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Microlite81 Silver Tablet Digest Final

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0% found this document useful (0 votes)
139 views

Microlite81 Silver Tablet Digest Final

Uploaded by

Finn Murphy
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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Microlite81

Version 1.0 Silver (Tablet Digest Edition)

OGL20 Rules for Tabletop Fantasy Roleplaying


Campaigns with Old School (B/X) Flare
Special Thanks to Our Sponsors

The author would like to thank the following individuals who sponsored the production of
Microlite81 by making donations to the RetroRoleplaying Cancer Fund to help pay the huge
cancer bills treating my wife’s Stage 3 Oral Cancer without insurance ran up.

Bronze Donors: Kenneth Bailey, Rob Baseel, Isaac Boekelheide, Jason


Decker, Pascal Furlan, Nathan Harwell, Sean McKeon, Sandra Misse,
Alex Muscar, Thomas Simmons
Copper Donors: August Beirmont, Stacey Conover, Silas Crowe,
Dennis Davis, Chris Harvey, Tom Hayes, Michael Julius, J.E. Leems,
Tom Lewis, Juan Lopez, Marianne Marlow, Brian Marstella, Chad Nal,
Joseph Nelson, Keith Nelson, Brennan O'Brien, Peter Reynolds, Bertel
Robbins, Ed Roberts, Brett Slocum, Harold Smith, Scott Sutherland,
George Taylor, Lisann Towwer, Don Turner, Harald Wagener
Silver Donors: Gabriel Barrenechea, Chris Brandon, Timothy Brannan,
Alistair Caunt, Marion Hill, John Lockard, Oliver Korpilla, John Lee,
Olivier Lefebvre, Allan MacKenzie, Jonathan Mayo, Lloyd Rasmussen,
John Seabury
Gold Donors: Penelope Anders, Sebastian Dietz, Brian Isikoff, Helen
Perez, Nelson Singer, Steven Wales
Electrum Donors: Robert Gibson, Ralph Williams
Platinum Donors: Bill Morrison
And thirty-five additional donors who wish to remain anonymous.
.

Microlite81
Version 1.0 Silver Tablet Digest (December 18, 2015)

Copyright © 2013, 2015 Randall S Stukey


Special Thanks to the Sunday Game Crew for playtesting.
Table of Contents
Introduction................................................................................................ 1
Characters ................................................................................................. 1
Stats ...................................................................................................... 1
Classes ................................................................................................. 1
Alignment .............................................................................................. 9
Character Tagline (Optional) .............................................................. 10
Standard Rules ....................................................................................... 11
Skills.................................................................................................... 11
Saving Throws .................................................................................... 12
Magic .................................................................................................. 12
Hit Points and Healing ........................................................................ 13
Combat ............................................................................................... 14
Hirelings .............................................................................................. 16
Monsters ............................................................................................. 17
Experience Points and Level Advancement ....................................... 18
Weapons and Equipment ........................................................................ 20
Equipment Packs ................................................................................ 21
Standard Equipment List .................................................................... 21
Adventuring ............................................................................................. 26
B/X Conventions ................................................................................. 26
Dungeon Exploration .......................................................................... 27
Wilderness Exploration ....................................................................... 29
Other Hazards .................................................................................... 32
Creating A Stronghold ........................................................................ 32
Magical Research ............................................................................... 34
Researching Spells ......................................................................... 34
Creating Magic Items ...................................................................... 35
Optional Rules ......................................................................................... 38
Background ......................................................................................... 38
Encumbrance ...................................................................................... 38
Individual Initiative .............................................................................. 39
Simple Combat Maneuvers ................................................................ 39
Energy Drain ....................................................................................... 39
Healing ................................................................................................ 39
Raise Dead Spell Expansion .............................................................. 40
Avoiding Save-or-“Die” ....................................................................... 40
Traditional Experience for Treasure ................................................... 40
Traditional Saving Throws .................................................................. 40
Item Saving Throws ............................................................................ 42
Fire-And-Forget Magic ........................................................................ 43
Microlite81 Spell Lists ............................................................................. 46
Arcane (Magic-User/Elf) Spells........................................................... 46
1st Level ......................................................................................... 46
2nd Level ........................................................................................ 46
3rd Level ......................................................................................... 47
4th Level ......................................................................................... 48
5th Level ......................................................................................... 49
6th Level ......................................................................................... 49
Divine (Cleric) Spells .......................................................................... 50
1st Level ......................................................................................... 50
2nd Level ........................................................................................ 51
3rd Level ......................................................................................... 51
4th Level ......................................................................................... 52
5th Level ......................................................................................... 52
Microlite81 Monsters ............................................................................... 53
Wandering Monster/Dungeon Stocking Tables .................................. 64
Wilderness Monster Encounter Table ................................................ 66
Microlite81 Treasure ............................................................................... 68
Mundane Items ................................................................................... 68
Magic Item Descriptions ..................................................................... 68
Potions ............................................................................................ 68
Scrolls ............................................................................................. 72
Wands and Staves ......................................................................... 74
Rings............................................................................................... 77
Ancient and Wondrous Items ......................................................... 79
Magic Weapons and Armor ................................................................ 87
Magic Swords ................................................................................. 87
Other Magic Weapons .................................................................... 88
Sentient Swords ............................................................................. 89
Treasure Class Table .............................................................................. 93
Small Treasure Hoards (Individuals) .................................................. 93
Large Treasure Hoards (Lairs) ........................................................... 93
Treasure Tables .................................................................................. 94
Notes on “Old School” Play ................................................................... 101
What is “Old School” Play? ............................................................... 101
Styles of “Old School” Play ............................................................... 104
Advice for the New Old School Game Master ...................................... 106
Running a Game Without Skills ........................................................ 106
Guidelines Not Rules ........................................................................ 108
Old School Games and Retro-Clones ................................................... 109
0e: The Original Game ..................................................................... 109
B/X and Retro-Clones ....................................................................... 110
1e and Retro-Clones......................................................................... 111
Other Fantasy Games ...................................................................... 112
Other Games .................................................................................... 116
Adventures and Settings................................................................... 116
Microlite20 Notes .............................................................................. 117
Old School Internet Resources ......................................................... 117
Old-School Blogs .......................................................................... 117
Major Old-School Forums............................................................. 117
Old School Product....................................................................... 118
Legal Notes ........................................................................................... 119
Microlite74 Trademark License......................................................... 119
OPEN GAME LICENSE Version 1.0a .............................................. 119
INTRODUCTION
Microlite81, like its parent game, Microlite20, is a trimmed-down, sub-
miniature version of the Primary Fantasy SRD rules (see license for
more info) that has been designed to be quick and easy to play. The goal
of Microlite81 games, however, is to recreate the style and feel of those
two boxed sets (“B/X”) published back in 1981.

The Microlite81 rules are based on the two boxed sets (Basic and
Expert) published in 1981, often referred to as B/X. The rules are not
intended to be a clone of the B/X rules, but rather a conversion of them
to a rules-lite D20-based system that encourages old-school play without
strictly old-school rules. Microlite81 is based on the third edition of the
original Microlite74 rules.

These rules assume a basic familiarity with tabletop role-playing games


in general and with the basic principles of “D20” based rules. If you are
completely new to tabletop role-playing games, you will want to start by
playing with someone who is familiar with how they work. These rules
also assume that your Game Master (GM) is familiar with creating
dungeons, wilderness areas, and running campaigns.

CHARACTERS
Stats
There are 4 stats: Strength (STR), Dexterity (DEX), Mind (MIND), and
Charisma (CHA).

Roll 3d6, Total the 3 dice and allocate to one of the stats. Repeat for
remaining stats. Stat bonus = (STAT-10)/3, round toward zero.
Classes
The Fighter, Magic-User, Cleric and Thief classes are available to
humans. Non-humans (elves, dwarves, and halflings) each have their
own class. Characters normally begin at Level 1 (unless directed
otherwise by the GM). Humans may reach a maximum level of 14,
Dwarves may reach a maximum of level 12, Elves a maximum of level
10, and Halflings a maximum of level 8. Abbreviations: PCB –Physical
Combat Bonus; MCB – Magical Combat Bonus; FB – Fighter Bonus;

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Mem – Memory Slots; XP – Minimum Experience Points Required (to
reach level).

Dwarves are fierce warriors. Prime Requisite: STR. Requirements:


none.

Weapons and Armor: Dwarves may use any kind of armor or weapon
and may use shields. Due to their height, they cannot wield large
weapons over 4 feet in length (except axes and hammers), specifically
two-handed swords, pole arms, and longbows.

Class Abilities: +4 to magic saves; note slanting passages, traps,


shifting/false walls and new/hidden construction in underground settings
(d20 + MIND bonus; DC 12 if carefully checking, DC 16 if just passing
through area); speak languages of dwarves, gnomes, kobolds and
goblins; can see in darkness half as well as in light.

Battlefield Prowess: At 5th level, a dwarf inspires other dwarves under


his command. Any dwarf hirelings or mercenaries hired by the dwarf
have a +1 bonus to their morale when personally led by the dwarf.

Stronghold: When a dwarf reaches level 9, he has the option of creating


an underground stronghold that will attract dwarves from far and wide.
Dwarves usually live in clans, so dwarves of the character’s clan will be
attracted to live under his roof, but dwarves from other clans will also
come and live nearby to be ruled by the character. A dwarf ruler is able
to hire dwarven soldiers or mercenaries, but may only hire members of
other races for other tasks, such as human alchemists or elves for spell
casting.

Dwarf Advancement Table


Level HP PCB/MCB FB Mem Save XP
1 1d8 +0/+0 +1 0 14 0
2 2d8 +0/+0 +1 0 13 2200
3 3d8 +1/+0 +1 0 12 4400
4 4d8 +2/+1 +1 0 11 8800
5 5d8 +3/+1 +2 0 10 17600
6 6d8 +4/+1 +2 0 9 35200
7 7d8 +5/+1 +2 0 8 70000
8 8d8 +5/+2 +2 0 7 140000
9 9d8 +6/+2 +3 0 7 260000
10 9d8+3 +7/+2 +3 0 6 380000
11 9d8+6 +7/+3 +3 0 6 500000
12 9d8+9 +8/+3 +3 0 5 620000

Microlite81 (Version 1.0 Silver) -2-


Elves are warrior mages. Prime Requisite: MIND. Requirements: none.

Weapons and Armor: Elves may wear any kind of armor or weapon and
may use shields.

Class Abilities: +2 to hit and damage goblinoid monsters; speak


languages of elves, orcs, hobgoblins, and gnolls. Elves can cast arcane
spells.

Battlefield Prowess: At 5th level, an elf inspires those under his


command. Any elf hirelings or mercenaries hired by the elf have a +1
bonus to their morale when personally led by the elf.

Magical Research: At 5th level, an elf is able to research spells, scribe


scrolls, and brew potions. When an elf reaches the 9th level, he is able to
create spells and magic items.

Stronghold: Elves can establish a stronghold in a natural setting, such as


a forest or glen, when they reach the 9th level. Rather than impose upon
nature, this keep must blend seamlessly with it. Because of the elven
connection to nature, within 5 miles of the stronghold all ordinary animals
will be kind and helpful to elves. This helpfulness includes the ability to
warn of dangers and pass information, or even messages to others
nearby. However, in exchange, an elven ruler must always defend the
animals within this territory. Elven rulers can hire members of other races
in the capacity of retainers or specialists, but only soldiers of elven stock
may be hired.

Elf Advancement Table


Level HP PCB/MCB FB Mem Save XP
1 1d6 +0/+0 +1 1 17 0
2 2d6 +0/+0 +1 2 16 4000
3 3d6 +1/+1 +1 3 15 8000
4 4d6 +2/+2 +1 4 14 16000
5 5d6 +3/+3 +2 5 13 32000
6 6d6 +4/+4 +2 6 12 64000
7 7d6 +5/+5 +2 7 10 130000
8 8d6 +5/+5 +2 8 9 280000
9 9d6 +6/+6 +2 9 8 480000
10 9d6+2 +7/+7 +3 10 7 680000

Fighters are soldiers, champions, and other warriors who are exclusively
trained in the arts of combat and war. They are specialists in dealing
damage with weapons and in the other arts of physical combat. They are
trained to lead others in battle. Prime Requisite: STR. Requirements:

-3- Microlite81 (Version 1.0 Silver)


none.

Weapons and Armor: Fighters may use any kind of armor or weapon and
may use shields.

Battlefield Prowess: At 5th level, a fighter inspires those under his


command. Any hirelings or mercenaries hired by the fighter have a +1
bonus to their morale when personally led by the fighter.

Stronghold: At level 9 a fighter may become a great leader of men,


taking control of a parcel of land and a leadership rank in his society. A
fighter will, assuming money is at hand, build a castle. He may ultimately
control several villages and towns, but must be a good, strong leader
and provide protection.

Fighter Advancement Table


Level HP PCB/MCB FB Mem Save XP
1 1d8 +0/+0 +1 0 14 0
2 2d8 +0/+0 +1 0 13 2000
3 3d8 +1/+0 +1 0 12 4000
4 4d8 +2/+1 +2 0 11 8000
5 5d8 +3/+1 +2 0 10 16000
6 6d8 +4/+1 +2 0 9 32000
7 7d8 +5/+1 +3 0 8 65000
8 8d8 +5/+2 +3 0 7 130000
9 9d8 +6/+2 +3 0 7 250000
10 9d8+2 +7/+2 +4 0 6 370000
11 9d8+4 +7/+3 +4 0 6 490000
12 9d8+6 +8/+3 +4 0 5 610000
13 9d8+8 +8/+4 +5 0 5 730000
14 9d8+10 +8/+5 +5 0 4 850000

Halflings are a humanoid race about half the height of a human. They
make excellent warrior-scouts. Prime Requisite: DEX. Requirements:
none.

Weapons and Armor: Halflings who can wear light or medium armor, use
shields, and use any light or medium weapon. Due to their stature, they
must wield medium weapons with two hands and they cannot use a long
bow.

Class Abilities: +4 to magic saves; +2 to hit and damage with slings and
light bows; can blend in background (d20 + DEX Bonus; DC 12 if
outdoors, DC 16 if indoors – this is an extraordinary ability above and
beyond simply hiding in available cover which anyone can try to do).

Microlite81 (Version 1.0 Silver) -4-


They can move silently outdoors.

Battlefield Prowess: At 5th level, a halfling inspires other halflings under


his command. Any halfling hirelings or mercenaries hired by the halfling
have a +1 bonus to their morale when personally led by the halfling.

Stronghold: When a halfling reaches level 8, he can build a stronghold.


These strongholds will be in serene, beautiful valleys and halflings will
come from great distances to settle there. The character becomes the
sheriff of the people (their leader) and must rule them wisely and well.

Halfling Advancement Table


Level HP PCB/MCB FB Mem Save XP
1 1d6 +0/+0 +1 0 15 0
2 2d6 +0/+0 +1 0 14 1800
3 3d6 +1/+0 +1 0 13 3600
4 4d6 +2/+1 +2 0 12 7200
5 5d6 +3/+1 +2 0 11 14400
6 6d6 +4/+1 +2 0 10 28800
7 7d6 +5/+1 +3 0 8 60000
8 8d6 +5/+2 +3 0 6 120000

Magic-Users (sometimes called wizards, sorcerers, or magicians) study


arcane secrets and cast spells. While early in their career magic-users
have only limited power, experienced magic-users are able to cast a
great number of powerful spells. Prime Requisite: MIND. Requirements:
none.

Weapons and Armor: Magic-Users wear no armor and can only use
daggers, slings, or staves as weapons.

Class Abilities: Magic-Users can cast arcane spells.

Magical Research: At 5th level, a magic-user is able to research spells,


scribe scrolls, and brew potions. When a magic-user reaches the 9th
level, he is able to create magic items.

Stronghold: A magic-user may build a stronghold, often a great tower,


when he reaches level 11. He will then attract magic-user apprentices
(1d6), who will range from level 1-3.

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Magic-User Advancement Table
Level HP PCB/MCB FB Mem Save XP
1 1d4 +0/+0 +0 1 16 0
2 2d4 +0/+0 +0 2 15 2500
3 3d4 +0/+1 +0 3 14 5000
4 4d4 +1/+2 +0 4 13 10000
5 5d4 +1/+3 +0 5 11 20000
6 6d4 +1/+4 +0 6 10 40000
7 7d4 +1/+5 +0 7 9 80000
8 8d4 +2/+5 +0 8 8 160000
9 9d4 +2/+6 +0 9 7 310000
10 9d4+1 +2/+7 +0 10 6 460000
11 9d4+2 +3/+7 +0 12 6 610000
12 9d4+3 +3/+8 +0 14 5 760000
13 9d4+4 +4/+8 +0 17 5 910000
14 9d4+5 +5/+8 +0 20 5 1060000

Clerics have pledged their lives to serve a specific deity (or pantheon).
While clerics are a form of priest, they seldom serve a priest at a temple;
instead they are warrior-priests serving as an arm of their deity in the
world. Prime Requisite: CHR. Requirements: none.

Weapons and Armor: Clerics can wear any type of armor and use
shields. They can use any weapon except edged weapons.

Class Abilities: Clerics can cast divine magic.

Magical Research: At 5th level, a cleric is able to research divine spells


and scribe divine scrolls. When a cleric reaches the 9th level, he is able
to create magic items usable by clerics.

Turn Undead: A Cleric can Turn Undead with a successful Magic Attack.
DC is 10 + twice the Hit Dice of the undead. One undead flees per point
over the roll needed. This can be used (2 + Level + MIND bonus) times
per day.

Stronghold: Once attaining 9th level, a cleric may establish or build a


stronghold. So long as the cleric is currently in favor with his god, he may
buy or build a keep at half the normal price due to divine intervention.
Once a stronghold is established, the cleric’s reputation will spread and
he will attract 1st and 2nd level followers of the fighter class (numbering
5d6 x10). They are completely loyal (never checking morale). The GM
chooses which proportions of followers are bowman, infantry, etc.

Microlite81 (Version 1.0 Silver) -6-


Cleric Advancement Table
Level HP PCB/MCB FB Mem Save XP
1 1d6 +0/+0 +0 0 15 0
2 2d6 +0/+0 +0 1 14 1500
3 3d6 +0/+0 +0 2 13 3000
4 4d6 +1/+1 +0 3 12 6000
5 5d6 +1/+1 +0 4 11 12000
6 6d6 +2/+2 +0 5 10 24000
7 7d6 +2/+2 +0 6 9 50000
8 8d6 +2/+2 +0 7 8 100000
9 9d6 +3/+3 +0 8 7 200000
10 9d6+1 +3/+3 +0 9 7 300000
11 9d6+2 +4/+4 +0 10 6 400000
12 9d6+3 +5/+5 +0 12 6 500000
13 9d6+4 +6/+6 +0 14 5 600000
14 9d6+5 +6/+6 +0 16 5 700000

Thieves are sneaks and trouble-shooters who specialize at infiltration


and obtaining items from others through nefarious means. Prime
Requisite: DEX. Requirements: Alignment cannot be Law.

Weapons and Armor: Thieves can wear light armor, use shields, and use
any light or medium weapon.

Class Abilities: Thieves are specialists at urban survival as well as at


picking pockets, hiding in cover, sneaking silently, opening locks,
removing traps, climbing walls, and other tasks associated with theft.
Thieves may also attempt to climb sheer surfaces and hide in shadows
with a successful secondary skill roll. Thieves also have special training
in listening at doors and detecting traps and secret/hidden doors, see the
section on Adventuring for the details.

Backstab: If a thief successfully sneaks up on a foe, they can Backstab


which adds +4 to the attack roll and does more damage if successful
(Levels 1-4, x2 damage; Levels 5-8, x3 damage; Levels 9-12, x4
damage; Level 13+, x5 damage).

Read Languages: At 4th Level, a thief gains the ability to read languages
(including ciphers, treasure maps, and dead languages, but not magical
writings) on a roll of 1-4 on a d6. On failure, the thief cannot attempt to
read that document again until he gains a new level.

Read Arcane Scrolls: At 10th level, a thief can read and cast magic from
arcane scrolls on a roll of 3 or higher on a D20 with the spell level
subtracted from the roll. Failure means the spell does not function as

-7- Microlite81 (Version 1.0 Silver)


expected (with humorous or negative effects up to the GM).

Stronghold: When a thief attains level 9 he can establish a thief den, and
2d6 thief apprentices of 1st level will come to work with the character.
These thieves will serve the character with some reliability; however,
should any become arrested or killed the character will not be able to
attract more followers of this type to replace them. A successful
character might use these followers to start a Thieves’ Guild.

Thief Advancement Table


Level HP PCB/MCB FB Mem Save XP
1 1d4 +0/+0 +0 0 15 0
2 2d4 +0/+0 +0 0 14 1250
3 3d4 +0/+0 +0 0 13 2500
4 4d4 +1/+1 +0 0 12 5000
5 5d4 +1/+1 +0 0 11 10000
6 6d4 +2/+2 +0 0 10 20000
7 7d4 +2/+2 +0 0 9 40000
8 8d4 +2/+2 +0 0 8 80000
9 9d4 +3/+3 +0 0 8 180000
10 9d4+1 +3/+3 +0 0 7 280000
11 9d4+2 +4/+4 +0 0 7 380000
12 9d4+3 +5/+5 +0 0 6 480000
13 9d4+4 +6/+6 +0 0 6 580000
14 9d4+5 +6/+6 +0 0 5 680000

Determining Hit Points: Each class has a HP column on their Class


Advancement Table. XdY means roll X dice of type Y and add the
character’s Strength bonus to each die rolled. The minimum roll (after
adding the Strength stat bonus) is 1. After level nine, a few hit points (1,
2, or v3 are added at each level. Strength stat bonuses are not added for
levels greater than 9.

For example, a first level fighter has a Strength of 15 for a STR stat
bonus of +1. At first level, the player rolls 1d8 and adds +1 to determine
his maximum hit points. At second level, the player would roll another
1d8+1 and add the result to his first level hit point maximum to get the
character’s second level hit points.

Max at First Level (Optional): Instead of rolling a die for first level
characters, assume the die roll was the highest possible roll for the type
of die. This option is strongly recommended.

Reroll All Dice at Every Level (Optional): Instead of just rolling a single
die at every level and adding the result to the character’s previous hit

Microlite81 (Version 1.0 Silver) -8-


points, reroll all the dice every time the character gains a new level,
using the higher of the new roll or the previous hit point total +1.

Weapons and Armor Limitations: As noted, many classes are limited


in what weapons and armor they can utilize. Regardless of such class
limitations, characters of any class may purchase, carry, and use any
weapons or armor desired. However, characters who equip themselves
with weapons and armor unusable by their class will fight as 0th level
characters while so equipped. They also will receive no bonus on their
attack rolls or armor class from ability scores or equipment, may not use
any of their class powers, and do not gain XP.
Alignment
Basic Alignment: There are three basic alignments: Law, Chaos, and
Neutral. Only intelligent beings have alignment and the vast majority of
those tend to be neutral. Player Characters should select an alignment
for their characters.

Law: Characters aligned with Law try to avoid unnecessary harm to


others by their actions or inaction. They often put the good of
society/everyone over the immediate good of themselves and their
friends. They are usually willing to help others/society even if doing so is
somewhat inconvenient. If given power over others, they tend to use it
for the good of all.

Chaos: Characters aligned with Chaos only care about themselves and
those who are currently useful to them. While they may not go out of
their way to harm others, they do not care if others are harmed as long
as they succeed at their personal goals. They are generally only willing
to help others/society if they get something they want or need out of it. If
given power over others they tend to abuse it and use it mainly to help
themselves.

Neutral: Neutral characters tend to put themselves and their friends first,
but will generally not allow others to come to unnecessary harm or
inconvenience in order to succeed. They are willing to help
others/society so long as doing so is not inconvenient. If given power
over others, they tend to use it for good, but they and their friends come
first.

Virtues and Vices (Optional): As in real life, each character has virtues
(admirable character traits) and vices (not so admirable character traits).
Players select six traits from the lists below before play starts. Neutral
characters must select three from each list. Lawful characters must
select at least one (but no more than two) vices. Chaotic characters must
-9- Microlite81 (Version 1.0 Silver)
select at least one (but no more than two) virtues. Players can select
virtues and vices not on the list with GM approval.

Virtues Vices
Academic Arrogant
Austere Bigoted
Bold Capricious
Cheerful Cowardly
Compassionate Egoistical
Courageous Fearful
Daring Hateful
Determined Hidebound
Fair Impulsive
Faithful Insensitive
Friendly Lazy
Generous Manipulative
Gregarious Miserly
Honest Petty
Hopeful Power Hungry
Industrious Rude
Just Self-Centered
Kind Spendthrift
Patriotic Stubborn
Thoughtful Thoughtless
Thrifty Vengeful

Character Tagline (Optional)


Each character should have one fairly unique feature in his personality or
background that sets him or her apart from other characters and npcs in
the campaign (and from other characters the player may play or have
played in the campaign. This feature should not be something that would
give a mechanical bonus in play, but something interesting and unique in
the character’s personality, background, or history. The GM should work
with the player to ensure the character’s tagline is appropriate to the
campaign setting. A tagline can also be a “catch phrase” that sums up
the character in some way.

Some examples of a simple character taglines from history and literature


would be “never tells a lie” for George Washington, “the lionheart” for
Richard I of England, “demands his martinis be shaken not stirred” for
James Bond, “cultivates a grandfather image but quietly manipulates
others to achieve the greater good” for Dumbledore, and “I didn't do it,
nobody saw me, you can't prove anything” for Bart Simpson.

Microlite81 (Version 1.0 Silver) -10-


STANDARD RULES
Skills
There are no skills in Microlite81. Instead players are expected to think
like adventurers, tell the GM what they are doing and the GM decides if it
will succeed in the situation, taking into account the characters’ classes.
If the GM decides a random success chance is truly needed he may
resolve the situation with a roll of his choice (such as a attribute roll or a
saving throw) or he may call for one of the following rolls:

Primary Skill Roll: 1d20 + Stat Bonus + Class Level if the character is
attempting something directly related to their class, such as using class
abilities.
Secondary Skill Roll: 1d20 + Stat Bonus + (Class Level/2, round up) if
the character is attempting something only loosely related to their class.
Minor Skill Roll: 1d20 +Stat Bonus + (Class Level/3, round down) if the
character is attempting something not really related to their class.

When the GM calls for a skill roll, he will declare the type of skill roll,
which stat the skill roll falls under, and any situational modifiers and the
player will make a skill roll. (The GM should make the roll in secret if
seeing the result would give the player more information than his
character should have.)

Roll higher than the GM assigned Difficulty Class to succeed. Unless the
GM rules otherwise, a natural roll of 20 always succeeds for a Primary
Skill Roll with a Difficulty Class below Legendary. Suggested Difficulty
Classes: Easy - 8, Normal - 12, Hard - 16, Difficult - 20, Very Difficult –
24, Legendary - 28, Unbelievable – 32, Nearly Impossible - 36.

Basic Adventuring Skills: Unless a player specifies otherwise about a


character at character creation, all characters are assumed to have basic
practical adventuring skills such as maintaining weapons and armor,
riding a horse, setting up a camp, swimming, climbing, cooking, first aid,
etc., and have a rough idea of the value of common coins, trade goods,
gems, and jewels. Success should simply be assumed unless there are
unusual conditions.

Languages: All character races speak common. Other intelligent beings


speak their own languages (20% chance of also speaking common).
Beings with a MIND over 10 may speak one additional language per
point of MIND over 10 (these are in addition to any languages known by

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race).
Saving Throws
When subject to an unusual or magical attack, characters generally get a
saving throw to avoid or reduce the effect. To make a saving throw, roll
1d20, add modifiers based on the type of saving throw (and any
circumstantial modifiers set by the GM). A natural roll of 1 automatically
fails. A natural roll of 20 automatically succeeds. Otherwise, the saving
throw is successful if the total of the roll and modifiers is greater than the
saving throw listed for the character’s level. Unless noted otherwise,
monsters save as a Fighter of a level equal to one-half their hit dice,
rounded up.

Saving Throw Modifiers: What a character is saving against modifies


the saving throw die roll. In cases where multiple types apply, use the
first one listed below:

Breath Weapons: Breath Weapons and other blast-like effects give a -1


modifier to the saving throw.

Poison: Dwarves get a +3 bonus.

Death Magic: This includes negative energy attacks. Clerics get +3 due
to their link with the higher and lower planes.

Rod, Staff, Wand: All magical effects created by a rod, staff, or wand
give +1 bonus.

Spells: +2 bonus for Magic-Users.

Special Saving Throw Modifiers: Where applicable, these modifiers


are applied in addition to those listed above:

Charm and Illusion Magic: Add MIND stat bonus.

All Magical Effects: Dwarves and Halflings receive a +4 bonus to all


saving throws against a magical effect.
Magic
Magic-using characters can cast any spell from their respective spell list
with a spell level equal or below 1/2 their class level, rounded up. A
Magic-User or Elf starts with Read Magic and 1d2 additional first levels
spells in his spell book (which must be approved by the GM) and can
add more spells by finding (or buying) them on scrolls or books and
copying them into his spell book. Clerics do not need spell books and
Microlite81 (Version 1.0 Silver) -12-
automatically have access to all divine spells of a level they can cast
(use of certain spells may be forbidden by the cleric’s deity, however).

A Magic-User, Elf, or Cleric can memorize up to his memory limit (“Mem”


on the appropriate Level Advancement Table) in spells at one time. A
Magic-User or Elf requires his spell book and one hour of time to change
the spells he has memorized. Clerics simply need one hour of quiet
meditation to change their spell selection.

Casting Cost: Direct casting a spell of any kind costs Hit Points as
shown on the following table:

Spell Level 1 2 3 4 5 6
HP Cost 2 3 5 7 8 10

This loss cannot be healed magically but is recovered after 8 hours rest.

Spell Difficulty Class: For purposes of things like dispelling, the


Difficulty Class (DC) for all spells is: 10 + Caster Level + Caster’s MIND
bonus

Signature Spells: Select one ‘signature’ spell per spell level from first
upward that they prefer to use over any other. These spells are easier to
cast due to familiarity, costing 1 less HP to use.

Combat Casting: In combat, if a character is hit and takes damage (or


other effect that could interfere with spell casting like paralysis) before
casting a spell, the spell fizzles. This costs the caster 1 HP per level of
the spell he was attempting to cast and the caster loses his action for the
round. Characters casting spells in combat must remain stationary.
Hit Points and Healing
Hit Points: Hit Points are an abstract measure of the amount of damage
a character can suffer before falling unconscious and taking severe
injuries. If HP reach 0, the character is unconscious and near death.
Further damage directly reduces STR. If STR reaches 0, the character is
dead. Hit points should be thought of as a combination fatigue from
dodging and parrying to reduce the actual effect of hits and taking minor
damage from hits.

Healing: All characters recover hit points lost due to wounds and
damage at a rate equal to one-half their level (round up) in hit points per
night of rest. (In addition, Magic-Users and Clerics recover all hit points
lost due to spell casting with a night's rest.) If a character has lost
strength due to wounds, no hit points are recovered, but the character
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regains lost strength at the rate equal to their STR Bonus (minimum of 1
point regained) per full day of rest.
Combat
Surprise: At the beginning of an encounter, roll 1d6 for each side. On a
roll of 1-2 a side is surprised and may not act at all in the first round. If
attacking from an undetected ambush, the ambush victims are surprised
on a roll of 1-4. A side cannot be surprised if it is aware of the other.

Initiative: Each side rolls a d6 (reroll ties). High roll wins initiative. The
combat order is: 1) Side that lost initiative declares actions. 2) Side that
won initiative declares actions. 3) Side that won initiative acts. 4) Side
that lost initiative acts. 5) Any bookkeeping is done. This ends a combat
round. If the combat continues, roll initiative again and repeat.

Actions: Combat is very abstract. Each combat round lasts 10 seconds


and includes a lot of jockeying for position, feints, etc. The “hit roll”
determines if any damaging blows were delivered during the round.
Everyone can do one thing each round; move, attack, cast a spell, etc.
The GM may choose to allow some combined actions, like a charge
attack, to be one thing (especially for characters with a non-zero Fighter
Bonus). Drawing a weapon, speaking or similar activities are “free” and
do not count as an action.

