creature encountered. Monster’s use a fighting-man’s
saving throw with their HD equaling level.

A monster may also attack a number of times equal to their HD. This ability is only usable against creatures with 1 or
fewer HD or against normal, non-heroic units in mass combat. Generally, a monster’s natural weapon is of a class equal
to twice its HD.

59
THE BIG BROWN BOOK

If a creature only has .5HD, that means half a hit dice or 1d3 vice 1d6.

Armor Class: The monster’s typical armor class, either representing actual armor (such as with humanoids) or physical
toughness (such as scales or thick skin). If AC is an odd value then it’s the equivalent of human armor; AC 9 unarmored,
AC 7 leather, AC 5 chain mail, and AC 3 plate mail. If armor is an even number then apply the -1 penalty an attacker
would receive if their opponent was wearing a shield.

Monster AC Shield Equivalent


AC Armor + Shield Equivalent
8 Unarmored with Shield
6 Leather with Shield
4 Chain Mail with Shield
2 Plate Mail with Shield

Movement: The monster’s movement in inches.

Alignment: The typical alignment of the creature in question. Different alignments may exist but these are rare.

Organization and Lair: The amount of monsters typically grouped together and working together. This does not
represent monsters actually encountered, especially not in dungeons which are ill suited to house large numbers. This
number is more appropriate for wilderness encounters or when determining the makeup of a monster’s natural lair.

It’s assumed that all creatures have a permanent (or temporary if nomadic) home or base of operations. The percentage
listed in parenthesis is how many creatures in a monster’s organization stay behind in their “lair.” This can be made up of
leaders, common workers, noncombatants like children and the eldery, or reserve soldiers.

Treasure: The type or amount of treasure typically associated with the monster’s organization. This number should only
be used to determine treasure found in lairs, not actual dungeons (a separate table for random dungeon treasure is
available). Unintelligent monsters do not keep treasure and any found is typically the result of their undigested meals or
dead creatures scattered about their lair. Animal intelligent monsters might be attracted to shiny baubles and so collect
coins or other interesting treasures. Intelligent creatures employ any usable magic items (such as weapons and armor)
and almost never carry gold or trade goods on their person while exploring, leaving all unnecessary treasures back in their
lairs.

Animal/Insect, giant beasts than typical animals. While still an animal,


HD: Varies they’re all aggressive, territorial, and almost impossible
AC: Varies to train or domesticate. Dire wolves, among the most
MV: Varies common, have 2HD and AC8.
Alignment: Neutral
Organization: Varies Cave Bear: These great bears are aggressive and
Treasure: Varies territorial but live almost entirely in caves. They have
6HD, AC7, and inflict 2d6 points of damage when they
This includes abnormally large insects (from the size of rear on their hind legs and swipe with a meaty paw.
a cat to as large as a barn) and huge, powerful animals
like mastodons and smilodons. AC ranges from 2 to 8 Mammoth/Mastodon: Distant ancestors to the modern
with hit dice going all the way up to 20. Assume a man- elephant, these beasts are smaller but hardier. Their
sized creature has 2 to 4 HD, an ogre sized creature tusks are far too large for goring but they can inflict 2d6
can have up to 8 HD, and large creatures will have up points of damage with a charge or stomp. They have 6-
to 16 HD with 20 being reserved for the mightiest of 12HD and AC 7.
predators (such as the tyrannosaurus rex). The amount
of d6 for damage is typically HD divided by 4, minimum Pterosaur: This flying monster hunts mostly small prey
1d6. but will attack in defense. Despite its sharp beak and
body size, the creature can actually walk on all fours at
Ant: Giant ants are a bane to any natural surroundings a reasonable speed (9”) and fly at 34” Class C.
as they can strip away a field in hours. Ants are hive
minded creatures that act only in the needs of their Triceratops: This massive herbivore is a grazer but will
home. Workers have 2HD and AC9 while soldiers have aggressively defend its family and territory. Due to its
3-6HD and AC 5 due to their hard shells. size it inflicts 2d6 points of damage with a gore and if it
charges it inflicts +2d6. It has 8HD and AC 6 (AC 2 if
Apatosaurus: These massive herbivores graze in attacking from the front due to its armored head).
swamps and plains. Because of their incredible size,
they aren’t shy in the least and ignore most creatures Tyrannosaurus Rex: The largest predator known, the
smaller than they are. They’ll defend themselves if t-rex’s signature bellow is enough to cause any creature
attacked, inflicting 4d6 points of damage with a with less than 4HD to save vs. death or run in terror.
powerful stomp or swipe of the tail. They have 14- The t-rex inflicts 4d6 points of damage with its vicious
20HD and AC 8. bite. It has 16HD and AC 6.

Dire Animal: Dire animals are larger, more primal Rhinoceros/Woolly Rhinoceros/Titanotheriidae:
CHAPTER 1: OF MEN & MAGIC

Although herbivorous, rhinos are territorial and


suspicious of any man-sized creature. A rhino will Ape/Gorilla: Large, powerful apes are curious and
scrape its feet, indicating a charge for 1d3 rounds sociable but will become incredibly violent in the
before attacking. A charging rhino inflicts +1d6 points defense of their lairs. Gorilla’s, the size of humans and
of damage. Rhinos have 4-10HD and AC 2-4 due to four times heavier, are particularly fearsome.
their powerful bodies.
Bats: Bats avoid humans but a swarm of them can
Because titanotheriidae aren’t true rhinoceri (they’re pose a threat. A swarm of bats bites for 1d3 points of
more closely related to horses), their charge damage is damage per round, completely obscures vision, and
only +1d3. deafens anyone in the area.

Smilodon: The famed sabretooth tiger, this ferocious Beetle: Alone, beetle’s are harmless but a swarm can
hunter is stalks the hills and jungles. The smilodon can strip vegetable matter quickly. A swarm of beetles is
pounce on a charge, inflicting +1d6 points of damage harmless but obscures vision and causes a lot of noise.
with its first attack. It has 6-12HD and AC 7.
Boar: Aggressive, territorial swine, a boar has 2HD and
Snake: Giant snakes are typically constricting snakes always charges when possible.
like the anaconda. On a successful hit, these snakes
constrict their prey and inflict 1d6 points of damage per Centipede: Alone a centipede is mostly harmless but
round. They constrict until they’re killed or their victim but swarms of them are aggressive. A swarm of biting
succeeds on a strength check with a -2 to -6 penalty to centipedes inflict 1 point of damage per round and can
their strength due to the snake’s powerful muscles. only be killed with fire or some other area effect.

Stegosaurus: Although they’re herbivores, these Frog/Toad: These amphibians are typically harmless
beasts are fiercely territorial. They inflict +1d6 points of and timid. Some frogs are poisonous and one
damage on a charge and can swipe with their spiked infamous breed, if touched, will kill a man within an hour
tail for 1d6 points of damage. They have 4-6HD and unless he saves vs. poison.
AC 4 due to their tough body.
Lion/Marozi: Large, powerful feline hunters. Lions
Spider: Giant spiders are aggressive and territorial. don’t hunt humans but will attack in defense or when
Any man-sized or smaller creature that touches its web very hungry. A lion has 4-6HD and AC 7-9.
will be caught unless it succeeds on a strength check,
moving 1” for that round. Giant spiders typically have Marozi, or “spotted lion”, is a mountain dwelling lion
1-4HD and AC 9-7. Web-spinning spiders can fire that’s slightly smaller than a normal one.
webs 4” and have poison has a normal spider but full
strength (no bonus to the save). Predatory spiders, like Lizard: Lizards are completely harmless to humans
tarantulas, can move very fast (14-16”) and leap 2” in a (although some have a painful bite) and run away when
single bound. disturbed. Large, powerful lizards (like a komodo
dragon) have 4HD and AC 8.
Animal/Vermin, normal
HD: Varies Rat: Alone, rats are harmless but can swarm and pose
AC: Varies a threat to humans. A hungry rat swarm will inflict 1d3
MV: Varies points of damage per round.
Alignment: Neutral
Organization: Varies Scorpion: Typically solitary arachnids, scorpions avoid
Treasure: Varies humans. Scorpion attacks are usually the result of
accident or them hiding in dark places like boots and
These are normal, mundane animals or vermin (any bed rolls. A scorpion sting requires a save vs. poison or
biting insect, arachnid, or bug). A normal vermin is the victim is weakened, suffering a -4 penalty to saves
practically harmless (unless it carries a powerful poison for 1d3 hours.
of some kind) and can be killed effortlessly. Vermin can
form man-sized or greater swarms in which case they Snake: Snakes are typically solitary reptiles that are
have at least 1 hit die and attack simply by moving over generally not aggressive but very defensive of their
a creature, inflicting 1d6 points of damage per round as homes. A typical snake has 1hp and AC9. A bite by a
they bite and sting. Only fire, area attacks, or thick poisonous snake requires a save vs. poison or the
smoke will disperse a swarm due to their size. victim is paralyzed for 1d6 rounds.

Most small, harmless animals have only 1 hit point and Spider: Spiders are typically solitary arachnids and
inflict 1 point of damage per hit. Larger, more powerful usually encountered alone or in a group of 2d6.
animals will have at least 1 full hit die while stronger, Spiders aren’t aggressive towards humans and spider
predatory beasts (like lions or tigers) will have 4 to 6 bites are the result of accidents (hiding in sleeping bags
HD. Assume small animals have an AC 9, man-sized and boots). A person bit by a really poisonous spider
animals have AC 8, and larger animals have AC 7 at must save vs. poison with a +4 bonus to TN or suffer a -
best. 1 penalty to attack TN for 1d3 days. Typical spiders
can be killed instantly if found.
Ant: By themselves ants are harmless but in swarms
they’re deadly. A swarm of fire ants can swarm over a Weasel: Weasels will attack when cornered but
man-sized creature, biting for 1d3 points of damage otherwise avoid humans.
each round. Only fire or an area spell will kill an ant
swarm. Basilisk

61
THE BIG BROWN BOOK

HD: 6+1 (22hp)


AC: 4 Djinni
MV: 6” HD: 7+1 (25hp)
Alignment: Neutral AC: 5
Organization: 3-30 (40%) MV: 9”, fly 24” Class C
Treasure: F Alignment: Lawful or neutral
Organization: Summoned
Basilisks are lizard-like monsters with a fearsome gaze. Treasure: None
Any creature looking at a basilisk during a single round
must save vs. petrification or turn into stone. A basilisk Djinn are powerful air elemental beings that inflict 2d6 -
is subject to its own gaze if looking in a clear reflection 1 points of damage with one of their natural slam
(a liquid surface, like water isn’t enough). attacks. They can carry up to 6,000 coins worth of
weight. They have magical powers allowing them to
Black/Gray Pudding create fresh food and water, create permanent
HD: 10 (35hp) mundane objects out of stone, wood, or metal (metal
AC: 6 objects last only a day’s time), create permanent
MV: 6” illusions requiring no concentration, assume gaseous
Alignment: Neutral form, become invisible until they attack, and can form a
Organization: 1 whirlwind as an air elemental 1” wide at the base, 2”
Treasure: None wide at the top, and 3” in height.

Strange abominations similar to the ochre jelly, Dragon


puddings are immune to cold but can be killed with fire. HD: 5 to 12 (17-42hp)
Puddings dissolve wood, corrode metal in one round, AC: 2
and have no effect on stone. They inflict 3d6 points of MV: 9”, fly 24” Class F
damage per round to enveloped creatures and totally Alignment: See below
dissolve the armor of any creature that is enveloped for Organization: 1-4 (60%)
more than one round. They can crawl on ceilings, slip Treasure: H
through cracks, and split apart as ochre jellies.
Fearsome beasts, dragons rule the skies and collect
Centaur treasure from their fallen foes. Dragons don’t roll hit
HD: 4 (14hp) dice as other creatures; the number of hit points gained
AC: 5 per hit dice is determined by the dragon’s age. A
MV: 18” dragon’s breath weapon damage is equal to their hit
Alignment: Lawful or Neutral dice and is also determined by their age.
Organization: 2-20 (5%)
Treasure: A Dragon Age
Age HP/ Breath/
Against creatures with more than 1HD, centaurs can Die Die
attack with whatever weapons they carry and again with Very Young (1-5 years) 1 1
their hooves. Centaur lairs are guarded by an Young (6-15 years) 2 2
additional 1d6 centaurs with twice as many Young Adult (16-25 years) 3 3
noncombatant females and at least as many young
Adult (26-75 years) 4 4
children as there are males.
Old (76-100 years) 5 5
Chimera Very Old (100+ years) 6 6
HD: 9 (31hp)
AC: 4 There are six dragon types each denoted by the color
MV: 12”, fly 18” Class D of their scales. A dragon’s breath weapon type is listed
Alignment: Neutral or Chaotic as well as their base hit dice which are modified by their
Organization: 1-4 (50%) age and size; 20% of dragons are smaller than normal
Treasure: F for their age using the lower value, and 20% of dragons
are larger than normal, using the higher value. A
The abominable chimera can attack nine times against dragon can only employ its breath weapon three times
creatures with 1HD or three times against all other per day and inflicts damage equal to its hit dice +
creatures, one attack per head. The dragon head can damage based on age (save vs. breath weapon for half
bite or breathe fire in a straight line 5” long inflicting 3d6 damage).
points of damage (save vs. breath weapon for half).
E.g., a normal young white dragon (6HD) has 12 hit
Cockatrice points (6HD * 2 hit points per die) and its breath
HD: 5 (17hp) weapon inflicts 12 points of damage (6 on a successful
AC: 6 save).
MV: 9”, fly 18” Class E
Alignment: Neutral When encountered in their lairs, a dragon may be
Organization: 1-8 (35%) asleep. A sleeping dragon that’s awakened will always
Treasure: D react with hostility with the exception of gold dragons
(unless they’re attacked). Attacking a sleeping dragon
The cockatrice is a flying bird-like lizard. On a does not slay it but does grant the attackers surprise
successful attack, the victim must save vs. petrification and a +2 bonus to their attack.
or turn into stone.
CHAPTER 1: OF MEN & MAGIC

All dragons are chaotic, arrogant, and paranoid. They The average dragon cannot speak but all understand
despise creatures they believe to be more powerful the dragon tongue and most attempt to learn common.
than they and will steal treasure at any opportunity. The “talk” percentage is used to determine if the dragon
Golden dragons are lawful and friendly but still arrogant is able to speak the common and dragon tongue. All
and condescending as all their kind. They’re always in dragons who can cast magic-user spells can
a talkative mood even when woken. automatically speak.

Dragons by Type
Type Breath HD Talk/ Notes
Sleep
White 8”x3” cone of cold 5/6/7 1d6(1)/ Live in arctic regions
1d6(4)
Black 6”x.5” line of acid 6/7/8 1d6(2)/ Live in swamps and marshes. 5% chance of knowing one 1st level
1d6(3) magic-user spells.
Gree 5”x4” cloud* of 7/8/9 1d6(3)/ Live in woods and forests. 10% chance of knowing one 1st and
n poisonous gas 1d6(2) 2nd level magic-user spells.
Blue 10”x.5” line of 8/9/10 1d6(4)/ Live in deserts and arid regions. 15% chance of knowing one 1st
lightning 1d6(2) and 2nd level magic-user spells.
Red 9”x3”cone of fire 9/10/11 1d6(5)/ Live in mountainous and hilly regions. 15% chance of knowing one
1d6(1) 1st through 3rd level magic-user spells.
Gold as red or green 10/11/12 Always/ Live in any region. Know one spell, one spell per bonus HD, caster
dragon 1d6(1) level equal to total HD. Can shape-change into any humanoid
form.
*A “cloud” is a 3” radius effect emitting from the dragon’s mouth.

