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SWORDS & SIX-SIDERS GAMEMASTERS BOOK

The New Free PDF Version: April 2015

Table of Contents
Running the Game
Encounters
Morale
Monster Stat (ML)
Monster hp
Monster AC
Monster DR
Monster To-Hit Bonus
Monster Damage
Monster Saves
Monster Stats by ML
Monster Descriptions
Creating Monsters
Distributing Treasure
Magic Treasure

2
2
2
3
3
3
3
3
4
4
4
5
17
19
19

Magic Weapons
Magic Armor
Magic Potions
Magic Scrolls
Magic Rings
Magic Wands
Magic Staves
Miscellaneous Magic
Adventure Design
Choose an Environment
Draw a Map
Fill the Dungeon
Wandering Monsters
Finishing Touches
OGL

Written & Illustrated by Steve Robertson


Published by Vanquishing Leviathan LLC
2015 Vanquishing Leviathan LLC
www.vanquishingleviathan.com
e-mail: steve@vanquishingleviathan.com
Swords & Six-Siders is a trademark of
Vanquishing Leviathan LLC

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SWORDS & SIX-SIDERS GAMEMASTERS BOOK


Running a Game of Swords & Six-Siders
The first thing to remember about running a game of Swords &
Six-Siders is that it is a game. Rules are merely a means to an
end. If you or your players arent having fun, then change it!
Encounters with Monsters
Not every encounter between characters and monsters need end
in bloodshed; monsters can sometimes be bribed, tricked, or
distracted. Sometimes GMs may wish to roll for a reaction.
1
2
3
4
5
6

Monster Reaction
hatred either attacks immediately or plots their doom
dislike demands a bribe or will attack, deceives
deeply suspicious reroll at -1
suspicious
neutral could be helpful if bribed with a gift
positive possibly offer help or advice

One of the fun parts of GMing is making sense of results


determined randomly. If a positive reaction is rolled for monsters
that would normally be hostile, why is that? Perhaps the
monsters are hoping the characters will slay something that is
threatening them, or
Morale
Intelligent monsters will weigh the odds, and negotiate or flee if
they do not believe they can win. Check morale once they begin to
incur heavy losses, the leader goes down, or any other major
shake-up occurs.
1-2
3
4-5
6

Morale Check
flees/surrenders
keeps fighting, but -2 on future morale checks
keeps fighting
will fight to the death

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THE MONSTER STAT


Swords & Six-Siders is able to sum up many monsters with a
single stat: ML. The M stands for monster, and L is the monsters
level. The ML number is used to calculate all the statistics needed
for a monster: hit points (hp), armor class (AC), damage reduction
(DR), to-hit bonus, damage, and saves.
Calculating hp
To calculate a monsters hp, just roll (xd6) + x, where x equals the
monsters level. So a 5th level monster, M5, has (5d6) + 5 hp.
M and M0 monsters are the exceptions. To calculate the hp for
an M0 monster, roll 1d6 hp. M always have just 1 hp.
There are a few monsters listed as M6+. Monsters of this sort are
especially powerful and have hp rules unique to each one.
Calculating AC
A monsters AC is 4 + half of the ML rounded up (remember, 4 is
the base AC of Swords & Six-Siders). M have a -1 to AC, so
they have an AC of 3. Remember that a natural 6 always hits;
even a character with no bonuses to-hit still has a 1-in-6 chance
of hitting monsters with ACs of 7+.
Calculating DR
DR is half of the ML, rounded up. Remember that every
successful hit on a monster always does at least 1 point of
damage, regardless of damage rolled or DR.
Calculating to-hit Bonus
A monsters bonus to-hit is half of its ML, rounded up. An M has
a -1 to-hit penalty.

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Calculating Damage
Monsters do 1d6 + half of the ML, rounded up. An M only does 1
point of damage.
Monster Saves
A monsters save bonus is half its ML rounded up. An M has a -1
penalty.
Monster Stats Worked Out
As an aid to the GM, the stats are worked out below for monsters
from M to M6.
M
M0
M1
M2
M3
M4
M5
M6

hp range (avg)
1
1-6 (4)
2-7 (5)
4-14 (9)
6-21 (14)
8-28 (18)
10-35 (23)
12-42 (27)

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AC
3
4
5
5
6
6
7
7

DR
0
0
1
1
2
2
3
3

to-hit
-1
+0
+1
+1
+2
+2
+3
+3

dmg
1
1d6
1d6+1
1d6+1
1d6+2
1d6+2
1d6+3
1d6+3

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Save
-1
+0
+1
+1
+2
+2
+3
+3

MONSTER DESCRIPTIONS
These descriptions are of typical monsters for each type.
Individual monsters may vary in ML and/or special abilities.
Android M2, immune to most normal weapons
Androids are automatons that resemble humans. Their skeletons
are metal machines, covered with synthetic flesh and blood. While
they can be harmed by any kind of magic weapon, the only nonmagic weapons that can hurt them are blunt metal weapons
(such as war hammers and maces) and sling stones.
Basilisk M3, petrifying gaze
A basilisk is a reptilian monster that petrifies living creatures
with merely a gaze. A basilisk relies on its gaze attack, biting only
when opponents come within reach. Though it has eight legs, its
slow metabolism renders it relatively sluggish, so it does not
expend energy unnecessarily. Intruders who flee a basilisk rather
than fight can expect, at best, a halfhearted pursuit.
Black Pudding M5, acid, immune to cold, weapons, & lightning,
vulnerable to fire
Black Puddings are able to ooze along walls, ceilings, and through
small cracks and openings. They are able to eat through flesh,
wood, and metal, but not through stone.
Centaur M2, 2 attacks (1 weapon, 1 hoof)
A centaur has the body of a horse, but a human torso in place of
the head. Centaurs favor the use of clubs, spears, and bows. A
centaur employing a spear deals double damage when it charges.
Chimera M5, 5 attacks (2 bites, 1 gore, and 2 claws) or breathes
fire, fly
A chimera has dragon wings and three heads: a goat head, a
lions head, and a dragon head. The chimera prefers to surprise
prey. It often swoops down from the sky or lies concealed until it
charges. The dragon head can breathe fire for half its current hp.