Opportunity Attacks: Anyone not surprised and with a ready weapon who
is not already involved in a melee combat gets a free attack on
opponents trying to move past them – this attack is in addition to their
normal attack for the round. If the attack is successful, the opponents
takes damage and can move no further that round.

Attack Rolls: Add attack bonus to d20 roll. A natural roll of 1 always
misses, otherwise if the result is higher than your opponent's Armor
Class (AC), it’s a hit. A natural 20 that would otherwise hit is
automatically a critical hit doing maximum damage.

Melee attack bonus = STR bonus + Physical Combat Bonus


Missile attack bonus = DEX bonus + Physical Combat Bonus
Magic attack bonus = MIND bonus + Magical Combat Bonus

Armor Class (AC) = 10 + DEX bonus + Armor bonus. Basic Armor


Bonuses: Light Armor (e.g. leather) +2, Medium Armor (e.g. Chainmail)
+4, Heavy Armor (e.g. Plate) +6; a shield adds +1; a large shield adds
+2.

Fighting classes can use DEX bonus + Physical Combat Bonus as Melee
Microlite81 (Version 1.0 Silver) -14-
attack bonus instead if wielding a light weapon. Fighting classes can
wield 2 light weapons and attack with both in a round (making one attack
roll at -2). Rapiers count as light weapons, but you cannot wield two
rapiers at the same time.

Range Penalties: If the target is relatively close, there is no penalty to hit


for range. If it's mid-range for the weapon you're using, take a -2. If it's
farther out than that, the GM will assign a -4 to -10 penalty to hit,
depending on his judgment of how far away the target is.

Helpless Targets: Regardless of attack throw and AC, all attacks on


sleeping, paralyzed, or otherwise helpless targets automatically hit. If the
attacker is not engaged by any other opponents, the helpless target can
be automatically slain (if desired). Otherwise, a standard damage roll is
made.

Combat Maneuvers: Attacker may describe a special effect he wishes to


impose on a target before rolling to hit. Unless the GM rules the
maneuver impossible, a critical hit means the special effect happens
instead of damage characters with a non-zero Fighter Bonus may do
normal damage as well on a critical). A normal hit means the target may
decide (before damage is rolled) to either accept the special effect or to
take the damage from the attack. If the attacker has a non-zero Fighter
Bonus and is a higher level than the target, the target must make a
successful saving throw to reject the special effect. Possible maneuvers
include: disarm, knock down, push back (up to STR feet), switch
positions, slip past, steal an obvious and accessible item from the target,
etc. GM Notes: Non-intelligent and low intelligence monsters will
normally accept the maneuver rather than damage. Average intelligence
and better monsters may choice damage over the maneuver effects if
accepted the effects will obviously kill or incapacitate them or if they
make a morale check.

Fighter Bonus: Dwarves, elves, fighters, and halflings have a non-zero


Fighter Bonus. They may add their Fighter Bonus to their attack and
damage rolls (both melee and missile).

Cleaving (optional): If a character with a non-zero Fighter Bonus (or a


monster) kills or incapacitates an opponent with a melee or missile
attack, the character may immediately make another attack (with the
same weapon) against another opponent within 5 feet of the target he
has just dropped. The maximum number of melee attacks the character
can make in one round is equal to his level (hit dice for monsters). If
using a missile weapons, a character is limited to a maximum of 2
additional cleave with arbalest or crossbow, 3 with longbow, and 4 with

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composite bow, shortbow, sling, or thrown darts, daggers, or javelins.

Damage: Light weapons do 1d4 damage. Medium weapons do 1d6


damage. Heavy weapons do 1d8 damage. Add STR bonus and any
class damage bonus to Melee damage (x2 for two-handed weapons).
Option: Weapons do the damage listed for the specific weapon on the
equipment table.

Shield Special: A character with a shield may choose to have it


completely absorb all the damage from any attack (including a critical
hit). A non-magical shield shatters when it does so. A magical shield
permanently loses one point of is magical AC bonus when it does so,
becoming a non-magical shield if its magical AC bonus is reduced to
zero. Option: Non-magical wooden shields made from a particular
expensive wood (e.g. Rowan wood) can be used up in this manner for a
successful save versus any spell. Such shields are only available one-
third of the time and cost 10 times as much as a regular wooden shield.

Morale: While a few monsters, such as mindless creatures, are fearless


and will fight to the death, most monsters have a strong desire to survive
and will not continue to fight when the battle is going against them. They
will instead seek to retreat, to flee, or even to surrender. The GM decides
when monsters abandon the battle and retreat, based on the situation
and the monster’s intelligence. Monsters are assigned a Morale Rating
(from 2 to 12, with 2 being a complete coward and 12 being totally
fearless) to help the GM make these decisions. If the GM wishes, he
may simply roll 2d6 and have the monsters break off combat if the
number rolled is greater than the monster’s Morale Rating.

Energy Drain: Certain undead and demonic monsters can drain energy
levels from characters. Each energy level drained reduces the
character’s level by one, the character my regain the level normally via
experience.
Hirelings
Players may find it useful to have their characters hire bearers to carry
light sources into ruins and dungeons (and to carry treasure out) and
men-at-arms to aid in combat. In some areas there may be a guild where
such people may be found and hired, in other areas characters may
have to advertise. Pay must be negotiated and what will be asked will
depend on the situation the hirelings think they may get into and the
reputation of the characters hiring them.

Bearers have 2 hit points and generally will only fight if cornered and
there is no other choice – even then their effective level (used in attack
Microlite81 (Version 1.0 Silver) -16-
rolls) is -2. They will carry light sources and baggage willingly so long as
they are paid, fed, treated well, and not exposed to much mortal danger.
Minimum pay: 1 SP/day.

Men-at-Arms will fight but consider being used as a bearer (except of


treasure they get a share of) to be beneath them. Green Men-At-Arms
have 4 hit points, an effective combat level (used in attack rolls) of 0 and
can use whatever armor and weapons their employers provide. Minimum
pay: 5 SP/day plus 1/20 of a share of any non-magical treasure found.
Veteran Men-at-Arms have 7 hit points, an effective combat level (used
in attack rolls) of 1 and can use whatever armor and weapons their
employers provide. Minimum pay: 1 GP/day and 1/10 a share of any
non-magical treasure found. Men-at-Arms will serve willingly as long as
they are fed, paid, treated well, and not asked to take unusual risks that
their employers are not taking with them.
Monsters
See the Microlite81 Monster List or use the monster descriptions in any
B/X game. To create new monsters quickly: Pick a name, assign a level,
hit dice = level, hit points = 1d8 per level, magic save = as fighter of level
HD/2, all attack bonuses = level (maximum +15), damage = 1d6 for
ordinary claws, bites, and weapons, 2d6 for large maws, giant clubs, 3d6
for dragon bites and the like, AC = armor equivalent; pick special abilities
as the level increases. Special attacks act like magic attacks against an
appropriate defense. Intelligent monsters may have classes at the GM's
option. If needed, assign stats to suit. Equip and add abilities as
required.

Monster Reactions: Some monsters (like skeletons guarding a tomb)


may always attack. In cases where the reaction of the monsters to the
party is not obvious, the GM may opt to make a reaction roll for the
monsters by rolling 2d6 and adding the CHA bonus (and any other
appropriate modifiers) to the roll and consulting this table.

Adjusted Reaction Roll Result


2 or less Very Unfavorable
3-6 Unfavorable
7 Neutral/Uncertain
8-11 Favorable
12 or more Very Favorable

Interpretation of the results is left to the GM, however, these general


principles may prove helpful. Very Unfavorable means the monsters will
most likely attack unless the odds are overwhelmingly against them.
They will not help the characters. Unfavorable means the monsters are
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hostile and might attack unless they are given a good reason not to.
They will not help the characters. Neutral means the monsters are
unsure of the party. They are not likely to attack immediately, but are not
friendly or helpful. Favorable means the monsters are willing to listen and
are open to negotiation. They might be willing to be slightly helpful. Very
Favorable means the monsters like the characters and are willing to be
somewhat helpful and are open to working with the party to mutual
advantage.

Mooks (optional): Sometimes a GM may want to use a large number of


monsters but not want to carefully track each one. Mooks are “cannon
fodder” monsters that have 1 hit point per hit die, never make a saving
throw, and always run away or surrender if the battle is obviously going
against them. Any hit from a Fighting Class character will likely kill a
mook. Mooks cannot be told at a glance from non-mook monsters.
Mooks make excellent minions for powerful leaders as they are very
effective against normal people even if they cannot stand long against
PCs and NPCs with class levels.
Experience Points and Level Advancement
Experience Points (XP): Characters get Experience Points (XP)
through adventuring, defeating monsters, spending money from treasure,
etc.

XP from Defeating Monsters: Each monster defeated is worth a base XP


equal to the monster’s hit dice squared multiplied by 5. If a monster has
both hit dice and a character level the higher is used as “hit dice” in this
formula. Many monsters have special abilities which make them more
dangerous than their hit dice indicate. For each such special ability, add
50% (round down) of the monster’s base XP. Example: A party defeats 3
Hippogriffs. Hippogriff has 3 hit dice and one special ability (flight), so
each hippogriff is worth 67 XP for a total of 201 XP.

At the end of an adventure, the total XP earned from defeating monsters


is divided by the number of characters in the party. Henchmen/Retainers
count as 1/2 person and hirelings count as 1/10 person (round up for
PCs, round down for others). Example: A party of 5 player characters, 2
retainers, and 10 men-at-arms and other hirelings earns 1200 XP from
defeating monsters. Each PC earns 172 XP from defeating monsters,
each retainer earns 85 XP, and each hireling earns 17 XP. (Note that XP
for hirelings is earned but usually not actually tracked.)

XP from Treasure Found: At the end or an adventure, total the value of


all non-magical treasure found during the adventure in gold pieces and
divide it by two. Divide the result by the number of characters in the party
Microlite81 (Version 1.0 Silver) -18-
to determine the number of XP each character receives from treasure.
Henchmen/Retainers count as 1/2 person and hirelings count as 1/10
person (round up for PCs, round down for others). Example: A party of 5
player characters, 2 retainers, and 10 men-at-arms and other hirelings
recovers 2400gp worth of treasure on their latest trip through the
dungeon. 2400 divided by 2 gives 1200 XP from treasure. Each PC
earns 172 XP from treasure founds, each retainer earns 85 XP, and
each hireling earns 17 XP. (Note that XP for hirelings is earned but
usually not actually tracked.)

XP from Treasure Spent: Individual characters can also earn experience


points from spending money found in treasures (or taken from monsters)
in totally frivolous ways (e.g. wine, women, song, donations to a temple
without getting anything in return, generic “training,” etc.). A character
earns XP equal to the treasure so spent in gp divided by his current
level. Note that XP from treasure is an abstract method of rewarding the
various adventuring actions like finding traps that allow one to get
treasure. Example: A 2nd level Fighter spending 1000gp on wine,
women, and song earns 500 XP.

XP from Exploration: The GM may reward exploration with XP be


designing special points on the map as worthy of XP for reaching them.
The GM should generally not inform players in advance as to what, if
any, special locations on the map are worth XP. Example: reaching the
top of the tallest mountain on the map for the first time might be worth
150 or 200 XP for each character making it to the top or entering a well-
hidden sub-level of a dungeon might be worth 50 XP.

XP from other Activities: The GM may award XP for excellent


roleplaying, other important actions in the game (successfully completing
a quest, for example), etc. In general, the total award from this category
for any one session should not be more than 100 XP times the
character’s current level. No XP may be awarded in this category if the
character refuses to even attempt to play his virtues and vices or other
character limitations.

Level Advancement: At the end of every adventure (or, at the GM’s


option, at the end of every session), total up the XP earned and added
them to your character’s total XP. If a character’s XP total is higher than
that the Minimum Experience Points Required for the next level on the
character’s class chart. The character goes up a level and gains all the
benefits thereof (increased HP, PCB, MCB, improved Saving Throw,
etc.). Note that a character may only go up one level per session. Any
additional XP earned in that session that would put the character above
50% in his new level are lost.

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Each level adds a die roll or a fixed amount after 9th level to Hit Points
and the character’s Physical Combat Bonus, Magical Combat Bonus,
Fighter Bonus, etc. may change as indicated in the Advancement table
for the character’s class.

Clerics and Magic-Users gain access to new spell levels at levels 3, 5, 7,


9, and (Magic-User only) 11. When a Magic-User gains access to a new
spell level he gets one spell of the new level added to his spell books.
The player may select the spell subject to GM veto.

WEAPONS AND EQUIPMENT


Money
Money takes the form of coins, with the gold piece being the standard
unit. 1 platinum piece (pp) = 5 gold pieces; 1 gold piece (gp) = 10 silver
pieces); 1 electrum piece (ep) = 5 silver pieces; 1 silver piece (sp) = 10
copper pieces (cp). Coins form different areas may look different and in
some areas only coins from that area are acceptable, other coins will
have to be exchanged for proper coins at a moneychanger who will take
at least a 10% exchange fee.

To put the value of a gold piece into perspective, a single gold piece is
enough for a peasant to subsist at a wretched quality of life for a month.
Early in their career, adventurers will typically live on a few dozen gold
pieces per month, enough to eat and sleep at an inn. A dragon’s treasure
hoard of 50,000gp might keep a village of peasants alive for decade, but
merely cover a prince’s monthly budget.

Microlite81 (Version 1.0 Silver) -20-


Equipment Packs
Suggested starting packs for new characters:

Pack A Pack B Pack C


normal clothing normal clothing normal clothing
backpack backpack backpack
bedroll bedroll bedroll
hooded lantern 10 torches tent
10 oil flasks 10 oil flasks 10 torches
flint & steel flint & steel flint & steel
shovel chalk hammer
2 sets of caltrops 10 ft. pole 10 iron spikes
signal whistle mirror grappling hook
pen & paper crowbar 50 ft. rope
water skin water skin water skin
iron rations for four daysiron rations for four daysiron rations for four days

Finally, add the following, based on your Class:

Cleric: Silver holy symbol, light armor (AC +2), a one handed weapon +
shield, and 5 gold pieces
Dwarf, Fighter, Halfling: Vial of holy water, medium armor (AC +4), a
one handed weapon + shield, or a two handed weapon, and 5 gold
pieces
Elf: light armor (AC +2), one-handed weapon, spellbook with all spells
known, and 5 gold pieces
Magic-User: Spellbook with all spells known, a dagger, and 5 gold
pieces
Thief: lock picking tools, light armor (AC +2), light weapon, and 5 gold
pieces.

Standard Equipment List


Players, with the permission of the GM, may elect to roll their starting
wealth in gold pieces and buy equipment piece by piece from the
equipment list below. If this is done, each character starts with 120 +
(3d6 x 5) gold pieces. The GM is free to modify the equipment list to suit
the starting location in his campaign.

Armor Cost AC
Clothing Only - 10
Hide and Fur Armor 10gp 11
Leather Armor 20gp 12
Ring Mail or Scale Armor 30gp 13

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Chain Mail Armor 40gp 14
Banded Plate or Lamellar 50gp 15
Armor
Plate Armor 60gp 16
Shield 10gp +1
Leather Barding 40gp 11
Scale Barding 75gp 12
Chain Barding 150gp 13
Lamellar Barding 300gp 14
Plate Barding 600gp 15

Weapons Cost Damage*


Axes:
Battle Axe 7gp 1d6/1d8
Great Axe (two-handed) 10gp 1d10
Hand Axe 4gp 1d6
Bows and Crossbows:
Arbalest 50gp 1d8
Crossbow 30gp 1d6
Case with 20 quarrels 2gp
Composite Bow 40gp 1d6
Longbow 7gp 1d6
Shortbow 3gp 1d6
Quiver with 20 arrows 1gp
1 silver-tipped arrow 5gp
Catapults and Ballista:
Ballista (1,800lb) 80gp 3d6
Ballista Shot 4gp
Heavy Catapult (1,200lb) 200gp 4d6
Light Catapult (1,800lb) 100gp 3d6
Catapult Shot (25lb) 5gp
Catapult Shot, Pitch (25lb) 25gp
Flails, Hammers, and Maces:
Club 1gp 1d4
Flail 5gp 1d6/1d8
Mace 5gp 1d6/1d8
Morning Star (two-handed) 10gp 1d10
War Hammer 5gp 1d6/1d8
Spears and Pole Arms
Lance (mounted) 1gp 1d10
Javelin 1gp 1d6
Pole Arm (two-handed) 7gp 1d10
Spear 3gp 1d6/1d8
Swords and Daggers:
Dagger 3gp 1d4

Microlite81 (Version 1.0 Silver) -22-


Silver Dagger 30gp 1d4
Short Sword 7gp 1d6
Sword 10gp 1d6/1d8
Two-Handed Sword 15gp 1d10
Other Weapons:
Bola 5gp 1d2
Darts (5) 2gp 1d4
Net 1gp -
Sling with 30 Sling Bullets 2gp 1d4
Sap 1gp 1d4
Staff (two-handed) 1gp 1d6
Whip 5gp 1d2

*Where two damage values are listed, the first is for one handed and the
second is for two-handed use.

Adventuring Equipment Cost


Backpack (holds 4 stone) 2gp
Barrel (20 gallon) 3sp
Belladonna (1lb) 10gp
Blanket (wool, thick) 2gp
Birthwort (1lb) 10gp
Candle (tallow, 1lb) 2sp
Candle (wax, 1lb) 6sp
Chest (ironbound, holds 20 stone) 22gp
Comfrey (1lb) 10gp
Crowbar 1gp
Flask of Oil (common, 1 pint) 3sp
Flask of Oil (military, 1 pint) 2gp
Garlic (1lb) 5gp
Goldenrod (1lb) 10gp
Grappling Hook 25gp
Hammer (small) 2gp
Holy Symbol 25gp
Holy Water (1 pint) 25gp
Ink (1 oz.) 8gp
Iron Spikes (12) 1gp
Lantern 10gp
Lock 20gp
Mirror (hand-sized, steel) 5gp
Musical instrument 25–100gp
Pouch/Purse (holds 1/2 stone) 5sp
Pole, Wooden (10' long) 1sp
Rations, Iron (one week) 1–6gp
Rations, Standard (one week) 3sp–3gp

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Rope (50' length) 1gp
Sack (small, holds 2 stone) 3sp
Sack (large, holds 6 stone) 8sp
Spell Book (blank) 20gp
Stakes (4) and Mallet 3gp
Tent 20gp
Thieves’ Tools 25gp
Tinder Box (flint & steel) 8sp
Torches (6) 1sp
Water/Wine Skin 6sp
Wolfsbane (1lb) 10gp
Woundwart (1lb) 10gp

Foodstuffs Cost
Ale/Beer (cheap, 3 pints) 1cp
Ale/Beer (good, 1 pint) 2cp
Bread (white, 4lb) 1sp
Bread (wheat, 8lb) 1sp
Bread (coarse, 12lb) 1sp
Cheese (1lb) 5cp
Cinnamon (clover, pepper, sugar) (1lb) 3gp
Dried Fruit (1lb) 1sp
Eggs (1 dozen) 5cp
Meal (1 person, poor to feast) 1cp-10gp
Meat (beef, chicken, mutton, or pork, 1lb) 1sp
Saffron (1lb) 15gp
Wine (cheap, 1 pint) 2cp
Wine (good, 1 pint) 1sp
Wine (rare, 1 pint) 5sp

Livestock Cost
Chicken (3lb) 1sp
Cow (550lb) 10gp
Dog (hunting) 10gp
Dog (war) 75gp
Goat (125lb) 3gp
Hawk (trained) 20gp
Pig (125lb) 3gp
Sheep (80lb) 2gp

Land Transport Cost


Camel 100gp
Caparison (warhorse) 20gp
Cart (small) 25gp
Cart (large) 50gp

Microlite81 (Version 1.0 Silver) -24-


Donkey 8gp
Horses:
Heavy Draft Horse 40gp
Heavy Warhorse 700gp
Medium Draft Horse 30gp
Medium Riding Horse 40gp
Medium Warhorse 250gp
Light Riding Horse 75gp
Light Warhorse 150gp
Mule 20gp
Ox (2,000lb) 40gp
Saddle and Tack (draft) 5gp
Saddle and Tack (riding) 10gp
Saddle and Tack (war) 25gp
Saddlebags (leather) 5gp
Stabling (draft/riding horse, one night) 2sp-5sp
Stabling (warhorse, one night) 5sp-1gp
Wagon 200gp

Clothing Cost
Belt / Sash (leather) 4sp
Boots (leather, low) 6sp
Boots (leather, high) 3gp
Cassock (cleric / mage) 7gp
Cloak (fur-lined, winter) 15gp
Cloak (long, hooded) 1gp
Dress (crafter / freeholder) 4gp
Dress (armiger) 20gp
Gown (lady-in-waiting / noble) 100gp
Gown (duchess) 1000gp
Hat (armiger) 10sp
Linen (cheap, 1 yard) 1gp
Linen (fine, 1 yard) 7gp
Robe (cleric / mage) 6gp
Silk (1 yard) 15gp
Sandals / Shoes (leather) 4sp
Tunic and Pants (serf) 2gp
Tunic and Pants (crafter / freeholder) 4gp
Tunic and Pants (armiger) 20gp
Tunic and Pants (noble) 100gp
Wool (cheap, 1 yard) 6sp
Wool (fine, 1 yard) 6gp

Maritime Transport Cost


Barge/raft 1gp/sq ft

-25- Microlite81 (Version 1.0 Silver)


Boat (river) 4000gp
Boat (sailing) 2000gp
Canoe 40gp
Galley (large) 30,000gp
Galley (small) 10,000gp
Galley (war) 60,000gp
Longship 15,000gp
Sailing Ship (large) 20,000gp
Sailing Ship (small) 5,000gp
Troop Transport (large) 40,000gp
Troop Transport (small) 10,000gp

Lodging Cost
Cottage (wood) 300gp
Inn (one person, one night, slum) 1sp
Inn, one person, one night, average) 5sp
Inn (one person, one night, superb) 2gp
Hut (wattle) 25gp
Hut (wooden) 50gp
Townhouse (stone) 1,200gp

ADVENTURING
B/X Conventions
Almost any material you come across for B/X or other early editions of
the world’s most popular roleplaying game can be used in Microlite81
with little modification. However, there are some descriptive conventions
that B/X used that may need explanation.

Time Conventions: B/X talks about time in terms of rounds (combat


rounds) and turns. A round was 10 seconds and a turn was 10 minutes,
so there were 60 rounds in a turn.

Movement/Distance Conventions: B/X gave distances in inches. When


underground or in buildings or the like, one inch equaled 10 feet. When
outdoors, however, one inch was 10 yards. Yes, this meant spell and
weapon ranges were greater outdoors than indoors. Normal human
movement (when carefully exploring) was 12” per move, with two moves
per turn. Carrying too much weight cut this down to 9” or even 6”.
Running movement was double the above.

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Descending Armor Class: B/X and other pre-SRD editions used a
descending Armor Class system where an unarmored character was AC
9 (AC 10 in some editions) and better armor used lower numbers (e.g.
AC 5 was Chain, AC 2 was plate). Magic armor could even have a
negative armor class. Microlite81 uses the ascending Armor Class
system used in the OGL SRD. If you have old adventures using the
original descending AC system and wish to use them, it is easy to
convert descending ACs to ascending ACs.

Unarmored AC is 9: If the adventure is for B/X (or other edition where the
unarmored AC is 9), subtract the descending AC listed in the adventure
from 19 to get the ascending AC used by Microlite81.

Unarmored AC is 10: If the adventure is for 1e or 2e (where the


unarmored AC is 10), subtract the descending AC listed in the adventure
from 20 to obtain the ascending AC used by Microlite81.
Dungeon Exploration
Exploring dungeons is an iconic part of old school roleplaying games.
The guidelines in this section will help the GM run adventures in
dungeons, castles, caverns, and other “indoor” spaces.

Light: Humans and many other races require a light source (or magical
ability) to see in the dark. Torches, lanterns, etc. will produce limited
areas of light (generally 20 feet of bright light and a further 10 feet of dim
light), but they also make it easy for monsters to see the party coming,
making surprise impossible. Torches can be blown out by strong gusts of
wind (d6 roll: blown out on a 1 or 2). Lanterns use flasks of oil as fuel,
and a lantern can burn continuously on 1 flask of oil for 24 turns (4
hours). Torches burn continuously for 6 turns (1 hour) before burning out.
Most monsters living in a dungeon have infravision or some other means
of seeing in the dark; however these methods do not work in the
presence of a light source.

Seeing Monsters: Unless surprised, characters will see monsters when


they are 2d6 x 10 feet apart. Surprise distance is 1d3 x 10 feet.

Wandering Monsters: The GM should roll 1d6 every 2 turns for


wandering monsters (more often if the party is making a lot of noise or
otherwise attracting attention). On a roll of 1, wandering monsters
stumble across the party from a random direction and distance.

Avoiding Monsters: Unintelligent monsters normally automatically


attack. Intelligent monsters may follow their orders, make a reaction
check, automatically attack, etc. depending on circumstances. Unless
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surprised a party may try to flee to avoid a battle. Monsters will generally
pursue if there is less than 120 feet between the two groups. Monsters
will only pursue around a corner or through a door on roll of 1 or 2 on a
d6 (1 if a secret door is used). Fire will deter many monsters. Food will
distract many monsters: unintelligent monsters 90% of the time, semi-
intelligent monsters 50% of the time, intelligent monsters 10% of the
time. Treasure may also distract monsters: unintelligent monsters 10% of
the time, semi-intelligent monsters 50% of the time, and intelligent
monsters 90% of the time. All chances may be adjusted by the GM
depending on circumstances. These same rules determine how
monsters will pursue if the characters disengage and retreat (or rout)
from a battle.

Rest: One turn in six must be sent in rest or all characters suffer a -1 to
all d20 rolls and to damage rolls per rest missed. Time spent searching is
not time spent resting.

Doors: Dungeons often have many doors, some secret and others
obvious. Many are locked, and a thief will need to attempt to pick locks.
However, characters can attempt to break a door down. In this case, the
player rolls 1d6. A result of 2 or less means the door has been broken
down. Strength adjustments apply, but no matter what the adjustment
there must always be a chance of success or failure. Bonuses cannot
take the success range above 5 or below 1 on 1d6.

Players will sometimes want their character to listen at a door to hear


any noises beyond. Again, the GM rolls 1d6. A roll of 1 results in
success, and a roll of 1 or 2 succeeds for demi-humans due to their keen
hearing. A thief has specially trained for this task, and succeeds on a roll
of 1-2 (Level 1-4), 1-3 (Level 5-8), 1-4 (Level 9-12), and 1-5 (Level 13+).
This attempt may only be made one time at any door by a character.
Note that some creatures, such as undead, do not make noise.

Traps and Trap Detection: A trap will usually spring on a d6 roll of 1 or


2 when a character passes over or by them or otherwise triggers them.

Characters of all classes can search for non-magical traps. All characters
except dwarves and thieves can succeed in spotting a trap on a roll of 1
on 1d6. Dwarves succeed on a roll of 1 or 2 on 1d6. Thieves are
specially trained for this task, and succeed on a roll of 1-2 (Level 1-4), 1-
3 (Level 5-8), 1-4 (Level 9-12), and 1-5 (Level 13+). Players must declare
that their characters are actively looking for traps, and they must be
looking in the right place. This roll may only be made once in a particular
location, and it takes 1 turn per effort made. Since the GM rolls the dice,
the player never know if the roll failed or if there simply is no trap in the

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area searched.

Secret/Hidden Doors: Secret (and hidden) doors can only be spotted if


characters are specifically looking for them. The GM rolls 1d6 when a
player declares that his character is looking for secret doors. A result of 1
on 1d6 is a success, except that elves have better vision and succeed on
a roll of 1 or 2 on 1d6. Thieves are specially trained for this task, and
succeed on a roll of 1-2 (Level 1-6), 1-3 (Level 7-10), and 1-4 (Level
11+). A character can only attempt to look for secret doors once in any
given area, and it takes 1 turn. A second attempt cannot be made in the
same area. On a roll of 1 on 1d6 an Elf will notice a secret door even if
he is not actively searching for secret doors. Since the GM rolls the dice,
the player never know if the roll failed or if there simply is no door in the
area searched.
Wilderness Exploration
Exploring the wilderness is an iconic part of old school roleplaying
games. The guidelines in this section will help the GM run adventures in
the great outdoors, whether exploring new lands or simply go from one
place to another along well-travelled routes.

Time and Wilderness Movement: The wilderness is not cramped like in


a dungeon, and characters can usually see further ahead and not be as
wary of obstacles. For this reason, movement is measured in yards
rather than feet in the wilderness.

A character that could move 120’ per turn in a dungeon can move 120
yards (360’) per turn in the wilderness. Further, characters can move, per
day, their movement rate divided by 5 in miles per day. So a character
that moves at 120 (feet or yards, depending on environment) can move
24 miles in the wilderness per day. It’s likely that not all characters will
have the same movement, so if they wish to stay together they must
move as fast as the slowest character. Also note that the number of
miles characters can move in 1 day presented here assumes a clear trail
and easy travel. Other conditions will reduce the distance traveled in a
day by fractions, as detailed below.

Terrain Movement Modifier


Desert, hills, wooded areas -1/3
Thick jungle, swamps, mountains -1/2
Road travel, clear wide trails +1/2

For example, if characters can travel 24 miles normally, but are following
roads, they can travel 36 miles a day (24 + 12). If they are traveling
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through swampy land, they travel 12 miles (24 – 12) per day.
Furthermore, certain kinds of terrain can slow travel at the GM’s
discretion, such as if the characters have to cross canyons, large rivers,
or other formations. In addition to these conditions that can influence
travel rates, characters may engage in a forced march. A forced march is
a day of hard, tiring travel, but increases travel speed by +1/2. However,
the characters must rest for 24 hours after a forced march. Otherwise,
during wilderness travel the characters have to rest one day per six days
of travel. Weather can also affect travel rates or even prevent safe travel
altogether.

Missile weapon and spell ranges are measured in yards in the


wilderness also, but note that areas of effect remain the same for spells
and other effects.

Unless there is an encounter, the GM will direct players through time in


increments of days while traveling in the wilderness. When an encounter
occurs, time is measured in rounds. Unlike in labyrinths, wilderness
adventures do not often measure time in turns.

Seeing Monsters: Unless surprised, characters will see monsters when


they are 4d6 x 10 yards apart. Surprise distance is 1d3 x 10 yards.

Wandering Monsters: The GM should roll 1d6 every day of travel for
wandering monsters. If the party is camping, an additional roll should be
made at night. If a wandering monster is indicated (roll varies by terrain,
see terrain table below), wandering monsters stumble across the party
from a random direction and distance. At night, the GM should randomly
determine which watch is on duty when the attack is made.

Avoiding Monsters: Unintelligent monsters normally automatically


attack. Intelligent monsters may follow orders, make a reaction check,
automatically attack, etc. depending on circumstances. Unless surprised
a party may try to flee to avoid a battle. Monsters will generally pursue so
long as the party can be detected, there is a 50% chance monsters
faster than the party will catch it (30% chance for monsters about as fast
as the party) in each hex traveled through. Woods or swamp reduce the
chance of being caught by 25%. Monsters will pursue into another hex
on the map 50% of the time. The chase continues until combat occurs or
the monsters break off. The party must rest for one-half day for each hex
travelled during a pursuit. All chances may be adjusted by the GM
depending on circumstances. These same rules determine how
monsters will pursue if the characters disengage and retreat (or rout)
from a battle.

Microlite81 (Version 1.0 Silver) -30-


Becoming Lost: A group travelling off a well-marked trail or road without
an accurate map or a knowledgeable guide may become lost. The
chance of becoming lost is rolled on a d6 and depends on the type of
terrain the party is in (see table below). If lost, the party actually moves in
a random direction but believes they have moved in the direction
intended.