Dragons have elemental resistances or weaknesses based on their type. When attacked by an elemental power, they
imply the following modifiers to both the attack roll (if any), the damage inflicted per die, and their saving throw.

Dragon Resistances
Type Water Fire Lightnin Air Earth
g
White -1 +1 +1 - -1
Black +1 -- -- -- -1
Green -- -- -- +1 --
Blue -1 +1 -1 - --
Red +1 -1 -- -1 -1
Gold -- -- -- -- --

A subdued dragon can either be bullied into service or sold on the open market, fetching (4+1d6) * 100 gold pieces
multiplied by the dragon’s maximum hit points. A dragon will remain subdued so long as it’s constantly guarded but any
lapse in protection or hint of weakness and the dragon will take advantage.

Two dragons sharing a lair are mated couples of at least adult age. Three or more dragons encountered in a lair are two
adults and their very young children. If the children or eggs are attacked, the mates fight to the death, opening combat
with their breath weapons. If the female dragon is attacked, the male dragon gains a +2 bonus on his attack rolls out of
ferocity. Very young and young dragons rarely have treasure or at most one-quarter treasure. Young adult dragons
typically have half the normal treasure value. Old dragons typically have one-and-a-half times the treasure and very old
dragons have at least double the standard treasure.

Dryad AC: 4
HD: 2 (7hp) MV: 6
AC: 5 Alignment: Lawful or neutral
MV: 12” Organization: 40-400 (50%
Alignment: Neutral Treasure: G
Organization: 1-6 (20%)
Treasure: D Dwarves are industrious mountain folk with a taste for
strong alcohol and big beards. Dwarves have
Dryads are forest spirits personally connected to a infravision, attack goblins on sight, and suffer only half
specific tree. They cannot move more than 24” from damage from ogres, trolls, and giants.
their tree and are timid creatures. Anyone who wishes
to bring harm against a dryad is attacked by their charm For every 40 dwarves encountered there will be a 1d6th
person spell which implies a -2 penalty to the target’s level fighting-man among them. If encountered in their
saving throw. Charmed characters are kept as lair, the fighting-man will be level 3 if a roll of 1d6 equals
guardians. 1-2, level 4 on 3-4, level 5 on 5, and level 6 on 6.
There’s a 10% chance per level that these exceptional
Dwarf dwarves have a magic shield, magic armor, or magic
HD: 1 (3hp) weapon (66% sword or otherwise a hammer).

63
THE BIG BROWN BOOK

Water Elemental: Water elementals can swim at a


Efreeti speed of 18” or move on land at a speed of 6” but they
HD: 10 (35hp) will never move further than 6” from a body of water. In
AC: 3 water they inflict 2d6 points of damage per attack and
MV: 9”, fly 24” Class C only 1d6 when attacking on land.
Alignment: Neutral or chaotic
Organization: Summoned Elf
Treasure: None HD: 1+1 (4hp)
AC: 5
Efreet are fiery elemental beings that are natural MV: 12”
enemies to djinn. They inflict 2d6 points of damage Alignment: Lawful or neutral
with their natural slam and can set fire to combustibles. Organization: 30-300 (25%)
They can carry up to 10,000 coins worth of weight and Treasure: E
create a wall of fire with a caster level equal to their HD.
Efreeti may bargain for their lives or, if freed from Elves are aloof cousins to fay creatures and reside in
bondage, willingly serve for 1,001 days. Efreeti resent woodlands or meadows. A party of elves can move
enslavement and usually pervert their master’s wishes silently and even invisibly provided they do not attack.
if treated poorly. Elves gain +1 to damage rolls with magical weapons
and they may utilize shot-on-the-move but not while
Elemental mounted.
HD: Varies
AC: 2 For every 50 elves there will be one exceptional elf with
MV: Varies 1d3+1 levels of fighting-man and 1d6 levels of magic-
Alignment: Neutral user. For every 100 elves there will be an additional
Organization: Summoned level 4 fighting-man with 8 levels of magic-user.
Treasure: None
Gargoyle
Elementals are creatures tied to one of the four primary HD: 4 (14hp)
elements; air, earth, fire, and water. Unless noted AC: 5
otherwise, conjured elementals have 16HD, elementals MV: 9”, fly 15” Class C
summoned by a magical device have 12HD, and Alignment: Neutral or chaotic
elementals conjured by a staff have 8HD. Organization: 2-20 (25%)
Treasure: C
A spell or device can only summon one elemental of
each type per day. The summoner must always Chaotic beasts who can pose as grotesque statues.
maintain control of the elemental, performing no action Gargoyles are 75% likely to attack all non-gargoyles
each round. If control is broken (such as being unless some notably powerful leader can keep them in
damaged or moving) then the elemental turns on its check. Gargoyles are immune to non-magical
summoner, attacking any creature that dares get in its weapons.
way. The elemental is berserk until killed or dispelled
although the caster can dispel an elemental while he Ghoul
still maintains control. HD: 2 (7hp)
AC: 6
Only magical weapons can injure an elemental. MV: 9”
Alignment: Chaotic
Air Elementals: Elemental beings made from swirling, Organization: 2-24 (20%)
visible gusts of wind. Air elementals fly at 36” Class A. Treasure: B
They can slam opponents and inflict +1 point of
additional damage against other aerial creatures. They Ghouls are chaotic, intelligent undead with an insatiable
can create a whirlwind of buffeting winds 3” wide at lust for flesh. A creature struck by a ghoul’s attack must
their base, 6” wide at the top, and as tall as their hit save vs. paralyzation or be frozen still for one round.
dice. The winds automatically damage any creature Humanoids slain by a ghoul return to life as a ghoul.
inside it each round and knock away creatures with less
than 2HD. Forming the whirlwind and dissipating Giant
requires one full round. HD: 8 to 12+2 (28-44hp)
AC: 4
Earth Elementals: Slow moving at only 6” per round, MV: 12”
these powerful elementals inflict 2d6 points of damage Alignment: See below
with their slam attack or 3d6 if the creature they attack Organization: 1-8 (30%)
is resting on solid ground. Earth elementals can attack Treasure: 5,000gp + E
structures as a battering ram, inflicting 3d6 points of
damage per hit. Earth elementals can’t cross water. Giants are large humanoids that are wide in varied in
type and appearance. All giants inflict 2d6 points of
Fire Elementals: Fire elementals have a movement of damage with their fists or weapons and they can throw
12”, inflict 2d6 points of damage with their fiery slam or rocks as a light catapult out to 20”. This attack
1d6+1 points of damage against fire-based creatures. automatically kills creatures with 1HD or less but
Fire elementals can ignite flammable material simply by otherwise inflicts 1d6 points of damage to those
touching it. They’re totally immune to fire (even molten crushed by it.
rock) but if they’re submerged in water, they’re killed.
CHAPTER 1: OF MEN & MAGIC

5d6 elite goblins. The goblin king and his bodyguards


Giant Types have 1+3 HD (6hp average), AC 5, MV 9”, and have a
Giant HD Lair Height Abilities Alignment +1 bonus to morale checks.
Hill 8 Cave 12’ None Chaotic
(28hp) Gorgon
Stone 9 Cave 15’ Throw Neutral HD: 8 (28hp)
(31hp) rocks as AC: 2
heavy MV: 12”
catapult Alignment: Chaotic
Frost 10+1 Castle 18’ Cold Chaotic Organization: 1-4 (50%)
(36hp) immunity; Treasure: E
+1 damage
Bull-like monsters with iron scales. They can breathe a
Fire 11+3 Castle 12’ Fire Chaotic
cone 6’ long and 3’ wide that turns living creatures into
(41hp) immunity;
stone unless they save vs. petrification.
+2 damage
Cloud 12+2 Castle 20’ Heightened Neutral Gray Ooze
(44hp) sense of HD: 3 (13hp)
smell; AC: 8
3d6 MV: 1”
damage Alignment: Neutral
per melee Organization: None
hit Treasure: None
Giant war bands typically carry 1d6 * 1,000 gold pieces A mobile consuming organism, gray ooze corrodes
worth of spoils. There’s a 50% chance a castle lair will metal and flesh, inflicting 2d6 points of damage each
have additional guards; 66% chance of having 1d3+1 round of contact. Electricity or cutting weapons (such
hydras with 1d6+4 heads or 6d6 wolves and 3d6 bears. as swords and axes) can harm a gray ooze.
Gnoll Green Slime
HD: 1+3 (6hp) HD: 2 (9hp)
AC: 5 AC: None
MV: 9” MV: None
Alignment: Chaotic Alignment: None
Organization: 20-200 (30%) Organization: None
Treasure: D Treasure: None
Tall, hyena-like humanoids with chaotic tendencies and Green slime are an organic, mold-like creature that
savage blood lust, fighting with +2 morale. The gnoll sticks to a surface. It consumes wood and metal that
leader has 1d3+1 bodyguards who all have 6+3 HD contacts it, spreading as it does so. If it comes into
(24hp average), AC 4, and MV 12”. contact with flesh, it melts it in one turn inflicting 1d6
points of damage per round the creature contacts it.
Gnome Full submersion totally kills the creature, turning them
HD: 1 (3hp) into slime. Green slime cannot be scraped away but
AC: 5 cure disease will remove it from skin. Green slime can
MV: 6” only be destroyed by fire or cold.
Alignment: Lawful or neutral
Organization: 40-400 (60%) Griffon
Treasure: C HD: 7 (24hp)
AC: 3
Slightly smaller cousins to dwarves, gnomes reside in MV: 12”, fly 30” Class A
hills and burrows. They have infravision and a fierce Alignment: Neutral
hatred of kobolds and attack them on sight. Organization: 2-16 (10%)
Treasure: E
Goblin
HD: 1-1 (2hp) Griffons are fierce aerial mounts, even fiercer than
AC: 6 hippogriffs. They’re foul tempered and will attack
MV: 6” without provocation but hatchlings can be trained to
Alignment: Chaotic carry riders. Griffons enjoy horse flesh and will attack
Organization: 40-400 (50%) any horses within 36” of them.
Treasure: 1d6gp each
Hippogriff
Goblins are chaotic little humanoids who ravage the HD: 3+1 (11hp)
wilderness to fuel their lust for mischief and bloodshed. AC: 5
They have infravision but bright daylight implies a -1 MV: 18”, fly 36” Class A
penalty to their attack and morale. Goblins hate Alignment: Neutral or lawful
dwarves and attack them to the exclusion of all other Organization: 2-16 (no lairs)
creatures in battle. Treasure: None
A goblin lair is ruled by a goblin king who’s guarded by A fierce mount with a hawk-like front and horse-like

65
THE BIG BROWN BOOK

rear, hippogriffs are usually trained as mounts in Alignment: Neutral


combat. Hippogriffs attack as heavy warhorses and Organization: 1 head per hit die, solitary
usually fight against pegasi if encountered. Treasure: B

Hobgoblin Hydras are dangerous dinosaur-like beasts with


HD: 1+3 (6hp) multiple heads. Each head has one hit die and must be
AC: 5 attacked individually. Killing a head does not reduce
MV: 9” the fighting capability of the creature. Once all heads
Alignment: Chaotic are destroyed, the monster is killed. Each head can
Organization: 20-200 (30%) fight independently allowing it to make multiple attacks
Treasure: D per round. Destroyed heads regrow after 24 hours.

Larger, more intelligent cousins of goblins. Hobgoblins Invisible stalker


are chaotic and warlike but employ cunning tactics and HD: 8 (28hp)
weaponry as humans do, fighting with +1 to their AC: 3
morale. Their lairs are ruled by a hobgoblin king and MV: 12”
1d3+1 bodyguards who all have 4+1 HD (15hp Alignment: Neutral
average). Organization: Summoned
Treasure: None
Horse, Draft
HD: 2+1 (8hp) Invisible, vaguely humanoid creatures who obey the
AC: 7 orders of the caster that summoned it. Stalkers resent
MV: 12” intentionally lengthy orders (“guard me for a year’s
Alignment: Neutral time”) and will totally pervert all such orders.
Organization: None
Treasure: None Kobold
HD: .5 (1hp)
Draft horses fight as light cavalry but are easily AC: 7
frightened, suffering -2 penalties to their morale checks. MV: 6”
They can handle heavy burdens, carrying up to 4,500 Alignment: Chaotic
coins worth of weight. Organization: 40-400 (50%)
Treasure: 1d6gp each
Horse, Heavy
HD: 3 (10hp) Kobolds are small, scaly humanoid nomads who
AC: 7 contest with the other races for food and resources.
MV: 12” They’re organized as goblins, including a kobold leader,
Alignment: Neutral but their hatred is against gnomes.
Organization: None
Treasure: None Lycanthrope
HD: Varies
Heavy horses are powerful war horses that fight as AC: Varies
heavy cavalry. They can carry up to 4,500 coins worth MV: Varies
of weight. Alignment: See below
Organization: 2-20 (15%)
Horse, Light Treasure: C
HD: 2 (7hp)
AC: 7 Lycanthropy is a magical disease that causes
MV: 24” humanoids to transform into wild animals under a full
Alignment: Neutral moon. Lycanthropes who become aware of the
Organization: None disease are capable of controlling their transformation
Treasure: None to a limited degree but when angered they transform
into a hybrid form of humanoid and animal. Once
These horses fight as light cavalry and can carry up to noticed, lycanthropes typically become pariahs and are
3,000 coins worth of equipment. chased away from their communities where they live in
the wild.
Horse, Medium
HD: 2+1 (8hp) Only silver or magical weapons can injure a
AC: 7 lycanthrope. A lycanthrope’s AC, movement, HD, and
MV: 18” alignment vary based on its type.
Alignment: Neutral
Organization: None Type AC MV HD Alignment
Treasure: None Werewolf 5 15” 4 (14hp) Neutral/Chaotic
Wereboar 4 12” 4+1 (15hp) Neutral/Chaotic
Fighting as medium cavalry, these horses can carry up Weretiger 3 12” 5 (17hp) Neutral/Chaotic
to 3,750 coins worth of equipment.
Werebear 2 9” 6 (21hp) Lawful/Neutral
Hydra
Groups of lycanthropes are multiple packs banding
HD: 2d3+4 (21-35hp)
together for mutual protection. 1d3+1 lycanthropes
AC: 5
form a pack and 1d3+5 lycanthropes form a family pack
MV: 12”
CHAPTER 1: OF MEN & MAGIC

with two mated pairs and several children. 2/3 of a are considered heavy cavalry except magic-users.
lycanthrope organization are unrelated packs while the
other 1/3 are family packs. There’s a 5% chance per level that a fighting-man will
have each one magical armor, shield, and weapon; 5%
If children are attack, the female attacks with a +3 chance per level that a magic-user will have each one
bonus. If the female is attacked, the male mate attacks wand or staff, ring, or miscellaneous magical item; and
with a +2 bonus. When both adults are killed, there’s a a 5% chance per level that a cleric will have each one
90% chance the children are instantly subdued or else magical weapon, armor, or shield. If a forbidden
they fight to the death. weapon is rolled for clerics, roll on wands/staff table
and ignore altogether if a forbidden item is rolled again.
Humanoids who lose more than 50% of their current hit
points from a lycanthrope’s attack become infected. If Berserkers: Roving warriors who can whip themselves
the disease isn’t cured with a remove disease spell, the into a battle frenzy. Berserkers are normal men with an
creature becomes a lycanthrope in 4d6 days. organization similar to bandits but only fighting-men are
among them. Berserkers are always considered light
Manticore soldiers, add +2 to their attacks when fighting 1HD
HD: 6+1 (22hp) creatures, and move at 12” even when wearing leather
AC: 4 armor. Berserkers are usually neutral.
MV: 12”, fly 18” Class D
Alignment: Chaotic Brigands: Men who pillage, loot, and rob (particularly
Organization: 1-4 (25%) highways and small settlements). Their makeup is that
Treasure: D of bandits, they gain +1 to morale, and are always
chaotic.
Chaotic monsters with the body of a lion, a man’s face,
bat-like wings, devilish horns, and a tail with 24 iron Nomads: These men have heroic units among them
spikes. Six of these spikes can be fired in one direction similar to bandits. 50% of desert nomads are light
per round with a range of 18”, functioning as a light cavalry with lances, 20% are light cavalry with bows,
crossbow. The spikes regrow after 24 hours. and 30% are medium cavalry with lances. 20% of
steppe nomads are light cavalry with lances, 50% are
Medusa light cavalry with bows, 10% are medium cavalry with
HD: 4 (14hp) lances, and 20% are medium cavalry with bows. An
AC: 8 additional 10d6+20 worth of nomads guard the lair.
MV: 9”
Alignment: Chaotic Dervishes: Religious, desert nomads who fight as
Organization: 1-4 (75%) berserkers. Dervishes never check morale, gain +1 to
Treasure: F their hit dice, are organized as nomads, are lawful, and
are always lead by an 8th to 10th level cleric.
Medusae have a petrifying gaze, turning any living
creature looking at it into stone unless they save vs. Buccaneers: Sea faring bandits in every respect
petrification. Medusae are subject to their own gaze if except organization. 60% are light soldiers, 30% are
they see their reflection. light crossbowmen, and 10% are heavy crossbowmen.