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Cockatrice M3, petrifying touch, fly


A cockatrice fiercely attacks anything that it deems a threat to
itself or its lair. Flocks of cockatrices do their utmost to
overwhelm and confuse their foes, and sometimes fly directly into
their opponents faces.
Cyclops M6
Cyclops are giants with a large single eye. They have poor depth
perception, and are as stupid as they are evil.
Djinn M4, turn into a whirlwind, fly, create illusions, invisible,
gaseous form, create food and minor items
Djinn disdain physical combat, preferring to use their magical
powers and aerial abilities against foes. A djinni overmatched in
combat usually takes flight and becomes a whirlwind to harass
those who follow.
Dragon M3-6, breath weapon, chance of spells, fly
Dragons can use their breath weapon three times a day, doing its
current hp in damage. Any given round, dragons have a 50%
chance of biting or breathing.
White Dragon: M3-4, breathes cone of cold
Black Dragon: M3-4, breathes line of acid
Green Dragon: M4-5, breathes cloud of chlorine gas, 1-in-6
chance of using 1st level spells
Blue Dragon: M4-5, breathes line of lightning, 1-in-6 chance of
using 1st level spells
Red Dragon: M5-6, breathes cone of fire, 1-in-6 chance of using
1st and 2nd level spells
Gold Dragon: M5-6, breathes cone of fire or cloud of chlorine gas,
some can cast up to 3rd level spells

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Dryad M1, charm person (-1 save)


A dryads delicate features are much like a female elfs, though
her flesh is like bark or fine wood, and her hair is like a canopy of
leaves that changes color with the seasons. Although they are
generally solitary, up to seven dryads have been encountered in
one place on rare occasions.
Shy, intelligent, and resolute, dryads are as elusive as they are
alluringthey avoid physical combat and are rarely seen unless
they wish to be. If threatened, or in need of an ally, a dryad uses
charm person, attempting to gain control of the attacker(s) who
could help the most against the rest. Any attack on her tree,
however, provokes the dryad into a frenzied defense.
Dwarf M1, +1 AC vs. large, +1 saves vs. magic & poison
Dwarves average 4 feet tall and weigh as much as adult humans.
Most dwarves encountered outside their home are warriors.
Dwarves are experts in combat, effectively using their
environment and executing well-planned group attacks.
Efreet M5, create wall of fire, fly, create illusions, invisible,
gaseous form, create food and minor items
Although the Efreet are similar to the djinn, they are their
enemies. They are cruel and evil in nature.
Elemental small: M4, medium: M5, or large: M6, immune to
normal weapons
Air: Flying whirlwind that does +1 damage to flying creatures.
Earth: Cannot cross water, gains an additional +3 damage to
creatures on the ground.
Fire: Cannot cross water, ignites combustible materials, has two
attacks per round against non-fire users.
Water: Must remain within 60 feet of a body of water, two attacks
per round when in water.

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Elf M1, move silently, hide, spells, immune to charm and sleep
Elves dwell in woods and meadows. They prefer bows, spears, and
swords, are able to move silently, and are experts at hiding.
Gargoyle M2, only harmed by magic weapons, fly
Gargoyles often appear to be winged stone statues, for they can
perch indefinitely without moving and use this disguise to
surprise their foes. They require no food, water, or air, but often
eat their fallen foes out of fondness for inflicting pain. Gargoyles
either remain still, then suddenly attack, or dive onto their prey.
Gelatinous Cube M3, acid, nearly invisible
The nearly transparent gelatinous cube travels slowly along
dungeon corridors and cave floors, absorbing carrion, creatures,
and trash. Metal objects remain trapped and are visible inside the
cubes body. A gelatinous cube attacks by slamming its body into
its prey. It is capable of lashing out with a pseudopod, but
usually engulfs foes.
Ghoul M1, undead, paralyzing touch
Ghouls try to attack with surprise whenever possible. They strike
from behind tombstones and burst from shallow graves.
Humanoids killed by ghouls turn into ghouls themselves.
Giant M4-6, boulder attack, double damage bonus
Giants are able to hurl boulders from long distances. Melee
attacks do double the normal damage bonus for their level.
Hill Giant: M4
Stone Giant: M4
Frost Giant: M5, immune to cold
Fire Giant: M5, immune to fire
Cloud Giant: M6, excellent sense of smell

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Gnoll M2
Gnolls are hyena-headed, evil humanoids about 7-1/2 feet tall,
and weigh 300 pounds. Gnolls are nocturnal carnivores that
wander in loose tribes. Gnolls like to attack when they have the
advantage of numbers, using horde tactics and their physical
strength to overwhelm and knock down their opponents. They
show little discipline when fighting unless they have a strong
leader; at such times, they can maintain ranks and fight as a
unit. While they do not usually prepare traps, they do use
ambushes and try to attack from a flanking position.
Gnome M0, +1 AC vs. large, +1 saves vs. magic & poison
Gnomes are similar to dwarves, except they are slightly smaller
with longer beards. Gnomes prefer to live in rolling hills.
Goblin M0, darkvision, -1 to-hit in daylight
A goblin stands 3 to 3-1/2 feet tall and weighs 40 to 45 pounds.
Being bullied by bigger, stronger creatures has taught goblins to
exploit what few advantages they have: sheer numbers and
malicious ingenuity. The concept of a fair fight is meaningless in
their society. They favor ambushes, overwhelming odds, dirty
tricks, and any other edge they can devise. Goblins have a poor
grasp of strategy and are cowardly by nature, tending to flee the
field if a battle turns against them. Goblins hate dwarves and will
always attack them on sight.
Golem M3-6, immune to magic
Golems are magically created automatons of great power.
Constructing one involves the employment of mighty magic and
elemental forces.
Clay Golem: M4
Flesh Golem: M3, healed by lightning
Iron Golem: M6, breathes poisonous gas, healed by fire
Stone Golem: M5