Terrain Chance Chance of


Type Lost Encounter
Plains 1 1
Woods 1-2 1-2
Forest 1-3 1-2
River 1 1-2
Swamp 1-3 1-3
Hills 1 1-2
Mountains 1-2 1-3
Desert 1-3 1-2

Strongholds: Characters may encounter a stronghold during their


wilderness travels. If the GM decides the characters pass near a castle
or other kind of stronghold, he can roll on the following table to randomly
determine how any patrol that spots them might react. These rolls may
be modified one way or another if the characters are acting suspicious,
or if they are approaching peacefully and potentially with offerings.

Ruler Reaction (1D6)


Class Level Patrol Type Ignore Chase Friendly
Cleric 6+1d8 Lt mounted, 2d6 1-2 3-4 5-6
Dwarf 8+1d4 Hvy infantry, 2d6 1-4 5 6
Elf 9 or 10 Lt mounted, 2d6 1-4 5 6
Hvy mounted,
Fighter 8+1d6 1-2 3-5 6
2d6
Halfling 6+1d2 Lt infantry, 2d6 1-3 3 4-6
MU 10+1d4 Hvy infantry, 2d6 1-4 5 6

Rations and Foraging: When adventuring in a dungeon, there may be


very little available to eat. Characters must take rations with them to
cover the extent of time they expect to be away from town. However,
they may occasionally kill an edible monster.

When in the wilderness, characters can hunt or scavenge for food.


Scavenging for food is an activity that can be accomplished without
hindering travel by gathering fruit, nuts, or small animals. For each day of

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travel while scavenging, roll 1d6. A result of 1 indicates that sufficient
food for 1d6 human sized beings has been acquired. Hunting follows the
same roll, but succeeds on 1-2, and must be engaged as the sole activity
for a day. No traveling is possible. In addition, there will be one
Wandering Monster check, from the table appropriate for the terrain,
while the group is hunting.

Characters that go without food and/or water will soon begin to suffer
from the effects of starvation and/or dehydration:

Starvation: Characters generally need 2 pounds of food per day. After 2


days without food, a character takes 1d6 damage per additional day
without food and no longer heals lost HP.

Dehydration: Characters generally need 1 gallon of water per day. Each


day after the first without water, a character loses 25% of his full HP in
damage (and can no longer heal).
Other Hazards
Falling: 1d6 damage per 10 feet fallen, save for half damage.
Spikes: add +1 point to falling damage per 10' fallen, max +10
Extreme Heat & Cold: If not wearing suitable protection, save once
every 10 minutes (-1 per previous check), taking 1d6 damage on each
failed save.
Creating A Stronghold
All of the Character classes have some ability, at some level, to establish
a stronghold – or to take over a guild, in the case of Thieves.
Strongholds are usually built by claiming an area of wilderness, clearing
out the monsters that lair in the region, and then beginning construction
of the new owner’s fortified place of residence. The nature and type of
stronghold will differ, of course, for the individual’s choices will play an
important role. For instance, it is traditional for you, the player, to create
a map of your castle. In general, a strong leader who clears out an area
with a radius of ten miles or so will end up in charge of between 2 and 8
(2d4) small settlements. The peasants in these hamlets, cots, and vils
will be overjoyed to find themselves under the protection of a powerful
and renowned protector – unless your Character is a tyrannical overlord
in the service of Chaos. Each settlement holds roughly 1d4 x100
villagers, and the normal feudal tax is 10 gp per year per villager.
Sometimes, of course, this is paid with chickens and oxen, and your
stronghold might take on the appearance of a marketplace, around tax
time – but a good reeve or bailiff can sort it all out quickly, without the
Character’s needing to get involved.
Owning a stronghold allows a person to house and feed loyal retainers
Microlite81 (Version 1.0 Silver) -32-
without paying for their room and board in local inns, or building
campsites in the cold rain. It is a base of operations and a secure place
to keep Treasure.

Building the actual castle, of course, is quite expensive. The owner will
need to hire wagons for transporting materials, as well as masons and
other experienced craftsmen from more civilized areas to raise the strong
stone walls and towers of the fortress. While the construction costs could
change drastically depending upon how far a freehold is from the rest of
civilization and what materials are available in the area, the following
sample costs will provide a baseline:

Stronghold Structure Costs


Barbican (gatehouse, 2 small towers, and a 38,000gp
drawbridge)
Battlement (100' long, crenellated parapets) 500gp
Building, stone (20' high, 30' square, wood doors, 3,000gp
floors, roof, stairs)*
Building, wood (20' high, 30' square, wood doors, 1,500gp
floors, roof, stairs)*
Corridor, dungeon (10'x10'x10', hewn stone walls, 500gp
flagstone floor)
Drawbridge, wood (10' x 20') 250gp
Gatehouse (20' high, 30' x 20', metal portcullis, wood 6,500gp
doors, floors, stairs)
Keep, square (80' high, 60' square, wood doors, floors, 75,000gp
stairs)*
Moat, unfilled (100' x 20' x 10' deep)* 400gp
Moat, filled (100' x 20' x 10' deep)* 800gp
Palisade, wood (10' high, 100' long, 1' thick) 125gp
Rampart, earthen (10' high, 100' long, 15' thick) 2,500gp
Tower, small round (30' high, 20' diameter, wood doors, 15,000gp
floors, stairs)
Tower, medium round (40' high, 20' diameter, wood 22,500gp
doors, floors, stairs)
Tower, large round (40' high, 30' diameter, wood doors, 30,000gp
floors, roof, stairs)
Tower, huge round (60' high, 30' diameter, wood doors, 54,000gp
floors, roof, stairs)
Wall, stone castle (20' high, 100' long, 10' thick) 5,000gp
Wall, stone castle (30' high, 100' long, 10' thick) 7,500gp
Wall, stone castle (40' high, 100' long, 10' thick) 12,500gp
Wall, stone castle (50' high, 100' long, 10' thick) 17,500gp
Wall, stone castle (60' high, 100' long, 10' thick) 22,500gp
*The dimensions of these constructions can be altered as long as the

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square footage remains the same.

In addition to the building costs, the character will need to hire at least
one engineer (250gp/month) per 100,000gp cost of the stronghold. The
time required to construct a stronghold depends entirely on its total price.
For every 500gp it will take one day of game time. The construction time
can be reduced by 25% by paying 50% additional construction costs, or
reduced by 50% by paying 100% additional construction costs. The
construction time cannot be reduced by more than 50%.
Magical Research
As described in their class descriptions, spell casters are able to
research new spells and create magic items. These are expensive
procedures which often do not succeed.

All magical research requires a magic research skill roll of some type to
succeed. This throw is a Secondary MIND Skill Roll unless otherwise
listed. An unmodified die roll of 1-3 is always a failure when conducting
magical research, however. When a magic research throw fails, the time
and money spent on the research is lost. In addition, any precious
materials or special components (described below) are consumed.

Researching Spells
Researching Known Spells: A spellcaster of 5th level or higher may
use spell research to gain access to spells on the standard Microlite81
spell list that he does not have access to from scrolls, spell books, or (if a
divine spellcaster) his deity. Spell research costs 1,000gp, and takes two
weeks of research, per level of the spell. Spell research requires a magic
research throw versus a DC equal to 12 plus twice the level of the spell
being researched. EXAMPLE: Riddle is an 11th level mage with a MIND
of 15 researching a 4th level spell. It will take 8 weeks and cost 4,000gp,
and require a Secondary MIND Skill Roll versus a DC or 20 to succeed.

Researching New Spells: A spellcaster may also use spell research to


create a new spell not on the standard spell lists. The spellcaster must
describe in detail the kind of spell he wants to create, and the effects it
will have. The GM will then determine if the spell can be created, and if
so what the spell level will be. The spellcaster must be capable of casting
spells of the spell level the potential new spell will be; otherwise he must
wait until he attains a high enough level to research and cast the spell.
Spell research costs 1,000gp, and takes two weeks of research, per level
of the spell. A magic research roll is required for success versus a DC
equal to 12 plus three times the level of the spell being researched.

Microlite81 (Version 1.0 Silver) -34-


Identifying Magic Items: Spell research can also identify the properties
of a magic item. It takes 1,000gp and two weeks of research to identify a
magic item, and a magic research throw (A is required. The required DC
is determined by how common the GM rules the magic item is: Common,
DC 14, Uncommon, DC 17; Rare, DC 20; Very Rare, DC 24;
Artifact/Unique, DC 30 (or higher).

A mage or other arcane caster can only research a spell if he can still
learn spells of that level. A cleric or other divine caster can only research
a spell with the permission of his deity (GM’s discretion). The deity will
usually remove a spell of the same level from the cleric’s spell list in
exchange for granting the new spell.

Libraries : To research a spell, a spellcaster must have access to a


library. Wizard’s guilds and major temples often will provide their mages
and clerics access to such a library. If a spellcaster wishes to compile his
own library, a minimum of 4,000gp must be invested to allow research on
1st level spells. For each subsequent spell level to be researched,
another 2,000gp must be invested. Having an exceptionally large library
aids research. For every 10,000gp of value above the minimum required
for the spell, the spellcaster receives a +1 bonus on his magic research
throw (up to a maximum +3 bonus).

Every time a wizard successfully researches a spell, 10% of the gold


spent for that effect is added to his library value, reflecting the value of
notes and annotations made during research. Authoritative tomes or rare
books found as treasure might provide an additional bonus to research
specific spells or types of spells.

Creating Magic Items


Starting at 5th level, spellcasters may begin to scribe scrolls and brew
potions. At 9th level, they may begin to make other types of magic items,
such as rods, rings, swords, and other items. An arcane spellcaster may
never create magic items that are exclusive to divine spellcasters. A
divine spellcaster may make any item his class is eligible to use.

In order to create a magic item, the spellcaster must know the spell(s)
that replicate the magic item’s effect, or must find a sample or formula of
the item. If a magic item’s effect does not compare to any existing spell,
the spellcaster must either research a new spell that will produce the
desired effect, or he must find a sample or formula of the item.

Cost and Time: The base cost and time required to create a magic item
is listed on the Magic Item Creation tables.

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Magic Research Roll: Creating a magic item requires a magic research
roll for success versus a DC equal to 12 plus three times the level of the
spell needed to create the effect being enchanted. If multiple effects are
being enchanted, each must be rolled separately. A +1 item bonus is
considered a 1st level spell, a +2 item bonus is considered a single 3rd
level spell, and a +3 item bonus is considered a single 6th level spell.

Formulas and Samples: A formula is a magical “recipe” for the creation


of an item. A spellcaster automatically has a formula for any magic item
he has previously created. Formulas may also be found as treasure. A
sample is simply an existing magic item that is available to the
spellcaster while he is working.

There are three advantages to having a formula or sample:

1) It enables the spellcaster to create a magic item without having to


learn or invent the spells imbued in the item.

2) It reduces the cost and time to make the item by 50%.

3) The DC for the magic research roll is 12 plus two times the level of the
spell needed to create the effect (instead of the standard plus three times
the level of the spell needed to create the effect).

Precious Materials: Rare woods, noble metals, such as silver, gold, and
platinum, and precious gems, such as rubies and diamonds, retain magic
better than common woods, crude metals, or simple stone. Using
precious materials can thus improve the chances of success of creating
a magic item. For every 10,000gp of value in gems, jewelry, precious
metals, and rare or elaborately carved woods added, the spellcaster
receives a +1 bonus on his magic research throw. A character may not
spend more on precious materials than the base cost of the item.

Special Components: Creating magic items requires special


components for each spell effect in the item. Components are usually
organs or blood from one or more monsters with a total XP value equal
to the gp cost of the research. The cost of any special components is in
addition to the base cost of the research. If a character does not have a
formula when he begins creating the item, he will not learn the special
components until the work is 50% complete. The GM will determine the
specific components required for each item. Different formulas for the
same item may require different components. For instance, one formula
for a wand of fireball might require the fangs of 20 hellhounds, while
another formula for a wand of fireball might require the ichor of four
efreet.

Microlite81 (Version 1.0 Silver) -36-


Workshops: Just as a spellcaster needs a library to research spells, he
needs a workshop in order to create magic items. Wizard’s guilds and
major temples often will provide their mages and clerics access to a
workshop. If a spellcaster wishes to build his own workshop, a minimum
of 4,000gp must be invested to allow creation of 1st level spell effects or
item bonuses. For each subsequent spell level or bonus, another
2,000gp must be invested. Having an exceptionally valuable workshop
aids item creation. For every 10,000gp of value above the minimum
required for the spell, the spellcaster receives a +1 bonus on his magic
research throw (up to a maximum +3 bonus)

Magic Item Creation: Base Cost


Item Type Base Cost
One Use Effect 500gp x spell level
Charged Effect 500gp x spell level x charges*
Permanent Effect, Unlimited 500gp x spell level x 50
Use
Permanent Effect, Use 1/turn 500gp x spell level x 33
Permanent Effect, Use 1/3 turns 500gp x spell level x 25
Permanent Effect, Use 1/hour 500gp x spell level x 16
Permanent Effect, Use 3/day 500gp x spell level x 12
Permanent Effect, Use 1/day 500gp x spell level x 10
Permanent Effect, Use 1/week 500gp x spell level x 6
Magical Weapon +1 5,000gp**
Increase bonus from +1 to +2 +10,000gp**
Increase bonus from +2 to +3 +20,000gp**
Magical Armor +1 5,000gp**
Increase bonus from +1 to +2 +10,000gp**
Increase bonus from +2 to +3 +20,000gp**

Magic Item Creation: Time Cost


Item Type Time
One Use Effect 1 week x spell level
Charged Effect 2 days x spell level x charges
Permanent Effect, Unlimited Use 100 days x spell level
Permanent Effect, Use 1/turn 80 days x spell level
Permanent Effect, Use 1/3 turns 70 days x spell level
Permanent Effect, Use 1/hour 60 days x spell level
Permanent Effect, Use 3/day 50 days x spell level
Permanent Effect, Use 1/day 40 days x spell level
Permanent Effect, Use 1/week 30 days x spell level
Magical Weapon +1 1 month x weapon base cost / 10***
Increase bonus from +1 to +2 +1 month x weapon base cost / 10***
Increase bonus from +2 to +3 +1 month x weapon base cost / 10***
Magical Armor +1 1 month x Armor Class

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Increase bonus from +1 to +2 +1 month
Increase bonus from +2 to +3 +1 month

* If a charged item has multiple spell effects powered by the same


charges, use the base cost and time for the highest level spell effect,
plus half the base cost and time for each other spell effect. The minimum
time to create a charged item is never less than 1 week per spell level of
the highest level effect.

** If the weapon or armor has a bonus that is restricted to a particular


class or type of opponents, the extra bonus is half price. If the weapon or
armor is enchanted with spell-like effects, the spell-like effects are
enchanted separately using the cost and time for charged or permanent
effects.

***Arrows, bolts, and sling stones are enchanted in bundles of 20 at a


base cost of 10gp.

OPTIONAL RULES
The following rules are optional. The GM decides if they will be used.

Background
Characters may select, with the approval of the GM, a one or two-word
background that represents a broad base of skills and knowledge, e.g.
Farmer, Merchant, Desert Nomad, Noble, Shaman, Templar, Thyatian
Mercenary, Ritualist, etc. Backgrounds need not be related to the PCs
class, e.g. a player who creates a deeply religious fighter skilled in the
arts of vision interpretation, divination and oration might pick 'Prophet' as
a background. Backgrounds may not duplicate a class.

The GM will consider the character's background just as he would the


character's class when deciding if a character will succeed with an
action. For example, a character with an “Engineer” background should
have a much better chance of damming a creek or building a bridge over
it than a character with a “Courtier” background.
Encumbrance
Characters can normally carry twelve (plus STR bonus) items in addition
to armor, primary weapon, and possibly a shield; six items can be readily

Microlite81 (Version 1.0 Silver) -38-


available dangling from a belt or slung over the shoulders, but everything
else goes into the backpack. Small collections of things (10 flasks, 20
arrows, 50 gems, 100 gold pieces) count as a single item. Oversized
items (two-handed weapons, anything as tall as the character or that
requires two hands to carry) count as two items. A character carrying 6
or fewer items is unencumbered. A character carrying 7-12 items is
lightly encumbered. A character carrying 13-18 items is heavily
encumbered. A charactering more than 18 items is over-encumbered.
Option: Adjust number of items for each encumbrance class by the
character’s STR bonus.
Individual Initiative
Roll d20 + DEX bonus for initiative order each combat round. Use Hit
Dice/2 instead of DEX for monsters. Characters and monsters act in
Initiative order, from high to low. Spell casters casting a spell must
declare the spell being cast and its target before initiative is rolled.
Simple Combat Maneuvers
If the standard combat maneuvers rules seems too complex, substitute
the following instead. Attacker may describe a special effect he wishes to
impose on a target before rolling to hit. Unless the GM rules the
maneuver impossible, the character rolls to hit normally. If successful, no
damage is done, but the target suffers the special effect unless the target
makes a saving throw. On a critical hit, the target does not get a saving
throw. Possible maneuvers include: disarm, knock down, push back (up
to STR feet), switch positions, slip past, steal an obvious and accessible
item from the target, etc.
Energy Drain
If the standard energy drain rule seems too harsh, try the following
instead. Each energy level drained subtracts one from any roll to which
the character would add his level (or his level/2). 1 point of energy
drained is recovered every L days where L is equal to the hit dice of the
monster that drained the energy level.
Healing
In the original B/X, characters healed 1d3 hit points per full day of
complete rest, no healing otherwise. If play closer to the original is
desired, this rule may be used in place of the standard Microlite81
healing rules. Hit points used to cast spells should still recover with a
night’s rest, however.

-39- Microlite81 (Version 1.0 Silver)


Raise Dead Spell Expansion
As B/X does not have clerical spells higher than 5th level, the B/X cleric
lacks a way to restore lost limbs or restore levels lost. If the GM wishes
high level Microlite81 clerics to have these abilities, the simplest way to
add them is to extend the clerical “Raise Dead” spell so it does one of
four things when cast (caster’s choice): 1) The standard raise dead
function as described in the spell description. 2) Regrow one lost limb (or
partially lost limb) to a single living target; the limb takes 1 day to regrow.
3) Restore one energy level lost within the last (level of caster) days to a
single living target. 4) Completely heal a single living target of all damage
(both hit point and STR damage).

The name of the spell could be changed to “Restore Life” if this optional
rule is used.
Avoiding Save-or-“Die”
There are a number of effects which cause the character to be taken out
of play permanently or for a long period of time unless a saving throw is
made (e.g. instant death, turn to stone, etc.). If this standard rule seems
too harsh, try the following instead. If a character fails a save-or-“die” roll,
the negative effect happens immediately but it can be reversed if the
character receives 5 minutes of careful care in a non-combat
environment starting within a number of minutes/melee rounds equal to
the affected character’s CON stat. The GM may rule that certain issues
still require further treatment within 24 hours or the effect recurs (e.g.
poison must still be neutralized) or may not be handled this way at all.
Traditional Experience for Treasure
Traditionally, experience points were only given for treasure found in B/X
and were not given for treasure spent. To use this system, ignore the
standard rules for experience from treasure found and experience for
treasure spend and use the following rule instead.

At the end or an adventure, total the value of all non-magical treasure


found during the adventure in gold pieces. Divide the result by the
number of characters in the party to determine the number of XP each
character receives from treasure. Henchmen/Retainers count as 1/2
person and hirelings count as 1/10 person (round up for PCs, round
down for others).
Traditional Saving Throws
Some gamemasters and players prefer the traditional “five category”
saving throw system used in early editions of the world’s most popular
fantasy roleplaying game. The following saving throw tables can be
Microlite81 (Version 1.0 Silver) -40-
substituted for the standard Microlite81 saving throw system if the GM
desires.

Cleric Saving Throws


Breath Poison or Petrify or Spells or Spell-
Level Wands
Attacks Death Paralyze like Devices
1-4 16 11 14 12 15
5-8 14 9 12 10 12
9-12 12 7 10 8 9
13+ 8 3 8 4 6

Dwarf and Halfling Saving Throws


Breath Poison or Petrify or Spells or Spell-
Level Wands
Attacks Death Paralyze like Devices
1-3 13 8 10 9 12
4-6 10 6 8 7 10
7-9* 7 4 6 5 8
10+ 4 2 4 3 6
* Maximum for halflings

Elf Saving Throws


Breath Poison or Petrify or Spells or Spell-
Level Wands
Attacks Death Paralyze like Devices
1-3 15 12 13 13 15
4-6 13 10 11 11 13
7-9 9 8 9 9 11
10 7 6 7 7 9
Fighter Saving Throws
Breath Poison or Petrify or Spells or Spell-
Level Wands
Attacks Death Paralyze like Devices
0 lvl
17 14 16 15 18
Human
1-3 15 12 14 13 16
4-6 13 10 12 11 14
7-9 9 8 10 9 12
10-12 7 6 8 7 10
13+ 5 4 6 5 8

-41- Microlite81 (Version 1.0 Silver)


Magic-User Saving Throws
Breath Poison or Petrify or Spells or Spell-
Level Wands
Attacks Death Paralyze like Devices
1-5 16 13 13 13 14
6-10 14 11 11 11 12
11+ 12 9 9 9 8

Thief Saving Throws


Breath Poison or Petrify or Spells or Spell-
Level Wands
Attacks Death Paralyze like Devices
1-4 16 14 13 15 14
5-8 14 12 11 13 12
9-12 12 10 9 11 10
13+ 10 8 7 9 8

Item Saving Throws


When characters (and NPCs) die from a particularly damaging event,
such as the fire breath of a dragon or a fire ball spell, some or all of their
items may be destroyed. A GM using this optional rule may use either of
the following methods to determine what items are destroyed:

Method 1: Whenever characters (and NPCs) die from a particularly


damaging event, such as the fire breath of a dragon or the spell fire ball,
all ordinary possessions on a character’s body should be considered
destroyed. Magical items may not be destroyed, and are allowed saving
throws of the appropriate type for the attack based on the character’s
saving throw. Items that have bonuses will receive an equal bonus on
the saving throw. For instance, a +1 dagger receives a bonus of +1 to
the roll.

Method 2: Make a roll in the kind of situation mentioned above, as well


as in situations when items are exposed to crushing damage (from falls),
acid, or any other event that could feasibly destroy them. The GM will roll
either 1d4 or 1d6, depending on the severity of the situation. Magic items
have a chance of surviving based on their relative power. For instance, a
+2 shield would survive on a roll of 1-2 on a d4 or d6. Items for which
“pluses” do not apply can be assigned a number between 1 and 3.
Scrolls and potions may survive on a roll of 1 on a d4 or d6, a staff or
wand may survive on a roll of 1-2; any other items such as rings, rods,
and other miscellaneous magical items are more durable and survive on
a roll of 1-3. If an item which has “pluses” is damaged, it may not be
destroyed outright, but may lose one “plus.” Thus, a +2 shield becomes a

Microlite81 (Version 1.0 Silver) -42-


+1 shield on a failed saving throw roll.

Modifiers: The GM should apply bonuses or penalties depending on the


situation. If an attempt is made to intentionally damage an item, there
may be a penalty of 2 to the roll. Bonuses may apply if an item is well
protected. No penalty or bonus should be more than 2.
Fire-And-Forget Magic
The B/X version of the world's most popular fantasy roleplaying game
used a much different system of magic from that of Microlite20-based
games. This system had the magic-user or cleric select and prepare a
set number of spells of certain levels in advance. Each prepared spell
could only be cast once. This system can easily be substituted for the
standard Microlite81 spell casting system using the following rules.

Both magic-users and clerics must select and prepare specific spells
from their collections in advance. The number of spells of specific levels
a character can prepare is limited by their class level (see below for
details). Preparing spells takes one hour of uninterrupted time: magic-
users must study their spell books while clerics must meditate and
commune with their deity.

Casting a prepared spell does not cost any hit points, but once cast, a
spell cast is no longer in memory and may not be cast again. Casters
may prepare multiple copies of the same spell.

In combat, if a fire-and-forget caster is hit and takes damage (or other


effect that could interfere with spell casting like paralysis) before casting
a spell, the spell fizzles and the caster loses the spell from memory just
as if he had cast it.

No Clerical Spell at First Level (Optional): To be true to the original B/X


source material, first level clerics should not have any spells. To
duplicate this, change the number of first level spells available to first
level clerics to zero and the number available to second level clerics to
one on the Cleric table below.

-43- Microlite81 (Version 1.0 Silver)


Number of Spells Prepared Per Day (Magic-Users/Elves):

Magic-User/ Spell Level


Elf Level 1 2 3 4 5 6
1 1
2 2
3 2 1
4 2 2
5 2 2 1
6 2 2 2
7 3 2 2 1
8 3 3 2 2
9 3 3 3 2 1
10 3 3 3 3 2
11 4 3 3 3 2 1
12 4 4 3 3 3 2
13 4 4 4 3 3 3
14 4 4 4 4 3 3

Number of Spells Prepared Per Day (Clerics):

Cleric Spell Level


Level 1 2 3 4 5
1 1
2 2
3 2 1
4 3 2
5 3 2 1
6 3 3 2
7 4 3 2 1
8 4 3 3 2
9 4 4 3 2 1
10 5 4 3 3 2
11 5 4 4 3 2
12 5 5 4 3 3
13 6 5 4 4 3
14 6 5 5 4 3

Microlite81 (Version 1.0 Silver) -44-


Donate to the
RetroRoleplaying Cancer Fund
and Get Some PDF Goodies
Many Microlite81 gamers know that Randall Stukey, the author of
Microlite74 and other M20-based old school games is trying to raise funds
to pay the bills from his wife’s oral cancer treatments and that he worked
on the original Microlite74 as way to cope during her recovery from 6 weeks
of radiation treatment in 2008. Randall and Donna are some of the 40 to 50
million people in the US who do not have health insurance nor did they
qualify for government aid as they live in Texas and have no children.
Donna (successful so far) cancer treatments have cost over $110,000.
While some of this has been absorbed by hospital foundations and the like,
they still owe a lot of it. You can donate to the Retroroleplaying Cancer
Fund (via PayPal) and help them pay their bills.

Can You Help Pay the Cancer Bills?


Everyone who donates any amount at all get a password giving them access
to a number of special downloads. Some of the currently available
downloads include:

 Pdf copies of the two issues of The Grimoire Randall published in


the late 1970s (which Randall blogged about here: The Grimoire
#1 ( http://blog.retroroleplaying.com/2009/05/grimoire-1-spring-
1978-d-fanzine.html ) and The Grimoire #2
(http://blog.retroroleplaying.com/2009/05/grimoire-2-summer-
1979-d-fanzine.html )
 Pdf copy of The Second Grimoire of Pharesm the Bright-Eyed, a set
of house rules for a BECMI campaign Randall ran at a game shop
in the mid-1980s.
 Microlite74 3.0 Special Edition -- 3 PDFs designed to be printed in
booklet format from Adobe Acrobat. Artwork is by Håkan Ackegård.

To get access to these downloads and access to a private donor forum


where you can get advance information on upcoming Microlite74 releases,
help Randall pay the cancer bills by sending a donation in any amount --
small or large -- to the RetroRoleplaying Cancer Fund via Paypal at this link:

http://www.retroroleplaying.com/node/153

Support Microlite81:
Please donate if you can!

-45- Microlite81 (Version 1.0 Silver)


MICROLITE81 SPELL LISTS
Arcane (Magic-User/Elf) Spells
For expanded spell descriptions see B/X or a B/X retro-clone. R: is
range. D: is duration.

1st Level
Charm Person: Makes a humanoid creature regard the caster as its
trusted friend and ally (treat the target’s attitude as friendly). Undead
creatures are not affected by this spell, nor are humanoid monsters
larger than ogres. R: 120 feet. D: until dispelled or saved against.
Detect Magic: Caster can perceive, in places, people, or things, the
presence of a magical spell or enchantment. R: 60 feet. D: 20 minutes.
Floating Disk: Creates a small shield sized floating energy disc that
follows the caster. Holds up to 500 lbs. R: 5 feet D: 60 minutes.
Hold Portal: Holds door/gate shut. R: 10 feet. D: 2d6 x 10 minutes.
Light: object lights circle with 30 ft. radius, not full daylight. R: 120 feet.
D: 1 hour+10 min/level.
Magic Missile: Creates magic arrow which hits its target for 1d6 damage.
An additional 2 missiles are created every 5 levels (e.g. total 3 at level 5,
total 5 at level 10). R: 150 feet. D: 10 minutes.
Protection from Evil: +1 to AC and saves, counter mind control, hedge
out summoned and enchanted monsters. Attacking a creature negates
protection against that creature. Moves with caster. R: shell around
caster. D: 1 hour.
Read Languages: Read any written language. D: 1 or 2 readings.
Read Magic: Read scrolls, spellbooks, other magical writing. R: caster
only. D: one reading (two scrolls or equivalent).
Shield: Improves caster’s armor class to 17 versus missile attack and to
15 versus melee attacks. R: caster. D: 20 minutes.
Sleep: Puts 4d6 HD of beings into magical slumber. Undead and
creatures with more than 4 hit dice are not affected. Range: 240 feet. D:
GM’s 4d4 x 10 minutes.
Ventriloquism: allows caster to “throw his voice” absolutely convincingly.
R: 60 feet. D: 20 minutes.

2nd Level
Continual Light: object lights circle with 120 ft. radius until dispelled, not
full daylight. R: 120 feet.
Detect Evil: Reveals evil thoughts/intent or evil items. R: 60 feet. D: 20
minutes.
Detect Invisible: Detect invisible items and beings within 10 feet per
Microlite81 (Version 1.0 Silver) -46-
caster level. D: 1 hour.
ESP: Allows Caster to read surface thoughts of target. Undead are
immune. R: 60 feet. D: 2 hours.
Invisibility: Target is invisible until spell broken by caster, some outside
force, or until it attacks. R: 240 feet.
Knock: Unlocks/unbars all locked or magically sealed doors or other
door-like barriers. R: 60 feet. D: instant.
Levitate: Caster floats up and down as he desires. Speed: 20 feet
up/down per minute. D: 60 minutes + 10 minutes/level.
Locate Object: Senses direction toward an object (specific or type) D: 20
minutes. R: 60 + 10/level feet.
Mirror Image: Creates 1d6-1 exact images of the caster, all moving
exactly like original. Attackers cannot tell images from original. Images
hit disappear. R: around caster. D: 1 hour.
Phantasmal Forces: Vivid illusions of nearly anything the caster
envisions, lasts as long as the caster concentrates. Damage caused is
real if target believes illusion. R: 240 feet.
Web: Sticky webs fill a 10x10x10 foot area. Burning through the webs
takes 6+1d4 minutes. Large creatures push through in 14+1d6 minutes.
Human-sized creatures take 20+3d6 minutes. R: 10 feet. D: 8 hours.
Wizard Lock: Locks door like Hold Portal. Permanent until dispelled.
Knock opens without dispelling. Caster can pass through without lifting
spell. R: 10 feet. D: instant.

3rd Level
Clairvoyance: See through eyes of one creature. Caster can change
creatures once every 10 minutes. R: 60 feet. D: 120 minutes.
Dispel Magic: Cancels magic effects and spells in a 20x20 foot area. (If
cast by higher level caster, Magic Attack vs. Spell's DC for success)
Range: 120 feet. Duration: instant but effects permanent.
Fire Ball: Missile of fire that bursts when hits target for 1d6/level fire
damage, 20 foot burst radius. R: 240 feet. D: instant.
Fly: Target can fly at a speed of 120 feet per minute. R: Touch. D: 1d6 x
10 minutes plus 10 minutes/level. (GM rolls secretly.)
Haste Spell: Subjects (up 24 beings in a 60 foot radius of target) double
in speed, taking two actions at a time. (Counters Slow) R: 240 feet. D: 30
minutes.
Hold Person: Paralyzes 1-4 targets. Cast at single target, save at -2 and
double duration. R: 120 feet. D: 10 minutes/level.
Infravision: See in the dark. R: touch. D: 1 day. Sight Range: 30 + (1d3 x
10) feet.
Invisibility, 10' radius: Subject and those within 10 feet of him are
invisible until spell broken by caster, some outside force, or until one
attacks.
Lightning Bolt: 1d6/level electrical damage. Bolt bounces off walls, etc.