Man Pirates: Composed as buccaneers but always chaotic.


HD: Varies
AC: Varies Neanderthals: A subspecies of modern men,
MV: Varies neanderthals are more primitive and animal-like than
Alignment: Any normal men. Neanderthals wear no armor, wield crude
Organization: 30-300 (15%) clubs that function as morning stars, have -1 morale,
Treasure: A are always neutral, and are 2nd level fighting-men.

Roving bands of men tend to be bandits, berserkers, Mermen: Underwater humans who can also breathe on
brigands, dervishes, nomads, buccaneers, pirates, land. They function as berserkers, are armed with
neanderthals, and mermen. tridents and darts, have natural scales giving them AC 7
as leather armor, and fight with a -1 penalty on land.
Bandits: Bandits are made up of normal men who are
outlaws to society. 40% are light soldiers armed with Minotaur
short bows, 20% are light soldiers armed with light HD: 6 (21hp)
crossbows, 20% are light cavalry, and 20% are medium AC: 6
cavalry. 50% of bandits are neutral and the other 50% MV: 12”
are chaotic. Alignment: Neutral or chaotic
Organization: 1-8 (10%)
There is one 4th level fighting-man per 30 bandits, an Treasure: C
additional 5th or 6th level fighting man (50% chance
each) per 50 bandits, an additional 8th or 9th level Large creatures with a human's body and head of a
fighting-man (50% chance each) per 100 bandits, a bull, minotaurs prowl labyrinths and charge on sight.
50% chance for a 10th level (66%) or 11th level magic- Minotaurs never check morale and always chase their
user and 25% for an 8th level cleric if at least 200 prey as long as they’re in sight.
bandits are present, or 100% chance for a magic-user
and 50% chance for a cleric in a group of 300 bandits. Mule
All bandit leaders ride heavy horses with barding and HD: 2+1 (8hp)

67
THE BIG BROWN BOOK

AC: 7 MV: 9”
MV: 12” Alignment: Neutral or chaotic
Alignment: Neutral Organization: 3-18 (30%)
Organization: None Treasure: 1,000gp + D
Treasure: None
These lazy, moronic giants are typically scavengers or
Mules are smaller and more agile than a normal horse
employed by more intelligent races as guards. Due to
and can be brought into the confined spaces of a
their size, they inflict +2 points of damage per hit. If a
dungeon. They’re easy to spook, suffering a -1 penalty
raiding party is encountered, they typically carry 1d6 *
to their morale checks.
100 gold pieces worth of spoils.
Mummy
Orc
HD: 5+1 (18hp)
HD: 1 (3hp)
AC: 3
AC: 6
MV: 6”
MV: 9”
Alignment: Neutral
Alignment: Neutral or chaotic
Organization: 1-12 (30%)
Organization: 30-300 (50%)
Treasure: D
Treasure: D
When a mummy successfully hits, the victim must save
Savage warriors, orcs live outside civilization where
vs. death or suffer a rotting disease which prevents
they patrol the wilderness for loot or resources. Orcish
natural healing. The disease requires 10 full days of
blood is varied and there are as many tribes, each with
complete rest or 5 days if remove disease is cast within
their own customs, as there are human villages. Some
an hour of contracting the rot. Mummies can only be
tribes are neutral, keeping to themselves, while others
struck by magic weapons, suffering only half damage
are chaotic and ravage the land in military campaigns.
from such attacks, but fire-based attacks (including
If opposing tribes are encountered, they will break off
being struck by a torch or oil) inflict normal damage
from combat to fight each other.
against them.
66% of orcs live in caves while others form crude
Nixie
villages and will defend their lairs fearlessly until
HD: 1 (3hp)
outnumbered 3-to-1. In a cave system, there’s a 10%
AC: 7
chance of a dragon leader per 100 orcs, a 10% chance
MV: 12”
for 1d6 ogres per 50 orcs, and a 10% chance per 100
Alignment: Neutral
orcs of having 1d3+1 trolls. Villages have a palisade,
Organization: 10-100 (100%)
ditches, 1 light catapult per 50 orcs, and a watch tower.
Treasure: B
For every 100 orcs there’s a 25% chance a 1d3+6th
level fighting-man, a 10% chance of an 11th level
Water fay, nixies seek humans as playthings. For every
magic-user, and a 15% chance per 50 orcs of 1d6
10 nixies, they’ll attempt to charm one human who
ogres.
passes by their lair, enslaving him for a single year.
The human gains the ability to breathe underwater for
If a war band is encountered in the wilderness, there’s a
this duration but the spell can dispelled with a 75%
50% chance they’re escorting 4d2 wagons filled with
chance of success before the character enters the
loot from their raids each carrying 2d6 * 100 gold
water. Nixie lairs are guarded by swarm vicious fish
pieces. 10 additional orcs guard each wagon and have
that fight on command although magical fire holds them
a 50% chance of being guarded by a fighting-man (roll
at bay.
1d6; 1 = 7th level, 2-4 = 8th level, 5-6 = 9th level) or a
magic-user (1 = 9th level, 2-4 = 10th level, 5-6 = 11th
Ochre Jelly
level).
HD: 5 (17hp)
AC: 8
Orcs have infravision and suffer a -1 penalty to attack
MV: 3”
and morale while in bright daylight.
Alignment: Neutral
Organization: 1
Pegasus
Treasure: None
HD: 2+2 (9hp)
AC: 6
Amoeba-like monsters who attack by consuming prey.
MV: 24”, fly 48” Class A
Wooden objects are instantly dissolved (no effect on
Alignment: Neutral
stone or metal) and a jelly attacks simply by moving
Organization: 1-12 (no lairs)
onto a living creature thus enveloping it and inflicting
Treasure: None
1d6 points of damage per round. Despite its size, it can
slip through any space that’s not air sealed.
Shy winged horses, pegasi will only allow a lawful rider
to mount them. They fight as heavy warhorses.
Only fire or cold attacks can damage an ochre jelly.
Any weapon or lightning bolt splits an ochre jelly into
Pixie
two smaller jellies with 3 HD who can be split again into
HD: 1 (3hp)
1HD jellies.
AC: 6
MV: 9”, fly 18” Class B
Ogre
Alignment: Neutral
HD: 4+1 (15hp)
Organization: 10-100 (25%)
AC: 5
CHAPTER 1: OF MEN & MAGIC

Treasure: C with 8HD.

Pixies are naturally invisible. After they attack, pixies Giant Fish: This includes voracious sharks like the
become faintly visible and can be attacked but if the great white. These vicious predators have 5-9HD,
pixie breaks off from melee they become invisible inflict 1d6 to 3d6 points of damage, and swim at speeds
again. Creatures capable of detecting invisible beings of 12-16”.
are always aware of their presence.
Giant Leech: These swamp dwelling monsters are
Purple Worm about 3’ in length. They attach themselves to warm
HD: 15 (52hp) blooded creatures and suck them dry. Each round, a
AC: 6 giant leech drains 1d6 points of constitution. When a
MV: 6” creature reaches 0 constitution, they’re totally drained
Alignment: Neutral of blood and the leech falls off. If fire or salt is applied,
Organization: 1-4 (25%) the leech regurgitates and the victim must save vs.
Treasure: D poison or contract a disease. If ripped off forcefully its
mouth (which normally creates a seal to prevent
Large, ravenous monsters with an insatiable appetite bleeding) shreds the skin and inflicts 1d6 points of
that’s over 50 feet long and with a 10 foot wide mouth. damage. Only by breaking the seal with a sword or
The worm’s tail is poisonous, inflicting an additional 1d6 other edged object will the leech be safely removed.
points of damage unless a save vs. poison is made.
The worm can swallow creatures up to 10 feet tall. If Giant Octopus/Squid: These large molluscs, usually
the attack roll for a bite is 20% greater than the 10-20’ in size, aren’t very aggressive but will attack
minimum score required to hit, the creature is when hungry. Their primary attack is biting (despite
swallowed whole. After 6 rounds the creature is totally their size, octopus beaks are small and inflict only 1d6)
crushed by the worm’s stomach muscles. In 6 more and grappling with a tentacle. If hit with a tentacle, no
rounds, the creature is completely digested. damage is inflicted but their victim can’t move unless he
succeeds on a strength check (-2 TN due to the
Purple worms never check morale. octopuses suckers) even after the octopus is killed. If
retreating, an octopus squirts a cloud of ink in a 2”
Roc radius that obscures vision. All octopuses are
HD: 6 (21hp) venomous but only a handful are harmful to humans;
AC: 4 these extraordinarily poisonous octopuses force bitten
MV: 6”, fly 48” Class F victims to save vs. poison at +4 or die. Some
Alignment: Neutral or lawful octopuses can camouflage themselves and surprise
Organization: 1-20 (20%) opponents on 1d6(5)
Treasure: I
Squid are larger and more aggressive with some
Large birds of prey, rocs resemble huge eagles who reported up to 40’ in length (a legendary squid is said to
perch in high mountaintops. If encountered in their lair, be larger than the greatest ships). Squids aren’t
there’s a 50% chance of there being 1d6 eggs or venomous but otherwise fight as octopuses. When a
hatchlings and all rocs will fight to the death to protect fires its ink, it can “jet” which increases its swimming
their young. If no young are present, rocs will still speed to 18” for that round.
attack neutral or chaotic creatures who invade their
lairs. Against lawful creatures, a roc is 80% indifferent Octopuses and squids have 8-16 HD and AC 9 and
or otherwise friendly. have a swim speed of 12”.

Hatchlings can be trained to become mounts. Ancient Giant Serpent: Ocean tyrants, giant serpents are
rocs are massive creatures with over 200’ wingspan several dozen feet long and can wrap themselves
and prey on elephants. Such rocs have triple around ships. They inflict 4d6 points of damage with
capabilities of a normal roc. their constriction, 2d6 with their bite, and have 10-20HD
(1HD per 10’ in length) and have a swim speed of 24”.
Sea Monster
HD: Varies Vicious Fish: Any swarm of aggressive, predatory fish
AC: Varies (but not sharks) with sharp teeth (particularly pike,
MV: Varies piranha, and barracuda). Vicious fish are found in
Alignment: Varies swarms or schools and are voracious when hungry. A
Organization: Varies school of piranha will inflict 1d6 points of damage per
Treasure: Varies round to any creature it swarms.

Sea monsters are rare, mythical beasts who usually Skeleton


appear as serpents or giant squids. In general, a sea HD: .5 (1hp)
monster’s abilities are equal to a purple worm, they’re AC: 7
three times as large, and they inflict 3d6 points of MV: 6”
damage against ships. Alignment: Neutral
Organization: 3-30 (no lairs)
Giant Crab: Mean and territorial monsters, giant crabs Treasure: None
range from man-size to as large as elephants. They
scuttle and swim slowly (6” scuttle, 12” swim) but have Skeletons are the animated bones of a dead human.
hard shells (AC 3) and 4-8HD. They attack with their They fight without fear and obey the orders of their
pincers, inflicting 1d6 points of damage or 2d6 for ones creator to the best of their abilities.

69
THE BIG BROWN BOOK

Vampires are hateful and intelligent undead who drain


Spectre levels as wights, instead draining 2 levels per hit.
HD: 6 (21hp) Vampires regenerate 3 hit points per round immediately
AC: 2 after taking damage. They can summon a rat or bat
MV: 15”, fly 30” Class A swarm or 3d6 wolves and can charm creatures with
Alignment: Chaotic their gaze, functioning as a charm person spell with a
Organization: 1-8 (25%) caster level equal to their HD and implying a -2 penalty
Treasure: E to the saving throw. They can also polymorph into a bat
or an insubstantial, gaseous cloud.
These haunting apparitions, like wights, have a draining
touch that inflicts 2 levels per hit. A creature reduced to Vampires can only be struck by magical weapons or
less than 1HD is killed and rises as a spectre. Only silver arrows. If reduced to less than 1 hit point, they
magic weapons and silver arrows can harm them. transform into a gaseous cloud and fly back to their
coffins where they rest for a day and regenerate.
Treant Vampires recoil from garlic and holy symbols, avoid
HD: 8 (28hp) looking into mirrors, and rest in their coffins during
AC: 2 daylight hours. The only way to kill a vampire is by
MV: 6” driving a stake through its heart, immersing it fully in
Alignment: Lawful water, or exposing it to direct sunlight.
Organization: 2-20 (no lairs)
Treasure: None Wight
HD: 3 (10hp)
Treants are forest creatures resembling large, tree-like AC: 5
humanoids. They may command up to two large trees MV: 9”
within 6” to rise up and attack as a treant, moving only Alignment: Chaotic
3” in that round. Organization: 2-24 (60%)
Treasure: B
If attacked by fire there’s a 1d6(1) chance of a treant
igniting. An ignited treant suffers 1d6 points of fire Wights are horrific undead who drain the life from living
damage each round unless it spends a full round creatures. Any living creature successfully hit by their
putting itself out. natural touch loses 1 level of experience or HD,
including any hit points and special abilities granted by
Troll that level. Creatures brought to 0th level or HD are
HD: 6+3 (24hp) slain. Creatures killed by a wight rise to life as one.
AC: 4
MV: 12” Wights are immune to non-magical missile weapons but
Alignment: Chaotic silver arrows affect them normally and magic arrows
Organization: 2-12 (30%) inflict double damage.
Treasure: D
Wraith
Thin, lanky giants with a chaotic disposition, trolls can HD: 4 (14hp)
regenerate their body parts and heal 3 hit points per AC: 3
round until fully heal after the third round of being MV: 12”, fly 24” Class C
injured. Unless immolated or burned with acid, a troll Alignment: Chaotic
will regenerate lost body pieces and rise to fight again. Organization: 2-16 (20%)
Treasure: E
Unicorns
HD: 4 (14hp) Wraiths are advanced wights with the same special
AC: 2 abilities. Silver arrows inflict only half damage and
MV: 24” magic arrows inflict normal damage.
Alignment: Lawful
Organization: 1-4 (no lairs) Wyvern
Treasure: None HD: 7 (24hp)
AC: 3
Unicorns tend to avoid humans unless necessary. MV: 9”, fly 24” Class D
They can only be ridden by a virgin maiden of pure and Alignment: Neutral
noble intent. Unicorns fight as heavy cavalry, attacking Organization: 1-6 (60%)
as if wielding a lance during a charge. Unicorns can Treasure: E
sense hostile creatures within 24” and can transport
themselves and their rider as if using dimension door A distant cousin of dragons, any creature struck by the
up to 36” once per day. wyvern’s poisonous tail suffers an additional 1d6 points
of damage unless they save vs. poison. A wyvern’s tail
Vampires recharges with fresh venom at the beginning of a round
HD: 7 to 9 (24-31hp) on 1d6(2). They otherwise attack with a vicious bite.
AC: 2
MV: 12”, fly 18” Class C Yellow Mold
Alignment: Vampires HD: None
Organization: 1-6 (20%) AC: None
Treasure: F MV: None
Alignment: None
CHAPTER 1: OF MEN & MAGIC

Organization: None Zombie


Treasure: None HD: 1 (3hp)
AC: 8
This fungus eats away at wood and flesh, inflicting 1d6 MV: 6”
points of damage per round of contact. Disturbing the Alignment: Neutral
area around yellow mold has a 50% chance of causing Organization: 3-30 (no lairs)
it to release asphyxiating spores in a 1”x1” cloud. Any Treasure: None
living creatures must save vs. poison or die.
A zombie is the animated corpse of a dead human.
They obey the orders of their creator and fight without
fear.