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Gorgon M4, petrifying breath


Gorgons are bull-like creatures and very aggressive. They attack
intruders on sight, attempting to trample, gore, or petrify them.
Gray Ooze M2, immune to all but blades & lightning
Gray Oozes blend in to their stone surroundings. They eat flesh
and metal, but cannot harm wood or stone.
Green Gloopity
Green Gloopity has no AC or hp, nor does it move. It cannot harm
metal or stone, but it eats through flesh, leather, and wood that
come into contact with it, doing 1d6 damage per round. It can
only be killed with fire.
Griffon M4, fly
Griffons are powerful, majestic creatures with the characteristics
of both lions and eagles. From nose to tail, an adult griffon can
measure as much as 8 feet. A griffon weighs about 500 pounds. A
griffon cannot speak, but understands Common. Griffons prefer
to pounce on their prey, either diving to the attack or leaping from
above, and will always attack and devour horses on sight.
Hippogriff M2, fly
Hippogriffs are aggressive flying creatures that combine features
of horses and giant eagles. Voracious omnivores, hippogriffs will
hunt humanoids as readily as any other meal. A typical hippogriff
is 9 feet long, has a wingspan of 20 feet, and weighs 1,000
pounds.
Hippogriffs dive at their prey and strike with their clawed forelegs.
When they cannot dive, they slash with claws and beak. Mated
pairs and flights of these creatures attack in concert, diving
repeatedly to drive away or kill intruders. Hippogriffs fight to the
death to defend their nests and their hatchlings, which are prized
as aerial mounts and fetch a handsome price in many civilized
areas.

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Hobgoblin M1
Hobgoblins are larger cousins of goblins. Their weaponry is kept
polished and in good repair. These creatures have a strong grasp
of strategy and tactics and are capable of carrying out
sophisticated battle plans. Under the leadership of a skilled
strategist or tactician, their discipline can prove a deciding factor.
Hobgoblins hate elves and attack them first.
Horse M1 (warhorses are M2)
Hydra M3-5, 1 attack per head
Hydras have from five to ten (1d6+4) heads. Each head is counted
as half a hit die (round up), so a five-headed hydra is M3, and so
forth. Hydras are reptile-like monsters with multiple heads. It is
about 20 feet long and weighs about 4,000 pounds. Hydras do
not speak.
Invisible Stalker M4, invisible, tracking
Invisible stalkers serve wizards who summon them to perform
specific tasks. A summoned invisible stalker undertakes whatever
task the summoner commands, even if the task sends it
hundreds or thousands of miles away. The creature follows a
command until the task is completed and obeys only the
summoner. However, it resents protracted missions or complex
tasks and seeks to pervert its instructions accordingly. An
invisible stalker can be killed only when it is in its own plane.
When performing a task elsewhere, it automatically returns to its
home plane when it takes damage sufficient to destroy it.
Kobold M0
Kobolds are short, reptilian humanoids with cowardly and
sadistic tendencies. A kobold is 2 to 2-1/2 feet tall and weighs 35
to 45 pounds. Kobolds speak with a voice that sounds like that of
a yapping dog. Kobolds like to attack with overwhelming oddsat
least two to oneor trickery; should the odds fall below this
threshold, they usually flee. However, they attack gnomes on
sight if their numbers are equal. Whenever they can, kobolds set
up ambushes near trapped areas.

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Lycanthrope M2-4, shape change into animal & hybrid forms,


immune to normal weapons, harmed by silver, summon animals
Lycanthropes are humanoids who can transform themselves into
animals. Anyone seriously injured by a Lycanthrope becomes a
lycanthrope within a month.
Werebear: M4

Wererat M2

Wereboar: M2

Weretiger M3

Werewolf M3

Manticore M3, spike projectile attack, fly


Manticores have the body of a lion, the head of a man, and the
wings of a dragon. A typical manticore is about 10 feet long and
weighs about 1,000 pounds. A manticore begins most attacks
with a volley of spikes, then closes. It can shoot up to six spikes
at a time, and up to 24 spikes in a day. In the outdoors, it often
uses its powerful wings to stay aloft during battle.
Medusa M2, petrifying gaze, poison
A medusa is indistinguishable from a normal human at distances
greater than 30 feet (or closer, if its face is concealed). The
creature often wears garments that enhance its body while hiding
its face behind a hood or veil. A medusa tries to disguise its true
nature until the intended victim is within range of its petrifying
gaze, using subterfuge and bluffing games to convince the target
that there is no danger. It uses normal weapons to attack those
who avert their eyes or survive its gaze, while its poisonous
snakes strike at adjacent opponents.
Men M0
Men can be of any class or level, but the average man is M0.
Minotaur M3
Minotaurs are giant men with the head of a bull, standing more
than 7 feet tall and weighing about 700 pounds. Minotaurs prefer
melee combat, due to their great strength, and they never retreat
or surrender.