-47- Microlite81 (Version 1.0 Silver)


R: 240 feet, bolt is 5 feet wide, 60 feet long. D: instant.
Protection from Evil, 10' radius: +1 to AC and saves, counter mind
control, hedge out elementals and enchanted monsters to caster and all
allies within 10 foot circle around caster. D: 120 minutes.
Protection from Normal Missiles: Non-magical thrown and missile
weapons automatically miss. R: 30 feet. D: 120 minutes.
Water Breathing: Subject can breathe water. R: 30 feet. D: 1 day.

4th Level
Charm Monster: Makes one monster of 3+ hit dice (or 3d6 monsters of
less than 3 hit dice) believe they are the caster's strong ally. Save again
every level days or when asked to do something obviously against the
being's interest. R: 120 feet.
Confusion: Subjects (up to 3d6 hit dice in a 60 foot circle, only 2+ HD get
save) behave oddly/cannot act effectively. R: 120 feet. D: 2 hours.
Dimension Door: Teleports subject a short distance (up to 360 feet) from
current location. Fails if destination not open air. R: 10 feet. D: instant.
Hallucinatory Terrain: Makes one type of terrain appear like another type
until dispelled or area entered by an opponent. R: 240 feet.
Massmorph: Makes up to 100 humanoids in a 240 foot diameter circle
appear to be trees until dispelled or negated by caster. Creatures may
move and still appear to be trees. R: 240 feet.
Plant Growth: Plants in an area up to 3000 square feet (entire area must
be within range) become overgrown and nearly impassable. Lasts until
dispelled or plants killed. R: 120 feet.
Polymorph Others: Change one creature (but not self) into the form of
another being. Change is complete and includes gaining special abilities
and mind of creature. New form cannot have more than 2x the hit dice of
original. R: 60 feet. D: until dispelled.
Polymorph Self: Change self to form of another being, does not get
special powers but retains own intelligence. R: caster only. D: 60 +
10/level minutes.
Remove Curse: Frees subject from a single curse. Does not remove
curse from object, but frees user to get rid of the cursed object. R: 10
feet. D: instant but effects permanent.
Wall of Fire: Creates thin wall of fire up to 1200 square feet. Blocks sight
and creatures under 4 hit dice cannot pass. Passing through wall deals
1d6 damage (2d6 for undead or cold-using creatures). Wall lasts as long
as caster concentrates on it. R: 60 feet.
Wall of Ice: Creates translucent wall of ice 20 feet tall and 60 feet long
(or equivalent). Creatures under 4 hit dice cannot pass. Passing through
wall deals 1d6 damage (2d6 for undead or fire-using creatures). Wall
lasts as long as caster concentrates on it. R: 60 feet.
Wizard Eye: Allows sending an invisible eye that can see in the dark up
to 240 feet away which relays all it sees to the caster. Moves up to 12

Microlite81 (Version 1.0 Silver) -48-


feet each minute. D: 60 minutes.

5th Level
Animate Dead: Create undead skeletons or zombies under control of
caster from dead bodies, up to 1 hit die of undead per caster level. R: 60
feet. D: permanent.
Cloudkill: creates a moving, opaque, poisonous cloud of vapor which is
deadly to all creatures with less than five hit dice. 30 feet in diameter,
moves with wind or 6 feet per minute. Effects (suffered each minute
within cloud): if under 5HD, save vs poison or die, suffer 1 hp damage if
save made. 5Hd or more, suffer 1 hp damage. D: 60 minutes.
Conjure Elemental: Conjures one 16 HD elemental who will serve the
caster until dispelled/dismissed/caster no longer concentrates. Caster
can only summon one of each type in a day. R: 240 feet.
Contact Higher Plane: Lets Caster ask yes/no question of other planar
entity, There are 10 levels (from 3-12) of higher planes. Caster chooses
which level to contact. 1 question per level. Chance of correct answer 45
+ 5% per level, maximum 95%. Chance of going insane from the contact
is 5% per level, maximum 50%. Range: caster. Duration: 1 minute per
question.
Feeblemind: Subject's MIND drops to 1. Save at -4. R: 240 feet. D: until
dispelled.
Hold Monster: As Hold Person, but any creature. R: 120 feet. D: 1 hour
plus 10 minutes/level.
Magic Jar: Moves caster's spirit/mind to a fixed object from which caster
can try to possess others. Magic Attack vs. DC of (10 + MIND bonus +
target level or hit dice). New save every level days. Range: 30 feet.
Duration: until dispelled or caster ends spell.
Pass-Wall: Creates a 5 foot wide passage up to 10 feet long through a
wood or stone wall. R: 30 feet. D: 30 minutes.
Rock-Mud: Transforms rock to mud or vice-versa, up a 3000 square foot
area 10 feet deep. R: 120 feet. D: 3d6 days.
Telekinesis: Moves object by mental power. Up to 20 pounds per level.
Object moves 20 feet per minute. Living creatures get a saving throw if
they do not wish to be moved. R: 120 feet. D: 1 hour.
Teleport: Instantly transports subject up to 100 miles/level. Caster must
know target location exactly. The less exactly one know the target, the
greater change of appearing too high or too low. Too low is usually fatal
as creature and ground do not mix.
Wall of Stone: Creates a wall of stone in any shape up to 1000 cubic
feet. R: 60 feet. D: until destroyed or dispelled.

6th Level
Anti-Magic Shell: Shell surrounds caster blocking magic both ways. R:
caster. D: 2 hours.
-49- Microlite81 (Version 1.0 Silver)
Control Weather: Caster can adjust weather in a 240 yard radius. D:
concentration.
Death Spell: Kills 4d8 hit dice of creatures with less than 8 hit dice with a
60 foot cube. R: 240 feet. D: instant but effect permanent.
Disintegrate: Makes one creature or non-magical object (or part of a
large object, up to a 10 foot cube) vanish, turning it to fine dust. R: 60
feet. D: instant but effects permanent.
Geas: Force a creature to obey one long-term order, similar to the
clerical Quest spell. R: 30 feet. D: until order completed.
Invisible Stalker: Summons an invisible stalker, an extra-dimensional
monster, under the control of the Magic-User who may give it a single
mission which it will carry out until it is finished.
Lower Water: Lowers the depth of 10,000 square feet of water by 50%.
R: 240 feet. D: 10 turns.
Move Earth: Move 60 cubic feet of loose soil per turn within the range of
the spell. Neither solid stone nor large boulders may be moved. R: 240
feet. D: permanent.
Part Water: Creates a dry path 10’ wide and a maximum of 120’ long
through water, such as a pond, lake, or other body. Caster can terminate
spell early. R: 240 feet. D: 1 hour.
Projected Image: Project an image of yourself that can sense and talk as
if you were the image. Other spells cast come from image. R: 240 feet.
D: 60 minutes.
Reincarnation: Restores dead person to life in a random (usually
humanoid) form. R: touch. D: instant.
Stone-Flesh: Turns subject into a stone statue (or vice versa). R: 120
feet. D: permanent.
Divine (Cleric) Spells
For expanded spell descriptions see B/X or a B/X retro-clone. R: is
range. D: is duration.

1st Level
Cure Light Wounds (Reversible): Cure 1d6+1 hit points of wounds or
cures paralysis. R: touch. D: instant but effects permanent.
Detect Evil: Reveals evil thoughts/intent or evil items. R: 120 feet. D: 1
hour.
Detect Magic: Caster can perceive, in places, people, or things,
the presence of a magical spell or enchantment. R: 60 feet. D: 20
minutes.
Light (Reversible): object lights circle with 30 ft. radius, not full daylight.
R: 60 feet. D: 2 hours.
Protection from Evil (Reversible): +1 to AC and saves, counter mind
control, hedge out summoned and enchanted monsters. Attacking a
creature negates protection against that creature. Moves with caster. R:
Microlite81 (Version 1.0 Silver) -50-
shell around caster. D: 2 hours.
Purify Food & Water (Reversible): Purifies food and water for up to 12
people. R: 10 feet. D: instant but effects permanent.
Remove Fear (Reversible): Calms one creature, removing all normal
fear. If magical fear, grants immediate save with a bonus equal to
caster’s level. R: touch D: 20 minutes.
Resist Cold: Targets immune to effects or normal cold, have a +2 to save
vs. cold, and have damage from magical cold reduced by 1 point per
damage die (minimum damage: 1 point per die). R: 30 feet. D: 60
minutes.

2nd Level
Bless (Reversible): Allies gain +1 on attack rolls, saves against fear, and
morale checks. Cannot be cast in combat. R: 10 feet. D: 1 hour.
Find Traps: Notice traps within 30 feet. R: caster. D: 20 minutes.
Know Alignment: Caster knows alignment of a character or monster
within range (if target saves, no effect). Alignment of magic items or the
nature of a holy (or unholy) place will be revealed.
Hold Person: Paralyzes 1-4 targets. Cast at single target, save at -2 and
double duration. R: 180 feet. D: 90 minutes.
Resist Fire: Targets immune to effects of normal fire/intense heat, have a
+2 to save vs. fire/heat, and have damage from magical fire/heat
reduced by 1 point per damage die (minimum damage: 1 point per die).
R: 30 feet. D: 60 minutes.
Silence, 15’ Radius: Magical silence for 15 feet around target, moving
with target. No sound within area can be heard from outside it. R: 180
feet. D: 2 hours.
Snake Charm: 1d6 snakes/level charmed and will obey caster’s
commands. R: 60 feet. D: 20 minutes + 1d4 x 10 minutes.
Speak with Animals: Can understand and speak with animals. R: 30 feet.
D: 1 hour.

3rd Level
Animal Growth: One non-magical normal or giant animal will be doubled
in size. R: 120 feet. D: 120 minutes.
Continual Light (Reversible): object lights circle with 120 ft. radius until
dispelled, full daylight. R: 120 feet.
Cure Disease (Reversible): Cures person of any diseases, including
magical diseases. Kills Green Slime. R: 30 feet. D: instant but effects
permanent.
Locate Object: Senses direction toward an object (specific object or
object type) D: 60 minutes. R: 90 feet.
Remove Curse (Reversible): Frees subject from a single curse. Does not
remove curse from object, but frees user to get rid of the cursed object.
R: 10 feet. D: instant but effects permanent.
-51- Microlite81 (Version 1.0 Silver)
Striking: Enchants weapon to do extra 1d6 damage and be able to hit
creatures only affected by magic weapons. R: 30 feet: D: 10 minutes.

4th Level
Create Water: Creates water, enough for up to 12 people and their
horses for one day. For each level the caster has above 8, water for 12
more people and horses is produced. R: 10 feet. D: instant but effects
permanent.
Cure Serious Wounds (Reversible): Cures 2d6+2 hit points from wounds
and cures paralysis. R: touch. D: instant but effects permanent.
Neutralize Poison: Cancels all effects of poison (including death if cast
within 10 minutes of poison death). R: touch. D: instant but effects
permanent.
Protection from Evil, 10' radius (Reversible): +1 to AC and saves, counter
mind control, hedge out elementals and enchanted monsters to caster
and all allies within 10 foot circle around caster. R: caster. Moves with
caster. R: shell around caster. D: 2 hours.
Speak with Plants: Can understand and speak with plants. Plants will
perform simple tasks like allow passage if asked. R: 30 feet. D: 30
minutes.
Sticks to Snakes: Turns up to 2d8 sticks into serpents. 50% chance each
serpent will be venomous. R: 120 feet. D: 60 minutes.

5th Level
Commune: Cleric's Deity truthfully answers three yes-or-no questions.
Only once per week. Double questions once per year. R: caster. D: 10
minutes.
Create Food: Creates food, enough for up to 12 people and their horses
for one day. For each level the caster has above 8, food for 12 more
people and horses is produced. R: 10 feet. D: instant but effects
permanent.
Dispel Evil (Reversible): Dispel any enchanted, summoned, or undead
creature in range that fails save. If save made, creatures must flee for
duration so long as caster concentrates. If used against one creature,
save at -2. R: 30 feet. D: instant (flee effects up to 10 minutes).
Insect Plague: Insect swarms (60 feet in diameter) obscure vision and
attack creatures. Creatures under 3 HD flee in terror. Can only be cast
outdoors. R: 480 feet. D: 1 day.
Quest (Reversible): Force a creature to obey one long-term order or
suffer curse that can only be removed by completing quest or by the
reverse of this spell. R: 30 feet. D: until order completed.
Raise Dead (Reversible): Restores life to subject who died as long as 4
days (plus 4 days per caster level over 8) ago. R: line of sight. D: instant
but effects permanent.

Microlite81 (Version 1.0 Silver) -52-


MICROLITE81 MONSTERS
AC=Armor; HD=Hit Dice; AT=Attacks; MR=Morale Rating; ST=Saving
Throw; TC=Treasure Class; S=Special Abilities
Undead Immunities=Immune to sleep, charm, fear, paralysis

ANT, GIANT: AC: 16 HD: 3d8 AT: bite +3 (1d6) MR: 12 ST: F2 TC: 6 S:
acid (2d6)
APE, ALBINO: AC: 13 HD: 4d8 AT: 2 claw+4 (1d4) MR: 7 ST: F2 TC: 0
S: throw rocks (1d6)

BABOON, HIGHER: AC: 13 HD: 2d8 AT: 1 bite+2 (1d3), 1 club+2 (1d6)
MR: 8 ST: F2 TC: 6
BASILISK: AC: 15 HD: 6d8+1 AT: bite +6 (1d10) MR: 9 ST: F6 TC: 17 S:
petrifies onlookers
BAT, NORMAL: AC: 13 HD: 1hp AT: none MR: 6 S: Confuse (10 or more
cause confusion -2) ST: Human TC: 0
BAT, GIANT: AC: 13 HD: 2d8 AT: bite+2 (1d4) S: 5% vampire (paralysis
1d10 minutes, drain 1d4 blood/minute) ST: F1 TC: 0
BEAR, BLACK: AC: 13 HD: 4d8 AT: 2 claws+4 (1d3), 1 bite+4 (1d6) MR:
7 ST: F2 TC: 6
BEAR: CAVE: AC: 14 HD: 7d8 AT: 2 claws+7 (1d3), 1 bite+7 (1d6) MR:
9 ST: F3 TC: 7
BEAR, GRIZZLY: AC: 13 HD: 5d8 AT: 2 claws+5 (1d3), 1 bite+5 (1d6)
MR: 8 ST: F2 TC: 6
BEAR, POLAR: AC: 13 HD: 6d8 AT: 2 claws+6 (1d3), 1 bite+6 (1d6) MR:
8 ST: F3 TC: 6
BEE, GIANT KILLER: AC: 12 HD: 1d4 AT: sting+0 (1d3) MR: 9 ST: F1
TC: 0 S: poison sting (save or die)
BEETLE, GIANT FIRE: AC: 15 HD: 1d8+2 AT: bite +1 (2d4) MR: 7 ST:
F1 TC: 0 S: Light glands glow for 1d6 days after death.
BEETLE, GIANT SPITTING: AC: 15 HD: 2d8 AT: bite +2 (1d6) MR: 8
ST: F1 TC: 0 S: toxic spray (5 foot range) -2 to all rolls for 24 hours or
until cure spell used.
BEETLE, GIANT CARNIVOROUS: AC: 16 HD: 3d8+1 AT: bite +3 (2d6)
MR: 9 ST: F1 TC: 6
BLACK PUDDING: AC: 13 HD: 10d8 AT: slam +10 (3d8) MR: 12 ST: F5
TC: 0 S: immune to everything but fire, divides when hit, corrodes metal.
BLINK DOG: AC: 14 HD: 4d8 AT: bite +4 (1d6) MR: 6 ST: F4 TC: 20 S:
blink (teleport) 1d4x10 feet both before and after attacking.
BOAR: AC: 12 HD: 3d8 AT: gore +3 (32d4) MR: 9 ST: F2 TC: 0
BUGBEAR: AC: 14 HD: 3d8+1 AT: bite +3 (2d4) or weapon +3 MR: 9
ST: F3 TC: 21 S: surprise foes on a 1-3.
-53- Microlite81 (Version 1.0 Silver)
CAMEL: AC: 12 HD: 3d8 AT: 1 bite+3 (1), 1 kick+3 (1d4) MR: 7 ST: F1
TC: 0
CARCASS SCAVENGER: AC: 12 HD: 3d8 AT: 8 tentacles +3 (paralysis)
MR: 9 ST: F2 TC: 21 S: walk on walls and ceilings.
CAT, MOUNTAIN LION: AC: 13 HD: 3d8 AT: 2 claws+3 (1d3), bite+3
(1d6) MR: 8 ST: F2 TC: 6
CAT, PANTHER: AC: 15 HD: 4d8 AT: 2 claws+4 (1d4), bite+4 (1d8) MR:
8 ST: F2 TC: 6
CAT, LION: AC: 13 HD: 5d8 AT: 2 claws+5 (1d4+1), bite+5 (1d10) MR: 9
ST: F3 TC: 6
CAT, TIGER: AC: 13 HD: 6d8 AT: 2 claws+6 (1d6), bite+6 (2d6) MR: 9
ST: F3 TC: 6 S: surprise 1-4 in woods
CAT, TIGER SABRE-TOOTH: AC: 13 HD: 8d8 AT: 2 claws+8 (1d8),
bite+8 (2d8) MR: 10 ST: F4 TC: 7
CENTAUR: AC: 14 HD: 4d8 AT: 2 kick +4 (1d6) or weapon +4 MR: 8 ST:
F4 TC: 22
CENTIPEDE, GIANT: AC: 10 HD: 1d4 AT: bite +0 (poison) MR: 7 ST:
human TC: 0 S: poison causes 1d10 days sickness, reducing movement,
etc. by 50%.
CHIMERA: AC: 15 HD: 9d8 AT: 2 claws +9 (1d3), goat gore +9 (1d4),
lion bite +9 (2d4), dragon bite +9 (3d4) MR: 9 ST: F9 TC: 17 S: breathes
fire (3d6), flies.
COCKATRICE: AC: 13 HD: 5d8 AT: bite +5 (1d6) MR: 7 ST: F5 TC: 19
S: touch causes paralysis.
CRAB, GIANT: AC: 17 HD: 3d8 AT: 2 pinchers+3 (2d6) MR: 7 ST: F2
TC: 0

CROCODILE, ORDINARY: AC: 14 HD: 2d8 AT: 1 bite+2 (1d8) MR: 7


ST: F1 TC: 0
CROCODILE, LARGE: AC: 16 HD: 6d8 AT: 1 bite+6 (2d8) MR: 7 ST: F3
TC: 0
CROCODILE, GIANT: AC: 18 HD: 15d8 AT: 1 bite+15 (3d8) MR: 9 ST:
F8 TC: 0
CYCLOPS: AC: 14 HD: 13d8 AT: club+11 (3d10), thrown rock+11 (3d6)
MR: 9 ST: F13 TC: 18 (+5000gp) S: one eyed reduced attack rolls
(already calculated in).

DJINN: AC: 14 HD: 7d8+1 AT: fist (2d8) or weapon +7 MR: 12 ST: F14
TC: 0 S: flies, whirlwind, creation of things, create illusions, invisibility,
immune to mundane weapons.
DOPPELGANGER: AC: 14 HD: 4d8 AT: claw +4 (1d12) MR: 10 ST: F10
TC: 18 S: imitate humanoids, immune to sleep and charm.
DRAGON, BLACK: AC: 17 HD: 7d8 AT: 2 claws +7 (1d4+1), bite +7
(2d10) MR: 8 ST: F7 TC: 15 S: flies, breathes line of acid (hp total).
DRAGON, BLUE: AC: 19 HD: 9d8 AT: 2 claws +9 (1d6+1), bite +9

Microlite81 (Version 1.0 Silver) -54-


(3d10) MR: 9ST: F9 TC: 15 S: flies, breathes line of lightning (hp total).
DRAGON, GOLD: AC: 21 HD: 11d8 AT: 2 claws +11 (2d4), bite +11
(6d6) MR: 11 ST: F11 TC: 15 S: flies, breathes cloud of poisonous gas or
cone of fire (hp total), uses magic as MU of level 1 to 8 (by age), assume
human form.
DRAGON, GREEN: AC: 18 HD: 8d8 AT: 2 claws +8 (1d6), bite +8 (3d8)
MR: 9 ST: F8 TC: 15 S: flies, breathes cloud of chlorine gas (hp total).
DRAGON, RED: AC: 20 HD: 10d8 AT: 2 claws +10 (1d8), bite +10 (3d8)
MR: 10 ST: F10 TC: 15 S: flies, breathes cone of fire (hp total), uses
magic as MU of level 1 to 6 (by age -2).
DRAGON, SEA: AC: 18 HD: 8d8 AT: bite +8 (3d8) MR: 9 ST: F8 TC: 15
S: swims, breathes 20 ft diameter gob of poison.
DRAGON, WHITE: AC: 16 HD: 6d8 AT: 2 claws +6 (1d4), bite +6 (2d8)
MR: 9 ST: F6 TC: 15 S: flies, breathes cone of cold (6d8).
DRAGON TURTLE: AC: 21 HD: 30d8 AT: 2 claws +15 (1d8), bite +15
(1d6 x 10) MR: 10 ST: F15 TC: 15 S: swims well, slow on land, breathes
steam cloud (hp total).
DRYAD: AC: 14 HD: 2d8 AT: weapon +2 MR: 6 TC: 19 S: charm person.
Die after 10 minutes if more than 240 feet from tree.
DWARF: AC: 15 HD: 1d8 AT: warhammer +1 (1d8) MR: 8 ST: D1 TC: 16
S: standard dwarf abilities.

EFREET: AC: 16 HD: 10d8 AT: slam +10 (2d8) MR: 12 ST: F14 TC: 0 S:
flies, wall of fire, creation of things, create illusions, invisibility, immune to
mundane weapons.
ELEMENTAL, AIR: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 ST:
F12 TC: 0 S: whirlwind, extra damage against foes in the air.
ELEMENTAL, EARTH: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 ST:
F12 TC: 0 S: tear down stone, extra damage against foes standing on
the ground (1d8).
ELEMENTAL, FIRE: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 S:
F12 TC: 0 S: ignite materials.
ELEMENTAL, WATER: AC: 19 HD: 12d8 AT: slam +12 (2d8) MR: 10 ST:
F12 TC: 0 S: overturn boats, extra damage against swimming foes (1d6).
ELEPHANT: AC: 14 HD: 9d8 AT: 2 Tusks +9 (2d4) or Trample +9 (4d8)
MR: 8 ST: F5 TC: 0 S: can make charge attack for 2x tusk damage.
ELF: AC: 14 HD: 1d8+1 AT: weapon+1 MR: 8 ST: E1 TC: 18 S: standard
elf abilities.
ETTIN: AC: 16 HD: 10d8 AT: 1 club +9 (2d8), 1 club+9 (3d8) MR: 9 ST:
F10 TC: 19 S: two heads (one controlling each arm), surprised only on
roll of 1.

FERRET, GIANT: AC: 14 HD: 1d8+1 AT: bite+1 (1d8) MR: 8 ST: F1 TC:
0
FISH, GIANT CATFISH: AC: 15 HD: 8d8+3 AT: 1 bite+8 (1d8) 4

-55- Microlite81 (Version 1.0 Silver)


feelers+8 (1d4) MR: 8 ST: F4 TC: 0
FISH, GIANT PIRANHA: AC: 13 HD: 3d8+3 AT: 1 bite+3 (1d8) MR: 7 ST:
F2 TC: 0 S: blood causes feeding frenzy (morale becomes 12)
FISH, GIANT ROCKFISH: AC: 12 HD: 5d8+5 AT: 4 spines+5 (1d4 x 4.
Poison) MR: 8 ST: F3 TC: 0 S: only 30% seen if in rocky area.
FISH, GIANT STURGEON: AC: 19 HD: 10d8+2 AT: 1 bite+10 (2d10)
MR: 9 ST: F5 TC: 0 S: target swallowed on 18+ hit (2d6 damage/minute,
save vs paralysis)
FLY, GIANT CARNIVOROUS: AC: 13 HD: 2d8 AT: 1 bite+2 (1d8) MR: 8
ST: F1 TC: 6 S: flies, surprise on 1-4, can jump 30 feet.

GARGOYLE: AC: 14 HD: 4d8 AT: 2 claws +4 (1d3) or bite +4 (1d6),


horns +4 (1d4) MR: 11 ST: F8 TC: 20 S: flies, immune to non-magic
weapons.
GELATINOUS CUBE: AC: 11 HD: 4d8 AT: slam +4 (2d4) MR: 12 ST: F2
TC: 7 S: touch paralyses, immune to lightning and cold, surprise foes on
a 1-4.
GHOUL: AC: 13 HD: 2d8 AT: 2 claws +2 (1d3) or bite +2 (1d3) MR: 9
TC: 21 S: undead immunities, touch paralyses, humans slain by ghouls
rise again as ghouls in 24 hours.
GIANT, CLOUD: AC: 15 HD: 12d8+3 AT: weapon +12 (6d6) or hurl rocks
+12 (3d6) MR: 10 TC: 18 (+5000gp) S: only surprised on a 1.
GIANT, FIRE: AC: 15 HD: 11d8+2 AT: weapon +11 (5d6) or hurl rocks
+11 (3d6) MR: 9 ST: F11 TC: 18 (+5000gp) S: immune to fire.
GIANT, FROST: AC: 15 HD: 10d8+1 AT: weapon +10 (4d6) or hurl
rocks/ice +10 (3d6) MR: 9 ST: F10 TC: 18 (+5000gp) S: immune to cold.
GIANT, HILL: AC: 15 HD: 8d8 AT: weapon +8 (2d6) MR: 8 ST: F8 TC:
18 (+5000gp)
GIANT, STONE: AC: 15 HD: 9d8 AT: stone club +9 (3d6) or hurl rocks
+9 (3d6) MR: 9 ST: F9 TC: 18 (+5000gp)
GIANT, STORM: AC: 17 HD: 15d8 AT: weapon +15 (8d6) or hurl rocks
+15 (3d6) MR: 10 ST: F14 TC: 18 (+5000gp) S: summon thunderstorm
(10 minutes to arrive); in storm, 1 lightning bolt/5 minutes (hp total),
immune to lightning
GNOLL: AC: 14 HD: 2d8 AT: weapon +2 MR: 8 ST: F2 TC: 19
GNOME: AC: 14 HD: 1d8 AT: weapon +1 MR: 8 ST: D1 TC: 20
GOBLIN: AC: 13 HD: 1d8-1 AT: weapon +1 MR: 7 ST: human S: -1 to hit
in sunlight. TC: 3 (lair: 20)
GOLEM, AMBER: AC: 12 HD: 10d8 AT: 2 claws+10 (2d6) bite+10 (2d10)
MR: 12 ST: F5 TC: 0 S: detect invisibility (60 foot range), can track any
being. Immune to hold, charm, sleep.
GOLEM, BONE: AC: 17 HD: 8d8 AT: 4 weapons+8 MR: 12 ST: F4 TC: 0
S: Four arms, can attack 2 opponents, Immune to hold, charm, sleep and
to electrical, fire, or cold-based attacks.
GOLEM, BRONZE: AC: 19 HD: 20d8 AT: 1 fist+15 (3d10) MR: 12 ST:

Microlite81 (Version 1.0 Silver) -56-


F10 TC: 0 S: touch causes 1d10 heat damage, hit by edged weapon
cause 2d6 damage to attacker for molten metal (save vs death to avoid).
Immune to hold, charm, sleep.
GOLEM. WOOD: AC: 12 HD: 2d8+2 AT: 1 fist+2 (1d8) MR: 12 ST: F1
TC: 0 S: halfling sized, clumsy (-1 initiative), susceptible to fire (-2 save).
Immune to hold, charm, sleep.
GORGON: AC: 17 HD: 8d8 AT: gore +8 (2d6) MR: 8 ST: F8 TC: 18 S:
breathes petrifying gas.
GRAY OOZE: AC: 12 HD: 3d8 AT: strike +3 (2d8) MR: 12 ST: F2 TC: 0
S: acid slime: destroys armor in one round, deals automatic damage
after the first hit, immune to fire and cold-based attacks.
GRAY WORM: AC: 13 HD 6d8 AT: bite+6 (1d8) MR: 9 ST: F3 TC: 21 S:
30 foot long, target swallowed on 19+ hit (1d8 damage/minute,
swallowed target can only attack with fists or dagger)
GREEN SLIME: AC: n/a HD: 2d8 AT: organics and metal turn to green
slime if touched MR: 12 ST: F1 TC: 0 S: killed by cold or fire. Cure
Disease stops transformation to green slime.
GRIFFON: AC: 14 HD: 7d8 AT: 2 claws +7 (1d4), bite +7 (2d8) MR: 8
ST: F4 TC: 18 S: flies, if horses within 120 feet must pass morale check
or attack them.

HALFLING: AC: 12 HD: 1d8-1 AT: weapon+1 (1d6) MR: 7 ST: H1 TC: 7
(lair: 21) S: nearly invisible in outdoor cover.

HARPY: AC: 12 HD: 3d8 AT: 2 claws +3 (1d4) or weapon +3 MR: 7 ST:
F3 TC: 20 S: flies, siren-song (Charm person), save vs magic +2.
HAWK, ORDINARY: AC: 11 HD 1d4 AT: 1 claw/bite+0 (1d2) MR: 7 ST:
human TC: 0 S: initial attack does double damage (if surprised)
HAWK, GIANT: AC: 13 HD 3d8+3 AT: 1 claw/bite+3 (1d6) MR: 8 ST: F2
TC: 0 S: initial attack does double damage (if surprised), may grab and
fly off with halfling or smaller.
HELL HOUND: AC: 15 HD: 3 to 7 d8 AT: bite +HD (1d6) MR: 9 MR: F3
to F7 TC: 20 S: breathe fire (1d6 per HD), detect invisible 60 foot range
75% success.
HERD ANIMALS: AC: 7 HD 1 to 4 d8 AT: butt +HD (varies) MR: 5 ST: F1
TC: 0 Examples: antelope, deer, and goats (1 or 2 HD, 1d4 butt);
caribou, cattle, and oxen (3 HD, 1d6 butt); buffalo, elk and moose (4 HD,
1d8 butt).
HIPPOGRIFF: AC: 14 HD: 3d8+1 AT: 2 claws +3 (1d6), bite +3 (1d10)
MR: 8ST: F2 TC: 0 S: flies.
HOBGOBLIN: AC: 14 HD: 1d8+1 AT: weapon+1 MR: 8 ST: F1 TC: 20
HORSE, DRAFT: AC: 12 HD: 3d8 AT: none MR: 6 ST: F2 TC: 0
HORSE, RIDING: AC: 12 HD: 2d8 AT: 2 hooves+2 (1d4) MR: 7 ST: F1
TC: 0 S: also wild horses

-57- Microlite81 (Version 1.0 Silver)


HORSE, WAR: AC: 12 HD: 3d8 AT: 2 hooves+3 (1d6) MR: 9 ST: F2 TC:
0
HYDRA: AC: 14 HD: 5 to 12 d8 AT: 5-12 bites +HD (1d10) MR: 9 ST: F5
to F12 TC: 21 S: 1 HD per head, each 8 points damage taken destroys
one head.