71
THE BIG BROWN BOOK

APPENDIX III: TREASURE


A remnant of ancient civilizations, wealth is the goal of all adventurers. Recovering lost monetary goods earns
adventurer’s experience while magic items help them combat the powerful denizens of dungeons.

RANDOM TREASURE TABLES


The following tables cover treasure found in a monster’s lair only. It is not suitable for populating a dungeon unless that
dungeon is also that monster’s particular lair. Unintelligent or animal-like creatures have little use for treasure and, aside
from possibly collecting it, whatever treasure is found is the remains of their prior meals. Intelligent creatures carry and
use special items like weapons while leaving behind heavy, useless trade goods like coins.

To determine goods in a lair, roll 1d66 under each header and check the TN in parentheses. If the dice indicate that
treasure exists, roll again to determine the exact value. Discard anything that seems nonsensical and feel free to modify
the treasures. Understand that treasure serves as possible experience points for adventurers.

Gems and jewelry are separate categories. If only one percentage is given, roll for both categories separately. If two
percentages are given, the first is for gems and the second is for jewelry.

Treasure Type A
Terrain Cp*1 Sp*1k Gp*1k Gems/ Maps/
k Jewelry Magic
Land (23) (25) (31) (36) (32)
1d6 1d6 2d6 6d6 any 3
Desert (21) (23) (25) (36) (44)
1d3+1 1d3+1 1d6 6d6 3 magic
Water -- -- (44) (44) (36)
5d6 10d6 1 map

Treasure Type B-I


Type Cp * Sp * Gp * Gems/ Maps/
1,000 1,000 1,000 Jewelry Magic
B (36): (23) 1d3 (23) (14)
1d6+2 1d6 1d6 1 weapon
or armor
C (21) (25) -- (23) (14)
2d6 1d3+ 1d3+1 Any 2
1
D (14) (16) (44) (25) (21)
1d3+1 2d6 1d6 1d6+2 any 2 +
a potion
E (12) (23) (23) (14) (25)
3d3 2d6 1d6+2 3d3 any 3 +
a scroll
F -- (14) (34) (21) (31)
3d6 2d6 4d6 3 non-weapons +
a potion + a scroll
G -- -- (55) (23) (32)
7d6 5d6 any 4 +
a scroll
H (23) (36) (53) (36) (21) any 4 + a
4d6 20d6 10d6 30d6 potion + a scroll
I -- -- -- (36) (21)
3d6 any 1

GEMS 62
The base value of gems is determined by rolling d66. 63- 1,000
66
Gem Base Value
d66 Value
(gp)
11-14 10
15- 50
23
24- 100
53
54- 500
APPENDIX III: TREASURE

Roll d6 for every gem (or for every 5 or 10 gems in JEWELRY


large groups). A 1d6(1) indicates the gem(s) are of the
The base value of jewelry is determined by d66.
next higher value. Values above 1,000 increase to
5,000 and are then doubled (5k to 10k, 10k to 20k,
Jewelry Base Value
etc.).
d66 Value
(gp)
11-21 3d6 * 100gp
22- 1d6 * 1,000gp
55
56- 1d6+4 * 1,000gp
66

MAGIC ITEMS AND MAPS


There are 8 categories of magic items and two types of
maps. Unless a specific item or category is designated,
there’s a 25% chance the treasure rolled is a map,
otherwise it’s a magic item.

Maps
D66 Map
11-44 Magic map
45- Treasure map
62
63- Treasure + magic map
66

Magic Items
D66 Magic Item
11-21 Sword
22- Armor
29
31- Other Weapon
33
34- Potion
44
45- Scroll
59
61- Ring
62
63- Wand/Staff
64
65- Other Magic
66

Magic Swords
d66 Type
11-29 Sword +1
31-32 Wolfbane
33-34 Spellthief
35-36 Seeker
41-43 Troll Killer
44-45 Firebrand
46-51 Wishmaker
52-53 Dragon Slayer
54 Sword +2
55 Charmcaster
56 Sword +3
61 Soul Stealer
62-66 Cursed Sword

Armor
d66 Type
11-25 Shield +1
25- Armor +1
43

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THE BIG BROWN BOOK

44- Armor +1 and Shield +1 Other Weapons


53 d66 Type
54- Shield +2 11-23 10 magic arrows
56 23-32 5d6 magic arrows
61- Armor +2 33-41 Foe Hammer
63 42 Beater
64- Armor +2 and Shield +2 43 Magic bow
65 44-45 Ax +1
66 Shield +3 46-53 Mace +2
54-56 War Hammer +1
61 War Hammer +2
62 Dwarven Retriever
63-64 Spear +1
65 Spear +2
66 Spear +3

Potions
d66 Type
11-12 Growth
13-14 Diminution
15 Giant Strength
16 Gaseous Form
21 Polymorph
22-23 Speed
24-25 Levitation
26 Flying
31-32 ESP
33-34 Delusion
35-36 Healing
41 Longevity
42-43 Clairvoyance
44-45 Clairaudience
46-51 Animal Control
52 Undead Control
53-54 Plant Control
55 Human Control
56 Giant Control
61 Dragon Control
62 Poisoned
63 Invulnerability
64 Fire Resistance
65 Treasure Finding
66 Heroism

Scrolls
d66 Type
11-21 1 spell
22- 2 spells
26
31- 3 spells
34
34 7 spells
36- Cursed
44
45- Protection from Lycanthropes
51
52- Protection from Undead
54
55- Protection from Elementals
62
63- Protection from Magic
66
APPENDIX III: TREASURE

Rings
d66 Type
11-14 Invisibility
15- Mammal Control
16
21- Human Control
22
23- Weakness
25
26- Protection
32
33- Three Wishes
35
36- Delusion
43
44- Water Walking
51
52- Fire Resistance
54
55 Protection, 5’ Radius
56 Regeneration
61 Djinni Summoning
62 Telekinesis
63 X-Ray Vision
64 Spell Turning
65 Spell Storing
66 Great Wishes

Wands and Staves


d66 Type
11-16 Metal Detection
21- Hostility Detection
22
23- Magic Detection
24
25- Hidden Object Detection
26
31- Illusion
32
33- Fear
34
35 Cold
36 Paralyzation
41 Fiery Balls
42- Lightning Bolts
43
44- Polymorph
45
46- Negation
51
51- Staff of Healing
55
56 Staff of Commanding
61- Staff of the Serpent
62
63 Staff of Striking
64 Staff of Withering
65 Staff of Power
66 Staff of Wizardry

Other Magic

75
THE BIG BROWN BOOK

d66 Type
11 Crystal Ball
12 Crystal Ball of Hearing
13 Crystal Ball of Thought Detection
14 Medallion of Thought Detection, 3”
15 Medallion of Thought Detection, 9”
16 Amulet of Scrying Protection
21-22 Scarab of Life
23 Bag of Holding
24 Censer of Air Elemental Control
25 Stone of Earth Elemental Control
26 Brazier of Fire Elemental Control
31 Bowl of Water Elemental Control
32 Efreeti Bottle
33 Cloak of Displacement
34-36 Elven Cloak and Boots
41 Boots of Speed
42 Boots of Levitation
43 Boots of Striding and Leaping
44 Broom of Flying
45 Helmet of Tongues
46 Helmet of Telepathy
51 Helmet of Teleportation
52-55 Helmet of Alignment Reversal
56 Flying Carpet
61 Drums of Panic
62 Horn of Blasting
63-64 Gauntlets of Ogre Power
65 Girdle of Giant Strength
66 Mirror of Life Trapping

MAPS
Maps chart the locations of treasure troves. Treasure maps lead to trade goods and magic maps lead to magical items. A
combination map leads to a trove filled with both trade goods and magic goods. A treasure trove should be guarded or
trapped (use random dungeon tables to determine randomly). Because treasure equates to experience points, troves
should be located far from where the map is found and require the characters to go out of their way to find it. Maps could
be used as seeds for new adventures.

Treasure Maps Magic Maps


d Trove d6 Trove
6 1- Any item
1 2d2 * 10,000sp 2
2 5d6 * 1,000gp 3 Any 2 items
3 #1 + 4d6 gems 4 3 non-swords
4 #2 + 5d6 gems 5 4 items + a potion
5 10d6 gems + 4d6 jewelry 6 5 items + a scroll + a potion
6 #1, #2, #5
APPENDIX III: TREASURE

Combination Maps 4 #6 treasure + #6 magic*


d6 Trove 5 #5 treasure + #4 magic
1 #1 treasure + #1 magic 6 #1 treasure + #1 magic*
2 #2 treasure + #1 magic *Indicates the trove is found relatively nearby (at least
3 #3 treasure + #4 magic within a mile).

MAGIC SWORDS
A magic sword’s enhancement bonus is added to all attack rolls made with the weapon.

Cursed Sword: Cursed swords perform as normal magical swords under all tests or detection. In a life threatening
situation the curse activates and the wielder suffers a -2 penalty to his attacks. The sword will always appear in the
wielder’s hand even when he doesn’t reach for it. If discarded, the sword magically appears in the characters possession.
A remove curse spell removes the curse, turning the sword into a mundane weapon.

Charmcaster: This sword +2 can cast charm person once per day.

Dragonslayer: This sword +1 grants a +3 bonus to attack and damage dragons of any kind.

Firebrand: This sword +1 inflicts normal damage plus one point of fire damage per hit. Against trolls (or pegasi,
hippogriffs, and rocs if the sword is chaotic) the sword grants a +2 bonus to attack and two points of fire damage. Against
undead (or treants if the sword is chaotic), the sword grants a +3 bonus to attack and three points of fire damage.

Seeker: This sword +1 can cast locate object once per day.

Spellthief: This sword +1 grants a +2 bonus to attack and damage against any creature who can employ magical spells
whether innately or naturally.

Soul Stealer: On a successful hit, this sword +1 drains one level from the victim and heals the wielder 1 hit point.

Troll Killer: This sword +1 can only be wielded by clerics regardless of their weapon restrictions. Against trolls the sword
grants a +3 to attack and damage.

Wishmaker: This sword +1 allows the wielder to ask 2d3+2 wishes.

Wolfbane: This sword +1 grants a +2 bonus to attack and damage against lycanthropes.

MAGIC ARMOR
The enhancement bonus of magic armor and shields adds to the opponent’s attack roll (or subtracts if you’re using the
optional d20 attack system). Only the highest bonus, armor or shield, applies. If attacked from the flank or rear, there’s a
1d6(2) chance of the shield’s AC applying.

OTHER WEAPONS
As with magic swords, the enhancement bonus of magic weapons is added to the character’s attack roll.

Dwarven Retriever: This is a War Hammer +1. In the hands of a dwarf, it functions as a War Hammer +3. Against
giants, the war hammer grants a +3 bonus to damage. The weapon can be thrown 6” (always medium range) by a dwarf
and it magically returns to his hands after melee is resolved.

Goblin Beater: This dagger +1 grants a +2 bonus to attack and damage against goblins and kobolds.

Enchanted Arrows: Grants a +1 bonus to hit and damage.

Magic Bow: Grants a +1 bonus to hit with all arrows fired. This power stacks with magic arrows.

Magic Ax: Can be thrown 3” and is always considered medium range.

Magic Spear: Enhancement bonus is added to both attack and damage. Can be thrown 3” and is always considered
medium range. If set to receive a charge, a magic spear inflicts +1d6 damage per enhancement bonus.

Magic War Hammer: Can be thrown 3” and is always considered medium range.

Sting: This dagger +2 grants a +3 bonus to attacks and damage against orcs, goblins, and kobolds.

POTIONS
Magic potions come in small vials and have enough quantity to grant their effect when wholly consumed. A potion may be
tasted without consuming it wholly, possibly hinting at its power. Unless otherwise stated, a potion’s duration is 6 rounds
+1d6 additional rounds.

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Animal Control: The imbiber can befriend and command 3d6 small animals, 2d6 man-sized animals, or 1d6 larger than
man-sized animals. Only natural, non-magical animals can be controlled.

Diminution: This potion shrinks the imbiber to one-half his normal height. The imbiber’s equipment does not grow to
match their size.

Dragon Control: This potion charms 1d3 dragons unless they succeed on their saving throw.

Fire Resistance: This potion grants the imbiber immunity to all normal fires and the wall of fire spell. All other magical
fires allow the imbiber to save with a +4 bonus and subtract 1 damage per die rolled.

Giant Strength: This potion grants the imbiber the strength of a hill giant, being capable to throw rocks as one and inflict
2d6 points of damage.

Gaseous Form: Transforms the imbiber into a gaseous cloud, capable of flying 12” per round and pass through any
passage that’s not air tight. The imbiber’s equipment is not transformed with him.

Giant Control: This potion can charm up to 1d3+1 giants unless they succeed on a saving throw to resist.

Growth: This potion increases the imbiber’s height by a percentage based on the amount imbibed. E.g., a 6’ tall creature
who drinks 50% of the potion grows to 9’. The imbiber’s equipment does not grow to match their size.

Healing: Restores 1d6+1 hit points upon consumption.

Heroism: This powerful potion, consumable only by fighting-men (and, by proxy, normal men), automatically increases
their level to 4th in regards to attack values, hit dice (roll for new hit points), and saving throws. Fighting-men with levels
4th-7th gain two levels and fighting-men of 8th to 9th level gain one additional level. Drinking two potions will not stack
the effect; a second potion will replace the first.

The additional hit points are temporary. Once the duration ends, all hit points gained by the potion are lost and the
imbiber reverts to his original level. This sudden loss in health may kill the imbiber.

Human Control: This potion allows the imbiber to immediately charm any human in the area as the magic-user spell
charm person. The potion can affect 2d6 men with 3 HD or less, 4d2 men with 4-6 HD, 2d2 with 7-9 HD, or 1 man with
10+ HD. All possible targets are allowed a saving throw to resist the effect.

Invulnerability: This potion improves the imbiber’s AC by 2 (functioning as magic armor +2) and grants a +2 bonus to all
saving throws. Drinking this potion more than once a week poisons the imbiber, implying a 2 point penalty to AC and
reducing saving throws by -2.

Longevity: Reduces a character’s physical age by 10 years.

Plant Control: The imbiber can control any natural plant in a 1”x1” area or 1d6 plant like creatures within 6”.

