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DM Screen

A DM Screen for Basic Fantasy

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jtwuest
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0% found this document useful (0 votes)
7 views5 pages

DM Screen

A DM Screen for Basic Fantasy

Uploaded by

jtwuest
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Thief Level Open Locks Remove Traps Pick Pockets Move Silently Climb Walls Hide Listen Adjusted

Hide Listen Adjusted Die Roll Result


2 or less Refusal, -1 on further rolls
1 25 20 30 25 80 10 30
3-5 Refusal
2 30 25 35 30 81 15 34
6-8 Try again
3 35 30 40 35 82 20 38
9-11 Acceptance
4 40 35 45 40 83 25 42
12 or more Acceptance, +1 to Loyalty
5 45 40 50 45 84 30 46
6 50 45 55 50 85 35 50
Adjusted Die Roll Result
7 55 50 60 55 86 40 54
2 or less Immediate Attack
8 60 55 65 60 87 45 58
3-7 Unfavorable
9 65 60 70 65 88 50 62
8-11 Favorable
10 68 63 74 68 89 53 65
12 or more Very Favorable
11 71 66 78 71 90 56 68
12 74 69 82 74 91 59 71
13 77 72 86 77 92 62 74 By: Scott Abraham
14 80 75 90 80 93 65 77
15 83 78 94 83 94 68 80
16 84 79 95 85 95 69 83
17 85 80 96 87 96 70 86
18 86 81 97 89 97 71 89
19 87 82 98 91 98 72 92
20 88 83 99 93 99 73 95

Monster Hit Dice XP Value Special Ability Bo- Ability Score Bonus/Penalty
nus 3 -3
less than 1 10 3 4-5 -2
1 25 12 6-8 -1
2 75 25 9-12 0
3 145 30 13-15 +1
4 240 40 16-17 +2
5 360 45 18 +3
6 500 55
7 670 65 Ability Roll Target
8 875 70 Level Target
9 1,075 75 0-1 17
10 1,300 90 2-3 16
11 1,575 95 4-5 15
12 1,875 100 6-7 14
13 2,175 110 8-9 13
14 2,500 115 10-11 12
15 2,850 125 12-13 11
16 3,250 135 14-15 10
17 3,600 145 16-17 9
18 4,000 160 18-19 8
19 4,500 175 20 7
Cleric Level Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Magic User Saving Throws
Death Ray Magic Paralysis Dragon
1 13 17 19 No No No No No Level or Poison Wands or Petrify Breath Spells
1 13 14 13 16 15
2 11 15 18 20 No No No No 2-3 13 14 13 15 14
4-5 12 13 12 15 13
3 9 13 17 19 No No No No 6-7 12 12 11 14 13
8-9 11 11 10 14 12
4 7 11 15 18 20 No No No 10-11 11 10 9 13 11
12-13 10 10 9 13 11
5 5 9 13 17 19 No No No 14-15 10 9 8 12 10
16-17 9 8 7 12 9
6 3 7 11 15 18 20 No No
18-19 9 7 6 11 9
7 2 5 9 13 17 19 No No 20 8 6 5 11 8

8 T 3 7 11 15 18 20 No Cleric Saving Throws


Death Ray Magic Paralysis Dragon
9 T 2 5 9 13 17 19 No Level or Poison Wands or Petrify Breath Spells
1 11 12 14 16 15
10 T T 3 7 11 15 18 20 2-3 10 11 13 15 14
4-5 9 10 13 15 14
11 D T 2 5 9 13 17 19 6-7 9 10 12 14 13
8-9 8 9 12 14 13
12 D T T 3 7 11 15 18 10-11 8 9 11 13 12
12-13 7 8 11 13 12
13 D D T 2 5 9 13 17
14-15 7 8 10 12 11
14 D D T T 3 7 11 15 16-17 6 7 10 12 11
18-19 6 7 9 11 10
15 D D D T 2 5 9 13 20 5 6 9 11 10