INSECT SWARM: AC: 7 HD: 2 to 4 d8 AT: bites (2hp) MR: 11 ST:


human TC: 0 S: 10 x 30 foot cloud of insects any being in cloud takes 2
hp damage per minute (4 hp if not wearing armor).
INVISIBLE STALKER: AC: 16 HD: 8d8 AT: 1 bash +8 (4d4) MR: 12 ST:
F8 TC: 0 S: flies, invisible (surprise on 1-5)

KOBOLD: AC: 12 HD: 1d4 AT: weapon -1 MR: 6 ST: human TC: 1 (lair:
13)

LEECH, GIANT: AC: 12 HD: 6d8 AT: bite+6 (1d6) MR: 10 ST: F3 TC: 0
S: attaches to target when hits draining 1d6 blood per round.
LIZARD, GIANT DRACO: AC: 14 HD: 4d8+2 AT: bite+4 (1d10) MR: 7
ST: F3 TC: 6 S: glides.
LIZARD, GIANT GECKO: AC: 14 HD: 3d8+1 AT: bite+3 (1d8) MR: 7 ST:
F2TC: 6 S: walks on walls/ceilings.
LIZARD, GIANT HORNED CHAMELON: AC: 17 HD: 5d8 AT: bite+5
(2d4), horn+5 (1d6) MR: 7 ST: F3 TC: 6 S: blends in (surprise on 1-5),
sticky tongue (5 foot range, victim pulled in and bitten), tail attack+5
causes knock down
LIZARD, GIANT TUATARA: AC: 15 HD: 6d8 AT:2 claws+6 (1d4) bite+6
(1d6) MR: 6 ST: F4 TC: 7 S: see in dark 90 foot range.
LIZARDFOLK: AC: 14 HD: 2d8+1 AT: claws +2 (1d6+1) or weapon +2
(+1 damage) MR: 12 ST: F2 TC: 19
LOCUST, SUBTERRANEAN: AC: 15 HD: 2d8 AT: bite+2 (1d2) or
slam+2 (1d4) or spit+2 (special) MR: 5 ST: F2 TC: 0 S: jump 60 feet, spit
vs AC 9 (incapacitated for 10 minutes)
LYCANTHROPE, DEMON BOAR: AC: 16 HD: 9d8 AT: tusks +9 (2d6)
MR: 9 ST: F9 TC: 20 S: lycanthropy, Charm Person at -2, 3/day. 75% of
1d3 charmed humans.
LYCANTHROPE, WEREBEAR: AC: 17 HD: 6d8 AT: 2 claws +6 (2d4),
bite +6 (2d8) MR: 10 ST: F6 TC: 20 S: lycanthropy, hug: extra 2d8
damage if both claws hit.
LYCANTHROPE, WEREBOAR: AC: 15 HD: 4d8+1 AT: tusks +4 (2d6)
MR: 9 ST: F4 TC: 20 S: lycanthropy, if enraged, attack +2 until all
enemies dead or they are killed.
LYCANTHROPE, WERERAT: AC: 12 HD: 3d8 AT: bite+3 (1d4) or
weapon +3 MR: 8 ST: F3 TC: 20 S: lycanthropy, surprise foes on a 1-4.
LYCANTHROPE, WERETIGER: AC: 16 HD: 5d8 AT: 2 claws+5 (1d6),
bite+5 (2d6) TC: 20 S: lycanthropy, surprise foes on a 1-4.

Microlite81 (Version 1.0 Silver) -58-


LYCANTHROPE, WEREWOLF: AC: 14 HD: 4d8 AT: bite+4 (2d4) MR: 8
ST: F4 TC: 20 S: lycanthropy.
MANTICORE: AC: 15 HD: 6d8+1 AT: 2 claws +6 (1d4), bite +6 (2d4)
MR: 9 ST: F6 TC: 19 S: flies, six tail spikes +6 (1d6) per round, 24 spikes
in total, range 180 feet.
MASTODON: AC: 16 HD: 15d8 AT: 2 tusks+15 (2d6) or trample+15
(4d8) MR: 8 ST: F8 TC: 0
MEDUSA: AC: 11 HD: 4d8 AT: weapon +6 MR: 8 ST: F4 TC: 17 S:
onlookers turn to stone, hair attacks at +3 (poison bite), averting eyes
reduces to hit by 4 and grants +2 to medusa attacks. Save vs. magic at
+2.
MEN, BERSERKER: AC: 12 HD: 1d8+1 AT: weapon+3 MR: 12 ST: F1
TC: 1 (lair: 21) S: battle rage provides the above to-hit and morale.
MEN, BRIGAND: AC: by type HD: 1d8 AT: weapon+1 MR: 8 ST: F1 TC:
22
MEN, PIRATE: AC: by type HD: 1d8 AT: weapon+1 MR: 6 ST: F1 TC: 22
MEN, MERCHANT: AC: 14 HD: 1d8 AT: weapon+1 MR: 7 ST: F1 TC: 22
MEN, NOMAD: AC: by type HD: 1d8 AT: weapon+1 MR: 8 ST: F1 TC:
22
MERFOLK: AC: 13 HD: 1d8 AT: weapon+1 MR: 8 ST: F1 TC: 12 S:
breathe water, swim.
MINOTAUR: AC: 13 HD: 6d8 AT: weapon +6 or bite +6 (1d6) or Head
gore +6 (1d6) MR: 12 ST: F6 TC: 20 S: never lost in mazes, +2 weapon
damage.
MORLOCK: AC: 8 HD: 1d8 AT: weapon+1 MR: 9 ST: F1 TC: 20 S:
attack at -2 in daylight.
MULE: AC: 12 HD: 2d8 AT: Kick+2 (1d4) or bite+2 (1d3) MR: 8 ST:
human TC: 0
MUMMY: AC: 16 HD: 5d8+1 AT: touch +5 (1d12) MR: 12 ST: F5 TC: 19
S: mummy rot curse if hit (no more magic healing, natural healing at 10%
normal), undead immunities, hit only by magic weapons, spells, and fire.
Causes terror on sight: save vs paralysis or paralyzed with dread

NEANDERTHAL: AC: 11 HD: 2d8 AT: stone spear/blade+2 (2d4) MR: 7


ST: F2 TC: 20
NIXIE: AC: 12 HD: 1d4 AT: weapon +1 (1d4) MR: 6 ST: E1 TC: 21 S:
swims, 10+ nixies can cast charm. Can cast 24 hour breathe water on
target. Can summon fish.

OCHRE JELLY: AC: 11 HD: 5d8 AT: acid strike+6 (2d6) MR: 12 ST: F3
TC: 0 S: a hit destroys organic material, lightning or weapon attacks
divides jelly into 1d4+1 smaller (2 HD) jellies, each doing +2 (1d6)
damage.
OCTOPUS, GIANT: AC: 12 HD: 8d8 AT: 8 tentacles+8 (1d3) or bite+8
(1d6) MR: 7 ST: F4 TC: 0 S: swims, a tentacle grabs target on hit,

-59- Microlite81 (Version 1.0 Silver)


reduces victims attack by 1 and doing 1d3 damage per minute (6 points
damage cuts off a tentacle). Can shoot cloud of black ink to cover
escape.
OGRE: AC: 14 HD: 4d8+1 AT: club+4 (1d10) MR: 10 ST: F4 TC: 20
(+1000gp)
ORC: AC: 13 HD: 1d8 AT: weapon+1 MR: 8 ST: F1 TC: 19
OWL BEAR: AC: 14 HD: 5d8 AT: 2 claws+5 (1d8), bite+5 (1d8) MR: 9
ST: F3 TC: 20 S: hug for additional 2d6 if both claws hit.

PEGASUS: AC: 13 HD: 2d8+2 AT: 2 hooves +2 (1d6) MR: 8 ST: F2 TC:
0 S: flies.
PHASE TIGER: AC: 15 HD: 6d8 AT: 2 tentacles+6 (2d4) MR: 8 ST: F6
TC: 19 S: attackers at -2 as it phases in and out.
PIXIE: AC: 16 HD: 1d8 AT: weapon +1 (1d4) MR: 7 ST: E1 TC: 3 +4 S:
flies, charm, naturally invisible, always surprises.
PTERODACTYL: AC: 12 HD: 1d8 AT: bite+1 (1d3) MR: 7 ST: F1 TC: 0
PTERANODON: AC: 13 HD 5d8 AT: bite+5 (1d12) MR: 8 ST: F3 TC: 0
PURPLE WORM: AC: 13 HD: 15d8 AT: bite+15 (2d8) or sting+15 (1d8)
MR: 10 ST: F8 TC: 19 S: poison sting, swallows whole on roll 4 higher
than needed to hit, swallowed creatures take 3d6 automatic damage
every round.

RAT, ORDINARY: AC: 10 HD: 1 hp AT: bite+0 (1d6, 5% disease) MR: 5


ST: human TC: 11 S: fear fire, 1 attack per 10 rats, if diseased: save vs
poison or fall ill after 1d6 days, bedridden 30 days, 25% chance fatal
RAT, GIANT: AC: 12 HD: 1d4 AT: bite +1 (1d3, 5% chance disease) MR:
8 ST: F1 TC: 20 S: : fear fire, if diseased: save vs poison or fall ill after
1d6 days, bedridden 30 days, 25% chance fatal
RHAGODESSA, GIANT: AC: 14 HD: 4d8+2 AT: leg+4 (special) or bite+4
(2d8) MR: 9 ST: F2 TC: 6 S: leg hit pulls target to mandibles for auto hit
by bite next round
RHINOCEROS, ORDINARY: AC: 14 HD: 6d8 AT: butt+6 (2d4) or
trample+6 (2d8) MR: 6 ST: F3 TC: 0 S: can charge for 2x damage, herd
stampedes if random direction if threatened
RHINOCEROS, WOOLY: AC: 15 HD: 8d8 AT: butt+8 (2d6) or trample+8
(2d12) MR: 6 ST: F4 TC: 0 S: can charge for 2x damage, herd
stampedes if random direction if threatened
ROC, SMALL: AC: 15 HD: 6d8 AT: 2 claws+6 (1d4+1), bite+6 (2d6) MR:
8 ST: F3 TC: 14 S: flies, -2 reaction to chaos, -1 reaction to neutral.
ROC, LARGE: AC: 17 HD: 12d8 AT: 2 claws+12 (1d8), bite+12 (2d10)
MR: 9 ST: F6 TC: 14 S: flies, -2 reaction to chaos, -1 reaction to neutral.
ROC, GIANT: AC: 19 HD: 36d8 AT: 2 claws+15 (3d6), bite+15 (8d6) MR:
10 ST: F9 TC: 14 S: flies, -2 reaction to chaos, -1 reaction to neutral.
ROT GRUB: AC: 10 HD: 1 hp AT: special MR: 12 S: human TC: 0 S:
Upon contact rot grubs burrow into the body. Fire applied to contact

Microlite81 (Version 1.0 Silver) -60-


location at once kills them (but does 1d6 fire damage) the rot grubs from
burrowing further. Otherwise rot grubs reaches heart in 1d3 x 10 minutes
causes death. Cure Disease destroys all rot grubs in body.
RUST MONSTER: AC: 17 HD: 5d8 AT: touch +5 (special) MR: 7 ST: F3
TC: 0 S: touch of (or touching) the rust monster causes metal items to
turn to rust. Magic items first lose bonuses (+1 per touch, each =1 gives
a 10% chance of ignoring touch)

SALAMANDER, FLAME: AC: 17 HD: 8d8 AT: 2 claws+8 (1d4), bite +8


(1d8) MR: 8 ST: F8 TC: 17 S: heat does 1d8 to creatures within 20 feet,
immune to sleep, charm, fire and non-magical weapons.
SALAMANDER, FROST: : AC: 16 HD: 2d8 AT: 4 claws+12 (1d6), bite
+12 (2d6) MR: 9 ST: F12 TC: 18 S: cold does 1d8 to creatures within 20
feet, immune to sleep, charm, cold and non-magical weapons.
SCORPION, GIANT: AC: 17 HD: 4d8 AT: 2 claws+4 (1d10), sting +4
(1d4, poison) MR: 11 ST: F2 TC: 8 S: poison causes paralysis and loss
of 1d4 hp per minute.
SEA SERPENT: AC: 14 HD: 6d6 AT: bite+6 (2d6) or constrict+6
(special) MR: 8 ST: F3 TC: 0 S: wraps around ships for 1d10 constriction
damage to ship structure.
SHADOW: AC: 12 HD: 2d8+2 AT: touch+2 (1d4, special) MR: 12 ST: F2
TC: 17 S: drains 1 STR per hit (regained after 80- minutes), hit only by
magical weapons, surprise on a 1-5, creatures reduced to 0 STR will rise
24 hours later as a shadow. Not undead but immune to charm and sleep.
SHARK, BULL: AC: 15 HD: 2d8 AT: bite+2 (2d4) MR: 7 ST: F1 TC:0
SHARK, MAKO: : AC: 15 HD: 4d8 AT: bite+4 (2d6) MR: 7 ST: F2 TC:0
SHARK, GREAT WHITE: AC: 15 HD: 8d8 AT: bite+8 (2d10) MR: 7 ST:
F4 TC: 0
SHREW, GIANT: AC: 15 HD: 1d8 AT: 2 bite+1 (1d6) MR: 10 ST: F1 TC:
0 S: Win initiative on first round, fear: 3 HD or less must save or flee.
SHRIEKER: AC: 12 HD: 3d8 AT: none MR: 12 ST: F1 TC: 0 S: large
toadstool, if disturbed (light 60 feet/movement 30 feet) emits loud shriek
for 1d3 minutes.
SKELETON: AC: 12 HD: 1d8 AT: weapon +1 MR: 12 ST: F1 TC: 0 S:
undead immunities.
SNAKE, SPITTING COBRA: AC: 12 HD: 1d8 AT: bite+1 (1d3, poison) or
spit+1 (blinded) MR: 7 ST: F1 TC: 0 S: spit causes blindness (save vs.
poison); bite: save vs. poison or die in 1d10 * 10 minutes.

SNAKE, PIT VIPER: AC: 13 HD: 2d8 AT: bite+2 (1d4, poison) MR: 7 ST:
F1 TC: 0 S:auways win initiative, bite: save vs. poison or die.
SNAKE, SEA: AC: 13 HD: 2d8 AT: bite+2 (1d4, poison) MR: 7 ST: F1
TC: 0 S: bite: save vs. poison or die in 1d4 x 10 + 20 minutes (neutralize
poison only 75% successful). If unaware of snake, 50% chance does not
notice bite.

-61- Microlite81 (Version 1.0 Silver)


SNAKE, GIANT PYTHON: AC: 13 HD: 5d8 AT: bite+5 (1d4), constrict+5
(2d4) MR: 8 ST: F3 TC: 0 S: successful bite allows constrict attack, once
successful, constriction damage suffered every round.
SNAKE, GIANT RATTLESNAKE: AC: 14 HD: 4d8 AT: 2 bite+4 (1d4,
poison) MR: 8 ST: F2 TC: 0 S: bite: save vs. poison or die in 1d6 x 10
minutes; bites twice per round, second at end of round.
SPECTRE: AC: 17 HD: 6d8 AT: touch+6 (1d6) MR: 11 ST: F6 TC: 18 S:
undead immunities, immune to non-magic weapons, drains 2 levels per
hit, creatures reduced to 0 levels will rise 24 hours later as a spectre.
SPIDER, GIANT BLACK WIDOW: AC: 13 HD: 3d8 AT: bite+3 (2d6,
poison) MR: 8 ST: F2 TC: 6 S: web, bite: save vs. poison on die in 10
minutes.
SPIDER, GIANT CRAB: AC: 12 HD: 2d8 AT: bite+2 (1d8, poison) MR: 7
ST: F1 TC: 6 S: surprise on 1d4, bite: save vs. poison at +2 or die in 1d4
x 10 minutes.
SPIDER, GIANT TARANTULA: AC: 14 HD: 4d8 AT: bite+4 (1d8, poison)
MR: 8 ST: F2 TC: 6 S: bite: save vs. poison or spasm dance for 2d6 x 10
minutes (-4 to all actions. Others hit at +4), after 50 minutes paralyzed.
Any seeing dance must save vs poison or suffer same effect. Effects
counter by dispel magic.
SPRITE: AC: 14 HD: 1d4 AT: none MR: 7 ST: E1 TC: 4 S: 5 sprites can
curse (effects funny rather than dangerous)
SQUID, GIANT: AC: 12 HD: 6d8 AT: 8 small tentacles+6 (1d4), bite+6
(1d10), 2 large tentacles+6 (special) MR: 7 ST: F3 TC: 7 S: large
tentacles constrict ships of 1d10 structural damage (beak can do 2
structural); small tentacles constrict victims (damage taken each round).
Small tentacles take 6 hp (large 10 hp) to chop off. Can shoot cloud of
black ink to cover escape.
STEGOSAURUS: AC: 16 HD: 11d8 AT: tail+11 (2d8) or trample+11
(2d6) MR: 7 ST: F6 TC: 0
STATUE, ANIMATED CRYSTAL: AC: 15 HD: 3d8 AT: 2 fists+3 (1d6)
MR: 11 ST: F3 TC: 0
STATUE, ANIMATED STONE: AC: 15 HD: 5d8 AT: 2 fists+5 (2d6) MR:
11 ST: F5 TC: 0 S: fists do lava damage
STATUE, ANIMATED IRON: AC: 15 HD: 4d8 AT: 2 fists+4 (1d8) MR: 11
ST: F4 TC: 0 S: when hit by non-magical metal weapon, attacker must
save vs. spells or weapon lodged in statue, statue must be killed to
retrieve.
STIRGE: AC: 12 HD: 1d8 AT: bite+1 (1d3) ST: 18 MR: 9 ST: F2 TC: 11
S: first attack at +2, attaches on a hit and will deal 1d3 automatically
damage every round.

THROGHRIN: AC: 13 HD: 3d8 AT: 2 claws+3 (1d3) or weapon+3 MR:


10 ST: F3 TC: 20 S: troll/hobgoblin/ghoul hybrid, touch paralyses as
ghoul, regenerate 1 hp each round as troll.

Microlite81 (Version 1.0 Silver) -62-


TITANOTHERE: AC: 14 HD: 12d8 AT: butt+12 (2d6) or trample+12 (2d8)
MR: 7 ST: F6 TC: 0 S: charge for double butt damage.
TOAD, GIANT: AC: 12 HD: 2d8+2 AT: bite+2 (1d4+1) MR: 6 ST: F1 TC:
0 S: surprise foes on a 1-3, swallows small creatures whole on a natural
20, swallowed creatures take 1d6 automatic damage every round, long
tongue pulls victims in to bite.
TREANT: AC: 17 HD: 8d8 AT: 2 branches+8 (2d6) MR: 6 ST: F8 TC: 20
S: Surprise on 1-3; Control 2 trees and can make them move and attack
as a treant.
TRICERATOPS: AC: 17 HD: 11d8 AT: gore+11 (3d6) or trample+11
(3d6) MR: 8 ST: F6 TC: 0
TROGLODYTE: AC: 14 HD: 2d8 AT: 2 claws+2 (1d4), bite+2 (1d4) MR:
9 ST: F2 TC: 22 S: surprise on 1-4; horrid stench: save vs. poison or
suffer -2 to attack rolls
TROLL: AC 15 HD: 6d8+3 AT: 2 claws+6 (1d6), bite+6 (1d10) MR: 10
ST: F6 TC: 19 S: regenerate 3 hp per round (except acid or fire
damage).
TYRANNOSAURUS REX: AC: 16 HD: 20d8 AT: bite+15 (6d6) MR: 11
ST: F10 TC: 8 (x3) S: generally ignores creatures smaller than halfling.

UNICORN: AC: 17 HD: 4d8 AT: 2 hoofs+4 (1d8) or horn+4 (1d8) MR: 7
ST: F8 TC: 0 S: double horn damage for charge, 25% magic resistance,
teleport once per day, horn can cure damage or disease.

VAMPIRE: AC: 17 HD: 7 to 9 d8 AT: touch+HD (1d10, special) or


weapon+HD. MR: 11 ST: F7 to F9 TC: 17 S: undead immunities, hit only
by magical weapons, electricity and cold do half damage, regenerate 3
hp per round, drains 2 levels per hit, immense strength, gaseous form at
will, shape change into bat, charm gaze, avoids garlic and mirrors,
summons bats or wolves, immobilized and apparently dead if a stake is
driven through its heart (must then have head cut off to die), drowns
under water in one round, creatures reduced to 0 levels will rise 24 hours
later as a vampire under the control of their creator.

WEASEL, GIANT: AC: 12 HD: 4d8+4 AT: bite+4 (2d4) MR: 8 ST: F3 TC:
7 S: successful bite allows damage to continue each round.
WAR DOG: AC: 12 HD: 2d8 AT: bite+2 (1d6) MR: 9 ST: F2 TC: 0
WHALE, KILLER: AC: 13 HD: 6d8 AT: bite+6 (1d20) MR: 10 ST: F3 TC:
7 S: on attack roll of 20: swallow target (up to halfling size), swallowed
creature suffers 1d6/minute, drowns after 10 minutes.
WHALE, NARWHAL: AC: 12 HD: 12d8 AT: bite+12 (2d6) or horn+12
(1d8) MR: 8 ST: F12 TC: 0 S: highly intelligent, ivory horn worth 1d6 x
1000gp.
WHALE, SPERM: AC: 13 HD:36d8 AT: bite+15 (3d20) MR: 7 ST: F14
TC: 8 S: : on attack roll 4 higher than needed: swallow target (up to

-63- Microlite81 (Version 1.0 Silver)


human size), swallowed creature suffers 3d6/minute, can slam into ships
for 6d6 structural damage.
WIGHT: AC: 14 HD: 3d8 AT: touch+3 (special) MR: 12 ST: F3 TC: 21 S:
undead immunities, hit only by magical or silver weapons, drains a level
per hit, creatures reduced to 0 levels will rise 1d4 days later as a wight.
WOLF, ORDINARY: AC: 12 HD: 2d8+2 AT: bite+2 (1d6) MR: 8 ST: F1
TC: 0 S: when 50% of pack lost, MR drops to 6.
WOLF, DIRE: AC: 13 HD: 4d8+1 AT: bite+4 (2d4) MR: 8 ST: F2 TC: 0 S:
used by goblins as mounts.
WRAITH: AC: 16 HD: 4d8 AT: touch+4 (1d6, special) MR: 12 ST: F4 TC:
18 S: undead immunities, only hit by magic or silver weapons, silver
does half damage, drains a level per hit, creatures reduced to 0 levels
will rise 24 hours later as a wraith.
WYVERN: AC: 16 HD: 8d8 AT: bite +8 (2d8) or sting +8 (1d6) MR: 9 S:
poison sting (1d6 STR), flies.

YELLOW MOLD: AC: n/a HD: 2d8 AT: 1d6 if touched MR: n/a ST: F2
TC: 0 S: if struck, 50% releases spore cloud (choke to dead in 6 rounds
unless cure disease), immune to all attacks except fire (a torch does 1d4
damage).

ZOMBIE: AC: 11 HD: 2d8 AT: weapon+2 or claws+2 (1d8) MR: 12 ST:
F1 TC: 0 S: undead immunities; always attack last.

Wandering Monster/Dungeon Stocking Tables

Dungeon Wandering Monster Level Table


Random Monster Table
Dungeon Level 1 2 3 4 5 6
1 1-6 7 8 - - -
2 1-2 3-6 7 8 - -
3 1 2 3-6 7 8 -
4 - 1 2 3-6 7 8
5 - - 1 2 3-6 7-8
6 - - - 1 2 3-8

Microlite81 (Version 1.0 Silver) -64-


Random Monsters by Level

Roll Monster Lvl 1 Monster Lvl 2 Monster Lvl 3


1 Goblin (2d4) Hobgoblin (2d6) Lycanthrope, Wererat
(1d8)
2 Kobold (4d4) Lizardman (2d4) Throghrin (1d6)
3 Morlock (1d12) Gnoll (1d6) Ogre (1d6)
4 Orc (2d4) Troglodyte (1d8) Bugbear (2d4)
5 Snake, Spitting Locust, Cavern Spider, Giant
Cobra (1d6) (2d4) Tarantula (1d3)
6 Centipede, Giant Toad, Giant (1d4) Ape, White (1d6)
(2d4)
7 Rat, Giant (3d6) Fly, Giant Ant, Giant (2d4)
Carnivorous (1d8)
8 Beetle, Fire (1d8) Spider, Giant Crab Gelatinous Cube (1)
(1d4)
9 Skeleton (2d4) Zombie (2d4) Harpy (1d6)
10 Stirge (1d10) Neanderthal (1d10) Wight (1d6)
11 Men, Brigand (1d8) Ghoul (1d6) Medusa (1d3)
12 NPC Party (Lvl 1) NPC Party (Lvl 2) NPC Party (lvl 4)
(1d4+2) (1d4+2) (1d4+2)

Roll Monster Lvl 4 Monster Lvl 5 Monster Lvl 6


1 Lycanthrope, Lycanthrope, Lycanthrope,
Werewolf (2d4) Weretiger (1d8) Werebear (2d6)
2 Minotaur (1d6) Troll (1d8) Giant, Cloud (1d8)
3 Lycanthrope, Giant, Stone (1d6) Giant, Fire (1d8)
Wereboar (1d8)
4 Giant, Hill (1d4) Lycanthrope, Giant, Storm (1d8)
Werebear (1d8)
5 Bear, Cave (1d3) Black Pudding (1) Purple Worm (1d2)
6 Ochre Jelly (1d3) Gorgon (1d2) Chimera (1d6)
7 Rhagodessa, Scorpion, Giant (2d8) Salamander, Flame
Giant (1d6) (1d4+1)
8 Caecilian (1d3) Phase Tiger (2d6) Salamander, Frost
(1d3)
9 Hell Hound (5 Hydra (9 HD) (1) Demon Boar (1d4)
HD) (2d4)
10 Cockatrice (1d4) Spectre (1d4) Vampire (9 HD)
(1d4)
11 Wraith (1d8) Dragon (10 HD) (1) Dragon (16 HD) (1)
12 NPC Party (lvl 5) NPC party (lvl 7) NPC party (lvl 9)
(1d4+2) (1d4+2) (1d4+3)

-65- Microlite81 (Version 1.0 Silver)


Wilderness Monster Encounter Table
Desert Forest/ Grassland Inhabited Jungle
Wooded Lands
1 Beetle, Fire Bee, Giant Ant, Giant Dragon, Gold Ant, Giant
Killer
2 Beetle, Boar Baboon, Dwarf Bugbear
Spitting Higher
3 Blink Dog Bugbear Boar Elf Cat, Panther
4 Camel Cat, Panther Dragon, Gargoyle Dragon,
Green Green
5 Cat, Lion Cockatrice Fly, Giant Giant, Hill Elephant
Carnivorous
6 Dragon, Blue Dryad Giant, Hill Goblin Fly, Giant
Carnivorous
7 Dragon, Red Dragon, Halfling Halfling Giant, Fire
Green
8 Goblin Elf Hippogriff Lycanthrope- Gnoll
Weretiger
9 Hawk, Giant Ghoul Horse, Men, Gray Worm
Riding Brigand
(wild)
10 Hobgoblin Hobgoblin Men, Men, Lizardfolk
Merchant Merchant
11 Lizard, Giant Lycanthrop Men, NPC Party Lycanthrope-
Gecko e Nomad Wereboar
-Werewolf
12 Lizard, Men, Ogre Ogre Medusa
Tuatara Brigands
13 Men, Nomad Orc Orc Orc Men, Brigand
14 Mummy Roc, Small Scorpion, Rat, Giant Men,
Giant Merchant
15 NPC Party Spider, Spider, Rhagodessa Neanderthal
Giant Crab Giant Black
Widow
16 Ogre Troll Stirge Skeleton Phase Tiger
17 Scorpion, Unicorn Troll Wolf Rat, Giant
Giant
18 Snake, Pit Wight Throghrin Vampire Scorpion,
Viper Giant
19 Snake, Giant Wolf Weasel, Wight Snake, Giant
Rattler Giant Python
20 Spider, Giant Wolf, Dire Wyvern Zombie Troll
Tarantella

Microlite81 (Version 1.0 Silver) -66-


Mountains/ Rivers Sea Swamp Village/
Hills /Lakes Town
1 Ape, Albino Bee, Giant Crab, Giant Basilisk Boar
Killer
2 Beetle, Boar Crocodile, Boar Dwarf
Spitting Giant
3 Cat, Sabre- Cat, Dragon, Dragon, Elf
Tooth Tiger Panther Green Black
4 Chimera Crab, Giant Dragon, Ghoul Ghoul
Sea
5 Dragon, Red Crocodile Dragon Gnoll Giant, Hill
Turtle
6 Dragon, Dragon, Fly, Giant Goblin Gnoll
White Black Carni-
vorous
7 Dwarf Dragon, Harpy Leech, Giant Goblin
Green
8 Giant, Hill Elf Hawk, Lizard, Halfling
Giant Giant Draco
9 Giant, Stone Fish, Giant Hydra, Lizardfolk Lycanthrope
Piranha Aquatic -Werewolf
10 Griffon Fly, Giant Men, Medusa Men,
Carni- Merchant Brigand
vorous
11 Halfling Hydra, Men, Pirate Men, Men,
Aquatic Brigand Merchant
12 Lycanthrope Leech, Merfolk Nixie Morlock
-Werewolf Giant
13 Men, Lizardfolk NPC Party Ogre NPC (any
Brigand class)
14 Men, Merfolk Octopus, Orc NPC Party
Merchant Giant
15 Morlock NPC Party Roc, Giant Rhagodessa Ogre
16 Neanderthal Ogre Sea Serpent Spider, Orc
Giant Black
Widow
17 Ogre Rat, Giant Shark (any) Stirge Rat, Giant
18 Orc Stirge Snake, Sea Toad, Giant Spectre
19 Phase Tiger Toad, Squid, Troglodyte Vampire
Giant Giant
20 Roc, Giant Troll Whale Troll Zombie
(any)

-67- Microlite81 (Version 1.0 Silver)


MICROLITE81 TREASURE
Here is a list of sample treasure items appropriate to a Microlite81
campaign. Maps to possible hoards of such treasures are also a
common treasure item. Of course, any magic item you like from the SRD
can be used, but higher powered items may be too powerful for most
Microlite81 games.
Mundane Items
Money: 1 platinum piece (pp) = 5 gold pieces; 1 gold piece (gp) = 10
silver pieces); 1 electrum piece (ep) = 5 silver pieces; 1 silver piece (sp)
= 10 copper pieces (cp).
Gems: Most range in value from 10gp to 1000gp, with 50% of gems
being worth about 100gp. 1% are worth 1d20 times as much. 0.1% are
worth 5d20 times as much.
Jewelry: Most pieces of jewelry are worth 3d6 x 100gp. 1% are worth
1d20 times as much. 0.1% are worth 5d20 times as much.
Artwork (statues, tapestries, paintings, drawings, etc.): Most art
items are worth 10d10 x 10gp. 1% are worth 1d20 times as much. 0.1%
are worth 5d20 times as much.
Magic Item Descriptions

Potions
There is a 70% chance that a potion bottle holds 1 dose, otherwise 1d6
doses. A quick taste of a potion can be used to identify it without
consuming a dose. There is a 5% that a potion has decayed with age
and has become a potion of delusion (60% chance) or poison (40%
chance). Useless otherwise noted, the effects of a dose will last 1d6+6
10 minute turns.

Animal Control: The drinker may control one or more animals with a total
hit dice of 3d6 or less. When the effect of the potion wears off, the
animals will flee.

Antidote: The drinker becomes immune to all poisons of up to a specific


strength for the duration of the potion. Poison from non-creature sources
(e.g. a Potion of Poison) should be considered to be as if from a 7HD
creature. The strength of the potion should be determined by rolling
1d10: 1-4 = Poison from 3HD creatures, 5-7 = Poison from 7HD
creatures, 8-9 = Poison from 15HD creatures, 10 = All poison.

Clairaudience: While concentrating, the drinker may listen as if at any


Microlite81 (Version 1.0 Silver) -68-
point within 60’ of their current location.

Clairvoyance: While concentrating, the drinker may see as if at any point


within 60’ of their current location.

Climbing: The drinker may walk on walls and ceilings as if a spider.

Delusion: This potion will have no effect when drunk. However, if tasted,
it will falsely give the taster the impression that it is another type of potion
from this list. Multiple tasters will all get the same impression. An Analyze
spell will correctly identify this potion as one of Delusion rather than as
the type it tastes like.

Diminution: The drinker shrinks down to 6” in height. While in this state


they cannot hurt creatures larger than 1’ tall with physical attacks, and
have a 90% chance of being able to hide. If this potion is drunk while a
Potion of Growth is in effect, they will simply cancel each other rather
than making the drinker sick.