Treasure Finding: The imbiber can immediately discern the direction and relative distance of any large body of treasure
within 36”. A trove of treasure is anything worth at least 500gp regardless of what objects are contained within. Magic
items grouped together are not detected unless they’re grouped with at least 500gp worth of valuables. The potion only
describes the general direction and distance, not the steps required to actually find the treasure or whether it’s trapped,
guarded, or hidden.

Undead Control: This potion allows the imbiber to command undead. 3d3 undead with fewer than 4HD or 2d2 more
powerful undead can be commanded. Undead are allowed a saving throw vs. spells to overcome the effect.

SCROLLS
All scrolls are designed by magic-users with a caster level of at least 6 or the minimum required to cast the spell. There’s
a 25% chance that a found scroll was created by clerics. A single scroll can contain up to 7 individual spells; roll 1d6 to
determine spell level and choose randomly. A spell can be read and identified without harm and can be cast regardless of
the caster’s level. Once cast, the spell permanently disappears from the scroll.

Unless the GM deems otherwise or the scroll was created by a powerful caster, a scroll’s caster level is always 6th or the
minimum required level to cast the spell (7th caster level for 4th level spells, 9th caster level for 5th level spells, etc.).

Protection Scrolls
These magic scrolls contain only one spell but can be read by any literate person. Protection scrolls create an invisible,
immobile force field in a 1” radius around the reader that blocks the warded creature(s) or effect(s) from entering,
physically or magically. In the case of creatures, each creature who attempts to breach the ward is affected for the
duration of that scroll. Once the maximum amount of creatures are effected, others may enter as they please. They
vanish once read.
APPENDIX III: TREASURE

Protection from Elementals: Protects against a single elemental. The protection lasts for 4 rounds.

Protection from Lycanthropes: Protects against 2d6 lycanthropes for 6 rounds.

Protection from Magic: Prevents the functioning of magic inside the force field, going in or out, for 8 rounds. Magic
items temporarily lose their power but are still normal items in their own right. The force field is mobile and moves with the
reader.

Protection from Undead: Protects against 4d6 undead with at least 3HD, 2d6 undead with 4 to 5HD, or 1d6 undead with
6 or more HD. The spell lasts 6 rounds.

Cursed Scrolls
Cursed spells carry a malign effect. When read, they appear as normal spells but when cast their curse goes off. Detect
chaos will reveal if a scroll has a cursed spell but not the specific spell that’s cursed. Remove curse will remove the curse
from a spell but if the spell is not cursed it will instead erase the spell.

Example Curses
d6 Curse
1- Summons a hostile monster within 3”
2 of the reader (GM’s choice).
3 Reader is inflicted with a disease that’s fatal
in 3 rounds unless healed. Save vs. death
to resist affliction.
4 Reader is polymorphed into a harmless insect
unless he saves vs. polymorph. Remove curse
returns the reader to normal.
5 Reader and all creatures in 3” are teleported
1,000 miles in random direction.
6 Reader and all creatures in 3” are teleported
to another dimension or plane of existence.

RINGS
Magical rings grant their powers so long as it’s worn. Only one ring may be worn on each hand. If more than one magic
ring is worn on a single hand, all rings on that hand fail.

Delusion: This potion tastes and identifies as a potion of some other type. If quaffed, it does absolutely nothing although
the imbiber is fooled into believing it works.

Djinni Summoning: A djinni lives inside this ring and is completely subservient to the wearer. When rubbed, the djinni is
summoned and performs any task without harm towards the wearer. While the djinni is obedient, it’s not necessarily loyal.
It will seek to indirectly harm a cruel wearer such as carefully revealing secrets to the wearer’s enemies or sewing dissent
among the wearer’s ranks.

Mammal Control: This ring instantly dominates 3d6 small mammals or 4d2 large mammals within 6”. Mammals must be
non-magical and have animal-like intelligence. The control is absolute, allowing the wearer to demand any action that the
mammals can suitably perform.

The ring drains the wearer, worsening his attack and AC by 10% per round until a maximum of 50% penalties are implied.
The ring cannot be removed and the draining permanent until a remove curse spell is cast on the ring and it is removed,
causing the controlled mammals to return to normal. The ring can be donned again but the draining effect still functions
for that wearer.

Protection: This ring provides a +1 bonus to AC (as if magic armor +1 were worn) and a +1 bonus to all saving throws.

Regeneration: This ring regenerates 1 lost hit point per round and will even restore lost limbs or organs. If killed, the
wearer will regenerate lost hit points until revived unless his body is totally immolated, submerged in acid, or completely
destroyed with no trace as with a disintegrate spell.

Spell Storing: When found randomly, this ring contains 1d6 spells, each spell being of 1d6 spell levels and the caster
level is always the minimum required to cast the spell. The spells can be cast by anyone but only a cleric or magic-user
can restore the spells (up to 6 spells maximum, caster level equals the one who restored the ring). When found randomly,
there’s a 20% chance the ring contains cleric spells and a 50% chance of such spells being chaotic.

Spell Turning: This ring turns a certain percentage of a other devices are unaffected. Finger of death can
spell’s effect back on the original caster. The spell must never be turned.
specifically target the ring’s wearer meaning indirect
attacks like fire ball cannot be turned. Only spells
actually cast or used from scrolls can be turned as

79
THE BIG BROWN BOOK

Spell Turning
APPENDIX III: TREASURE

1d66 Percentage
Turned
11-14 10%
15-21 20%
22-25 30%
26-32 40%
33-36 50%
41-44 60%
45-51 70%
52-55 80%
56-62 90%
63-66 100%

Telekinesis: The wearer can cast the spell telekinesis as a 10th level magic-user.

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Three Wishes: This ring contains three precious gems, each one representing a magic wish. When a wish is made a
gem disappears. Wishes should be clear, simple, and essentially duplicate any one spell. A wish to fully heal someone,
raise someone from the dead, remove a curse, curse someone else, and so forth should be granted as they all fall within
the possibility of an existing spell. Wishes for great wealth or treasure should instead drops clues to real treasure instead
of circumventing an adventure and granting free experience points. Ridiculous, game breaking wishes should be taken
literally; a wish for more wishes could send the wisher back in time to when he found the ring with none of the wishes
granted. Great adjudication on the referee is necessary when delegating wishes.

X-Ray Vision: The wearer can see 3” beyond up to 10 feet of rock or 6 inches of iron as well as hidden doors or traps. A
1”x1” section can be viewed in a single round and a thin coating of lead or gold prevents x-ray vision.

WANDS AND STAVES


Wands and staves carry spells and other powers, functioning at the 6th level for wands and 8th level for staves. Wands
can only be used by magic-users while some staves may be used by other classes. Using a power from a wand or staff
may consume limited power in the form of “charges.”

A newly created wand has 100 charges or 200 charges for a staff. Using a wand or staff’s power once costs 1 charge.
Once all charges are lost, the item is useless.

All staves can be used as striking weapons that function as maces. If a staff has a power that functions when a creature
is successfully hit, each successful hit drains 1 charge.

Cold: Blasts a cone of ice 6” long and 3” wide that inflicts 6d6 points of cold damage (save vs. spells for half).

Fear: This wand blasts a cone of fear inducing waves 6” long and 3” wide. Creatures in the area must save vs. spells or
run away in fear for 6 rounds.

Fire Ball: Launches a fire ball as the spell as cast by a 6th level magic-user.

Hidden Object Detection: This wand detects hidden objects including secret doors and traps within 2”. Only the
presence and direction of such objects are detected, not the operation or method of bypassing.

Hostility Detection: This wand detects any creature with hostile intentions towards the wielder within 6”. Hidden or
invisible enemies are detected although the wielder must have some way of physically seeing them.

Illusion: This wand functions as phantasmal force allowing the wielder to perform other actions while the illusion is in
effect. Only one illusion can be created at a time.

Lightning Bolt: Fires a lightning bolt as the spell as cast by a 6th level magic-user.

Magic Detection: This wand detects magical auras within 2”. If an extra round is spent in concentration, the wand
imparts general details about the magic’s effect on the wielder. General details are whether or not the magic is harmful,
beneficial, permanent, or temporary.

Metal Detection: This wand points to any large body of metal within 2”. The wand will mentally impart knowledge on the
type of metal.

Negation: This wand nullifies the powers of a single, targeted wand or staff. When used against staves, it negates 75%
of the staff’s potency. Only one wand or staff can be targeted at a time. If the wielder switches targets, the previous
target regains its power.

Paralyzation: Blasts a cone of magic 6” long and 3” wide that forces all creatures within to save vs. paralyzation or
become paralyzed for 6 rounds.

Polymorph: This wand can cast polymorph others or polymorph self as the magic-user spell.

Staff of Commanding: This staff can duplicate the powers of a potion of animal control, plant control, or human control.
Each use costs one charge and only one effect can be employed at a time.

Staff of Healing: This staff, usable only by clerics, can cast cure light wounds on a creature it touches. It can be used
unlimited times per day, provided there are charges remaining, but only once against a single creature each day.

Staff of Power: This powerful staff inflicts 2d6 points of damage per hit and can duplicate the powers from a wand of
cold, fire ball, lightning bolt, and can cast telekinesis and continual light as as an 8th level magic-user. The wielder can
willingly smash the staff, releasing its stored energy, which inflicts 8 * remaining charges in hit points to all creatures
(including the wielder) within 3”. This power doesn’t activate if the staff breaks via any other means.

Staff of the Serpent: Only usable by clerics, this staff grants a +1 bonus to attack and damage rolls. On a successful
APPENDIX III: TREASURE

strike the wielder can order the staff to wrap itself around the target, completely constricting them. Man-sized or smaller
creatures are totally helpless and can’t move while larger creatures are merely unable to attack or cast spells. The
constricting power functions for 2d2 rounds before it slithers back into the hands of the previous wielder and becomes a
staff again.

Staff of Striking: This powerful staff inflicts 2d6 points of damage with every hit.

Staff of Withering: This staff, on a successful hit, ages the victim by 10 years.

Staff of Wizardry: The ultimate in magical staves. This staff inflicts 2d6 points of damage per hit, can duplicate the
powers from a wand of cold, fire ball, lightning bolt, paralyzation, and it can cast invisibility, wall of fire, telekinesis,
continual light, and passwall as a 8th level magic-user. The staff can also allow the wielder to duplicate the whirlwind
ability of a djinni, summon 2d2 elementals of a specific type, and fire strands of web. The webs fully cover a 1”x1”x2” area
and adhere to any creature or object touching them. Large sized or powerful creatures can break through the webs in two
rounds, four rounds for man-sized or smaller creatures, and any source of fire can burn the webs completely in one round.

As with the staff of power, the staff of wizardry can be willingly smashed to inflict 8 * remaining charges worth of hit points
to all creatures (including the wielder) within 3”. This power doesn’t activate if the staff breaks via any other means.

OTHER MAGIC ITEMS


Miscellaneous items of wonder and power vary in effect, restrictions, and employment. If an item comes in pairs, such as
boots, both must be worn to make use of the item.

Amulet of Scrying Protection: This magical amulet protects the wearer from any detection spells such as ESP or a
crystal ball.

Bag of Holding: This magical bag weighs 300 coins but is enchanted to store up to 10,000 coins worth of weight without
modifying its weight. A total of 10’x5’x3’ worth of non-coin/gem objects may be stuffed into the bag but the bag’s weight
immediately increases to 600 coins regardless of the weight of the items.

Boots of Levitation: These boots allow the wearer to levitate as the magic-user spell.

Boots of Speed: The wearer can increase his speed to 24” and but must rest one day for each day of travel at his
enhanced speed.

Boots of Striding and Leaping: These boots grant supreme endurance when traveling overland. The wearer can travel
overland at +2”. The wearer can also automatically leap 1” vertically, 3” horizontally, or any combination.

Bowl of Water Elemental Summoning: When the bowl is filled with water and magic words spoken, a 12HD water
elemental is summoned. The bowl requires one round to setup and control of the elemental must be maintained. For the
purposes of a water elemental’s limitation, the bowl is considered a body of water.

Brazier of Fire Elemental Summoning: When hot coals are lit in this brazier, a 12HD fire elemental is summoned. The
brazier requires one round to setup and control of the elemental must be maintained.

Broom of Flying: This magic broom, when commanded, can fly with a rider at 24” and Class A maneuverability. When
called, the broom will travel to its owner if he’s within 24”. Two riders may use the broom but the speed is 6” at Class E.

Censer of Air Elemental Summoning: This magical censer, when set up to burn incense, will summon a 12HD air
elemental. The censer requires one round to setup and control of the elemental must be maintained.

Cloak of Displacement: A dull cloak that bends light waves, making the wearer appear as if he’s standing somewhere
he’s not. The wearer gains a +2 bonus to AC and saving throws.

Crystal Ball: Three times per day, this item can be used to visually see a subject or area over any distance. If the area or
person is not known, the attempt fails. The crystal ball allows a fixed sight in the area and the radius or angle cannot be
changed without a new attempt. Spells cannot be cast into the crystal ball but spells that affect the viewer, such as
infravision, can be used to see in darkness. Concentrating on a crystal ball is tiring and requires a full day’s rest after
prolonged use.

A crystal ball of hearing allows auditory effects. A crystal ball of thought detection is visual only but allows the scryer to
listen to a visible creature’s thoughts.

Drums of Panic: These drums will sound a blast that affects any creature within 24”. Intelligent creatures must save vs.
spells or run away in terror. All normal animals automatically flee except carnivores with at least 5HD. Creatures within 1”
when the drums are sounded are unaffected.

Efreeti Bottle: When polished, this bottle summons an efreeti who serves the owner for 1,001 days. If the efreeti is killed,
it returns to the bottle where it rests until it regenerates.

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Elven Boots: These boots make the wearer’s footsteps totally silent.

Elven Cloak: This cloak grants the wearer invisibility in natural surroundings. Attacking breaks this invisibility until a
round is spent hiding again.

Flying Carpet: This magic carpet can carry a rider and fly at 30” Class A or 18” Class E with up to 3 people. The carpet
can be magically called anywhere within 24”.

Gauntlets of Ogre Power: These magic gauntlets increase the wearer’s strength to that of an ogre, increasing melee
damage by +2 per hit.

Girdle of Giant Strength: This magic belt grants the wearer 2d6 points of damage with melee attacks and allows him to
throw boulders as a hill giant.

Helmet of Alignment Reversal: This helmet is cursed and causes the wearer’s alignment to reverse to the opposite
(neutral characters have a 1d6(3) chance of being lawful or otherwise chaotic). The helmet cannot be removed without a
dispel magic or remove curse spell. The wearer will always resist attempts to remove the helmet while under the curse.

Helmet of Telepathy: This helmet allows the wearer to read the minds of any creature within 9”. If the target has sapient
intelligence (3 or greater) then the wearer can implant magical suggestions. The chance to implant a suggestion is d66+4
for the wearer and d66 for the target; if the wearer’s score is greater, then the target follows the suggestion.

Suggestions aren’t dominating effects as the target still maintains his mentality. A suggestion could be “drop your
weapon” but obviously lethal or suicidal suggestions (“jump off a cliff”) are ignored.

Helmet of Teleportation: This helmet is only usable by a magic-user who has a teleport spell memorized. So long as
teleport is memorized, the wearer can teleport anywhere without fail. The helmet is frail and there’s a 10% chance any hit
against the wearer will also destroy the helmet.

Helmet of Tongues: This helmet allows the wearer to read any languages, magical or mundane. The helmet itself is frail
and there’s a 10% chance of a hit against the wearer to destroy the helmet.