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Mule M1
Mummy M3, rotting disease, immune to non-magic weapons,
vulnerable to fire
Mummies are preserved corpses animated through the auspices
of dark desert gods best forgotten. On a successful hit, the victim
must save vs. disease or be infected with mummy rot. Mummy rot
is a long lasting disease that causes the victim to heal at half the
usual rate, and the effect of magic healing is reduced by half.
Ochre Jelly M2, immune to all but fire & cold
Ochre Jellies eat wood and flesh, but cannot affect stone or metal.
Ogre M3
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds.
They are intelligent enough to fire ranged weapons first to soften
up their foes before closing, but ogre gangs and bands fight as
unorganized individuals.
Orc M1
Orcs are sensitive to bright light, and their equipment is dirty and
unkempt. They enjoy attacking from concealment and setting
ambushes, and they obey the rules of war (such as honoring a
truce) only as long as it is convenient for them.
Pegasus M2, fly
The pegasus is a magnificent winged horse that sometimes serves
the cause of good. Though highly prized as aerial steeds, pegasi
are wild and shy creatures not easily tamed.
Purple Worm M6 to 6+ (double the hp of an M6), poison, swallow
attack
The body of a mature purple worm is 5 feet in diameter and 80
feet long, weighing about 40,000 pounds. The creature has a
poisonous stinger in its tail. A purple worm that successfully
bites its victim will swallow them, digesting them in less than an
hour. Purple worms always attack.

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Robot M1, immune to most normal weapons


Robots are human-like machines. They can be harmed by any
kind of magic weapon; the only non-magic weapons that can hurt
them are blunt metal weapons (such as war hammers and maces)
and sling stones.
Roc M3, fly
These enormous creatures are 30 feet long from the beak to the
base of the tail, with wingspans as wide as 80 feet. A roc weighs
about 8,000 pounds. A roc attacks from the air, swooping
earthward to snatch prey in its powerful talons and carry it off for
itself and its young to devour. A mated pair of rocs attack in
concert, fighting to the death to defend their nests or hatchlings.
Salamander M3, see below
Salamanders are fire creatures with a reptile-like appearance.
They can ignite combustible material and gain a second attack
against non-fire users.
Sea Monster M6+ (double to triple the hp of an M6)
Sea Monsters are enormous monsters usually in the shape of
prehistoric creatures. They are sometimes known to guard
undersea treasures.
Skeleton M0, undead
Skeletons are the animated bones of the dead, mindless
automatons that obey the orders of their evil masters. A skeleton
does only what it is ordered to do; it can only follow simple
instructions. A skeleton attacks until destroyed.
Spectre M3, undead, immune to normal weapons, energy drain
A spectre looks much as it did in life and can be easily recognized
by those who knew the individual or have seen the individuals
face in a painting or a drawing. In close combat a spectre attacks
with its numbing, life-draining touch. Every successful attack
drains one level of experience. It makes full use of its incorporeal
nature, moving through walls, ceilings, and floors as it attacks.

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Titan M6+ (two to three times the hp of an M6), double damage


Titans are massive giants that are 25 feet tall. They are extremely
intelligent and powerful.
Treant M4, animate trees
A treants legs fit together when closed to look like the trunk of a
tree, and a motionless treant is nearly indistinguishable from a
tree. A treant is about 30 feet tall, with a trunk about 2 feet in
diameter. It weighs about 4,500 pounds. Treants prefer to watch
potential foes carefully before attacking. They often charge
suddenly from cover to trample the despoilers of forests. If sorely
pressed, they animate trees as reinforcements. A treant can
animate up to two trees from 60 feet away. The animated trees
attack as M2 monsters.
Troll M4, regenerate
Trolls walk upright but hunched forward with sagging shoulders.
Their gait is uneven, and when they run, their arms dangle and
drag along the ground. For all this seeming awkwardness, trolls
are very agile. A typical adult troll stands 9 feet tall and weighs
500 pounds. Trolls have no fear of death: They launch themselves
into combat without hesitation, flailing wildly at the closest
opponent. Even when confronted with fire, they try to get around
the flames and attack.
Fire and acid deal normal damage to a troll. If a troll loses a limb
or body part, the lost portion regrows in minutes. The creature
can reattach the severed member instantly by holding it to the
stump. Trolls regenerate 3 hp per round. Trolls can only be killed
with fire or acid.
Unicorn M2, +2 save vs. magic, teleport once per day
Only maidens of pure character are allowed to approach
unicorns. Unicorns normally attack only when defending
themselves or their forests. They either charge, impaling foes with
their horns like lances, or strike with their hooves.

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Vampire M5, undead, regenerate, energy drain, gaseous form,


change into a bat, fly, charm gaze, summon rats, bats, or wolves
Vampires often embrace finery and decadence and may assume
the guise of nobility. Despite their human appearance, vampires
can be easily recognized, for they cast no shadows and throw no
reflections in mirrors. Vampires can charm as a charm person
spell just by staring into a persons eyes. Any successful melee
attack will drain one level of experience from the victim. Vampires
regenerate 3 hp per round, and can only be killed by exposure to
daylight, immersion into running water, or by being impaled
through the heart with a wooden stake.
Wight M2, undead, energy drain, immune to normal arrows
A wights appearance is a weird and twisted reflection of the form
it had in life. Anyone killed by a wight becomes a wight. Wights
drain one level of experience for every second hit they land on a
person. Normal arrows do not hurt them, but silver or magic
arrows do.
Wraith M3, undead, energy drain, immune to normal arrows
Wraiths are incorporeal creatures born of evil and darkness. They
are immune to normal arrows and only take half damage from
silver arrows.
Wyvern M3, poison, fly
A distant cousin to the true dragons, the wyvern is a huge flying
lizard with a poisonous stinger in its tail. A wyverns body is 15
feet long, and dark brown to gray; half that length is tail. Wyverns
are rather stupid but always aggressive: They attack nearly
anything that isnt obviously more powerful than themselves. A
wyvern dives from the air, snatching the opponent with its talons
and stinging it to death. A wyvern can slash with its talons only
when making a flyby attack.
Zombie M0, undead
Zombies are corpses reanimated through dark and sinister magic.
Because of their utter lack of intelligence, zombies can only follow
simple instructions. Zombies attack until destroyed.