16 D D D T T 3 7 11 Hearing noise Opening doors


17 D D D D T 2 5 9 * 2 in 6 for demi- * 2 in 6
humans * Adjusted by Strength
18 D D D D T T 3 7 * 1 in 6 for hu- * Never less than 1 in 6
mans * Never greater than 5 in 6
19 D D D D D T 2 5 * Thieves may use
their HN skill instead Finding traps
20 D D D D D T T 3 * 2 in 6 for dwarfs
* 1 in 6 for others
Fighter Saving Throws Thief Saving Throws * Thieves may use their F&RT skill
instead
Death Ray Magic Paralysis Dragon Death Ray Magic Paralysis Dragon
Level or Poison Wands or Petrify Breath Spells Level or Poison Wands or Petrify Breath Spells Triggering traps
1 12 13 14 15 17 1 13 14 13 16 15 * 2 in 6
2-3 11 12 14 15 16 2-3 12 14 12 15 14 * Damage usually automatic
4-5 11 11 13 14 15 4-5 11 13 12 14 13 * Monsters may (at DM discretion)
6-7 10 11 12 14 15 6-7 11 13 11 13 13
never trigger traps
8-9 9 10 12 13 14 8-9 10 12 11 12 12
10-11 9 9 11 12 13 10-11 9 12 10 11 11
Finding secret doors
12-13 8 9 10 12 13 12-13 9 10 10 10 11
* 2 in 6 for elves
14-15 7 8 10 11 12 14-15 8 10 9 9 10
16-17 7 7 9 10 11 16-17 7 9 9 8 9
* 1 in 6 for others
18-19 6 7 8 10 11 18-19 7 9 8 7 9
20 5 6 8 9 10 20 6 8 8 6 8
Weapon Cost Size Weight Dmg. Weapon Short (+1) Medium (0) Long (-2) Armor Type Cost Weight AC
Axes Longbow 70 140 210 No Armor 0 gp 0 11
Great Axe 14 gp L 15 1d10 Shortbow 50 100 150 Leather Armor 20 gp 15 13
Battle Axe 7 gp M 7 1d8 Heavy Crossbow 80 160 240 Chain Mail 60 gp 40 15
Hand Axe 4 gp S 5 1d6 Light Crossbow 60 120 180 Plate Mail 300 gp 50 17
Dagger 10 20 30
Bows Shield 7 gp 5 +1
Hammer 10 20 30
Shortbow 25 gp M 2 1d6
Hand Axe 10 20 30
Shortbow Arrow 1 sp 0.1 Oil or Holy Water 10 30 50
Silver* Shortbow Arrow 2 gp 0.1 Sling 30 60 90
Longbow 60 gp L 3 1d8 Spear 10 20 30
Longbow Arrow 2 sp 0.1
Short Medium Long
Silver* Longbow Arrow 4 gp 0.1 Rate Attack Range Range Range
Light Crossbow 30 gp M 7 1d6 Weapon Cost of Fire Penalty Damage (+1) (+0) (-2)
Light Quarrel 2 sp 0.1 Ballista 100 gp 1/4 -3 2d8 50' 100' 150'
Silver* Light Quarrel 5 gp 0.1 Battering Ram 200 gp 1/3 +0 2d8 N/A N/A N/A
Heavy Crossbow 50 gp L 1d8 Onager 300 gp 1/6 -6 2d12 100' 200' 300'
14
Trebuchet 400 gp 1/10 -8 3d10 N/A 300' 400'
Heavy Quarrel 4 sp 0.1
Silver* Heavy Quarrel 10 gp (behind) Fighter Cleric or Thief Magic-User Monster Attack Bonus
0.1
0 Level Level Level Hit Dice
Daggers
7 8 9 NM less than 1 +0
Dagger 2 gp S 1 1d4 5 Target 6
Silver* Dagger 25 gp S 1 1d4 1 1-2 1-3 1 +1
2 3 4
Swords 1 2-3 3-4 4-5 2 +2
Shortsword 6 gp S 3 1d6 (in front)
4 5-6 6-8 3 +3
Longsword/Scimitar 10 gp M 4 1d8
5-6 7-8 9-12 4 +4
Two-Handed Sword 18 gp L 10 1d10
Hammers and Maces 7 9-11 13-15 5 +5
Warhammer 4 gp S 6 1d6 8-10 12-14 16-18 6 +6
Mace 6 gp M 10 1d8
11-12 15-17 19-20 7 +7
Maul 10 gp L 16 1d10
13-15 18-20 8-9 +8
Other Weapons
Club/Cudgel/Walking Staff 2 sp M 1 1d4 16-17 10-11 +9
Quarterstaff 2 gp L 4 1d6 18-20 12-13 +10
Pole Arm 9 gp L 15 1d10
14-15 +11
Sling 1 gp S 0.1
Bullet 1 sp 0.1 1d4 16-19 +12