Horn of Blasting: This powerful horn blasts a cone 10” wide that functions as a bombard-mortar. Inanimate objects in
the area, such as walls, suffer double damage of a bombard-mortar. Creatures struck suffer 2d6 points of damage and
are deafened for one round.

Medallion of ESP: This medallion grants permanent access to the ESP spell at will. Each round of use there’s a 1d6(6)
chance of the medallion failing.

Mirror of Life Trapping: This mirror will trap the body and soul of any creature looking at it. If prominently displayed,
there’s a 1d6(5) chance of inadvertently looking at the mirror. If a creature knows of the mirror’s existence he can avert
his eyes, remaining fully aware of his surroundings but suffering only a 1d6(1) chance of seeing the mirror.

A trapped creature’s body and spirit enters the mirror. Up to 20 creatures can be trapped, including undead, and they’re
held powerless in a timeless stasis within the mirror. The creatures can be called on and spoken with by the mirror’s
owner. Only the owner can release trapped creatures or all trapped creatures are released if the mirror is destroyed.

Scarab of Life: This item protects against finger of death up to 12 times before it burns out and disintegrates.

Stone of Earth Elemental Summoning: This stone, when in contact with natural earth and magic words are spoken,
summons a 12HD earth elemental. The stone requires one round to setup and control of the elemental must be
maintained.

INTELLIGENT SWORDS
Some swords may possess supernatural power in addition to its enchantment. Any sword may have its own alignment,
intelligence, power, and motivations.

Sword Alignment 66
All intelligent swords are aligned. A creature of differing
alignment suffers damage when picking up an Sword Intelligence
intelligent sword based on their own alignment. The sword’s intelligence determines any powers and its
ability to communicate if any.
Sword Alignment and Damage
d66 Alignment Damage Sword Intelligence, Powers, and Communication
11-45 Lawful 2d6 to chaotic creatures Intelligence Powers Communication
46- Neutral 1d6 to non-neutral creatures (Roll 2d6)
62 1-6 None None
63- Chaotic 2d6 to lawful creatures 7 1 power Empathy
APPENDIX III: TREASURE

8 2 powers Empathy
9 3 powers Empathy
10 3 powers Speech
11 3 powers + read Speech
magic
12 3 powers + read Telepathy
magic + 1 ability

Sword Languages
All magic swords capable of speech can speak their
alignment language by default and any additional
languages they may know. Magic swords cannot “see”
but can read the minds of their wielder therefor swords
with speech can translate or speak on his behalf.

Sword Languages Known


d66 Additional Languages
11- 1
36
41- 2
51
52- 3
56
61- 4
63
64- 5
65
66 Roll twice and add together, ignoring 100 if
rolled again

Sword Powers
If the weapon has a power, it will communicate it to the
wielder. Powers have a range of 6”. Rolling the same
power doubles its range.

Sword Powers
d66 Power
11-15 Detect mechanically rigged walls and rooms
16-25 Detect slopes and declines
26-32 Detect secret doors
33-36 Detect traps
41-44 Detect and pinpoint invisible things
45-51 Detect chaos or law
52-55 Detect water and food, edible or not
56-62 Detect magic
63-64 Detect natural gems
65 Roll twice, ignore 96-99.
66 Roll on the greater power table.

Sword Greater Powers


Greater powers are spells the weapon can bestow on
the wielder once per day. The caster level of the item is
the bare minimum required to cast the spell. If a
greater power is rolled twice, the power can be used
twice per day and all numerical values are doubled.

Sword Greater Powers

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d66 Power
11-14 Clairaudience
15-21 Clairvoyance
22-25 ESP
26-32 Telepathy
33-36 Telekinesis
41-43 Teleportation
44-46 X-Ray Vision
51-54 Illusion Generation
55-56 Levitation
61-62 Flying
63 Regeneration (1 point/round, 6 rounds)
64 2d2 times normal strength for 3d3+1
rounds;
Gain +1d6 points of damage per multiplier.
65 Roll twice, ignore 98-100.
66 Roll thrice, ignore 98-100.

Sword Purpose
Some intelligent weapons are created with or develop a specific purpose in their existence. The purpose of an intelligent
weapon is usually to slay a creature type (magic-users, giants, orcs, etc.) or some other combat related means. A sword’s
purpose will always counter creatures of the opposite alignment e.g., a lawful sword meant to slay fighting-men would
disapprove of slaying lawful fighting men. Neutral swords bestow their powers against lawful and chaotic creatures.

A sword with a purpose means a powerful weapon and thus it automatically has maximum ego and intelligence (12 each).
Lawful swords can paralyze chaotic opponents on a successful hit unless they save vs. paralyzation. Neutral swords
grant a +2 bonus to saving throws. Chaotic swords disintegrate lawful opponents on a hit unless they save vs. death.

A sword’s purpose driven powers only take effect when actually pursuing that purpose. A lawful sword designed to slay
orcs will not bestow its ability when attacking a chaotic dragon just like a neutral sword designed to slay magic-users
wouldn’t bestow its bonus against a dragon’s breath.

Sword Ego
Intelligent swords with 7 or more intelligence have a force of personality called ego. A sword’s base ego is 2d6 modified
by intelligence + the number of greater powers. An intelligent sword is content in its purpose but if the wielder ever strays
then the sword will exert its personality in attempt to overcome the wielder or otherwise be passed on to a weaker willed
character the sword can exert himself over.

Battle of Wills
When a sword is not content, it will battle its wielder for control. When ego is checked, the ego of the wielder must be
immediately determined. The wielder’s ego is equal to his strength and intelligence plus a modifier based on his overall
health.

Wielder’s Ego Modifier


Health Modifier
At least +1d6
90%
50%-89% -1d3
1%-49% -2d3

To determine the duration of the sword’s influence, the difference between the base ego (2-12) and the wielder’s level
must be determined. If the sword’s base ego is at least 6 points higher than the wielder’s level, then the sword’s influence
(if successful) will always be in effect. If the sword’s base ego is at least 2-5 points higher, the sword’s influence is only
75% likely to succeed if higher. If the sword’s base ego is at least 2-5 points higher, the influence is only 50% likely to
succeed if higher. If the sword’s base ego is below the wielder’s level, it can never attempt to influence him.
APPENDIX IV: OPTIONAL RULES

APPENDIX IV: OPTIONAL RULES


Contained herein are optional rules, culled from many sources (and some original), to alter the way your game plays.

ALTERNATE LEVEL DRAIN


The level drain abilities of certain creatures are very powerful. This optional rule reduces the power somewhat. When a
creature attacks, the victim may save vs. death to avoid the level draining effect. After a full day of rest per drained level,
a character is allowed a save vs. death for each drained level to remove it otherwise they’re permanently drained.

A remove curse spell, if cast within 24 hours of the victim losing a level, will successfully heal drained levels.

ALTERNATE PARALYZE
Certain creatures have a paralyzing aura which automatically affects normal men. This alternate rule instead forces
anyone struck by a paralyzing creature to save vs. paralyzation to resist the effect. The “aura” functions normally in mass
combat.

ARNESON'S EXPERIENCE GAIN


This experience system was professed by Dave Arneson, co-creator of the game TBBB is based on.

By default, experience is earned by amassing treasure. Under this alternate system, experience is gained by spending
treasure frivolously. Copious consumption of alcohol, the purchasing of exotic slaves with a good room, and buying a
round of drinks for everyone will earn experience. Having another player attest to your deeds (bragging rights) and
spreading wealth will earn experience as well. Money can be totally donated (expecting no reward in return) to religion or
other charitable organizations. Magic-users may spend money on research and construction while still receiving
experience.

AUTOMATIC HIT AND MISS


Sometimes it’s impossible for a creature to damage another, especially in mass combat where a bare minimum of 12 is
required to hit some creatures. Using this rule, regardless of your bonuses or penalties, a natural roll of 2 is always a
miss and a roll of 12 is always a hit.

D20 COMBAT MATRIX


This combat rule replaces the standard 2d6 attack values. When a creature attacks, he rolls 1d20 plus modifiers
(bonuses increase the roll, not the target number). If the roll is equal to or exceeds the target number, determined by the
defender’s armor class and the attacker’s level/HD, a successful hit is made. Combatants still receive the benefits for
weapon class such as multiple attacks and special defenses.

Optional Fighting-Man Attack Matrix vs. AC Optional Cleric Attack Matrix


Levels 9 8 7 6 5 4 3 2 Levels 9 8 7 6 5 4 3 2
1-3 10 11 12 1 14 15 16 17 1-4 10 11 12 1 14 15 16 17
3 3
4-6 8 9 10 11 12 13 14 15 5-8 8 9 10 11 12 13 14 15
7-9 5 6 7 8 9 10 11 12 9-12 5 6 7 8 9 10 11 12
10-12 3 4 5 6 7 8 9 10 13-16 3 4 5 6 7 8 9 10
13-15 1 2 3 4 5 6 7 8 17-20 1 2 3 4 5 6 7 8
16+ 1 1 1 1 2 3 4 5 21-24 1 1 1 1 2 3 4 5

Optional Magic-User Attack Matrix Optional NPC/Monster Attack Matrix


Levels 9 8 7 6 5 4 3 2
1-5 10 11 12 1 14 15 16 17
3
6-10 8 9 10 11 12 13 14 15
11-15 5 6 7 8 9 10 11 12
16-20 3 4 5 6 7 8 9 10
21-25 1 2 3 4 5 6 7 8
26-30 1 1 1 1 2 3 4 5

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HD 9 8 7 6 5 4 3 2
1 or fewer 1 11 12 1 14 15 1 17
0 3 6
1+1 9 10 11 1 13 14 1 16
2 5
2 to 3 8 9 10 11 12 13 1 15
4
APPENDIX IV: OPTIONAL RULES

3+ to 4 6 7 8 9 10 11 1 13
2
4+ to 6 5 6 7 8 9 10 11 12
6+ to 8 4 5 6 7 8 9 1 11
0
9 to 10 2 3 4 5 6 7 8 9
11+ 0 1 2 3 4 5 6 7

D20 SAVING THROWS


Because I wanted the core game to use d6 dice, I had to convert saving throws to a linear system using d66 (which are
accurate to the original d20 values by .5% to 1%). These are the original saving throw matrices, edited where necessary
to comply with the OGL. To save, roll d20; if the score is equal to or greater than the target number, the save is
successful. Using this system, bonuses increase the roll, not the target number.

Optional Magic-User d20 Saving Throws


Level
Optional Fighting-Man d20 Saving Throws
Level Save 1- 6- 11- 16+
5 10 15
Save 1- 4- 7- 10- 13+
3 6 9 12 vs. Death/Poison 13 10 7 4
vs. Death/Poison 12 10 8 6 4 vs. 14 11 8 5
Polymorph/Paralyzation
vs. 13 11 9 7 5
Polymorph/Paralyzation vs. Petrification 13 10 7 4
vs. Petrification 14 12 10 8 6 vs. Breath Attacks 16 13 10 7
vs. Breath Attacks 15 13 11 9 7 vs. Staves/Spells 16 12 8 4
vs. Staves/Spells 16 14 12 10 8
Optional Cleric d20 Saving Throws

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Level
Save 1-4 5-8 9-12 13+
vs. Death/Poison 11 9 6 3
vs. 12 10 8 6
Polymorph/Paralyzation
vs. Petrification 14 12 9 6
vs. Breath Attacks 16 14 11 8
vs. Staves/Spells 15 12 9 6

Saving Throw Bonuses


By default, bonuses granted to saving throws are designed for d66 rolls. To convert listed saving throw bonuses to the
d20 system, divide the bonus by half. E.g., a +4 bonus to save using the d66 system is +2 using d20.

EXTENDING MAGIC RANGE


By default, all spells have fixed range. This optional rule allows a magic-user to extend the range of his spells based on
his power. Only spells with a base range of 24” can be extended.

Optional Spell Range by Level


Save 1-4
6th and 7th 36”
8th 48”
9th and 10th 60”
11th and above Unlimited; line of sight

GARY’S RULES
These rules were used by Gary Gygax in his 0e games. Special thanks to the members of Dragonsfoot forums for asking
and compounding these answers from Mr. Gygax himself.

Hit Points and Hit Dice


All PCs receive 1 hit die (1d6) each level regardless of class. Fighting-men receive +1 to their hit die rolls. If hit dice
come up as 1, reroll the die.

Ability Scores
Roll 4d6 six times dropping the lowest die. Do this three times as if creating three different characters. Choose an array
and assign the scores as you see fit.

Constitution grants a +1 bonus to hit dice at 14+ vice 15+. Fighting-men gain a +1 bonus to attack rolls if they have at
least 14 strength.

Dying and Healing


A PC dropped to 0 hit points is unconscious but stable. If damage would reduce a character to negative hit points equal to
1 + their level, they’re dead. Any type of healing first brings a character to 0 hit points and then restores them normally.

Surprise
Roll 1d6. On a 1, a party is surprised and the opponents may make normal surprise actions. On a 2, the party is
completely surprised and the opponents may take a full round’s worth of actions such as movement + attacking.

Initiative and Actions


Players declare all actions, including casting, before initiative is rolled for the round. Initiative is 1d6 for each party.
Movement occurs simultaneously but spell casting and attacks occur based on initiative. Equal initiative means attacks
and spells go off simultaneously. If a caster is damaged before his initiative, the spell fails.

Spells
Magic-users can learn one spell each level. They learn new spells by copying scrolls (which destroy them), copying spell
books (does not destroy them), or learning them from willing magic-users. Clerics automatically know all spells available
for them and don’t require spell books.

MYTHIC UNDERWORLD
In order to maintain the mystery and challenge behind exploring dungeons, this optional rule can be employed.

1. Player characters never receive infravision as part of their race except through spells or items.

2. All inhabitants of a dungeon, regardless of race, have infravision. If a dungeon inhabitant travels with the PCs, it loses
its infravision for the duration of that time.

3. All doors are considered stuck and must be bashed open. A door can be manually held open but automatically closes
APPENDIX IV: OPTIONAL RULES

when left alone and must be bashed open again. If wedged open, there’s a 1d6(2) chance the jam breaks or slips free.

5. All dungeon inhabitants, regardless of race or type, can automatically open any door except secret ones.

6. At a set or random interval, the contents of a room vanish or change; hallways shift, new traps are set, new monsters
are generated, and previously explored areas are expanded upon. Always maintain “freshness”!

MASS COMBAT: COMMONERS


In general, it’s assumed that warriors in mass combat are trained soldiers. Commoners and peasants can be conscripted
en masse to bolster troops. These people have almost no training or skill in combat, fight as unarmored light soldiers, and
stand still until ordered. To obey an order, roll 2d6 and check the target number.

Optional Commoner Obedience in Combat


Order 2d6
Move 7
Engage other commoners 10
Defend against commoners 9
Engage or defend against light soldiers 8
Engage medium soldiers 6
Defend against medium soldiers 7
Engage heavy soldiers or skirmishers 5
Defend against heavy soldiers or 6
skirmishers
Engage light cavalry 4
Defend against light cavalry 5
Engage medium cavalry 3
Defend against medium cavalry 4
Engage heavy cavalry 2
Defend against heavy cavalry 3

If commoners fail to engage, they immediately stop moving before coming into a unit’s threatening range. If a standing
commoner is engaged and fails to defend, they’re immediately broken.

MASS COMBAT: HOLY KNIGHTS


Holy knights are heavy soldiers or cavalry that serve as a high priest’s special guard. If “surrender” is rolled, holy knights
fight on normally. They make all morale checks with a +1 bonus.