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CREATING NEW MONSTERS


Included below is a list of charts to help create new monsters.
Combine the results of random dice rolls with your imagination to
fashion monsters that will keep your players on their toes.

Determine Monster Type


General Monster Type
1-2
Humanoid
3-4
Animal-ish
5
Undead
6
Other

1
2-3
4-5
6

1-2
3-4
5
6

Humanoid
small
smaller than man
man-sized
larger than man

Undead
skeletal
decaying body
intact corpse
spirit

1-2
3-4
5
6

1-2
3-4
5
6

Animal-ish
mammal-like
reptilian
bird-like
insectoid

Other
plant
blob
imitator/look-a-like
combine two monster types

Determine Monster Level


General Level
1-3 Low Level
4-5 Mid Level
6
High Level

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Low
1-2
3-4
5-6

Level
M
M0
M1

Mid
1-3
4-5
6

Level
M2
M3
M4

High
1
2-3
4-5
6

Level
M4
M5
M6
M6+

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Determine Number of Special Abilities


Dice Roll
1-2
3-4
5
6

Number of Special Abilities


0
1
2
2 + roll again (+3 if this is rolled a second time)

Determine Type of Special Ability


Special Ability Category
1
Immunity
2
Movement
3
Combat
4
Special Attack
5
Utility
6
Magic

1-3
4-5
6

Immunity
normal weapons
fire or cold
magic/spells

1-2
3
4-5
6

Combat
extra attack
2 extra attacks
bonus damage
double damage

1-2
3
4
5
6

Utility
darkvision
invisibility
shapechange
special vulnerability
regeneration

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1-2
3-4
5-6

Movement
fly
climb walls/ceiling
other (jump, teleport, etc.)

1-2
3
4
5
6

Special Attack
poison
petrify/paralyze
breath weapon
disease
energy drain

1-2
3-5
6

Magic
charm
low level spells
high level spells

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TREASURE
Distributing Treasure
How much treasure a GM should distribute depends on how fast
he wishes the player characters to level, and how powerful he
wishes the characters to become (the amount of magic items can
make a dramatic difference in the overall power level of the
characters). It is better to err on the side of giving out too little
treasure than too much.
Wandering monsters will generally carry little monetary treasure,
and only those magic items they use. On the other hand, the
treasure hoard stashed within a monsters lair will be much
larger, including things they cannot use themselves.
Treasure should generally be commensurate with the risk taken
to win the treasure. Powerful treasures should only be found in
the hoard of dangerous monsters.
Monetary treasure doesn't always come in chests full of gp. It can
also be found in the form of gems, jewelry, precious artifacts,
fancy rugs, rare antiques, and the like.
Magic Treasure
1
2
3
4
5
6

Magic Treasure Type


weapon
armor
potion
scroll
ring, wand, or staff
misc. magic

Is Magic Item Cursed?


1-5 no
6
reroll, cursed on 4-6

Cursed magic items appear to be a regular magic item until it is


used, and then the curse becomes apparent. The effects of a
cursed item can be annoying (causes a huge wart to grow on the
characters nose) to severe (cursed items cause major penalties
until magically removed, turns the character into a toad, etc.).

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Magic Weapons
Magic Weapon Type
Magic Sword
1-3 sword
1-5 roll magic weapon bonus
4
ranged*
6
roll on sword power table
5-6 misc. weapon
*Bows grant a to-hit bonus, and projectiles grant a damage
bonus.
Misc. Magic Weapon
Magic Weapon Bonus
1 Battle Axe 1-3/Hand Axe 4-6
1-4 +1 damage
2 Spear
5
+2 damage
3 Dagger
6
reroll:
4 Mace
1-4 = +2 damage
5 War Hammer*
5-6 = +3 damage
6 Pole Arm 1-2/Club 3-4/Staff 5-6
*Any war hammer of +3 enchantment is actually a special weapon
made for dwarves. In the hands of anyone but a dwarf, it merely
acts as a +1 war hammer. But in the hands of a dwarf, it has the
full bonus of +3 to damage, and may be thrown 60 ft, magically
returning every time.
1-2
3
4
5
6

Sword Power Table


+1, +3 bane
+1, 1 power
+2, 1 power
+1, intelligent
+2, intelligent

Intelligent Sword Table


1-3 bane, 1 power
4-5 bane, 2 powers
6
bane, 3 powers

Bane: Swords with the bane power have a higher damage bonus
against a specific kind of creature, such as: lycanthropes, giants,
undead, wizards, dragons, orcs, etc.
Power: Swords can have one or more special powers, such as:
detect magic, detect secret doors, levitate, light, flaming, dancing
(sword fights on its own for up to 4 rounds), vorpal (on a natural
6 damage roll, decapitates many kinds of creatures), fly, heals
1d6 hp once per day, and so forth.

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Intelligence: A few rare swords are intelligent. Intelligent swords


are able to communicate to their owner through different ways,
such as empathy (making its feelings known), speaking, or
telepathy. All intelligent swords have a bane, a type of enemy it
was created to slay, receiving a +3 bonus to damage against that
group.
Intelligent swords not only have their own names (such as a short
sword named Tiny, the Giant-slayer), they also have a will of
their own. If the owner of the intelligent sword tries to do
something against the swords will, the character must roll a save
vs. magic. If the save is made, the player may do as he wishes. If
the save is failed, the character must do as the sword directs.
Magic Armor
1-2
3
4
5
6

Magic Armor Type


shield, roll shield table
Helmet, +1 AC
light, roll size & power tables
medium, roll size & power tables
heavy, roll size & power tables

1-5
6

Magic Shield Table


+1 AC
+1 AC, +2 vs. ranged

Magic Armor Size


1-4 human
5
elf
6
reroll:
1-4 =dwarf
5-6 = halfling

Body Armor Power Table


1-5
light weight
6
special

Light Weight: Magical light weight body armor has the same AC
and DR as regular armor of the same type, but they are lighter
and more flexible. Light armor becomes like wearing normal
clothes, medium armor becomes like wearing light armor, and
heavy armor becomes like wearing medium armor.
Special Body Armor: Rare suits of armor can have special
powers (but they do not gain the advantage of magically light
weight armor), such as: changes to clothes and back at
command, allows the wearer to breathe underwater and swim as
if unarmored, shadow armor that magically enhances the ability
to hide, armor of command that grants a +1 to reaction rolls, etc.