Stone n/a 0.1 1d3 20-23 +13


Spear 5 gp M 5 24-27 +14
Thrown (one handed) 1d6
28-31 +15
Melee (one handed) 1d6
Melee (two handed) 1d8 32 or more +16
Item Cost Weight Encounter Wilderness Item Cost Weight
Horse, Draft 120 gp Movement Movement Backpack 4 gp *
Horse, War 200 gp (Feet per Round) (Miles per Day)
10' 6 Candles, 12 1 gp
*
Horse, Riding 75 gp 20' 12 Chalk, small bag of pieces 2 gp
30' 18 *
Pony* 40 gp
40' 24 Clothing, common outfit 4 gp
1
Pony, War* 80 gp 50' 30 Glass bottle or vial 1 gp *
Bit and bridle 15 sp 3 lbs. 60' 36
Grappling Hook 2 gp 4
70' 42
Horseshoes & shoeing 1 gp 10 lbs.
80' 48 Holy Symbol 25 gp *
Saddle, Pack 5 gp 15 lbs. 90' 54
Holy Water, per vial 10 gp *
100' 60
Saddle, Riding 10 gp 35 lbs.
110' 66 Iron Spikes, 12 1 gp 1
Saddlebags, pair 4 gp 7 lbs. 120' 72 Ladder, 10 ft. 1 gp
20
Terrain Adjustment
Lantern, Hooded 8 gp 2
Jungle, Mountains, x1/3
Vehicle Length x width* Weight Cargo Movement Hardness / HP Cost (gp) Swamp Map or scroll case 1 gp ½
Chariot 15' x 6' 300 lbs 750 lbs 120' (B) 10 / 10 400 Desert, Forest, Hills x1/2
Mirror, small metal 7 gp
Clear, Plains, Trail x2/3 *
Coach 30' x 8' 1,000 lbs 2,000 lbs 60' (C) 6 / 12 1,500
Oil (per flask) 1 gp
Wagon 35' x 8' 2,000 lbs 4,000 lbs 40' (D) 6 / 16 500 Road (Paved) x1 1
Paper (per sheet) 1 gp **
Length x Pole, 10' wooden 1 gp 10
Vehicle Width Cargo Crew Movement Miles/Day Hardness / HP Cost (gp)
Canoe 15' x 4' 1/2 ton 1 40' (A) 30 4/4 50 Quiver or Bolt case 1 gp 1
Caravel 55' x 15' 75 tons 10 20' (E) 45 8 / 75 10,000 Rations, Dry, one week 10 gp 14
Carrack 60' x 20' 135 tons 20 30' (F) 50 10 / 120 20,000
Rope, Hemp (per 50 ft.) 1 gp 5
Galley, Small 100' x 15' 210 tons 90 20' (D) 40 / 25 8 / 75 15,000
Galley, Large 120' x 20' 375 tons 160 30' (E) 45 / 25 10 / 120 30,000 Rope, Silk (per 50 ft.) 10 gp 2
Raft/Barge per 10' x 10' 1 ton 2 40' (B) 20 6 / 12 100 Sack, Large 1 gp *
Riverboat 50' x 20' 50 tons 10 20' (D) 30 8 / 30 3,500
Rowboat 15' x 6' 1 ton 1 30' (B) 25 6/8 600 Sack, Small 5 sp *
Sailboat 40' x 8' 5 tons 1 40' (C) 40 7 / 20 2,000 Tent, Large (ten men) 25 gp 20
d% Wind Conditions Sailing d12 Wind Direction Seaman Type Cost Tent, Small (one man) 5 gp 10
01-05 Becalmed x0 1 Northerly Captain 300 gp Thieves' picks and tools 25 gp 1
2 Northeasterly Navigator 200 gp
06-13 Very Light Breeze x1/3 Tinderbox, flint and steel 3 gp 1
3 Easterly Sailor 10 gp
14-25 Light Breeze x1/2
4 Southeasterly Rower 3 gp Torches, 6 1 gp 1
26-40 Moderate Breeze x2/3
5 Southerly Whetstone 1 gp 1