MASS COMBAT: KNIGHTS


Feudal knights were often brave and bold, charging head long into battle for honor and glory. A knight is a heavy soldier
or cavalry leader. Whenever an opponent is within range, the knight’s unit must charge unless a 1d6(1) obedience check
is made. Even if this check is made a knight unit will move to engage an enemy if an allied unit does so.

MASS COMBAT: LEADERSHIP


Creatures designated as leaders are able to inspire courage in their troops. If a leader is part of a unit, all within that unit
receive a +1 bonus to every die roll. All units within 12” of a leader receive a +1 bonus to any one die roll per round. If a
leader joins rallying or routing troops the unit automatically becomes rallied, however, if the leader leaves this unit within 3
rounds they return to their prior state. The leader is always the last unit to be killed and if he’s killed all friendly units within
12” must immediately check morale. Mercenaries are not affected by any non-mercenary leader.

MASS COMBAT: LONGBOW DEFENSE


This rule allows longbow men to take two full rounds to set pikes into the ground. Moving while setting up their defense
ruins it. Any cavalry that attack longbow men from the front are subject to one d6(3) attack per longbow man before
melee is resolved, success indicating one kill.

MASS COMBAT: MILITIA


Militia are disorganized troops, often conscripted from commoners but with periodic training. Militia fight as medium
soldiers and as with all poorly trained troops, facing maneuvers cost double. Militia suffer a -1 penalty to morale checks.

MASS COMBAT: BASIC MORALE


This rule adapts standard morale rules to mass combat when handling aspects like ranged combat.

Whenever a unit loses a certain percentage of its original troops, a morale check is made by rolling 2d6. If the roll is equal
to or less than the TN, the unit remains stable or else it’s immediately broken and retreats. When reduced to a lower

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THE BIG BROWN BOOK

percentage of troops, the unit is permanently broken and retreats. If the unit can’t retreat, it surrenders.

Optional Mass Combat Basic Morale


Unit Morale Check Stable Auto Broken
Light 3/4 original numbers 6 1/4 original numbers
soldier/cavalry
Medium soldier 2/3 original numbers 7 1/3 original numbers
Heavy soldier 2/3 original numbers 8 1/3 original numbers
Medium cavalry 2/3 original numbers 7 1/3 original numbers
Heavy cavalry 1/2 original numbers 8 Never

Death Charge
Skirmishers armed with pole arms in a column formation that charge force engaged opponents to make a morale check.
If the opponent fails, their unit is automatically routed 2”. If the skirmishers engage that unit as part of the same charge,
that unit is automatically destroyed.

Calvary Charge
This rule simulates the fear effects of charging cavalry. When cavalry engage a unit as part of a charge, that unit must
make a special morale check. Failure indicates the unit is routed 2” moves. If both units engage in melee as part of a
charge then morale is checked for both; cavalry gain a +2 TN bonus and soldiers a +1 TN bonus.

Optional Basic Morale Cavalry Charge


Defender Light Medium Heavy
Untrained Militia 2d6(4) 2d6(3) 2d6(2)
Light Soldiers 2d6(5) 2d6(4) 2d6(3)
Heavy Soldiers 2d6(6) 2d6(5) 2d6(4)
Armored 2d6(7) 2d6(6) 2d6(5)
Soldiers
Light Cavalry 2d6(8) 2d6(7) 2d6(6)
Medium Cavalry 2d6(9) 2d6(8) 2d6(7)
Heavy Cavalry 2d6(10) 2d6(9) 2d6(8)

Miscellaneous
Units charged in the flank suffer a -1 TN penalty or -2TN if charged in the rear. Skirmishers armed with pole arms while
facing a charge never check morale.

MASS COMBAT: MERCENARY OBEDIENCE


Lawful mercenaries will fight normally if they’re treated fairly. Neutral mercenaries with low loyalty and chaotic
mercenaries are subject to disobedience. Each round after the first, a mercenary unit not engaged in melee when
initiative is made instead roll 1d6 to determine their obedience.

Optional Mercenary Obedience


d6 Effect
1 Mercenaries stand still unless engaged in melee.
2- Mercenaries obey orders.
5
6 Roll 1d6 again and check the next table.

Optional Mercenary Demands


d6 Effect
1 Mercenaries demand 1.5 times more pay and do nothing until
agreed.
2 Mercenaries retreat from the battle.
3 Join the enemy. Mercenaries must touch an opposing army at
which point they halt and become an enemy unit the following round.
4-6 Mercenaries obey orders for 3 rounds without making checks.

Substantial rewards can keep even the most chaotic mercenaries in line. Generally speaking, the best way to keep non-
lawful mercenaries in line is to have them constantly fight.

MASS COMBAT: POST MELEE STRESS


After melee is resolved, check for post melee stress.

1. The side that inflicted the most casualties counts the difference between his kills and his opponent’s. Roll d6 and
APPENDIX IV: OPTIONAL RULES

multiply the difference by that much.

2. The side with the most standing troops at the end of melee calculates the difference between his standing troops and
the opponent’s.

3. Both sides count their total standing troops engaged by a factor based on their unit type.

Optional Post Melee Stress Factors


Unit Factor
Skirmisher/Commoner 3
Light Soldier 4
Medium Soldier/Militia 5
Heavy Soldier 7
Light Cavalry 6
Medium Cavalry 8
Heavy Cavalry 9

Heroic creature’s factor is equal to their above capability multiplied by the number of normal creatures they’re worth. E.g.,
a veteran heavy soldier has a stress factor of 28 (a veteran is worth 4 men multiplied by a heavy soldier stress factor of 7).

4. Both sides total their scores from steps 1-3 then compare the difference. The person with the lowest value (the loser)
must conform to one of the following results.

Optional Post Melee Stress Results


Differenc Penalty
e
0-19 Melee continues normally
20-59 Forced retreat 1”
60-79 Routed back 1”
80-99 Routed back 2”
100+ Surrender

E.g., 15 light cavalry engage 20 light soldiers. Melee is resolved; 3 light cavalry die and 6 light soldiers die. The light
cavalry inflict the most kills, a difference of 3 (6-3=3). This number is multiplied by a d6 which comes up as 3, giving the
light cavalry a 9 on their score. The light soldiers have the most standing troops, the difference being 2 (14 light soldiers
minus 12 light cavalry). The light cavalry have a factor of 6 giving them a total of 81 (72+9=81) while the light soldiers
have a factor of 4 giving them a total of 58 (56+2=58). The light cavalry have the highest stress effect, the difference
being 23 which forces the light soldiers to tactically retreat half a move.

Forced Retreat
Retreating troops are forced back without changing their facing. If there’s no room for a retreat, nothing happens. If
retreating would engage another enemy, their movement is halted and they’re engaged at the beginning of the next round.

Route
Routed troops move away with their backs to their attackers and can no longer act until they rally, requiring a full round. If
attacked while rallying, 1d6(2) is rolled. If successful, the unit instantly rallies and engages in melee. If failed, the unit is
“broken” and moves their full movement away from the attacker.

Broken
Broken units attempt to escape the combat map through the safest means possible. If a broken unit contacts friendly a
unit they halt and the contacted unit becomes routed, moving back 1”.

A broken unit must succeed on a target number or continue retreating each round. Any unit that retreats off the playing
map is removed from the game.

Optional Post Melee Broken Duration


Rounds TN
Broken
2nd 1d6(4)
3rd 1d6(1)
4th Permanently retreats from
combat

MASS COMBAT: SIEGES


Siege battles are difficult to conduct because they require more great record keeping. In general, siege battles will
employ a mix of single men and full units. Some kind of marker (perhaps a slip of colored paper) should be used to
designate who is a full unit and who is an individual creature.

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Supplying a Siege
Historically, sieges lasted days, weeks, and sometimes months. The purpose of a siege was for the besieger to deny the
enemies supplies while subsequently wearing down their defenses with artillery.

The besieger establishes a camp as normal which used to supply all aspects of the siege; ladders and weapons must be
drawn from the camp and damaged equipment must be brought in to repair. If the besieger’s camp is sacked, he loses
the siege.

Conducting a Siege
Siege battles involve destroying stronghold defenses and overwhelming the enemy until they surrender. Structures have
hit points and can only be destroyed by siege weapons (cannons and catapults). When the structure’s hit points are
depleted, a breach occurs.

Optional Siege Structure Hit Points


Structure HP
Bastion/Round Towers 40 + 4d6 (54hp)
Gatehouse/Square Tower/Gate 25 + 4d6 (39hp)
Curtain Wall/Stone Building 20 + 4d6 (34hp)
Rampart 20 + 2d6 (27hp)
Wooden Structure/Palisade 5 + 2d6 (12hp)
Cannon/Large Catapult 5
Light Catapult/Mantlet 3

Optional Siege Damage


Weapon Damage
Bombard-mortar 6
Heavy cannon 4
Light Cannon/Heavy 3
Catapult
Light Catapult 2
Balor 4
Troll 2
Ogre 1
Giant 3
Treant 2
Wizard 3 (fireball or lightning)
Earth Elemental 6

Breached Structures
A destroyed structure is breached. Its space is considered rough terrain and creatures may enter through that space.
Defenders can construct an abatis in this space requiring three uninterrupted rounds of work. An abatis provides soft
cover and has the hit points of a mantlet. Attackers can tear it down in three uninterrupted rounds (if disrupted, no
damage is dealt to the abatis).

Siege Towers and War Machines


Siege towers and covered war machines (rams, picks, or screws) move 1” per two men pushing up to a maximum of 4”
with 8 men. Movement is impossible across ditches or waist high water unless filled in. Moving siege equipment grants
hard cover against ranged weapons.

Siege towers can hold up to 10 units (100 soldiers) on the drawbridge when lowered and 6 units (60 soldiers) on the top
deck. Up to 10 units (100 soldiers) can climb the ladder, requiring one round to reach the top deck.

War machines inflict 2 points of damage to structures per round. If the defender employs a counter measure (such as a
ram-catcher), the attackers roll 2d6 every round the machine is in operation. On a 2d6(4) the war machine is disabled
until repaired by a siege engineer, requiring one full round.

Mantlets
Mantlets can be moved 3” per round if one man pushes or 6” if two push. One person can fire from a mantlet with hard
cover while two other people can fire and receive soft cover. If a mantlet is used to protect siege equipment, the weapon
and its crew gain soft cover.

Ladders
One person can carry a ladder at half speed and two can carry it at normal speed. Up to 3 men can climb a ladder at one
time, requiring a full round to reach the top from the base. If an opponent is at the top, the first climber engages him. If
melee is won or no opponent is at the top of the ladder, the climber can move far enough to allow the next person to
arrive. Ladders are plentiful in sieges and it should be assumed that there’s an infinite number of them.
APPENDIX IV: OPTIONAL RULES

If a defender wins melee against a climber or is adjacent to an empty ladder at the end of his move, he can attempt to
push the ladder. On a 1d6(2) the ladder is pushed over, automatically killing the first and second climber and stunning the
third (unable to act for one round).

Burning Pitch
Pitch can be poured downwards, creating a 2” wide stream which kills anyone within and forms a pool on the ground 4” in
diameter and 3” deep. Pitch burns for 3 rounds and becomes safe afterward. Any wooden structure caught in the path
catch on fire and will be abandoned the following round. Wooden structures or siege weapons burn for five rounds before
being completely destroyed.

Throwing Rocks
The simplest, and often the most effective defense, is dropping rocks on besiegers. One person can drop a rock as part
of ranged attack resolution. A rock dropped down a ladder will kill the first person climbing it, kill the second person on
1d6(3), or kill the third person on 1d6(1). If dropped on besiegers at the base of a wall, a boulder only has a 1d6(1)
chance to kill that person. If dropped on siege weapons or war machines, boulders inflict 1 point of damage.

Mining and Counter-Mining


Mining is an attempt to dig tunnels, creating shortcuts for troops or destroying a structure’s foundation. Employing miners
and counter-mining requires an engineer and a trained sapper (these two creatures make up a single mining unit).
Because miners are underneath the ground, they’re not considered valid targets unless enemy troops engage them
underground.

Each round, either side can declare up to 3 mining operations or 2 counter-mining. Each mining operation destroys a 3”
radius section of earth, creating a circular tunnel. Counter-mines collapse a 6” radius section of earth. Any sapper in the
area of a collapsed tunnel is killed. Any unit may use tunnels and engage in melee but ranged attacks aren’t possible.

If a miner targets the base of a structure underground, that structure is automatically breeched.

It’s recommended that a separate sheet of graph paper be used for mining. If this isn’t available, assume up to 3 miners
can advance up to 3” each mining operation and counter-mines kill anyone within 12”.

Dwarven miners double the output of other sappers (6” radius tunnels or 12” radius counter-mines). Dwarven miners can
also employ 5 mining operations per round or 4 counter-mines. Orc miners have 1.5 times the output of normal miners
and can employ 4 mining operations or 3 counter-mines per round.

Sieges and Morale


In general, the defender’s troops never check morale individually. When reduced to 1/4 total capacity, the walls are
breached, or they’re forced back into the keep the defenders check morale normally. If broken, the defenders surrender.

MASS COMBAT: SUPPLY CAMP


Before combat begins, each player designates a 6” radius path on their side of the map that leads to their supply camp. If
an opposing unit touches the path, they’re removed from the battle as they sack the supply camp. Within the next round,
the player whose camp is being attacked must send one of his own units off the map to defend the camp.

If the attacker has twice as many units in the camp as the defender or if the camp is left unguarded for one full round, the
camp is destroyed. That player’s units are automatically broken and run, ending the battle.

MASS COMBAT: TAKING PRISONERS


There’s a chance prisoners may be taken after melee is resolved. Before melee is resolved, both opponents roll 1d6.
The unit who inflicts the most kills (the winner) will take prisoners, subtracting his kills from the prisoners taken (if more
prisoners are taken than kills scored, drop any remainders).

Optional Taking Prisoners


Winner Loser Prisoners Taken
Soldier Cavalry Difference between winner and loser
Cavalr Soldier Both dice added together
y
Soldier Soldier Winner’s die result
Cavalr Cavalry Winner’s die result
y

If a unit made a forced retreat as part of melee, the winner automatically gains an additional +1 prisoner or +2 prisoners if
routed. These prisoners are subtracted from the loser’s unit as if they were kills.

Guarding Prisoners
Prisoners do not fight as a unit but at least 1 creature per 5 prisoners must be left behind to guard them. If there are ever
5 times as many prisoners as guards, they kill the guards and form a unit.

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THE BIG BROWN BOOK

Ransoming Prisoner’s
Historically, captured soldiers were usually ransomed back to their lord. A general ransom price is 10 times the creature’s
point value in gold pieces. Army leaders who don’t pay ransoms (especially for powerful soldiers like heavy soldiers) or
slaughter prisoners will often gain a reputation as a cruel master and will have trouble finding hired help in the future.

RESEARCHING MAGIC
Creating magic is a complicated matter requiring the participation of the GM and the player creating the spell. Use the
following guidelines as a base for creating new spells.

Researching Magic-User Spells


Level 1
Divination: See magical auras and writing.

Creation: Create magical or mundane objects no larger than the size of a human hand.

Charms: Alter perception, emotions, or senses in a humanoid creature.

Protection: Gain a bonus (+2) against any single type of magical effect, creature, or item.

Level 2
Divination: See through magical auras such as magical darkness or illusions. Detect a specific creature, magic, or item
type within range.

Physics: Defy gravity or physics in a single dimension (X, Y, or Z).

Manipulation: Physically manipulate simple machines (levers, fulcrums, pulleys, etc.).

Illusion: Trick the mind into believing what isn't real. Visual senses only.

Creation: Create more complex objects, physical or magical in nature, up to 1'x1' in size.

Level 3
Destruction: Magical or elemental force inflicts 1d6 points of damage per caster level.