Dragon Control: The drinker of this potion can control up to three


dragons of sub-adult or younger. The dragons do not get saving throws,
but older dragons are not affected. Each potion of dragon control will
only control one type of dragon. The controlled dragons will do anything
that is commanded (other than suicidal commands) although they are not
capable of casting spells. When the control ends, the dragons will
become hostile to the drinker and will either flee or attack depending on
their impression of the drinker’s power. Roll 1d10 to see which type of
dragon is affected: 1-2 = Black, 3-4 = Blue, 5-6 = Green, 7-8 = Red, 9-10
= White.
ESP: This potion has the same effect at the spell of the same name.

Extra-Healing: This potion will either cure 3d6+3 hit points of damage to
the drinker (or cure their paralysis). Can be used as 3 doses of Healing
potion. This potion has an instant effect, rather than a duration.

Fire Resistance: The drinker becomes immune to normal fire, gains a +2


bonus on all saving throws against fire or heat based attacks, and takes
–1 point of damage per die (to a minimum of 1 point per die) from
magical fire attacks.

Flying: This potion has the same effect as the Fly spell.

Gaseous Form: The drinker’s body transforms to a cloud of gas for up to


1 hour, causing all their equipment and carried items to fall to the floor.
The drinker keeps control of their body, and can move through any non-

-69- Microlite81 (Version 1.0 Silver)


airtight barrier. While in gaseous form, the drinker cannot attack, but has
an armor class of –2 and can only be hit by magical weapons.

Giant Control: The user may control up to four giants of a certain type,
but each one gets a saving throw. The giants will normally be hostile
once control ends. To determine the type of giant affected, roll 1d6: 1 =
Cloud, 2 = Fire, 3 = Frost, 4 = Hill, 5 = Stone, 6 = Storm.

Giant Strength: The drinker gains the strength of a giant, and can do
double damage with melee weapons or throw large rocks (range:
60/130/200) for 3d6 damage. This potion does not stack with other
strength enhancing items such as Gauntlets of Ogre Power.

Growth: The drinker grows to twice normal size, and be able to do


double damage with melee attacks. If this potion is drunk while a Potion
of Diminution is in effect, they will simply cancel each other rather than
making the drinker sick.

Healing: This potion will either cure 1d6+1 hit points of damage to the
drinker or cure their paralysis. This potion has an instant effect, rather
than a duration.

Heroism: Dwarves, Halflings, and Fighters who drink this potion will
temporarily gain one or more levels as follows:

Common Man (no class): +4 Fighter levels.


Dwarves, Halflings, and Fighters: Level 1-3: +3 levels; Level 4-7: + 2
levels; Level 8-10: +1 level; Level 11+: no effect

All damage (including energy drains) is taken from the extra levels and
hit points first.

Human Control: The drinker may control up to 6 levels of humans, similar


to a Charm Person spell. The targets can only be controlled while within
60’ of the drinker, and the effect lasts only for the duration of the potion.

Invisibility: This potion has the same effect as the spell of the same
name.

Invulnerability: The drinker gains a +2 bonus to armor class and all


saving throws for the duration of the potion. If a second Potion of
Invulnerability is drunk within a week, the only effect is sickness.

Levitation: This potion has the same effect as the spell of the same
name.

Microlite81 (Version 1.0 Silver) -70-


Longevity: The drinker immediately becomes 10 years younger. The
effect is an instant one rather than an ongoing one, and therefore cannot
be dispelled. This potion will not reduce the age of the drinker below 15
years old.
Mana: This potion gives the drinker temporary hit points that can only be
used to cast spells. Theses temporary hit points disappear in 10+1d10
minutes if not used. The strength of this potion is determined by rolling
1d6: 1-3: adds 1d6 temporary hit points, 4-5: adds 2d6 temporary hit
points, 6: adds 3d6 temporary hit points.

Oil of Etherealness: This thin oil is applied to the character and all of his
belongings in order to achieve an ethereal state for 4+1d4 x 10 minutes.
It takes 3 minutes for the potion to produce effect, and can be negated
earlier than the duration by applying a mildly acidic liquid. When ethereal,
a character is invisible and can pass through any objects that are not
also ethereal.

Oil of Slipperiness: Any creature coated in this thin oil cannot be


restrained or grabbed, and neither wrapped in the grip of constrictor
snakes or any other grasping attacks, including binding ropes, chains, or
cuffs, magical or otherwise. Simply put, nothing can get a grip on a
character coated in this oil. Objects can be coated with the oil, and if a
floor is coated any individual even standing on the floor will have a 95%
probability each round of falling, due to slipping. The effects of the oil last
8 hours, but the oil can be cleaned off early with liquid containing alcohol.

Philter of Love: Drinker becomes charmed by the next person or creature


he or she lays eyes upon. However, the drinker will actually become
charmed and besotted by the person or creature if it is of the preferred
sex and of similar racial stock. The charm aspect of this potion lasts for
4+1d4 x 10 minutes, but only dispel magic will make the drinker cease to
be enthralled by a member of a preferred sex.

Plant Control: The drinker may control all mundane plants and all
plantlike creatures in a 30’x30’ area up to 60’ away. Mundane plants may
entangle creatures in their area, but cannot otherwise attack.

Poison: This potion looks like any other, but it is poisonous. Anyone
taking even a taste of the potion must save vs STR or die.
Philter of Love:

Polymorph: This potion has the same effect as the polymorph self spell.

Speed: The drinker may move at double normal speed and attack twice

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per round.

Super-Heroism: Dwarves, Halflings, and Fighters who drink this potion


will temporarily gain one or more levels for 5d6 minutes as follows:

Common Man (no class): +6 Fighter levels.


Dwarves, Halflings, and Fighters: Level 1-3: +5 levels; Level 4-7: + 4
levels; Level 8-10: +3 level; Level 11+: + 2 levels

All damage (including energy drains) is taken from the extra levels and
hit points first.

Sweet Water: Used to cleanse water (including turning saltwater into


fresh water) or otherwise transform poisons, acid, etc. into drinkable
liquid. Sweet water will destroy other potions. For most liquids, this
potion will affect up to 100,000 cubic feet. However, only 1,000 cubic feet
of acid can be neutralized. The effects of sweet water are permanent,
and once treated, liquid will resist spoilage or contamination for 5d4
rounds.

Treasure Finding: When the drinker concentrates, they can detect the
distance and direction to the largest amount of treasure within 360’. The
drinker gains no insight about the nature of the treasure or how to get to
it.

Undead Control: The drinker can control up to 3d6 HD in total of undead


creatures as the charm person spell. Effects last 5d4 minutes and
intelligent undead will be hostile when the duration ends.

Water Breathing: This potion lasts for 1 hour plus 1d10 minutes, and has
the same effect as the spell of the same name.

Scrolls
Most scrolls contain spells and can only be used by spell casters
although a few spell scrolls can be used by any intelligent being. Special
scrolls (warding, curse, etc.) can generally be used by anyone able to
read them.

Spell Scroll (Clerical): These scrolls can be read by anyone but only
used by clerics. They contain 1d3 spells. Roll 1d20 to determine the level
of each spell: 1-8: level 1; 9-14: level 2; 15-17: level 3; 18-19: level 4; 20:
level 5 (or GM choice). Each spell may be cast once then it fades from
the scroll.

Spell Scroll (Magic-User/Elf): These scrolls can only be read with the

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read magic spell and can only be cast by magic-users or elves. They
contain 1d3 spells. Roll 1d20 to determine the level of each spell: 1-6:
level 1; 7-11: level 2; 12-14: level 3; 15-17: level 4; 18-19: level 5; 20:
level 6 (or GM choice). Each spell may be cast once then it fades from
the scroll.

Ward against Elementals: This scroll can only be used once. When read
aloud, it produces a 10 foot radius zone of protection. Elementals cannot
enter the zone nor can they cause direct harm to those within the zone.
The zone lasts for 30 minutes, or until someone inside the zone attacks
an elemental in hand-to-hand combat.

Ward against Lycanthropes: This scroll can only be used once. When
read aloud, it produces a 10 foot radius zone of protection. Lycanthropes
cannot enter the zone, but can use missile and spell attacks against
those inside the zone. The zone lasts for 60 minutes, or until someone
inside the zone attacks a lycanthrope in hand-to-hand combat.

Ward Against Magic: This scroll can only be used once. When read
aloud, it produces a 10 foot radius zone of protection. Mortal level magic
(whether from spells or items) cannot enter or leave the zone. The zone
lasts for 60 minutes, and can only be broken extremely powerful magic,
like a wish.

Ward Against Undead: This scroll can only be used once. When read
aloud, it produces a 10 foot radius zone of protection. Undead cannot
enter the zone nor can they cause direct harm to those within the zone.
The zone lasts for 60 minutes, or until someone inside the zone attacks
an undead in hand-to-hand combat.

Treasure Map: GM will construct the map and the treasure it leads to.
The map is likely to lead to a treasure within the dungeon/area the
characters find the map, or the map may lead to another, sometimes
remote, location. Difficulty in attaining the treasure should reflect its
value. There may be traps, riddles, or other challenges. The map itself
may be enchanted so that it requires read magic to decipher or may be
written in a different (or even dead) language.

Curse: Anyone who reads this scroll and who fails a save is cursed
(GM’s choice of effects or use table below) until a Remove Curse is
successfully cast.

d6 Roll Effect of Curse


1 Victim loses random magic item.
2 Random Stat suffers a -4 penalty.

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3 Victim does not gain experience.
4 Victim’s level reduced by 1.
5 Victim turns in a small animal (as Polymorph
Other)
6 Victim is rendered blind.

Wands and Staves


Most wands and all staves are magical devices that contain spell-like
enchantments.

Wands are normally thin sticks around 18 inches long. They can only be
used by magic-users and elves. A wand will hold 2d10 charges, and
each time it is used one charge will be used up. Once all the charges are
used up, a wand is simply a non-magical stick. Treat the effects
produced a wand as if created by a 4th level caster.

Staves are the bigger cousins of wands. They are normally 5-6 feet long,
and made of wood. Staves may be used by either magic-users/elves or
clerics. A staff will have 3 d10 charges when found, and each use of the
staff may use one of more of these charges. Once all the charges are
used up, a staff is simply a non-magical stick, even powers that do not
use a charge fail. Treat the effects produced a staff as if created by a 5th
level caster. A staff can be used in melee as if a quarterstaff. When a
staff is described, the name of the item will be followed by either “C” if it
is usable by a cleric, or “MU/E” if it is usable by elves and magic-users.

Rods are as thick as as staff but only about 3 feet long. A rod will have
2d6 charges when found. Rods can be used by any class, unless
otherwise noted.

Wand of Cold: Each time a charge is expended, this wand creates a


cone of cold, 60 feet long and 30 feet wide at the end. All creatures
within the cone must take 3d6 damage.

Wand of Detecting Enemies: Each time a charge is expended, all


creatures with hostile intent towards the user within 60’ will glow as if on
fire. This includes Invisible or hidden enemies. The glow lasts for 10
minutes before fading.

Wand of Detecting Magic : Each time a charge is expended, all magical


items and active spells within a 20 foot radius will glow blue for 6 rounds
(1 minute).

Wand of Detecting Metals: Each time a charge is expended, the wand


will point in the direction of any concentration of metal that weighs 100

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pounds or more if it is within 20 feet. The wielder is aware of the kind of
metal detected.

Wand of Detecting Secret Doors: When this wand is activated, it will


point the user towards all secret doors within 20 feet. This expends one
charge per use.

Wand of Detecting Traps: When this wand is activated, it will point the
user towards all traps within 20 feet. This expends one charge per use.

Wand of Device Negation: Each time a charge is expended, this wand


will cancel the effects of another wand or staff. If the effect that is being
negated is an effect with a duration, it will be negated for a single round.

Wand of Fear: Each time a charge is expended, this wand creates a


cone of fear, 60’ long and 30’ wide at the end. All creatures within the
cone must make a saving throw or flee in terror for 5 minutes.

Wand of Fireballs: Each time a charge is expended, this wand creates a


Fireball up to 240’ away. Anyone in the area of effect takes 6d6 damage.
Save for half damage.

Wand of Illusion: Each time a charge is expended, this wand creates a


Phantasmal Force as the spell of the same name. The caster must
concentrate to maintain the illusion.

Wand of Lightning Bolts: Each time a charge is expended, this wand


creates a Lightning Bolt up to 240’ away and then extending 60’ from that
point. Anyone in the path of the lightning takes 6d6 damage. Save for
half damage.

Wand of Magic Missiles: This wand fires one or two magic missiles
(user’s choice) per round as the magic-user/elf spell of the same name.
The missiles inflict 1d6+1 hit points of damage each, and always strike.
Each individual missile fired expends one charge.

Wand of Paralyzation: Each time a charge is expended, this wand


creates a cone 60’ long and 30’ wide at the end. All creatures within the
cone must make a saving throw or be paralyzed for 1 hour.

Wand of Polymorphing: Each time a charge is expended, this wand


produces the effect of either a Polymorph Self on the user of the wand or
a Polymorph Other on a target that the wand is pointed at. Unwilling
targets may make a saving throw to avoid the effect.

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Rod of Cancellation: This rod may be used by any character, but may
only be used once. When activated, it will permanently drain any magical
item (except an artifact) that is touched by it of all power. The GM may
require an attack roll to touch a magic item carried or worn by another
creature, normally against armor class 10.

Rod of Energy: This rod may be used by any spell-caster. It holds a


reservoir of hit points which the wielder can use to cast spells instead of
(or in addition to) his own. This reservoir will hold 10d10 hit points. When
the reservoir drops below 50% capacity, the rod will automatically use a
charge and refill the next day (at dawn).

Rod of Resurrection: A cleric of any level may use this rod one time per
day to raise beings from the dead as the resurrection spell. A cleric using
this rod does not need to rest after expending charges from the rod.
Different kinds of characters may be resurrected, and each type requires
a different number of charges (Cleric, 2 charges, Dwarf, 4 charges; Elf, 7
charges; Halfling, 3 charges; 0-level Human 1 charge; Magic-User, 4
charges; Thief, 4 charges). When all charges from the rod are used, it
crumbles into dust.

Staff of Commanding [C]: This staff may be used by a cleric to command


plants, animals, and humans in the same manner as the rings command
human, animal command, and command plant. Each use requires one
charge.

Staff of Healing [C]: A cleric may activate the staff to cure 1d6+1 hit
points of damage to a target, but it can only be used one time per
creature per day. This staff may heal an unlimited number of creatures in
a day.

Staff of Power [MU/E]: This powerful staff has several abilities. First, it
can be used to cast the spells cone of cold, lightning bolt, and fireball
(each dealing 8d6 hp of damage). In addition, the staff may be used to
cast continual light and telekinesis (with a weight limit of 250 pounds).
Finally, this staff can also be used with the same effect as a staff of
striking.

Staff of Striking [C]: Whenever a creature is struck by the staff, the


wielder may expend one charge to inflict an additional 2d6 damage to
the creature in addition to the normal damage that the staff does.

Staff of Withering [C]: This staff functions as a +1 staff that deals 2d4+1
hit points of damage when a charge is used. By using 2 charges and
successfully striking an opponent, the staff ages a victim by 10 years. If

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three charges are spent in this attack, one of the victim’s limbs will
shrivel into a mummified, useless member (saving throw versus spell-like
devices is allowed). The aging effect will automatically kill most creatures
that have a short lifespan. Also note that effects of spent charges are
cumulative, such that if 3 charges are used, the victim will not only
receive damage, but he will be aged and have a withered limb.

Staff of Wizardry [MU/E]: This staff functions as a +1 staff. In addition,


the staff may be used to cast the spells conjure elementals, invisibility,
passwall, and web. The staff has the similar spell-like effect of a djinni to
create a whirlwind and can be used as a wand of paralyzation. Each of
these abilities requires one charge. The staff may be broken for a final
blow. The results of a final blow depend on the number of charges in the
staff. For each charge, 8 hit points of damage are dealt in a grand fireball
to all monsters and characters (even the owner of the staff) within 30’.
The staff is then broken and useless.

Staff of the Serpent [C]: This staff does not employ charges. It strikes as
a +1 staff. The user can command the staff to grow to become a giant
constrictor snake and constrict around a victim. The command for the
staff to become a snake is uttered as it strikes a victim. The victim must
succeed in a saving throw versus spell-like devices or be held immobile
by the constricting snake for 1d4 turns, or until the owner commands the
snake to release him. The serpent returns to the owner and returns to
staff form after it has constricted around an opponent. If the snake form
is slain, it will not return to staff form and the staff is destroyed. When the
snake returns to staff form, all damage it has sustained in combat is
automatically healed.

Rings
Magical rings like those listed below are generally beyond the ability of
current civilizations to create. They are the creations of ancient and/or
lost civilizations.

A magical ring must be worn on a finger or thumb to operate, and a


character can only wear one magical ring per hand. If a second ring is
put on the same hand as an existing ring, neither ring will function (with
the exception of a Ring of Weakness). Rings are usually either constant
in effect or are activated by twisting the ring..

Animal Command: This ring may be used once per turn. It acts as if the
wearer had drunk a Potion of Animal Control with the exception that the
wearer only gets a single attempt to control creatures per use.

Command Human: This ring bay be used once per turn. It acts as if the

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wearer had drunk a Potion of Human Control with the exception that the
wearer only gets a single attempt to control people per use.

Command Plant: This ring bay be used once per turn. It acts as if the
wearer had drunk a Potion of Plant Control with the exception that the
wearer only gets a single attempt to control creatures per use.

Delusion: This ring will appear to function as a different type of ring if an


Analyze spell is used on it. Once the ring is worn, it will be completely
nonfunctional, but cannot be removed without a Remove Curse being
cast on it.

Djinn Summoning: Once per day, the wearer of this ring can summon a
djinn, who will serve them for 24 hours. If the djinn is killed, the ring loses
its magical power.

Fire Resistance: This ring makes its wearer immune to natural fire, gives
a +2 bonus to all saving throws against magical fire, and reduces all
magical fire damage done to the wearer by one point per die (to a
minimum of one point per die).

Invisibility: This ring may only be used once per turn. When activated it
affects the wearer as if they had cast an Invisibility spell on themselves.

Protection: This ring gives a bonus to its wearer’s armor class and to all
saving throws equal to its magical bonus. If a character wears a Ring of
Protection on both hands, only the larger of the two bonuses applies.
Roll a d100 to determine the ring’s protection bonus: 01-80: +1; 81-91:
+2 92: +2, 5 foot radius; 93-99: +3; 00: +3, 5 foot radius.

If a radius is given, the power of the ring, as it applies to saving throws


only, extends to all creatures within the radius.

Regeneration: The wearer of this ring will recover 1 hit point per minute,
and can slowly re-grow lost body parts. A limb will re-grow over the
course of a week, whereas a finger or ear would re-grow over the course
of a single day. This ring will not stop working when the wearer is on 0 hit
points, but not prevent the wearer from dying. It will also not heal
damage from fire or acid (although will re-grow limbs lost to fire or acid).

Spell Storing: This ring will contain 1d6 different spells (determined
randomly as if spells on a Spell Scroll) when found. The wearer of the
ring can cast these spells once each, even if not a spell caster. The
spells will always be cast as if by a caster of the minimum level needed
to cast them, even if the wearer of the ring is a caster of higher level.

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Each spell slotcan be recharged by having a spell caster cast a spell
directly into the ring. The ring cannot “catch” spells generally cast at the
wearer; the spells must be cast directly at the ring with the purpose of
charging it.

Spell Turning: Each day, this ring will reflect the first 2d6 spells (roll each
day) cast at the wearer back at their caster. This only effects actual
spells, not the spell-like powers of monsters or magic items. Once it has
absorbed as many spells as it can, the ring has no other powers until the
following day.

Telekinesis: This ring can be activated to produce an effect identical to


the Telekinesis spell but with no duration limit.

Water Walking: This ring allows its wearer to walk on the surface of any
liquid without sinking.

Weakness: 1d6 rounds after this ring is worn, it will immediately lower its
wearer’s strength score to 3. The ring can not be removed until it has
had a Remove Curse spell cast on it.

Wishes: This ring will grant from one to four wishes (as the Wish spell)
before crumbling into dust. To determine the number of wishes contained
in the ring, roll 1d10: 1-4 = 1, 5-7 = 2, 8-9 = 3, 10 = 4.

X-Ray Vision: The wearer of this ring can see up to 30’ through stone or
up to 60’ through wood. It cannot be used to see through metal. To use
the ring, the wearer must stand still and concentrate and can view a
10’x10’ area per use. It takes 10 minutes to scan such an area, and the
ring can only be used once per hour.

Ancient and Wondrous Items


Rings of power were not the only magic items produced in ancient times
by civilizations all-but-forgotten today. Many wonderful magic items
existed then. Most of these items are very rare today even if they were
fairly common ages ago. Some of these items may be one of a kind or
have never existed outside of legends. Like magic rings, the methods
used to create these items are generally lost to the mists of time.

Amulet of Scrying Protection: This item protects its wearer from being
scried on via a Crystal Ball, and makes them immune to all types of ESP.

Bag of Devouring: This bag looks like a normal sack, but any non-living
item placed entirely within it disappears from view and weighs nothing
while in the bag. It will hold items up to 10,000cn in weight, providing the

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items fit wholly within it (i.e. they are 5’x1’x1’ or smaller). Items placed
within the bag can be found by touch by anyone reaching into the bag
and can be withdrawn. However, any item left in the bag for more than
two hours will vanish completely. This will not affect living creatures that
are stuffed into the bag.

Bag of Holding: This bag looks like a normal sack, but any non-living
item placed entirely within it disappears from view and weighs nothing
while in the bag. It will hold items up to 10,000cn in weight, providing the
items fit wholly within it (i.e. they are 5’x1’x1’ or smaller). Items placed
within the bag can be found by touch by anyone reaching into the bag
and can be withdrawn. Boat, Undersea: This boat can be operated as a
fully functional skiff. However, when a command word is given, it will dive
under the water while simultaneously radiating a Water Breathing effect
that protects all passengers who are touching the boat. The pilot of the
boat can control its movement underwater as if on the surface.

Boat, Folding: A folding boat looks like a small wooden box—about 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, however, 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.
The necessary command words may be present, either visible or
invisible, etched into the box. Alternatively, the command words may
need to be sought through an NPC or a small quest.

Boots of Levitation: The wearer of these boots may Levitate as per the
spell of the same name. There is no limit to the duration of the levitation.
Boots of Speed: When travelling overland, the wearer of these boots
travels at the speed of a riding horse. However, the wearer can only
move at this speed for a single day and then must rest for a day.

Boots of Speed: These boots allow the wearer to move 240’ per turn for
up to 12 hours. The wearer is exhausted after this activity, and is
required to rest for 24 hours.

Boots of Travelling and Springing: While these boots are worn, the
wearer need not rest if engaged in ordinary movement. Further, he may

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spring up to 10 feet high, and to a distance of 30 feet.

Bowl of Water Elementals: Once per day, this bowl can be filled with
water and used to cast a Conjure Elemental spell except that it will only
conjure a 12 hit dice water elemental. Conjuring the elemental takes 10
minutes.

Bracers of Armor: Wrist or arm guards that grant the wearer an AC as


though he were wearing armor. Both bracers must be worn for the magic
to be effective, and no other armor may be worn with the bracers
(magical or non-magical). Dexterity modifiers do apply. The protection
offered by the bracers can be combined with other magical effects that
alter AC, such as a ring of protection or cloak of protection. Roll d100 to
determine the which kind of bracers are found: 01-06: AC 11; 07-16: AC
12; 17-36: AC 13; 37-51: AC 14; 52-71: AC 15; 72-86: AC 16; 87-00: AC
17.

Brazier of Commanding Fire Elementals: Once per day, this brazier can
be lit and used to cast a Conjure Elemental spell except that it will only
conjure a 12 hit dice fire elemental. Conjuring the elemental takes 1
minute.

Brooch of Shielding: A piece of silver or gold jewelry used to fasten a


cloak or cape. In addition to this mundane task, it can absorb magic
missiles of the sort generated by spell, device, or spell-like ability. A
brooch can absorb up to 101 hit points of damage from magic missiles
before it melts and becomes useless.

Broom of Flying: This broom will carry its owner through the air at a
speed of 80’ per round. The owner of the broom must concentrate to
move, and the broom will hover if the owner stops concentrating. The
broom can also carry a passenger, but in this case its speed is reduced
to 60’ per round.

Censer of Controlling Air Elementals: Once per day, this censer can be
filled with incense and used to cast a Conjure Elemental spell except that
it will only conjure a 12 hit dice air elemental. Conjuring the elemental
takes 1 minutes.

Chime of Opening: A chime of opening is a hollow mithral tube about 1


foot long. When struck, it sends forth magical vibrations that cause locks,
lids, doors, valves, and portals to open. The device functions against
normal bars, shackles, chains, bolts, and so on. A chime of opening also
automatically dispels a hold portal spell or even an arcane lock cast by a
wizard of lower than 15th level. The chime must be pointed at the item or

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gate to be loosed or opened (which must be visible and known to the
user). The chime is then struck, a clear tone rings forth, and in 1 round
the target lock is unlocked, the shackle is loosed, the secret door is
opened, or the lid of the chest is lifted. Each sounding only opens one
form of locking, so if a chest is chained, padlocked, locked, and arcane
locked, it takes four uses of a chime of opening to get it open. A silence
spell negates the power of the device. Each use requires a charge, and a
chime contains 2d4x10 charges before it cracks and becomes useless.

Cloak of Protection: This magical cloak appears to be an ordinary brown


cloth or leather cloak. The cloak functions much like a ring of protection,
offering a bonus to the wearer’s AC and all saving throws. These
bonuses are cumulative if the cloak is worn with a ring of protection. Roll
1d100 to determine AC bonus: 01-80: +1; 81-91: +2; 92-100: +3.

Crystal Ball: A crystal ball is a scrying device that can only be used by a
Sorcerer. The crystal ball can be used three times per day to see any
place or object that they desire; and a current image of that place or
object will appear and last for 10 minutes. The clarity of the image will be
based on the familiarity that the user has with the object or area.

Crystal Ball with Clairaudience: This works just as a normal Crystal Ball,
except that by concentrating the user can hear what is going on at the far
end as if through the ears of any living creature shown in the ball. Only a
Sorcerer can use this item.

Crystal Ball with ESP: This works just as a normal Crystal Ball, except
that by concentrating the user can read the thoughts of the main subject
of the vision if it is a living creature. Only a Sorcerer can use this item.

Cube of Frost Resistance: This cube is activated or deactivated by


pressing one side. When activated, it creates a cube-shaped area 10
feet on a side centered on the possessor (or on the cube itself, if the item
is later placed on a surface). The temperature within this area is always
at least 65°F. The field absorbs all cold-based attacks. However, if the
field is subjected to more than 50 points of cold damage in 1 turn (from
one or multiple attacks), it collapses into its portable form and cannot be
reactivated for 1 hour. If the field absorbs more than 100 points of cold
damage in a turn, the cube is destroyed.

Decanter of Endless Water: If the stopper is removed from this ordinary-


looking flask and a command word spoken, an amount of fresh or salt
water pours out. Separate command words determine the type, as well
as the volume and velocity. “Stream” pours out 1 gallon per round.
“Fountain” produces a 5’ long stream at 5 gallons per round. “Geyser”

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produces a 20’ long, 1’ wide stream at 30 gallons per round.

The geyser effect causes considerable backpressure, requiring the


holder to be on stable ground and braced to avoid being knocked down.
The force of the geyser kills small creatures. The command word must
be spoken to stop it.

Displacer Cloak: This item makes the wearer appear to be 5’ from their
actual position. This makes all attacks against the wearer take a –2
penalty to their to hit rolls, and gives the wearer a +2 bonus to all saving
throws.

Drums of Panic: These are a pair of large kettle drums. When played,
they have no effect on creatures within 10’ of them, but creatures from
10’ to 240’ from them must make a saving throw vs MIND or flee in terror
for 30 minutes.

Dust of Appearance: This fine powder appears to be a very fine, very


light metallic dust. A single handful of this substance flung into the air
coats all objects within a 10’ radius, making them visible even if they are
invisible. If the dust is blown through a tube it covers an area in the
shape of a cone 20’ long and 15’ wide at its terminal end. The dust
likewise negates the effects of mirror image, cloak of displacement, and
elven cloaks. The dust’s effect lasts for 2d10 turns. Dust of appearance
is typically stored in small silk packets or hollow bone tubes, and 5d10 of
these tubes or packets will be found at a time.

Dust of Disappearance: This dust looks just like dust of appearance and
is typically stored in the same manner. A creature or object touched by it
becomes invisible. Normal vision can’t see dusted creatures or objects,
nor can they be detected by magical means, including detect invisible.
Dust of appearance, however, does reveal people and objects made
invisible by dust of disappearance. The invisibility bestowed by the dust
lasts for 2d10 turns, and the invisibility is not dispelled if the enchanted
character makes attacks

Efreet Bottle: This 3’ tall heavy jug contains an efreet. The stopper may
be opened once per day, and the efreet will come forth and serve the
opener. If the efreet is slain, the bottle becomes non-magical. The efreet
is reluctant to serve, and will do its best to use loopholes in the
commands that it is given in order to cause harm to the owner of the
bottle.

Elven Boots: These boots give their wearer a Move Silently ability of
75%, like a thief.

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Elven Cloak: This cloak is just like a Ring of Invisibility except that its
invisibility is not perfect. When the wearer is in the presence of creatures
that might notice them, their faint outline will be seen if a 1 is rolled on
1d6.

Eyes of Charming: These two crystal lenses fit over the user’s eyes. The
wearer is able to use charm person (one target per round) merely by
meeting a target’s gaze. Those failing a saving throw versus spells are
charmed as per the spell. If the wearer has both lenses, there is a
penalty of –2 to the saving throw. If the wearer has only one lens, the
saving throw is made with a bonus of +2.

Eyes of the Eagle: These items are made of special crystal and fit over
the eyes of the wearer. These lenses allow the wearer to see 100 times
further than normal. Wearing only one of the pair causes a character to
become dizzy and, in effect, stunned for 1 round. Thereafter, the wearer
can use the single lens without being stunned so long as he covers his
other eye.

Eyes of Petrification: These items are made of special crystal and fit over
the eyes of the wearer. When a being places the eyes on, he instantly
turns to stone as the spell, with no saving throw. About 1/4 (01-25 on
d00) of these eyes allow the wearer to use a petrification gaze attack.
Both lenses must be worn for the magic to be effective, and the victim is
allowed a saving throw versus petrify.

Flying Carpet: This carpet will carry one passenger at a speed of 100’
per round, two at a speed of 80’ per round, three at a speed of 60’ per
round, four at a speed of 40’ per round, or five at a speed of 20’ per
round. The owner of the carpet must concentrate to make it move, and
the carpet will hover in place if the owner stops concentrating.

Gauntlets of Ogre Power: The owner of these gauntlets has a strength of


18 while wearing the gauntlets, but taking them off return’s the owner’s
strength back to its normal value.

Girdle of Giant Strength: Anyone who wears this girdle does double
damage with whatever melee attacks they make.

Helm of Alignment Changing: This ornate helmet instantly changes the


alignment of the being that places it on. The change is random. The
helmet cannot be removed except by the spell remove curse. The wearer
will not desire for the helmet to be removed, but once it has been taken
off he reverts back to his original alignment.

Microlite81 (Version 1.0 Silver) -84-


Helm of Blindness: Anyone wearing this helmet is immediately made
blind. The blindness cannot be cured until the helmet has been removed,
and the helmet cannot be removed without a Remove Curse spell being
cast on it.

Helm of Comprehend Languages and Read Magic: Appearing as a


normal helmet, a helm of comprehend languages and read magic grants
its wearer the ability to understand the spoken words of any creature,
and to read text in any language or any magical writing. Note that
understanding a magical text does not necessarily imply spell use unless
the magic is usable by the character’s class and level.