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Potions
Magic Potion
1
2
3
4
5
6

healing
reroll: 1-3
reroll: 1-3
reroll: 1-4
reroll: 1-2
reroll: 1-3

invisibility, 4-6 poison


levitation, 4-5 gaseous form, 6 fly
neutralize poison, 5-6 remove disease
growth, 3-4 shrink, 5-6 giant strength
remove paralysis/stone-to-flesh, 4-6 healing

Besides those potions that have a one-time effect (healing,


removing paralysis, poison, etc.), the effects of a potion last for 1
hour plus 1d6x10 minutes. Only a few of the potions are
explained below, since some of the names are self-explanatory.
Poison: Depending on the strength of the poison, it can mean
instant death, weakness/penalties, or hp damage (if the save vs.
poison is failed).
Gaseous Form: The body turns into a vaporous cloud, able to
casually drift through the air, even through cracks and small
holes. The potion only affects the body, everything that is worn or
carried falls to the ground and is left behind.
Growth: The character grows to three times his normal size,
along with the appropriate increase in weight and strength.
Shrink: The character shrinks to a third of his normal size, along
with the appropriate decrease in weight and strength.
Giant Strength: The character becomes as strong as a giant, is
able to throw boulders as ranged weapons, and a melee damage
bonus of +6 (does not stack with any other damage bonuses).

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Scroll
1-3
4-5
6

Scroll Type
spells
map
protection

1
2
3
4
5
6

Scroll with Spells


1st level spell
1d6 1st level spells
2nd level spell
1d6 1st & 2nd level spells
1d6 2nd level spells
3rd level spell

The power of the scroll is in the scroll itself, so a caster may use a
scroll that has a spell level higher than they would normally be
able to cast. When the scroll is used (whether to cast the spell or
to copy the spell into a spellbook), the scroll is used
up/destroyed.
Protection: Protection scrolls may be used by anyone. There are
different kinds of protection scrolls, protection from:
lycanthropes, elementals, undead, magic, fire, etc. The protection
covers a 10 feet radius around the reader, and lasts 1 hour.
Map: A map can be a partial, complete, or false(!) map of a
dungeon, or a map to a treasure or treasures (gold, gems, magic
items, etc.).

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Rings, Wands, & Staves


Ring, Wand, or Stave
1-2
Ring
3-5
Wand
6
Staff
1-2
3
4
5
6

Rings
protection +1
feather fall
water walking
fire resistance
reroll, 1-3 = regeneration
4-5 = x-ray vision
6 = 3 wishes

Protection +1: This ring grants a +1 to all saves.


Fire Resistance: The wearer of this ring is unharmed by normal
fire, and automatically saves for half damage against all magical
fire attacks.
Regeneration: The wearer of this ring regenerates 1 hp every 10
minutes. If the character is slain while wearing this ring, they will
regenerate back to life unless they were killed with fire or acid.
X-Ray Vision: Enables the wearer to see 30 feet through
anything except lead or gold.
Wishes: Reasonable wishes are granted. The greedier the wish,
however, the more it should backfire against the character, heh.
Wand*
1
detect: 1-2 magic, 3-4 traps, 5 secret doors, 6 poison
2
reroll: 1-2 light, 3-6 arcane portal
3
reroll: 1-2 charm person, 3-4 sleep, 5-6 magic eyebeam
4
reroll: 1-2 light, 3-4 arcane portal, 5-6 illusion
5
reroll: 1-2 locate object, 3-4 web, 5-6 dispel magic
6
reroll: 1-2 fireball, 3-4 lightning bolt, 5-6 turn-to-stone
*Wands may only be used by myrmidons or wizards. Every time a
wand is used, roll 1d6. If a 1 is rolled, the wand runs out of
charges and crumbles into dust.

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1
2
3
4
5
6

Staff
Staff of Healing
Staff of Striking
Snake Staff
Staff of Commanding
Staff of Power
reroll, reroll, Staff of Wizardry on a 3rd 6

Staff of Healing: A staff only useable by wizards, it heals 1d6 hp


per day per person, unlimited charges.
Staff of Striking: A staff for wizards which does an extra 1d6 of
damage, unlimited charges.
Snake Staff: +1 to-hit and damage, this staff can also turn into a
snake on command, tying up a man-sized creature for 1d6x10
minutes, useable only by wizards.
Staff of Commanding: This staff is useable by wizards, and can
cast charm person. It has 1d6x4 charges.

Staff of Power: This staff, useable by wizards, can cast any of the
following spells (at the minimum level required to cast them): cold
(equivalent of fireball or lightning bolt, but in a cone 60 ft long
and 30 ft wide), fireball, lightning bolt, as a staff of striking, light,
and telekinesis. This staff has 1d6x3 charges. If this staff is
broken, it explodes, doing 6 points of damage for every charge left
to all in a 30 feet radius.
Staff of Wizardry: The Staff of Wizardry has all of the properties
of the Staff of Power, plus the following: +1 on all to-hit rolls (no
charge), freeze, invisibility, wall of fire, and web.