41-70 Average Winds x1
6 Southwesterly Wineskin/Waterskin 1 gp 2
71-85 Strong Winds x1 1/3 7 Westerly
Winter blanket 1 gp 3
86-96 Very Strong Winds x1 1/2 8 Northwesterly
97-00 Gale x2 Writing ink (per vial) 8 gp *
9-12 Prevailing wind direction for this locale
First Level Clerical Spells Fifth Level Clerical First Level Magic-User Fourth Level Magic-User
1 Cure Light Wounds* Spells Spells Spells
2 Detect Evil 1 Commune 1 Charm Person 1 Charm Monster
3 Detect Magic 2 Detect Magic 2 Confusion
2 Create Food
4 Light* 3 Floating Disc 3 Dimension Door
3 Dispel Evil 4 Hold Portal
5 Protection from Evil 4 Insect Plague 4 Growth of Plants*
6 Purify Food and Water 5 Light* 5 Hallucinatory Terrain
5 Quest* 6 Magic Missile
7 Remove Fear* 6 Ice Storm
8 Resist Cold 6 Raise Dead* 7 Magic Mouth 7 Massmorph
7 True Seeing 8 Protection from Evil 8 Polymorph Other
8 Wall of Fire 9 Read Languages 9 Polymorph Self
10 Shield 10 Remove Curse*
11 Sleep 11 Wall of Fire
Second Level Clerical 12 Ventriloquism 12 Wizard Eye
Spells
1 Bless* Sixth Level Clerical
2 Charm Animal
Spells
3 Find Traps
1 Animate Objects
4 Hold Person*
2 Blade Barrier
Second Level Magic-User
5 Resist Fire
3 Find the Path Spells
6 Silence 15' radius 1 Continual Light* Fifth Level Magic-User
4 Heal
7 Speak with Animals 5 Regenerate 2 Detect Evil Spells
8 Spiritual Hammer 6 Restoration 3 Detect Invisible 1 Animate Dead
7 Speak with Monsters 4 ESP 2 Cloudkill
8 Word of Recall 5 Invisibility 3 Conjure Elemental
6 Knock 4 Feeblemind
Third Level Clerical 7 Levitate 5 Hold Monster*
Spells 8 Locate Object 6 Magic Jar
1 Continual Light* 9 Mirror Image 7 Passwall
2 Cure Blindness 10 Phantasmal Force 8 Telekinesis
3 Cure Disease* 11 Web 9 Teleport
4 Growth of Animals 12 Wizard Lock 10 Wall of Stone
5 Locate Object
6 Remove Curse*
7 Speak with Dead
8 Striking
Third Level Magic-User Spells
1 Clairvoyance Sixth Level Magic-User
2 Darkvision Spells
3 Dispel Magic 1 Anti-Magic Shell
Fourth Level Clerical Spells 4 Fireball 2 Death Spell
1 Animate Dead 5 Fly 3 Disintegrate
2 Create Water 6 Haste* 4 Flesh to Stone*
3 Cure Serious Wounds* 7 Hold Person* 5 Geas*
4 Dispel Magic 8 Invisibility 10‘ radius 6 Invisible Stalker
5 Neutralize Poison* 9 Lightning Bolt 7 Lower Water
6 Protection from Evil 10' radius 10 Protection from Evil 10’ radius 8 Projected Image
7 Speak with Plants 11 Protection from Normal Missiles 9 Reincarnate
8 Sticks to Snakes 12 Water Breathing 10 Wall of Iron

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