Helm of Reading: This helmet allows the wearer to read any language or
cipher, and allows them to identify magical scrolls. However, it does not
allow the wearer to use Spell Scrolls if they are not normally able to do
so. This helmet is rather delicate, and has a 10% chance of being broken
each time its wearer is struck in combat.

Helm of Telepathy: The wearer of this helmet can transmit their thoughts
to any creature within 60’. The target creature will understand the
thoughts of the wearer despite language differences. The wearer may
also use the ESP spell to read the thoughts of others.

Helm of Teleportation: This helm is only usable by Sorcerers. The wearer


of the helm may use the Teleport spell as often as they like to teleport
themselves, with the normal chances of failure. The wearer may also use
the helm to Teleport another creature (again, as if casting the spell).
However, doing this discharges the helmet and it can no longer be used
for any teleporting until it is recharged by having a Teleport spell cast into
it.

Horn of Blasting: This horn can be blown once per ten minutes. When it
is blown, it creates a cone of sound 100’ long and 20’ wide at the end.
Everyone in the area must take 2d6 damage and make a saving throw vs
STR or be deafened for ten minutes. Buildings and ships in the area of
effect take 1d8 damage.

Medallion of ESP: This medallion allows the wearer to use the ESP spell
at will, with a range as given in the item listing (either 30’ or 90’).
However, each time it is used, there is a 1 in 6 chance that instead of
letting its wearer read minds, it will broadcast its all of its wearer’s
thoughts out loud for the next ten minutes.

Mirror of Life Trapping: If the owner of this mirror presents it to a creature

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of human size or smaller and activates it, the creature must make a
saving throw vs MIND or be sucked into the mirror, complete with
everything they are wearing and carrying. The mirror can hold up to 20
creatures, who exist in a state of suspended animation while in the
mirror, not needing food, drink or air and completely unable to take any
actions.

Anyone looking into the mirror can see the reflections of the faces of all
those trapped inside, and can wake any of them up temporarily to talk
with them. No special communication powers are granted, so the viewer
and victim need to share a common language to talk in. If the mirror is
broken, all the creatures inside are instantly freed. However, the only
way to free a single creature without breaking the mirror is to is a Wish
spell.

Mirror of Opposition: This item resembles a normal mirror about 4 feet


long and 3 feet wide. If a creature is reflected in the mirror’s surface, an
exact duplicate of that creature comes into being. This opposite
immediately attacks the original. The duplicate has all the possessions
and powers of its original (including magic). Upon the defeat or
destruction of either the duplicate or the original, the duplicate and its
items disappear completely.

Necklace of Adaptation: This necklace is a heavy chain with a platinum


medallion. The magic of the necklace wraps the wearer in a shell of fresh
air, making him immune to all harmful vapors and gases. The bubble can
enable the wearer to survive in an environment without air for 1 week.

Rope of Climbing: On command, this 50’ rope will wriggle along the
ground like a snake, and even up walls and on ceilings. It can fasten
itself onto any solid protrusion on a surface that it is climbing up, and will
support up to 10,000cn of weight. A second command will cause the
rope to loosen itself and re-coil.

Scarab of Protection: This charm has 2d6 charges. Each time a curse is
placed on the wearer, it will immediately target the wearer with a
Remove Curse as if by a 36th level caster. Each Remove Curse uses up
one charge. Additionally, it will block any Finger of Death or Obliterate
spell (the reverse of the Raise Dead and Raise Dead Fully spells) cast at
the wearer; and this also uses up one charge. When the scarab has run
out of charges, it crumbles to dust.

Stone of Controlling Earth Elementals: Once per day, this stone can be
buried in the earth and used to cast a Conjure Elemental spell except
that it will only conjure a 12 hit dice earth elemental. Conjuring the

Microlite81 (Version 1.0 Silver) -86-


elemental takes 10 minutes.
Magic Weapons and Armor
Magical weapons and armor follow the same class restrictions as all
normal weapons and armor. Magic items will have a “+” value, or if
cursed they will have a “-” negative value. When an item has a plus, such
as a dagger +1, this means that rolls to hit and damage rolls receive a +1
bonus. Armor with a plus will reduce the AC by the amount specified. For
example, leather armor +1 would reduce AC to 6 rather than 7.
Cursed items have the opposite effect, incurring penalties based on the
negative value provided. Cursed items, once possessed by a character,
can only be disposed of with a dispel evil or remove curse spell. The
owner of a cursed item will not believe the item is cursed, and will resist
efforts to get rid of the item until one of these spells is cast. Furthermore,
the possessor of a cursed weapon will prefer to use this weapon in
combat above any other weapon.

Magical armor of the non-cursed variety is lighter and less cumbersome


than other armor. Refer to the table below for magical armor weights and
for rolling up the kind of armor found by a party.

d100 Roll Armor Type Unmodified AC Magic Weight (lbs)


01-10 Banded mail 15 15
11-30 Chain mail 14 20
31-60 Leather 12 10
61-67 Padded 11 5
68-85 Plate mail 16 25
86-90 Scale mail 13 15
91-95 Splint mail 15 20
96-00 Studded leather 13 15

Magic Swords
Other powers beyond having a “+” to their attacks and damage
sometimes apply to swords and other weapons. They also may have
more than one bonus listed, where the first bonus applies to all attacks
and damage, and the second applies only to an exclusive group of
creatures. Some of these are detailed below, and others listed in the
treasure tables are self-explanatory. Other weapons have powers that
the wielder is able to command. These weapons are detailed below.

Sword +1, Flame Tongue: This sword is +2 against monsters that

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regenerate, +3 against avian monsters or monsters that have a cold-
based attack, or are immune to fire, and this sword is +4 against all
undead. When the wielder utters a command, the sword becomes
engulfed in flame. The flames provide the same amount of light as a
torch, and can be used to ignite anything flammable.

Sword +1, Life Drinker: This sword drains a hit die or a life level from any
target struck if the wielder utters a command. This sword has 1d4+4
charges, and each use of this ability drains one charge. Once the
charges have been used, the sword performs as a normal sword +1.

Sword +1, Locate Objects: The wielder may locate objects as the magic-
user/elf spell one time each day, to a range of 120’.

Sword +1, Luck Blade: This sword grants its possessor a +1 bonus on all
saving throws. In addition, a luck blade will contain 1d4+1 wishes. When
the last wish is used, the sword remains a sword +1 and still grants the
+1 saving throw bonus.

Sword +1, Wish Blade: In addition to functioning as a sword +1, this


sword contains 1d4 wishes. Refer to the magic-user spell wish for
guidelines on granting wishes. Once the wishes have been used, the
sword performs as a normal sword +1.

Sword +2, Charm Person: In addition to functioning as a sword +1, this


sword grants the wielder the ability to charm person, as the magic-
user/elf spell, 3 times in a week.

Sword +3, Frost Brand: This sword is a +6 sword against monsters that
live in a hot environment or use a fire-based attack. The sword sheds
light as a torch when the temperature drops below 0°F. At such times it
cannot be concealed when drawn, nor can its light be shut off. Its wielder
is protected from fire in the same manner as wearing a ring of fire
resistance. A frost brand extinguishes all non-magical fires in a 10’ area
when touched to a flame.

Other Magic Weapons


War Hammer +2, Dwarven Thrower: In the hands of a dwarf, the war
hammer gains an additional +1 bonus (for a total bonus of +3) and gains
the returning special ability. It can be hurled with a 60’ range. When
hurled, it deals triple damage against giants, ettins, ogres, and trolls. It
does double damage when thrown against any other target.

Arrow +3, Slaying Arrow: This arrow +3 is keyed to a particular type of


creature. If it strikes such a creature, the target instantly dies, with no

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saving throw. Against any other target the arrow functions as an arrow
+3. These arrows are often adorned with decorations that imply the
creature they can slay. To determine the type of creature the arrow is
keyed to, roll on the table below. The GM may add to this list, or choose
an appropriate creature type for the situation.

d20 Roll Type d20 Roll Type


1 Avians 11 Giant animals
2 Chimera 12 Golems
3 Clerics 13 Halflings
4 Dragons 14 Magic-users
5 Dwarves 15 Mammals
6 Efreeti 16 Reptiles
7 Elementals 17 Sea creatures
8 Elves 18 Spiders
9 Fighters 19 Thieves
10 Giants 20 Undead

Sentient Swords
Particularly powerful magical swords are sometimes sentient, or thinking
and intelligent entities. These weapons have motivations of their own,
and may or may not be hostile to their wielder. The GM plays the
personalities of these items in the same manner as an NPC. To create a
sentient sword, refer to the categories below, which include Mental
Character and Alignment, and Powers.

Intelligence: The first step to creating a sentient sword is to roll for its
intelligence. The intelligence ability score will determine how many
additional powers the sword possesses. Consult the table below.

d6 Detection Spell-Like
Roll INT Powers Powers Communication
1 7 1 0 Empathy
2 8 2 0 Empathy
3 9 3 0 Empathy
4 10 3 0 Verbal
5 11 3 0 Verbal, Read
Magic
6 12 3 1 Verbal, read Magic

When a sword communicates through empathy, no actual words are


exchanged between it and its wielder, but the wielder becomes intuitively

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aware of the powers the sword possesses and how these can be
employed. A sword capable of verbal communication actually produces
an audible voice and speaks to those around it. Sentient swords capable
of read magic do so as the magic-user/elf spell, but the ability is always
active. Further, swords with the ability to read magic may also read the
ordinary written language of any languages known.

Alignment: Every sentient sword will have an alignment. This alignment


is undetectable until the sword is touched. A character may only wield a
sword that shares the same alignment, and if he attempts to handle a
sword of a different alignment he will suffer damage each round. The
severity of the damage is related to the degree of difference of
alignment. For each degree of difference, the character will suffer 1d6 hit
points of damage. For example, a chaotic sword will inflict 1d6 hp
damage to a neutral character; it will inflict 2d6 hp damage to a lawful
character. For this reason, a neutral sword will only ever inflict 1d6 hp of
damage. Roll 1d10 to determine the sentient sword’s alignment: 1-4:
Chaotic; 5-6: Neutral; 7-10: Lawful.

Psyche and Willpower: Sentient swords have a psyche rating from 1-12
(roll 1d12). This rating represents the overall strength of character that
the sword has. In addition, sentient swords have a base willpower rating
equal to the sum of its INT and psyche. A bonus of +1 is added to this
rating for each spell-like power the sword possesses. Spell-like powers
are discussed below.

A sentient sword may mentally wrestle for dominance with its wielder,
depending on the sword’s personality and desires. Under certain
situations, the GM will need to make an influence check. This may be
made in the following situations:

1. The wielder first touches the sword


2. The sword’s motivation comes into play
3. A character of a differing alignment touches the sword
4. Another magical sword is found
5. A character has lost 50% of his hp

When an influence check is called for, the willpower of the sword and the
willpower of the character are compared, and the highest score wins the
test. A character’s willpower is determined by summing his WIS and
STR. The character subtracts 1d4 from this total if he is wounded but has
more than or equal to 50% of his hp. If he has less than 50% of his hp,
2d4 is subtracted from willpower. The sword receives a bonus of 1d10 to
its willpower if its alignment is not the same as the character’s.

Microlite81 (Version 1.0 Silver) -90-


If the character loses, then he loses control of his actions for an amount
of time determined by the LL. The sword will force the character to
perform a task, such as disposing of or ignoring magic items if a second
magical sword is found. Other actions include compelling the wielder into
combat or surrender with a nearby foe, or making the character perform
another action that serves the desires and goals of the sword. Usually,
the duration of control will only be for several rounds until the task is
completed.

Sentient Sword Motivations: Sentient swords have a 5% probability of


having a particular motivation (roll 01-05 on d00). These motivations
involve the destruction of particular creatures, classes, or alignments. If a
sword has a motivation, raise its INT and psyche each to 12. When a
sentient sword is used to attack a being that fits its motivation, a special
power is used against the opponent. These powers are determined by
the alignment of the sword. A chaotic sword will turn an opponent to
stone if the opponent is lawful. Likewise, a lawful sword will paralyze an
opponent of chaotic alignment. Saving throws versus spells are allowed
for each of these effects. A neutral sword grants the sword wielder a
bonus of +1 to all saving throws when combating a creature of the
motivational type (regardless of its alignment).

Roll 1d6 to determine a sentient sword’s motivation, or the GM may


choose an opponent type based on differing characteristics (all reptiles,
beings of a certain religion, etc.): 1 – Clerics; 2 – Dwarves, fighters, and
halflings; 3 – Elves and magic-users; 4 – Chaotic beings (if sword lawful);
5 – Lawful beings (if sword chaotic); 6 – Monster type (determine
randomly).

Powers: Sentient swords can have two kinds of additional powers.


These include detection powers and spell-like powers. Detection powers
allow the sword to detect any of a number of possible items or
inclinations. Spell-like powers often mimic spell effects. To use any of the
powers detailed below, the sword wielder is required to be holding the
sword and concentrating on the effect. All of the detection powers may
only be used once in a round, and all spell-like powers may only be used
3 times total in one day. Roll on the detection powers table and ignore
identical results, if required to roll more than once. The same holds true if
required to roll on the spell-like powers table.

Detection Powers Table


Roll Detect Additional Details
d00
01-05 Evil 20’ range
06-10 Good 20’ range

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11-15 Gems and Jewelry 60’ range
16-25 Invisible or hidden 20’ range
26-35 Secret doors 10’ range,
3 usages per day
36-45 Metals (any specified) 60’, lead blocks this ability
46-60 Moving walls and rooms 10’ range
61-80 Sloping passages 10’ range
81-96 Traps 10’ range,
3 usages per day
97 Roll two times
98-00 Spell-like Power (1)

Spell-Like Powers Table


Roll Power Additional Details
d00
01-10 Clairaudience As clairvoyance below, but audible
instead of visual
11-20 Clairvoyance As the magic-user spell
21-25 Double damage See below*
26-35 ESP As the magic-user spell
36-40 Fly As the magic-user spell, for 3 turns
41-45 Regenerate See below**
46-50 Levitate As the magic-user spell, for 3 turns
51-57 Phantasmal Force As the magic-user spell
58-67 Telekinesis As the magic-user spell, up to 200
pounds
68-77 Telepathy As a helm of telepathy
78-86 Teleportation As the magic-user spell
87-96 X-Ray Vision As a ring of x-ray vision
97-99 Roll twice
00 Roll three times
*
Damage is doubled for 1d10 rounds. This table result can be combined
if rolled more than once. If rolled twice, damage is x4, if rolled three
times, damage is x6. This effect does not influence the roll to hit.
**
The sword can regenerate hit points with a rate of 1 hp per round, to a
maximum of 6 hp per day. This table result can be combined if rolled
more than once. If rolled twice, up to 12 hp may be healed, if rolled three
times, up to 18 hp may be healed. Note that the rate of healing does not
change.

Microlite81 (Version 1.0 Silver) -92-


TREASURE CLASS TABLE
Small Treasure Hoards (Individuals)

Treasure Class CP SP EP GP
0 - - - -
1 4d6 - - -
2 - 2d8+1 - -
3 - - 1d10+1 -
4 - - - 1d8
5 - - -
6 1d00 (70%) 1d00 (5%) - 1d00
(5%)
7 - 1d00 (15%) 1d00 (7%) 1d00
(8%)

Treasure Class PP Gems Jewelry Magic


0 - - - -
1 - - - -
2 - - - -
3 - - - -
4 - - - -
5 1d6 - - -
6 - 1d6 (7%) 1d4 (3%) 1 (3%) any
7 1d00 1d6 (15%) 1d4 (5%) 1 (7%) any
(5%)

Large Treasure Hoards (Lairs)


Treasure CP SP x1000 EP GP x1000
Class x1000 x1000
8 - - - -
9 - - - -
10 - - - 1d8 (50%)
11 - - - -
12 - 1d8 (25%) 1d4 (20%) -
13 1d6 (25%) 1d4 (15%) - -
14 - - - -
15 2d12 (25%) 1d00 1d8x10 1d4x10
(60%) (40%) (60%)
16 - - - 1d6x10
(55%)
17 - 3d6 (15%) 1d6 (25%) 2d6 (45%)
18 2d6 (7%) 1d10 1d6 (20%) 1d6 (30%)
(35%)
19 1d10 (10%) 1d10 - 1d8 (55%)
(15%)
20 1d12 25% 1d6 (30%) 1d6 (15%) -
21 1d10 (45%) 1d4 (25%) 1d4 (30%) 1d4 (20%)

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22 1d8 (30%) 1d4 (20%) 1d6 (25%) 1d12 (40%)

Treasure PP Gems Jewelry Magic


Class x100
8 - - - 1d4 scrolls (45%)
9 - - - 2d4 potions (45%)
10 3d12 2d8+4 1d12 -
(40%) (60%) (40%)
11 - 1d6 - -
(40%)
12 - - - -
13 - - - -
14 2d4 (30%) 1d12 1d12 1 (20%) any
(55%) (45%)
15 4d6 (30%) 1d8x10 1d8x10 6 (18%) any 4, 1 potion, 1
(55%) (45%) scroll
16 1d4 (45%) 2d8 1d10 6 (30%) any 5, 1 scroll
(30%) (20%)
17 1d4 (25%) 4d6 1d8 (10%) 5 (30%) any 3 (no
(25%) weapons), 1 potions, 1
scroll
18 - 1d8 1d8 (10%) 4 (30%) any 3, 1 scroll
(15%)
19 - 1d6 1d6 (40%) 4 (15%) any 2, 2 potions
(40%)
20 - 1d6 1d6 (20%) 2 (12%) any
(20%)
21 - 1d8 1d4 (20%) 1 (12%) armor, sword, or
(30%) miscellaneous weapon
22 1d4 (20%) 5d8 5d8 (45%) 3 (25%) any
(55%)

Treasure Tables
Random Magic Type
Roll d00 Magic Type
01-20 Potions
21-25 Rings
26-56 Scrolls
57-61 Rods, Staves, and Wands
62-66 Miscellaneous Magic
67-87 Swords
88-92 Miscellaneous Weapon
93-00 Armor

Microlite81 (Version 1.0 Silver) -94-


Potions
Roll Potion
d00
01-03 Animal Control
04-06 Antidote
07-09 Clairaudience
10-12 Clairvoyance
13-16 Climbing
17 Delusion
18-20 Diminution
21-23 Dragon Control
24-26 ESP
27-28 Extra-healing
29-31 Fire Resistance
32-36 Flying
37-40 Gaseous form
41-43 Giant Control
44-47 Giant Strength
48-50 Growth
51-54 Healing
55-58 Heroism
59-61 Human Control
62-64 Invisibility
65-66 Invulnerability
67-69 Levitation
70-71 Longevity
72 Mana
73-74 Oil of Etherealness
75-76 Oil of Slipperiness
77-79 Philter of Love
80-82 Plant Control
83 Poison
84-85 Polymorph
86-88 Speed
89-90 Super-heroism
91-93 Sweet Water
94-95 Treasure Finding
96-97 Undead Control
98-00 Water Breathing

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Rings
Roll Ring
d00
01-04 Animal Command
05-09 Command Human
10-15 Command Plant
16-25 Delusion
26-27 Djinni Calling
28-38 Fire Resistance
39-49 Invisibility
50-70 Protection
71-72 Regeneration
73-74 Spell Storing
75-79 Spell Turning
80-81 Telekinesis
82-87 Water Walking
88-94 Weakness
95-97 Wishes
98-00 X-ray Vision

Scrolls
Roll Scroll
d00
01-05 Cursed
06-15 Ward against Elementals
16-25 Ward against Lycanthropes
26-30 Ward against Magic
31-40 Ward against Undead
41-55 Spells (1)*
56-66 Spells (2)*
67-69 Spells (3)*
70-72 Spells (4)*
73-74 Spells (5)*
75 Spells (6)*
76 Spells (7)*
77-80 Treasure Map (Value 1d4x1000 gp)
81-85 Treasure Map (Value 5d6x1000 gp)
86-87 Treasure Map (Value 6d6x1000 gp)
88-89 Treasure Map (Value 5d6x1000 gp, 5d6
gems)
90-91 Treasure Map (Value 1d6 gems, 2d10
jewelry)
92-93 Treasure Map (Value 1 magic item)
94-95 Treasure Map (Value 2 magic items)
96 Treasure Map (Value 3 magic items, no

Microlite81 (Version 1.0 Silver) -96-


weapons)
97 Treasure Map (Value 3 magic items, +1
potion)
98 Treasure Map (Value 3 magic items, +1
potion, +1 Scroll)
99 Treasure Map (Value 5d6x1000 gp, 1
magic item)
00 Treasure Map (Value 5d6 gems, 2 magic
items)
*Roll 1d4; 1-3, Magic-user/Elf; 4, Clerical. The
number in parenthesis is the number of spells on
the scroll. Determine the spell level and specific
spells randomly.

Rods, Staves, and Wands


Roll Type
d00
01-05 Rod of Cancellation
06 Rod of Energy [C/MU/E]
07-08 Rod of Resurrection
09-10 Staff of Commanding [C]
11-20 Staff of Healing [C]
21-22 Staff of Power [MU/E]
23-26 Staff of Striking [C]
27-28 Staff of Withering [C]
29 Staff of Wizardry [MU/E]
30-36 Staff of the Serpent [C]
37-40 Wand of Cold
41-45 Wand of Detecting Enemies
46-50 Wand of Detecting Magic
51-55 Wand of Detecting Metals
56-60 Wand of Detecting Secret Doors
61-64 Wand of Detecting Traps
65-69 Wand of Device Negation
70-74 Wand of Fear
75-79 Wand of Fire Balls
80-84 Wand of Illusion
85-88 Wand of Lightning Bolts
89-93 Wand of Magic Missiles
94-96 Wand of Paralyzation
97-00 Wand of Polymorphing

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Miscellaneous Magic Items
Roll Item
d00
01-03 Amulet of Scrying Protection
04-05 Bag of Devouring
06-10 Bag of Holding
11 Boat, Folding
12-14 Boots of Levitation
15-17 Boots of Speed
18-20 Boots of Traveling and Springing
21 Bowl of Commanding Water Elementals
22-23 Bracers of Armor
24 Brazier of Commanding Fire Elementals
25-26 Brooch of Shielding
27-29 Broom of Flying
30 Censer of Controlling Air Elementals
31 Chime of Opening
32-33 Cloak of Protection
34-36 Crystal Ball
37-38 Crystal Ball with Clairaudience
39 Crystal Ball with ESP
40 Cube of Force
41 Cube of Frost Resistance
42-43 Decanter of Endless Water
44-45 Displacer Cloak
46 Drums of Panic
47-49 Dust of Appearance
50-52 Dust of Disappearance
53 Efreeti Bottle
54-57 Elven Cloak
58-61 Elven Boots
62 Eyes of Charming
63-64 Eyes of the Eagle
65-67 Eyes of Petrification
68-71 Flying Carpet
72-74 Gauntlets of Ogre Power
75-77 Girdle of Giant Strength
78-79 Helm of Alignment Changing
80 Helm of Blindness
81-82 Helm of Comprehend Languages and
Read Magic
83-84 Helm of Reading
85 Helm of Telepathy
86 Helm of Teleportation
87 Horn of Blasting

Microlite81 (Version 1.0 Silver) -98-


88-90 Medallion of ESP (30’)
91-92 Medallion of ESP (90')
93 Mirror of Life Trapping
94 Mirror of Opposition
95 Necklace of Adaptation
96-97 Rope of Climbing
98-99 Scarab of Protection
00 Stone of Controlling Earth Elementals

Swords
Roll Item
d00
01-39 Sword +1
40-44 Sword +1, +2 versus lycanthropes
45-49 Sword +1, +2 versus spell casters
50-53 Sword +1, +3 versus undead
54-57 Sword +1, +3 versus dragons
58-62 Sword +1, +3 versus regenerating
monsters
63-67 Sword +1, +3 versus magical monsters
68-75 Sword +1, light 30’ radius
76-80 Sword +1, Flame Tongue
81 Sword +1, Life Drinker
82-84 Sword +1, locate objects
85-86 Sword +1, Luck Blade
87 Sword +1, Wish Blade
88-90 Sword +2,
91-92 Sword +2, charm person
93-94 Sword +3
95 Sword +3, Frost Brand
96-97 Sword –1 (cursed)
98-99 Sword –2 (cursed)
00 Sapient Sword*
*These swords should be very rare, and used with
discretion.

Miscellaneous Weapons
Roll Weapon
d00
01-10 Arrows +1 (quantity 2d6)
11-12 Arrows +1 (quantity 3d10)
13-18 Arrows +2 (quantity 1d6)
19-21 Arrows +3 (quantity 1d4)
22 Arrow +3, Slaying Arrow
23-31 Axe +1
-99- Microlite81 (Version 1.0 Silver)
32-34 Axe +2
35-41 Bow +1
42-51 Crossbow Bolts +1 (quantity 2d6)
52-53 Crossbow Bolts +1 (quantity 3d10
54-60 Crossbow Bolts +2 (quantity 1d6)
61-63 Crossbow Bolts +3 (quantity 1d4)
64-68 Dagger +1
69 Dagger +2, +3 versus goblins, kobolds
and orcs
70-75 Sling +1
76-82 Spear +1
83-86 Spear +2
87 Spear +3
88-94 War Hammer +1
95-99 War Hammer +2
00 War Hammer +2, Dwarven Thrower

Armor
Roll Armor Type
d00
01-15 Armor +1
16-25 Armor +1 and Shield +1
26-27 Armor +1 and Shield +2
28 Armor +1 and Shield +3
29-32 Armor +2
33-35 Armor +2 and Shield +1
36-38 Armor +2 and Shield +2
39 Armor +2 and Shield +3
40 Armor +3
41 Armor +3 and Shield +1
42 Armor +3 and Shield +2
43 Armor +3 and Shield +3
44-63 Shield +1
64-73 Shield +2
74-79 Shield +3
80-82 Armor –1 (cursed)
83-85 Armor –2 (cursed)
86 Armor –1 (cursed) and Shield +1
87 Armor –2 (cursed) and Shield +1
88-90 Armor AC 9 (cursed)
91-94 Shield –1 (cursed)
95-97 Shield –2 (cursed)
98-00 Shield AC 9 (cursed)

Microlite81 (Version 1.0 Silver) -100-


NOTES ON “OLD SCHOOL”
PLAY
While Microlite81 is designed using tried and true “D20” systems filtered
through the Microlite20 rules, it is designed for a completely different
style of play than many players who started to play in the last 20 years or
so may be used to. This section will give a brief overview of “old school”
play.
What is “Old School” Play?
There are two major styles of roleplaying games. The first (and older)
style says “Here is the situation. Pretend you are there as your character,
what do you want to do?” This style has been superseded over the years
with a style that says “Here is the situation. Based on your character's
stats, abilities, skills, etc. as listed on his character sheet and your
knowledge of the many detailed rules of the game, what is the best way
to use your character’s skills and abilities and the rules to solve the
situation?” Old school play strongly favors the first style and frowns on
too much of the second.

Here are some major points where old school play is different:

Heroic, not Superheroic: Old school play, especially at low to mid-


levels, is about fairly normal people put in situations where they can be
heroes, not about extraordinary people doing things that would make a
four-color comic book superhero proud – and at first level yet. Just like in
the real world, the more a character improves his abilities, the harder it is
to improve them further, while new characters may advance rapidly, the
higher their level the more effort and time (and XP) it takes to advance to
the next level.

Achievement, not Advancement. Many modern games are often all


about what special feats, extra classes and special game mechanics the
players wish to obtain for their characters as they increase in level. In old
school games, a character’s abilities are generally predetermined by his
character class, so old school games focus on the things that the
characters wish to accomplish in the game world rather than on what
game mechanics they want to acquire. Level advancement is often much
slower than in modern fantasy RPGs which makes in campaign

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achievements even more important as a measure of character success.

No Skills: Unlike in most modern RPGs, there aren’t any skills in


Microlite81 -- not even the streamlined four skills of Microlite20. Players
are intended to have their characters act like adventurers. So don’t
search your character sheet or the rules for the perfect solution in
Microlite81. Instead, you just tell the GM what your character is trying to
do. Note that you are assumed to be competent with all common
activities associated with your class and background. If you need to keep
a door open or shut, you might tell the GM your character is using a
spike to keep the door open or closed. A ten foot pole is your friend for
checking for traps. Searching a room means looking in and under
objects, not rolling a skill check. While this may seem strange at first, you
will quickly learn to appreciate the freedom it gives you. No longer are
you limited to the skills and feats on your character sheet, you can try
anything your character should be capable of trying. You might not
succeed, but the rules generally will not stop you from trying.

Limited Magic Items: Modern fantasy RPGs often assume that magic
items are easy to buy and/or to create. In most old school campaigns,
magic items are relatively rare and hard to create. Only potions and
scrolls are generally relatively easy to create or purchase. Other magic
items are seldom found for sale (and are very high priced when they are
found for sale) and are usually very expensive in money and time to try
to create – often requiring rare ingredients that the characters must quest
to find. Therefore characters are usually limited to the magic items they
find in treasures or take from defeated enemies on adventures.

No Assumption of “Game Balance”: Old style game sessions aren’t


about carefully balanced characters (who are all able to shine equally at
all times) who only run into situations carefully designed by the GM to be
beatable by the characters presently in the party and to provide treasure
that fits their current level. Instead, part of player skill is learning to
evaluate situations so situations well over the party’s current abilities or
which will waste the party’s resources for little gain can be avoided. Don’t
assume that you can beat every monster that you encounter, running
away from monsters too tough to handle can mean the difference
between character survival and character death. You can also get
creative in how you defeat monsters. Perhaps those goblins you
bypassed could be talked into (or tricked into) attacking that giant you
know you can’t beat, perhaps killing it for you or at least softening it up
so your party has a chance of defeating it and living to tell the tale. Also
remember that treasure can be turned into XP, even if you can’t kill the
monsters, perhaps you can still acquire some of their treasure. Part of
the skill of playing “old school” style is coming up with creative solutions

Microlite81 (Version 1.0 Silver) -102-


when a direct attack is likely to fail.

It’s Not All About Combat: Many modern fantasy RPGs have made
combat the star of the system, combats in these systems are time-
consuming and very crunchy with rules for everything. Microlite20 avoids
this by having a fast-playing abstract combat system. Microlite81 takes
this one step further, combat isn’t intended to be the main source of fun
in the game. The game is as much about exploration and treasuring
finding as it is about combat. Sure, you are going to have to fight things
to explore and find treasure, but always remember that combat may not
be the best or safest way to handle every situation. Think before you
rush into combat. After all, it’s not the only way to earn a good pile of
experience – and monsters don’t have to be killed to be defeated (and
get XP for them).

Reality/Common Sense Trumps Rules: Old-school games use loose


and simple rules that cover average cases and the GM and players are
supposed to apply common sense and their knowledge of how reality
works to cover the unusual and edge cases. “Reality/Common Sense” as
interpreted by the GM always trumps the written rules if they conflict. For
example, a character has a magic weapon and the rules for that weapon
say it always causes its target to fall prone if hit. The character hits a
gelatinous cube moving down the corridor toward them with the weapon.
The rules say that the target should fall and be in a prone position.
Reality, however, says otherwise. Gelatinous cubes don’t have a top and
bottom (so prone penalties make no sense) and a 10 foot cube can’t fall
when it is moving through a 10 foot corridor. In some modern games, the
rules would be applied anyway and the cube would suffer the effects of
falling prone no matter how little sense that makes. In an old school
game, the GM ignores the rule because it makes no sense in the specific
situation.

Forget “Rules Mastery”: As some of the above differences have hinted,


player skill in “old school” style games isn’t about mastering the game
rules so you can solve any problem by knowing the right combination of
rules from 20 different rule books. Microlite20 is designed to be rules
light and Microlite81 tries to stress this even more by encouraging GMs
to make rulings on the spot taking into account specific circumstances
instead of trying to hunt up special cases in the SRD or a stack of
optional rule books. This is faster and helps players immerse themselves
in their character and the game world instead of in rule books. GM
rulings will be based on specific circumstances and common sense, not
just on the written rules and prior rulings. Just because it requires a
certain roll to jump one 10 foot pit does not mean all 10 foot wide pits will
require the same roll. After all, all sorts of variables can affect the roll

-103- Microlite81 (Version 1.0 Silver)


(terrain, weather, lighting, pressure to jump quickly, etc.). Players need to
remember that these rules are merely a tool for the GM. They are just
guidelines for the GM, not something written in stone that the GM must
obey. If something herein does not work right in your campaign (or the
GM just does not like a rule), the GM is well within his right to change it.
Microlite81 is not a game for rules lawyers or for those who believe that
the game designer always knows what is best.