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Miscellaneous Magic
1-2
3-4
5
6

Miscellaneous Magic
roll on MM A Table
roll on MM B Table
roll on MM C Table
roll on MM D Table

1
2
3
4
5
6

Miscellaneous Magic A
bracers of AC +1
boots of elven kind
cloak of elven kind
handy haversack
rope of climbing
cloak of resistance

1
2
3
4
5
6

Miscellaneous Magic B
helm of comprehend languages
helm of read magic
boots of striding & leaping
folding boat
boots of levitation
boots of speed

1
2
3
4
5
6

Miscellaneous Magic C
broom of flying
horn of blasting
carpet of flying
cloak of displacement
cloak of the bat
gauntlets of ogre power

1
2
3
4
5
6

Miscellaneous Magic D
belt of giant strength
scarab of protection
crystal ball
helm of teleportation
efreeti bottle
medallion of thoughts

Bracers of AC +1: Wizard only, grants +1 to AC.


Boots of Elven Kind: Enables wearer to move silently.
Cloak of Elven Kind: A dull grey cloak that, when the hood is
put up, the wearer has only a 1-in-6 chance of being spotted until
attacking.
Handy Haversack: A large backpack that only weighs 5 pounds,
regardless of the actual weight of the items placed in it. Any item
the wearer reaches for will automatically be on top.
Rope of Climbing: A 60-foot-long rope of climbing is no thicker
than a wand, but it is strong enough to support 3,000 pounds.
Upon command, the rope snakes forward, upward, downward, or
in any other direction at 10 feet per round, attaching itself
securely wherever its owner desires. It can unfasten itself and
return in the same manner.

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Cloak of Resistance: This cloak gives a +1 bonus to all saves.


Helm of Comprehend Languages: A helm of comprehend
languages grants its wearer the ability to understand the spoken
words of any creature and to read text in any language.
Helm of Read Magic: A helm of read magic grants fighters and
thieves the ability to read magic scrolls.
Boots of Striding & Leaping: These boots allow the wearer to
run and jump twice their normal speed and distance.
Folding Boat: A folding boat looks like a small wooden box 12
inches long, 6 inches wide, and 6 inches deep. It can be used to
store items like any other box. If a command word is given, the
box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2
feet in depth. A second command word causes it to unfold to a
ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects
formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a
mast, and a lateen sail. In its larger form, the boat has a deck,
single rowing seats, five sets of oars, a steering oar, an anchor, a
deck cabin, and a mast with a square sail. The boat can hold four
people comfortably, while the ship carries fifteen with ease. A
third word of command causes the boat or ship to fold itself into a
box once again.
Boots of Levitation: On command, these leather boots allow the
wearer to levitate as if he had cast levitate on himself.
Boots of Speed: The wearer can click his boot heels together,
enabling him to act as though affected by a haste spell for up to
10 rounds each day. The duration of the haste effect need not be
consecutive rounds.
Broom of Flying: This broom is able to fly through the air for up
to 9 hours per day (split up as its owner desires). In addition, the
broom can travel alone to any destination named by the owner as
long as he has a good idea of the location and layout of that
destination. It comes to its owner from as far away as 300 yards
when he speaks the command word.

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Horn of Blasting: This horn appears to be a normal trumpet. It


can be sounded as a normal horn, but if the command word is
spoken and the instrument is then played, it deals 1d6x2 points
of sonic damage to creatures within a 40 foot cone and causes
them to be deafened for 1d6x2 rounds. If a horn of blasting is
used magically more than once in a given day, there is a 1-in-6
cumulative chance with each extra use that it explodes and deals
1d6x3 points of damage to the person sounding it.
Carpet of Flying: This rug is able to fly through the air.
Beautifully and intricately made, each carpet has its own
command word to activate it. If the device is within voice range,
the command word activates it, whether the speaker is on the rug
or not. The carpet is then controlled by spoken directions.
Cloak of Displacement: This item appears to be a normal cloak,
but when worn by a character, its magical properties distort and
warp light waves. It grants a +1 to AC and saves involving the
dodging of attacks.
Cloak of the Bat: Fashioned of dark brown or black cloth, this
cloak magically enhances the wearers ability to hide. The wearer
is also able to hang upside down from the ceiling, like a bat. By
holding the edges of the garment, the wearer is able to fly as per
the spell. If he desires, the wearer can actually polymorph himself
into an ordinary bat and fly accordingly. (All possessions worn or
carried are part of the transformation.) Flying, either with the
cloak or in bat form, can be accomplished only in darkness.
Either of the flying powers is usable for up to 7 minutes at a time,
but after a flight of any duration the cloak cannot bestow any
flying power for a like period of time.
Gauntlets of Ogre Power: These gloves grant the wearer +2 to
melee damage.
Belt of Giant Strength: This belt grants the wearer the strength
of a giant, gaining a +6 to melee damage (this bonus does not
stack with any other damage bonuses), and empowers the wearer
to throw boulders.

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Scarab of Protection: This device appears to be a silver


medallion in the shape of a beetle. If it is held for 1 round, an
inscription appears on its surface letting the holder know that it
is a protective device. The scarabs possessor gains a +1 to all
saves vs. magic. The scarab can also absorb energy-draining
attacks, death effects, and negative energy effects. Upon
absorbing twelve such attacks, the scarab is destroyed.
Crystal Ball: This is a crystal sphere about 6 inches in diameter.
A character can use the device to see over virtually any distance
or into other planes of existence.
Helm of Teleportation: A character wearing this device may
teleport three times per day, exactly as if he had cast the spell of
the same name.
Efreeti Bottle: The bottle can be opened once per day. When
opened, the efreeti imprisoned within issues from the bottle
instantly. There is a 1-in-6 (1 on 1d6) chance that the efreeti is
insane and attacks immediately upon being released. There is
also a 1-in-6 (6 on 1d6) chance that the efreeti of the bottle grants
three wishes. In either case, the efreeti afterward disappears
forever. The other two-thirds of the time (2-5 on 1d6), the
inhabitant of the bottle loyally serves the character for up to 10
minutes per day (or until the efreetis death), doing as she
commands. Roll each day the bottle is opened for that days
effect. Efreeti are not willing slaves, and will seek to twist the
wishes or commands of its owner for ill while adhering to the
strict wording of the wish/command.
Medallion of Thoughts: This appears to be a normal pendant
disk hung from a neck chain. Usually fashioned from bronze,
copper, or nickel-silver, the medallion allows the wearer to read
the thoughts of others.