Transmutation: Create minor changes in the physical body of humanoids.

Physics: Move in any of the three dimensions (X, Y, and Z).

Counter: Negate magic or a specific creature type.

Protection: Gain total immunity to a specific physical object.

Divination: Remote viewing – extend one sense out to a range.

Level 4
Transmutation: Completely change one living creature into another. Create minor changes in creatures without
discernible anatomy like plants and oozes.

Counter: Defeat curses and evil magic.

Physics: Instantly transport an object from one location to another.

Creation/Destruction: Create physical objects made from destructive magic or elements.

Illusion: Create illusions with visual, auditory, and olfactory components.

Charms: Drastically alter the senses or emotions in any creature regardless of mentality.

Level 5

Physics: Instantly transport an object anywhere in the world.

Creation: Create permanent objects out of nearby elements.

Charms: Complete halt mental processes in the mind.

Transmutation: Bring life to inanimate objects or swap body parts between two like creatures.
APPENDIX IV: OPTIONAL RULES

Divination: Seek divine guidance.

Destruction: Kill creatures with fewer than 4HD or extend destruction into larger areas.

Conjuration: Bring into existence creatures and higher beings.

Level 6
Conjuration: Call beings into existence permanently or summon departed spirits.

Transmutation: Turn living creatures into inanimate objects and vice versa. Gain complete control over natural elements.

Charms: Total domination or force a creature to perform actions on their own will.

Destruction: Automatically kill creatures with less than 6HD or extend destruction to an even greater range. Completely
destroy physical matter.

Creation: Create permanent objects or elements without nearby components.

Counter: Completely defeat all magic or protect against a broad range of creatures (e.g., all giants) or objects (e.g., all
non-magical weapons).

Researching Cleric Spells


Cleric spells have the added benefit of being reversed in the case of chaos magic.

Level 1
Healing: Restore 1d6+1 hit points, accelerate natural healing, or detoxify poisons in inanimate objects.

Protection: Protect against magic or alignment types.

Detection: See magic or the nature of creatures.

Level 2
Detection: Find objects or creatures.

Charms: Control bodily functions or instill fear/blessings into the minds of humanoids.

Alteration: Share empathetic methods of communication with other creatures.

Level 3
Healing: Remove diseases from a living creature or magical poisons in an inanimate object. Heal portions of the internal
body.

Level 4
Healing: Restore 2d6+2 or detoxify active poison in living creatures.

Transmutation: Turn inanimate objects into living creatures and vice versa.

Alteration: Speak with inanimate objects.

Creation: Create non-living matter.

Level 5
Conjuration: Call living, natural creatures to the area.

Healing: Fully restore life to dead creatures or regenerate lost physical parts.

Divination: Seek divine guidance or force a creature to atone for their guilt.

Counter: Dispel alignments and banish non-natural creatures.

Range
If a spell affects a single target, the range is 24”. If the spell affects multiple creatures, the range is usually 12”. This
range can be doubled but the spell level increases by 1. Destruction spells have an area of 2” or 6” if a straight line or
cone. Spells with a wide range affect variable creatures; up to 16 creatures with 1HD with each additional hit die
subtracted from the total (e.g., a single spell could effect 16 one HD creatures, 8 two HD creatures, 5 three HD creatures,
and so on).

Saving Throws
If a spell targets an unwilling creature, they're allowed a saving throw. If a spell can target multiple creatures, the saving
throw can suffer a penalty if at least half the maximum targets are targeted as the spell is cast. A spell's saving throw can

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THE BIG BROWN BOOK

be negated for creatures with hit dice equal to the spell's level minus 3.

Duration
Base 6 rounds for magic-user spells or 12 rounds for cleric spells. The duration can increase by +1 per caster level by
increasing the spell level by 1.

Final Notes
If a spell compounds two default spells, the spell's level is one higher than the highest level spell duplicated. Ultimately
the final spell is determined by the GM and should be decided by the needs of the player and campaign.

Example Spell – Strength


Spell Level: C3
Law: The caster touches a creature and bestows great strength, granting a +1 bonus to attack and damage for 12 rounds.

Chaos: The caster touches a creature causing their muscles to atrophy, implying a -1 penalty to attack and damage for 12
rounds.

SPELL CONCENTRATION
Using this rule, casters do not use up their memorized slots after casting a spell. The drawback is that they must
concentrate immediately after casting a spell; failure to succeed means they forget the spell after casting it. Exceptional
failure means they not only forget the spell but it also backfires on them. This rule is best employed if mass combat
becomes part of your game as it means spell casters have more staying power.

Assume all magic-user spells have a concentration check equal to their spell level. When a magic-user is damaged,
engaged, or otherwise distracted while casting a spell or reading from a scroll, he rolls 2d6 and refers to the concentration
chart to determine the effect. If successful, the spell functions normally. If not, refer to the mishap table.

Optional Spell Concentration


Magic-User’s 1 2 3 4 5 6+
Level
1-2 6 5 4 3 2 Fail
3-6 7 6 5 4 3 2
7-8 8 7 6 5 4 3
9-10 9 8 7 6 5 4
11+ 10 9 8 7 6 5

If the complexity check fails, roll 2d6 and check the mishap table. If the TN is rolled, the magic-user successful casts the
spell but forgets it. If the TN isn’t met, the spell instead comes into effect next round. If the caster is damaged before the
next round, the spell fails.

Optional Spell Mishap Table


Magic-User’s 1 2 3 4 5 6+
Level
1-2 5 6 7 8 9 10
3-6 4 5 6 7 8 9
7-8 3 4 5 6 7 8
9-10 -- 3 4 5 6 7
11+ -- -- 3 4 5 6

Alternatively, spell concentration may be used to allow magic-users to cast while engaged in melee but doing so forces
them to concentrate and risk losing the spell completely.

RANDOM WEATHER
This rule allows weather to be randomly generated. At the start of a day, roll 1d6 to determine the change in weather.

Optional Random Weather


d Clear(1-3) Cloudy(4-5) Rainy(6)
6
1 Heat snap* No change Light rain
2 No change No change Light rain
3 No change Clear Cloudy
4 No change No change Cloudy
5 No change No change Heavy rain**
6 Cloudy Rainy Heavy rain**
*Fatigue points doubled if hot, summer season. Snow melts in temperate regions, creating mud (reduce movement ½).
No change in cold regions.
** Three cumulative rounds of heavy rain create mud (reduce movement ½). In cold regions, it snows or rains ice which
APPENDIX IV: OPTIONAL RULES

affects movement as mud.

If random weather is used during mass combat, one roll is made at the beginning of combat and a second roll is made
every even numbered round

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THE BIG BROWN BOOK

APPENDIX V: AFTERWORD AND F.A.Q.


In this section I wish to discuss some aspects of the game’s design.

First off, I want to thank you for reading The Big Brown Book. It’s a culmination of my love for the game and my wish for
everyone to experience it. I started playing with 2e in the early 90s and didn’t even know 0e existed until the early 2000s
when my curiosity for the game’s history peaked. The rules were a hard pill to swallow but I was fascinated by the design.
While I can’t copy the original material 100%, I hope you enjoyed this product because I really think it’s in the spirit of the
old game much more than other products claim to be.

By that I mean TBBB’s take on 0e is closer to the original wargame, which is what 0e was based on, than the usual retro-
clone take which is “modern role play, stripped out rules.” Despite being the first role playing game, 0e was quite complex
but with little to no clarification in the original books a lot can be missed or glossed over. I understand that few people will
enjoy the game’s presentation but that’s not the point. The fact that it exists is all I care about.

“0e” is a very different game than the contemporary ones we play today -- there’s a very different style, assumptions, and
method of play. In this section I want to address some concerns about the game’s design that are commonly asked by
people who grew up on the contemporary editions (like myself). I hope this section will shed new light on the material
because I’m proof that it’s not impossible to teach a new dog old tricks.

THE MATH BEHIND THE DICE


It’s important to know the underlying mechanics behind a game before altering the game. By understanding how things
work, we can discern the developer’s intentions and better modify the rules for our own design. While rules aren’t
tantamount to role play, the rules are paramount for balance and order which helps to maintain fun (of course, too many
rules and the game gets bogged down by pointless arguing or rolling). Some games sound really exciting on paper but
actually playing them is a nightmare in design.

DICE DISTRIBUTION
When rolling a single die, you’ll always have an equal chance of scoring any number on the die’s face. This is called
“linear distribution.” When rolling multiple dice and adding them together, there’ll always be a higher chance of scoring
average than any extreme. This is called “bell curve distribution.” Linear and bell curve distributions make up the basis of
the game’s design.

Dice Probabilities
TBBB, by default, uses five methods for resolving actions: 1d6, 2d6, 3d6, and d66.

1d6: Linear. The average is 3 (3.5, drop the fraction) and the chance of rolling 1-6 is 16.67%.

2d6: Bell curve. The average is 7 (3.5 * 2) and the distribution looks like this:
APPENDIX V: AFTERWORD AND F.A.Q.

3d6: Bell curve. The average is 10 (3.5 * 3, drop the fraction) and the distribution looks like this:

d66: Linear. d66 actually generates 36 real numbers. There’s a 2.78% chance of generating a 1-in-36 number.

FREQUENTLY ASKED QUESTIONS


Some of these questions are those I see hotly debated on the internet or otherwise brought up more often than other
questions regarding the game.

What do the ability scores mean?


Using the default creation, a score of 9-11 is average, a score of 12-15 is exceptional, and 16-18 is extraordinary. 18 is
the human limit; only magic or supernatural forces will increase a human’s score beyond this value. Any creature with a
score above 18 in any field is considered superhuman.

Why is movement in inches?


0e was originally a supplement to a wargame. Wargames are played on a tabletop board using figures. Instead of
moving a character across a grid, you judge their position using a common measure (in the USA, it’s almost always
inches).

Why is experience different for each class?


Two reasons.

A) Tables can be copywritten and experience values have been considered property.

B) From a design perspective, the classes aren’t all the same.

Here’s what I use. It’s not true to the original source but, again, I can’t be 100%.

Fighting-Men: 2,000xp at first level, double that to reach the next level.

Magic-Users: 2,500xp at first level. To reach subsequent levels, add a cumulative +2500xp each level (+5,000xp at level
3, +7,500xp at level 4, etc.). From levels 9 to 11, the magic-user requires +110,000xp to reach each level.

Clerics: 1,500xp at first level, double that to reach the next level.

Why are the nonhuman races restricted in advancement?


To quote Mr. Gygax “Men are the worst monsters, particularly high level characters such as clerics, fighers, and magic-
users… The game features humankind for a reason. It is the most logical basis for an illogical game.” The game is
humanocentric because it’s easier to write a world dominated by humans than not. TBBB is modeled after European
mythology where man tangles with the unknown and usually comes out on top through cunning, tenacity, or skill (or
otherwise dies horribly trying). Non-humans are either rare (such as dragons), static (as with elves where a single birth is
cause for celebration), dying (as with dwarves with their lineage of inbreeding), or disorganized (as with chaotic creatures,
like goblins and orcs, who could take over the earth if they weren’t killing each other).

Of course, the game is yours to modify. If you want nonhumans to advance as humans it’s your decision but understand
the differences in power. Nonhumans receive many powers that humans don’t have access to short of magic. Dwarves
save as if they were 4 levels higher and they suffer less damage against powerful monsters. Elves in particular are highly

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THE BIG BROWN BOOK

magical and powerful. If elves had unlimited advancement, why would any player wish to play a human who have no
abilities?

Why do all weapons inflict the same damage?


Two reasons. A), the system revolves entirely around d6 rolls and B), there’s no need to differentiate weapons by
damage.

To elaborate on the second reason, remember that all normal creatures (anyone with 1HD or fewer) have 1-6 hit points
(average 3hp). In combat, your goal is to kill your opponent. A normal creature, who makes up a vast majority of the
world, has an average 66.67% chance of dying in a single hit.

It boils down to this: what’s the difference between being being stabbed in the neck with a dagger or eviscerated with a
two-handed sword? Your attacker is fighting to kill so the damage isn’t important, only the end result. HP is abstracted for
the exact same reason. However you want to hand wave the existence of a magical number that represents your health,
understand this: you’re doing fine until you’re dead.

A weapon’s class, which determines how one can defend or attack with it and may even grant powerful abilities (as with
pole arms) is far more important than its damage.

Why does armor decrease instead of increase?


In 0e, the armor system was derived from a naval wargame where lower classes are superior to higher classes. Class 1
is greater than Class 3 and so on.

This system was carried on in later editions but unlike 0e, the newer editions had to handle negative ACs which confused
some people. The best AC in TBBB is AC 2. Any magical bonuses simply make your opponent fight worse.

Why is movement scale different underground and outdoors?


Simply put, there are fewer restrictive barriers outdoors than inside. In an enclosed space, vision is limited and there may
be obstacles blocking movement. Obviously you can fire an arrow farther or run unhindered longer than you could inside.

Where did the subdual rules come from?


There was a short paragraph in 0e about subduing dragons but it was implied in a magazine that any creature can try to
subdue another. I cleaned up the subdual rules to conform to my d66 mechanic and made it an actual combat ability.

Subdual is very useful tactic. When facing a larger, more powerful or heavily armored opponent (such as a giant) it’s
better for multiple normal men to subdue them than to take turns attacking. Because heroic creatures can make multiple
attacks, normal men stand little chance against most heroic creatures. A dragon can torch entire armies but tie him down
and he’ll be the one begging for help.

Horses are technically heroic units due to their hit dice so why don’t they receive multiple attacks?
This is universal for all mounts. The way I figure it, mounts have to focus on navigating the battlefield, avoiding all the
smaller opponents, and carry a heavy rider at the same time. When not carrying a rider, a mount receives his full attacks
against normal men.

Remember that horses are typically non-violent herbivores. Their first priority is to run from enemies, not attack.

What’s the deal with mass combat?


Mass combat isn’t a necessary aspect of the game but, in this writer’s humble opinion, it’s an important one. 0e originally
supplemented a war game. The original rules were written in a manner suggesting that high level characters outgrow
stuffy dungeons, moving onto explore the wilderness, build mighty castles, and battle with fantastic armies of prodigious
number. In this way, the role playing game mimics the centuries of human warfare which influenced the epic fights that
are a hallmark of every good fantasy story.

The rules for mass combat are simple especially in comparison to more contemporary war games. Even if you’re not an
avid war gaming grumbler (a grognard, if you will), I suggest you give large scale battles a try with a 100 point army to
start out. If you choose to ignore mass combat, that’s fine, but you’re missing out on an aspect of the game that’s just as
captivating as foiling traps and finding treasure.

Cannon rules feel really clunky.


That’s not a question… but they are clunky. The original source material had you using a dowel and some other weird
methods that are impossible to discern.

To adjudicate cannon fire faster, it’s recommended a sheet of paper is cut so that the length and width equal the cannon’s.
Draw lines on the paper and color in to mark the kill zone, short and long. When firing, hold the sheet of paper from the
canon’s figure to the intended target, roll offset, and adjust. All units touching the paper are killed.

Balors are mentioned in mass combat rules and the example encounter tables but not as normal monsters. Why?
LEGAL

It's an inside joke, sorry. If you played 0e you'd know. Don't worry. Balors and all the other classic demons will appear in

the forthcoming The Big White Book. LEGAL


The Big Brown Book and TBBB are ™ Justen Brown. All material in this book is designated as open game content and
can be used in compliance with the Open Game License.

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,

103
THE BIG BROWN BOOK

Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Big Brown Book Copyright 2010, Justen M. Brown; based on original material by Gary Gygax, Dave Arneson, & Jeff
Perren.

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