No Script Immunity: In most old school games, player characters do


not have any form of script immunity. Player characters can die, lose
equipment, suffer strange magical effects and other often unpleasant
consequences if they are not careful or are just very unlucky. On the
other hand, there are no rules limiting their success. If they take on an
adult red dragon as first level characters and miraculously manage to
win, there are no rules about level appropriate wealth or level appropriate
magic items to interfere with their becoming rich and probably flush with
magic items from the dragon’s hoard.

Not Mentioned does not mean Prohibited: Many people seem to read
RPG rules and come away with the idea that anything not specifically
mentioned in the rules as allowed is prohibited. While this really doesn’t
make much sense given that no set of rules could ever cover everything
that characters might attempt to do in an adventure, it seems to be a
very common way to view RPG rules. In an old school game like
Microlite81, this is specifically not true: the millions of possible activities
not mentioned in the rules are not prohibited, they are up to the GM to
allow or disallow based on his knowledge of how reality works and how
his specific campaign world differs from reality. Unless the rules
specifically prohibit some action, players should ask their GM instead of
simply assuming it is prohibited because the rules do not mention it.
Styles of “Old School” Play
If you read some “old school” blogs, forums, and web sites, you might
get the impression that there is only one “old school’” style of play: a
style with expendable player characters who spend all their time in
dungeons designed in the style of the old “Tomb of Horrors” module
where an adventuring party is only one slipup away from death. This
style of play is often shown in early modules.

What most people forget is that these early modules were designed for
tournament play where the party that lasted longest and make it deepest
into the dungeon was the winner. While a few gaming groups did run
their regular campaigns like this and enjoy it, most people did not enjoy
such games and the GMs who ran them were often referred to as “Killer
GMs” (who often found themselves without players). Instead most home
Microlite81 (Version 1.0 Silver) -104-
campaigns were a mixture of the following four styles – some campaigns
stressing one or two styles over the others.

Power-Gaming: Many players start out playing in this style. Most soon
get bored with it and add more and more of other styles. A power-gaming
campaign is all about character power. Characters are known by their
class, level, special items, and amazing powers and deeds. (“I killed the
Demon King with my 15th Level Fighter/Magic-User/Druid. It only took
two hits from Thor’s Hammer to knock him out. Then I cut off his head
with my vorpal blade.”) There is often a lot of player competition for the
most powerful character in campaigns that stress power-gaming. A lot of
people look down on this style, but it can be a lot of fun to play a pure
power-game in a group of players who all like the style.

Wargaming: This is probably the style old school rules were originally
written for. The wargaming style of play is a competition between the
player group and the GM. The GM sets up tactical battles, puzzles, and
the like and the players solve them for treasure and experience. Fudging
die rolls and ignoring rules (either for or against the players) is frowned
upon as it detracts from the challenge and fun of the adventure.
Characters in pure wargaming campaigns often were expendable and
had little personality or goals (beyond staying live and getting rich) as a
character with such might be tempted to do things dysfunctional to
survival. Published tournament dungeons like Tomb of Horrors could be
considered examples of extreme forms of this style. Once the RPG
hobby became known outside of the minis and board wargaming
community, pure forms of the wargaming style quickly became
uncommon.

Role-Playing: A pure role-playing campaign is almost the opposite of a


pure wargaming campaign. Player skill, tactics, and rules aren’t really
important. What is important is the player’s character and that
character’s life in the game. In a pure role-playing campaign, players
create the personality of their characters in great detail and players
generally have a large emotional investments made in them and do not
consider their characters expendable. Players tend to have their
characters act within their personalities and within the beliefs they're
supposed to hold – even when doing so is not the best thing to do at the
time within the game. The object is to live your character’s life in the
campaign world. You “win” be having your character achieve his goals,
goals which may or may not have anything to do with the game’s goals
of exploring and accumulating treasure and experience points. The
modern computer game The Sims is an example of this style of play.

Story-Telling: While all campaigns tell a story after-the-fact (that is, you

-105- Microlite81 (Version 1.0 Silver)


can tell a story based on the characters actions in the game), in a story-
telling campaign, the GM has worked out a story in advance and the
player characters are the protagonists. The campaign world usually has
a detailed background and back story behind it. Knowing this
background may be more important than knowing the rules. Some pure
story telling campaigns are little more that single-line railroads where the
characters play their almost pre-scripted parts in the story. In other
cases, things are more free-form with story flow and events created by
interactions between the GM's basic outline of story events and the
actions of individual characters during the campaign. Some people
consider the more pure forms of story-telling campaigns boring straight-
jackets while others love the idea of being a major part of a real story.

These four major styles of play appeared early in the history of role-
playing games. They were first mentioned in a general circulation
publication in Glenn Blacow's article “Aspects of Adventure Gaming” in
Different Worlds #10 (the October 1980 issue).

The important thing to take from this section isn’t the four styles or their
labels (as there are other systems for describing this with their own
labels), but the idea that there were many different styles of “old school”
play back in the “old school” days – not just the single style stressed in
some “old school” blogs, forums, and web sites. Don’t let those sites
make you believe that you aren’t playing old school right if your
campaign isn’t strongly in the wargaming camp. Most successful
campaigns back in “old school” days were a mixture of all four major
styles – and a heaping helping of minor styles.

ADVICE FOR THE NEW OLD


SCHOOL GAME MASTER
If you are comfortable running a rules-light game like standard
Microlite20, you’ll probably have no trouble running Microlite81 as you
have already learned to run a game without having hundreds of pages of
rules detailing how to handle every situation that might possibly arise in
the game. You’ve learned to just make a ruling that you think fits the
situation and keep the game moving.

Running a Game Without Skills


The greatest change between Microlite20 and Microlite81 is the removal

Microlite81 (Version 1.0 Silver) -106-


of all character skills. If you are used to just allowing players to just say
“I’m searching the room. What do I find?” and make search skill roll or
just say “I’ll try to persuade the baron to loan us a catapult.” and make a
persuade skill roll, running without skill rolls is going to require as much
change to your thinking as it will to your players’ thinking.

First, you need to get your players to tell you what their characters are
actually doing in the campaign world, instead of talking in terms of what
skill they are using. Then you need to learn to listen to what they say and
decide if there description of what they are doing a) would most likely
solve the problem, b) wouldn’t have a chance of solving the problem, c)
might not immediately solve the problem but would provide more info
that would help solve the problem, or d) would not definitely solve the
problem but has a fair chance of doing so. Only option d would require a
die roll.

Let’s take checking a chest for traps as an example. Get the players to
describe in general terms how they are going to check the chest for
traps. Note general terms are enough, the idea is to see what the
characters are doing, not to require them to describe every single muscle
and eye movement they make. Having to “click on one exact pixel on the
screen” to succeed is boring and frustrating in a computer game, the
verbal equivalent of it is even more frustrating in a tabletop game. Don’t
fall into the trap of doing it as it turns players off fast.

Let’s say a player says “I’ll look the chest quickly over for obvious traps,
paying special to the keyhole, clasp, and anything that looks out of the
ordinary. I’m not touching it yet.”

If the chest had a poison needle near the clasp or some holes for poison
gas or needles to shoot out of, this should be enough for the character to
notice it without a roll, even if he isn’t a Rogue or the like. However, if the
chest if set to explode (or shoot daggers out of the opening when
opened, such a search is not going to discover the trap – again no matter
what the character’s class or background as such a trap isn’t visible from
the outside. If you are feeling generous, you might have a Rogue make
roll and if she makes it tell her player that while she doesn’t see a trap,
something still doesn’t seem right about the chest.

If the character had said he was then poking the chest with a pole
instead of rushing to open it, he might hear something strange if the
chest had the above-mentioned dagger trap. Of course, unless he is a
Rogue or has some strange background, chances are he would not
associate the noise with a trap, but rather just that there was something
loose in the chest. Again, you might give a Rogue a roll, especially an

-107- Microlite81 (Version 1.0 Silver)


experienced Rogue.

As this example shows, it really isn’t hard – unless you choose to make it
hard. It’s just different. After a few sessions both you and your players
will find that it really isn’t as hard as it looks.

Some players, however, really want die rolls. Because of previous bad
experiences with poor GMs, they just can’t trust the GM enough to
handle some decisions being made without die rolls. If your players are
like this, you can use “skill” rolls as a safety net. The players will still
have to describe what their character does to solve the problem just as
above. Once the player describes what his character is doing, the GM
calls for a class/background based “skill” roll as described in the skills
section of these rules. The results are determined by your opinion as GM
of the action described and the skill roll. There are basically two
situations:

In the first case, you feel that the player has a good plan that should
likely succeed. Therefore it will succeed regardless of the result of the
roll, but how well it succeeds is determined by the skill roll. A failed skill
roll is a minimal success; the character succeeds, but just barely. A
successful skill roll means the character's plan succeeds without any
major hitches.

In the second case, either the player obviously knows less than his
character does about the situation or just comes up with a bad idea that
you feel is unlikely to work. You let the skill roll decide the result. A failed
roll means the plan fails, while a successful roll means the plan
somehow worked after all, but probably not perfectly.

Players who refuse to even try to come up with some type of rational
statement about what their character is actually doing but just want to let
the skill roll decide automatically fail.
Guidelines Not Rules
Finally, remember that these rules are a tool for the GM. If something
herein does not work right in your campaign, change it. The object is to
have fun, not be a slave to rules or to players who think being a rules-
lawyer is the way to get ahead. In many roleplaying games, the Rules As
Written (RAW) are often considered sacrosanct or at least somehow
better than those a GM can come up with himself. This is not true of
Microlite81 so please change anything you do not like.

Microlite81 (Version 1.0 Silver) -108-


OLD SCHOOL GAMES AND
RETRO-CLONES
Microlite81 is designed to be an introduction to “old school” gaming for
players more familiar with the 3.x version of the world’s most popular
fantasy roleplaying game. While I’ve tried to design Microlite81 for long
running campaigns, if you find the “old school” style of play espoused by
Microlite81 fun you may want to move to one of the original games or
one of their retro-clones.

What is a retro-clone? The OGL has allowed fans to recreate the rules of
older, out of print editions of the world’s most popular fantasy roleplaying
game. These are usually called “retro-clones” because they are “clones”
of the rules to older (“retro”) editions of the world’s most popular fantasy
roleplaying game. Most retro-clones have free PDF versions and most
have nicely bound printed copies available for a very reasonable price.
Retro-clones allow play of an older, out-of-print game system without the
trouble and expense of tracking down a copy of an out-of-print game.
While no retro-clone is an exact copy of an earlier game, they generally
are close to identical in play.
0e: The Original Game
http://www.retroroleplaying.com/book/original-dd
The original 0e booklets and supplements can be found at auction on
eBay or RPG Marketplace or at specialists like Noble Knight Games, but
they are generally very expensive collectibles. Some excellent third party
0e adventures (and an excellent campaign setting) from the late 1970s
are also available in PDF format. These adventures could easily be used
with Microlite74 or a 0e retro-clone – and converted for use with any
other early edition/retro-clone with only a little effort.

Original Edition Characters (for Labyrinth Lord)


http://www.goblinoidgames.com/labyrinthlord.html
Original Edition Characters is a supplement for Labyrinth Lord (see the
B/X and Retro-clones section below). It modifies the Labyrinth Lord rules
to emulate the 0e game.

Microlite74
http://www.retroroleplaying.com/content/microlite74
Microlite74 is a restatement of 0e using a very light version of the 3.x
rules (Microlite20) as a base. You are holding the Basic Version in your

-109- Microlite81 (Version 1.0 Silver)


hands. Microlite74 Basic covers the original 0e boxed set. Microlite74
Standard covers the original 0e boxed set and supplements. Microlite74
Extended adds a number of house rules and other material the author
was using in the late 1970s to overs the original 0e boxed set and
supplements. Microlite74 Companion volumes add optional rules,
detailed spell, monster, and treasure information, and other material
which can generally be used with any version of Microlite74.

Swords & Wizardry


http://www.swordsandwizardry.com/
Swords & Wizardry is an OGL retro-clone of the 0e version from the mid-
1970s, the same edition Microlite74 is loosely based on. Sword &
Wizardry is handy for complex spell and monster descriptions for use
with Microlite74 as well as a great game itself. The spell lists and
monsters can be used as drop in replacements for those listed in
Microlite74. There are three versions of this game. One uses just the
material from the three LBB and the other two also use selected material
from the 0e supplements.

B/X and Retro-Clones


B/X: The Original Game
http://www.retroroleplaying.com/book/classical-dd
The original B/X boxed sets and the revised version of this edition, the
five box BECMI edition, can be found at auction on eBay or RPG
Marketplace or at specialists like Noble Knight Games, as can a very
large number of excellent adventure and campaign modules. Many of
these modules could be used with Microlite74 or other B/X retro-clones
with little modification -- and converted for use with any other early
edition/retro-clone with only a little more effort.

Basic Fantasy Role-Playing Game


http://www.basicfantasy.org/
The Basic Fantasy Role-Playing Game is loosely based on the so-called
B/X edition of the world’s most popular fantasy roleplaying game from
the early 1980s. There are a number of minor tweaks like ascending
armor class and separation of races and classes.

Dark Dungeons
http://darkdungeonsblog.wordpress.com/
Dark Dungeons is based on the single volume RC version of the BECMI
edition from the early 1990s. The rules are fairly close to the original but
some changes have been made, especially where setting specific
material is concerned.

Microlite81 (Version 1.0 Silver) -110-


Labyrinth Lord
http://www.goblinoidgames.com/labyrinthlord.html
Labyrinth Lord is more closely based on the so-called B/X edition of the
world’s most popular fantasy roleplaying game from the early 1980s.
While some minor changes have been made for compliance with the
OGL and copyright law, many people have a hard time finding any truly
major differences between Labyrinth Lord and the original.

B/X Companion
http://bxblackrazor.blogspot.com/2010/07/what-hell-is-bx-
companion.html
The B/X Companion is intended to be the mythical 3rd volume designed
to complete the work begun with Tom Moldvay's Basic Rules and
continued in the Dave Cook/Steve Marsh Expert Rules, both published in
1981. Both promised a "Companion" volume that would conclude the
series. This is an attempt at producing the promised B/X Companion.
(No free PDF version.)

Companion Expansion
http://www.lulu.com/product/paperback/companion-expansion/6130494
This is another attempt at producing the never published "third book" of
the B/X version. "Presenting additional creatures and magical items for
fantasy roleplaying games for basic- and expert-level players and
gamemasters!"

1e and Retro-Clones
1e: The Original Game
http://www.retroroleplaying.com/book/add-first-edition
The original 1e rulebooks and adventures can be found at auction on
eBay or RPG Marketplace or at specialists like Noble Knight Games –
often at good prices if you do not need collectible condition. Also, some
excellent third party 1e adventures are available in PDF format. 1e
adventures and campaign settings could be converted for use with
Microlite74 or any other early edition/retro-clone without much work.

Advanced Edition Companion (for Labyrinth Lord)


http://www.goblinoidgames.com/labyrinthlord.html
The Advanced Edition Companion is a supplement for Labyrinth Lord
(see the B/X and Retro-clones section above). It modifies the Labyrinth
Lord rules to emulate the 1e game – or at least those parts of it that most
players actually used.

OSRIC
http://www.knights-n-knaves.com/osric/
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OSRIC (Old School Reference & Index Compilation) is an OGL version
of the first “advanced” edition of the world’s most popular fantasy
roleplaying game from the late 1970s and early 1980s. The first edition of
OSRIC was designed to be just something that would allow publishers to
legally publish OGL materials compatible with 1e. This attitude is also
responsible for the boring name. The second edition of OSRIC is much
more complete and is written with both players and publishers in mind.

2e and Retro-Clones
2e: The Original Game
http://www.retroroleplaying.com/book/add-2nd-edition
The original 2e rulebooks and adventures can be found at auction on
eBay or RPG Marketplace or at specialists like Noble Knight Games –
often at very good prices if you do not need collectible condition. Also,
some excellent third party 2e adventures are available in PDF format. 2e
adventures and campaign settings could be converted for use with
Microlite74 or any other early edition/retro-clone without much work.

For Gold & Glory


http://feysquare.com/?page_id=3
For Glory & Glory is an attempt to create a close adaption of the 2e
rules, or at least those in the three 2e core rulebooks.

Myth & Magic


http://www.newhavengames.com/?page_id=23
Myth & Magic is built from the core 2e rules. It retains the essence of
classic fantasy role playing, while advancing the mechanics and
providing more options, classes, spells, monsters, and more.

Other Fantasy Games


Adventurer Conqueror King System
http://www.autarch.co/
Adventurer Conqueror King takes the end game (ruling a domain)
assuming in early editions of the world’s most popular fantasy RPG and
rebuilds the entire game around it, with special attention to a simple but
functional economic system.

Adventures Dark and Deep


http://www.adventuresdarkanddeep.com/
This game is not a retro-clone, strictly speaking. Instead, it is an attempt
to create an alternate universe version of 2e. 2e as it might have been if
it had been written by the author of 0e and 1e.

Age of Shadows
Microlite81 (Version 1.0 Silver) -112-
http://old.enworld.org/CrookedStaffProductions/page24.html
A free old-school fantasy RPG based on the Openquest (D100 system)
rules.

Barbarians of Lemuria
http://www.1km1kt.net/rpg/barbarians-of-lemuria
Non-traditional but still old school rules for fantasy games set on the lost
continent of Lemuria -- loosely based on Lin Carter's novels. This is link
to the free version. There is also a Legendary Edition from Beyond Belief
Games.

The Big Brown Book


http://feysquare.com/?page_id=84
The Big Brown Book takes the rules of 0e and gives them a new spin —
What would the world’s most popular fantasy role playing game look like
had it continued its wargame roots?

Castles & Crusades


http://www.trolllord.com/cnc/index.html
Castles & Crusades is 1e reimaged using 3e rules. It’s fairly compatible
with adventures from all editions of the world’s most popular fantasy
RPG through 3.5.

Dangers and Dweomers


http://artikid.altervista.org/?id=Games&detail=Dangers%20and%20dweo
mers
Dangers and Dweomers is the designer’s personal take on early
editions: “As much as possible I streamlined the S&W system, filling
what I found as gaps with material from the BFRPG and the SRD.”

Dark Passages
http://www3.telus.net/public/uncouths/Passages.pdf
Dark Passages is a modernized and re-organized take on the 0e/1e era
of rules.

Dragons at Dawn
http://stores.lulu.com/boggswood
This game is an attempt to recreate the rules of the original Blackmoor
campaign from the early 1970s. “Dragons at Dawn is a retro tribute to the
very first fantasy gaming system pioneered by Dave Arneson, the man
who later went on to co-author the world’s most popular roleplaying
game. The result of years of careful historical research, Dragons at
Dawn is entirely consistent with Arneson's original, largely forgotten
methods of play developed roughly in the period 1970-1973.” (No Free
PDF version.)

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Epées & Sorcellerie
http://www.lulu.com/product/file-download/ep%C3%A9es-sorcelerie-
%28english-translation%29/16178887
Epées & Sorcellerie is a French RPG strongly inspired by 0e. An English
translation is available.

Errant
http://errantgame.blogspot.com/p/errant-rpg.html
Errant RPG is a retro-clone that captures the basic play style of the
classic game while introducing a variety of modern innovations to
improve play.

Fire & Sword


http://basicroleplaying.com/downloads.php?do=cat&id=12
Fire & Sword was created by Raymond Turney, a co-creator of
RuneQuest, and Fire and Sword is his evolution of the system. It thus
has much in common with BRP, but contains many new interesting
mechanisms.

Forward to Adventure!
http://www.flyingmice.com/FTA.html
This game is not a retro-clone, but a modern game that was designed
with “old school” dungeon adventuring in mind. While not an “old school”
game by any stretch of the imagination, it would be relatively easy to use
FtA! to run a campaign in the old-school style. Unlike most modern RPG
designs, there is little designed into FtA! that would interfere with this
which makes it a system those who like the “old school” style of play but
dislike the “old school” style of rules might wish to consider. (No free
PDF version.)

Lamentations of the Flame Princess


http://lotfp.blogspot.com/
Lamentations of the Flame Princess is a 0e-like rules system with a
stress on “weird fantasy.” (Free PDF version of the “Grindhouse” rules
available.)

Legends of the Ancient World


http://www.darkcitygames.com/display.php?series=law
Legends of the Ancient World is a rules-light clone of Megagaming's The
Fantasy Trip -- complete in seven pages. The game is a free PDF, but
the publisher sells solitaire adventures for it similar to the ones
Metagaming produced for TFT.

Mazes & Minotaurs

Microlite81 (Version 1.0 Silver) -114-


http://mazesandminotaurs.free.fr/
Mazes & Minotaurs answers the question of what might 0e and 1e look
like if their designers had been interested in classical Greek fantasy
rather than medieval fantasy. There are two versions of the game
available: Original and Revised.

Old School Hack


http://www.oldschoolhack.net/
Sort of the old Red Box version reimaged through a somewhat new
school lens. It’s not really an old school game but it not really not an old
school game either.

Pars Fortuna
http://matt-landofnod.blogspot.com/p/pars-fortuna.html
What if you took the Swords and Wizardry rules and threw out all the
standard races, classes, spells, monsters and magic items and replace
them with ones generated randomly via sites like Chaotic Shiny, Seventh
Sanctum or Abulafia? You get Pars Fortuna. (No free PDF version,
although a free basic version is available.)

Siege Perilous
http://oldguyrpg.blogspot.com/2009/09/siege-perilous-ultima-rpg-
playtest.html
Siege Perilous is a 0e variant designed to emulate the first three games
of a very popular computer roleplaying game from the early 1980s.

Spellcraft & Swordplay


http://stores.lulu.com/elflairgames
Spellcraft & Swordplay is an OGL redesign of the 0e version from the
mid-1970s. The designer decided to rewrite 0e based on the original
combat system (from the miniatures rules 0e grew out of) instead of 0e’s
“alternative combat system.” The alternative combat system quickly
became the standard combat system of the world’s most popular fantasy
roleplaying game. This is sort of a retroclone from an alternate universe
where the original combat system was the most-used. (No free PDF
version, although a free basic version PDF is available.)

Tombs & Terrors


http://beyondbeliefgames.files.wordpress.com/2010/12/cq-tt1.pdf
Tombs & Terrors is an unashamedly familiar role playing game of delving
into subterranean crypts and looting the treasure --compatible with
sourcebooks and supplements that you already have.

ZeFRS
http://www.midcoast.com/~ricekrwc/zefrs/

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David "Zeb" Cook's 1985 rules for the TSR Conan roleplaying game
returns as a generic sword-and-sorcery RPG complete in one volume.
Trample the jeweled kingdoms of your own world beneath your sandals!

Other Games
Mutant Future
http://www.goblinoidgames.com/mutantfuture.html
Mutant Future is a nuclear post-apocalyptic science fantasy game. It is
created in the style of similar RPGs from the late 70s, but built around
the core Labyrinth Lord rules so that these two games are fully
compatible.

Stars Without Number


http://rpg.drivethrustuff.com/product_info.php?products_id=86467
Stars Without Number is a retro science fiction role playing game
influenced by the Old School Renaissance and partially inspired by the
great fantasy role-playing game editions written by Tom Moldvay and
Frank Mentzer.

Weird West
http://rpg.drivethrustuff.com/product_info.php?products_id=91122&affiliat
e_id=163285
Weird West is a fast playing adventure roleplaying game with a very
small set of rules for weird western worlds of cowboys, kung-fu, magic
and otherworldly malevolence.
Adventures and Settings
There are a large number of adventures and campaign settings available
for TSR editions of the world’s most popular fantasy RPG. Playing copies
of most of original adventures from TSR can be found on eBay for very
low prices. TSR era adventures can be used with any pre-WOTC edition
or retroclone with only very minor conversion.

There are also a large number of free and low cost adventures available
in PDF format on the web. A good play to start looking for free
adventures is on the Dragonsfoot forum web site (see the link under Old
School Internet Resources below.

The best settings and adventures, however, are those you create
yourself for your campaign. They don’t need to be nearly as elaborate as
those produced for use by others, let alone as fancy as those written for
professional publication. Many 0e GM adventure location keys (including
those of the game’s original designers) were nothing but room/location
numbers with something like “8 hobgoblins, leader has 20gp, trapdoor in
Microlite81 (Version 1.0 Silver) -116-
floor hides skeleton with silver dagger (animates if dagger touched)” or
“Small village, 27 families, 10 orc slaves, Headman: Mongar the Brown
(Ftr 4th lvl, +1 sword) Mongar’s wife, Rose is a 3rd lvl Cleric of Odin).”
You can do that.
Microlite20 Notes
Microlite20 is a trimmed down sub-miniature version of the OGL 3.5
SRD. In its most basic form, Microlite20 has only two pages of rules but
can be used with most fantasy OGL and d20 adventures and
supplements with little or no conversion. Since M20 was published in
2006, many people who prefer rules-lite games have been using it for
their d20 games and/or writing expansions, supplements and other
material especially for M20. You can find out more about the original
Microlite20 and find more variants like Microlite74 on the unofficial
Microlite20 web site: http://microlite20.org/

Retroroleplaying Web Site


The author of Microlite74 maintains a web site devoted to out of print and
out of style tabletop roleplaying games. He is always willing to discuss
and answer questions about Microlite74 in the Microlite74 board on the
RetroRoleplaying forum.

Web Site: http://www.retroroleplaying.com/


Forum: http://www.retroroleplaying.com/forum/
Blog: http://blog.retroroleplaying.com/

Old School Internet Resources

Old-School Blogs
There are a lot of old-school blogs. Even a selection of just the ones I
currently read regularly would fill up a page or two and would likely be
out of date quickly. Fortunately, there is a great place to find old school
RPG blogs -- the RPG Blog Network, check the Legacy D&D category:
http://www.rpgbloggers.com/

Major Old-School Forums


Dragonsfoot
Very large forum discussing 1e and earlier, related games like retro-
clones, Hackmaster, and Castles & Crusades. Many people who worked
for TSR in the early days post here. Many free downloads including
Footprints magazine and adventures.
http://www.dragonsfoot.org/

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Knights & Knaves Alehouse
Discussions of 0e and 1e.
http://knights-n-knaves.com/phpbb/

Original D&D Discussion


Mainly discussions of 0e. Home of Fight On! Magazine.
http://odd74.proboards76.com/

The Piazza: Old D&D Campaign Worlds


Discussions of old published campaign worlds including many no longer
officially supported.
http://www.thepiazza.org.uk/bb/index.php

Old School Product


A number of publishers are producing new material for old school games
(using the OGL and retro-clones for compatibility). Many of these
products are available through Lulu’s Old School Renaissance group.
Some downloadable products are free.
http://stores.lulu.com/oldschoolren

Microlite81 (Version 1.0 Silver) -118-


LEGAL NOTES
Microlite74 Trademark License
You may use the Microlite81 trademarks in your own OGL products
without obtaining prior permission from the trademark owner in two
cases:

1) Adventures, campaign settings, and other supplements either


designed specifically for Microlite81 or that are written for
another 0e, B/X, BECMI or 1e rule set may be labeled “Suitable
for use with Microlite81”.

2) Microlite81 may be mentioned by name in documents (or


sections of a larger product) written to provide information on
converting adventures and other materials between one game
system and another.

In no case may the Microlite81 trademarks be used in any manner than


indicates a product is endorsed or otherwise approved by the author of
Microlite81. The terms “Microlite81 Companion” and “Microlite81
Supplement” may not be used in the title of a product without permission
in writing.

All others uses of the “Microlite81” trademarks in products requires


permission in writing from the trademark owner. This permission will
generally be given, so don’t be afraid to ask.

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 derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute; “Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to 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 product line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue,

-119- Microlite81 (Version 1.0 Silver)


incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments, 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, modifying or distributing, and You must add the title, the copyright date,
and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an
indication as to compatibility, except as expressly licensed in another, independent
Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with 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 the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of
this License. You may use any authorized version of this License to copy, modify and
distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the
Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content
using the name of any Contributor unless You have written permission from the Contributor
to do so.
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.
Microlite81 (Version 1.0 Silver) -120-
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 1.0 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.
Microlite20 © 2006, Robin V. Stacey ([email protected])
Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor
Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and Chris Davis.
Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison. Authors Daniel
Proctor and Ryan Denison.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Akrasia’s Sword & Sorcery Rules Copyright 2009, Blain Neufeld.
Crypts & Things Copyright 2011 Paul Newport
Adventurer Conqueror King System © 2011-2012 Autarch LLC
ACKS Player’s Companion © 2012 Autarch LLC
Dark Dungeons published 2010, no Copyright asserted
Delving Deeper Reference Rules Volume 1: The Adventurer s Handbook Copyright 2012,
Cameron Dubeers and Simon J. Bull.
Delving Deeper Reference Rules Volume 2: The Referee s Guide Copyright 2012,
Cameron Dubeers and Simon J. Bull.
Delving Deeper Reference Rules Volume 3: The Monster & Treasure Reference Copyright
2012, Cameron Dubeers and Simon J. Bull.
Lamentations of the Flame Princess: Weird Fantasy Role-Playing Grindhouse Edition,
Copyright 2011, LotFP, Author James Edward Raggi IV

Microlite20 © 2006, Robin V. Stacey ([email protected])


M20 Hard Core Rules © 2008, Alex Shroder
Microlite74 © 2008, Randall S. Stukey
Swords & Wizardry © 2008. Matthew J. Finch
Swords & Wizardry: Whitebox © 2008. Matthew J. Finch Authors Matt Finch and Marv
Breig
Microlite74 2.0 © 2009, Randall S. Stukey
Microlite75 © 2011, Randall S. Stukey
Microlite74 Extended 3.0 © 2011, Randall S. Stukey
Microlite74 3.0 Companion I © 2011, Randall S. Stukey
Microlite74 Swords & Sorcery Edition © 2012, Randall S. Stukey
Lords & Wizards Edition © 2013, Randall S. Stukey
Microlite81 © 2013, Randall S. Stukey
Microlite81 Tablet-Digest Edition © 2015, Randall S. Stukey

[End of License]

This product is 100% Open Game Content except for Product Identity, as per the Open
Game License above. Product Identity includes Microlite81,Microlite81 Extended,
Microlite81 Advanced, Microlite81 Complete, Microlite81 Companion, Microlite81
Supplement, and Randall S. Stukey and all pictures and illustrations.

-121- Microlite81 (Version 1.0 Silver)


Microlite81 (Version 1.0 Silver) -122-
Microlite81
Microlite81 games are trimmed-down miniature versions of the Primary Fantasy
SRD rules designed to be quick and easy to play, especially when compared to
modern incarnations of the game. The goal of Microlite81 games is to recreate
the style and feel of the “B/X” edition of the world’s first fantasy roleplaying game
published back in 1981 without giving up all of the clearer mechanics of modern
D20-based versions.

The Microlite81 rules are based on the Basic and Expert boxed sets published in
1981, often referred to as B/X. The rules are not intended to be a clone of the
B/X rules, but rather a conversion of them to a rules-lite D20-based system that
encourages old-school play without strictly old-school rules. These rules assume
that the GM understands the basic concepts of roleplaying games, but provides
information for both the GM and the players on the various “old school” styles of
play. Microlite81 games can easily use adventures and material from early
editions of the world’s most popular tabletop fantasy roleplaying game or modern
clones.

A Publication of
RetroRoleplaying.com
Copyright ©2013, 2015 Randall S. Stukey
Website: http://www.retroroleplaying.com/
Blog: http://blog.retroroleplaying.com/
Microlite20 Website: http://microlite20.org/

Microlite81 (Version 1.0 Silver) -2-

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