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DESIGNING YOUR FIRST ADVENTURE


One of the simplest, most common, and fun type of adventures is
the dungeon crawl. All the GM has to do is create a dungeon, and
then referee what happens when the players characters explore it
in search of adventure, fame, and fortune.
Choose an Environment
Popular choices for dungeon environments include natural caves,
tunnels, abandoned mine shafts that broke into some long buried
place, temple ruins, hideouts and fortresses, tombs, wizards
towers, to even a literal dungeon underneath a castle. Many
dungeons combine two or more of these environments for greater
variety and surprise.
Flesh out the environment by giving it a history. Are the caves
merely the lair of monsters and scavengers, or the lost entrance
to the long forgotten Otherworld, where things work very
differently, and the insane are the sane? What secrets are kept
prisoner in the wizards tower? Has the wizard died? Does he still
lurk its halls as a hideous monster, twisted by some ancient
curse? Perhaps the old wizard merely sleeps the deep slumber of
the black lotus, and will be greatly displeased to be awoken by
intruders...
Draw a Map
Once an environment is decided upon, grab some graph paper
and a pencil and draw a map. Once the main areas and corridors
are drawn out, add details that make for an interesting dungeon,
such as one way doors, secret doors, hidden areas, slippery
stairs, statues, and the like.
To make a larger dungeon that can be played across multiple
game sessions, include stairs to lower levels. With each passing
dungeon level, the monsters should get tougher, the traps
deadlier, and the treasures greater.

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Fill the Dungeon


Once the map is worked out, create a key, recording what is
found at each location. After placing the important monsters and
treasures, dice can be used to help stock the rest of the dungeon:
Room
1-2
3-4
5
6

Contents
empty
monster(s)
trap
other

Treasure?
1-5=no, 6=yes
1-3=no, 4-6=yes
1-4=no, 5-6=yes
1-5=no, 6=yes

Traps can be pits, darts shooting from the wall, a poison needle in
a treasure chest, pressure plates that drop blocks from the
ceiling, a statue spewing sleep gas when disturbed, and the like.
Other can be pretty much anything, with a focus on the
unusual. It could mean a talking statue, a room with reverse
gravity, a pool of water with magical effects, a strange cloud, a
permanent illusion, a strange sound seemingly coming from
nowhere, a tapestry serves as a portal to somewhere else, a
strange little gnome that will help adventurers if only theyd
Make a Wandering Monster Chart
Create a roll chart of wandering monsters. The monsters on the
list should be consistent with the environment and the monsters
already placed in the dungeon. Wandering monsters typically do
not have much treasure, and are mainly a way to keep the player
characters on their toes.
If the player characters spend too much time in one place, or are
making a lot of noise, or if intelligent monsters in the dungeon are
alerted to the presence of intruders, then it may be time to make
a wandering monster check. The odds of encountering a
wandering monster ought to vary depending on the situation (1 in
6 if theyve been searching a room for a while, 4 in 6 if the
monsters are on high alert, and so forth).

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Put on the Finishing Touches


Further develop the history of your dungeon with additional
details. Give that wizard in the tower a name and a purpose. Take
the layout of the dungeon and its inhabitants, and bring them
together into a cohesive whole. If things do not make sense, try to
come up with something that will make sense of them. Or
perhaps the fact the dungeon does not make sense is precisely
the point, it is part of an alien dimension where logic is madness,
and the rules are dictated by a mind gone mad.
The magic sword found in a tomb may be the famous sword
belonging to the legendary hero who once wielded it in life (and
now protects it in death!). What is the swords name? Its history?
Its power? Its curse?
Come up with rumors to give to your players. Some rumors are
true, some are sort of true, and others are completely false to lead
the characters to their doom!

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OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of
the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have
contributed Open Game Content; (b)"Derivative Material" means copyrighted material including
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correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in
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license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game
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the extent such content does not embody the Product Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor, and
means any work covered by this License, including translations and derivative works under
copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and
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personalities, teams, personas, likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified as Product identity by the owner
of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark"
means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or
its products or the associated products contributed to the Open Game License by the Contributor (g)
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and
otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating
that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from
this License except as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License
to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have
sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
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name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
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each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with

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any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute
a challenge to the ownership of that Product Identity. The owner of any Product Identity used in
Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, 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.
END OF LICENSE
Designation of Product Identity and Open Game Content:
The term Swords & Six-Siders is product identity and trademarked; all formatting and art is
product identity. All monster and magic item descriptions are Open Game Content, all other text is
product identity.
Swords & Six-Siders is the trademark of Vanquishing Leviathan LLC. Swords & Six-Siders
GameMasters Book 2015 Vanquishing Leviathan LLC. Swords & Six-Siders GameMasters
Book published by Vanquishing Leviathan LLC.
www.vanquishingleviathan.com
steve@vanquishingleviathan.com
In that day the LORD will punish Leviathan the fleeing serpent, with His fierce and great and
mighty sword, even Leviathan the twisted serpent; and He will kill the dragon who lives in the sea.
Isaiah 27:1

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