TSR 2015 - Expert Rulebook.pdf

(18558 KB) Pobierz
764471810.003.png 764471810.004.png
Preface
By the light of your torch, you have seen
the sparkle of coins and gems. You have
pried magical swords from their age-old
resting places. Strange beasts have been
met and overcome; odd and unexpected
friendships have come to light. You are
an Adventurer.
After each perilous dungeon expedi-
tion, you have stepped out into the sun-
light to return to your home. But what do
you know of the green countryside, the
farmers’ golden fields, and the land
beyond? What of your town, friends and
neighbors? Indeed, noble traveler -
what do you know of the world?
watch! The world around you is com-
ing into focus. More details await your
discovery, in places far and near. Your
quiet little home town of Threshold is
only a beginning; the Duke’s mighty capi-
tal, Specularum, beckons from the south-
ern coast. There you may visit the local
marketplace, seeking the stories of for-
eign lands brought by caravans and
traders. Take a raft downstream, or fol-
low a trail into the gnome hills; adventure
lurks at every turn.
Gather knowledge, wealth and power;
you can build a castle, attract followers,
and even become ruler of a land. All this
lies in your future - and thi,T 2s only thr
brgginning.
The horses are ready; dawn is break-
ing. whither are we bound?
Frank Mentzer
May 1983
Earlier Editions and Rule Changes
The DUNGEONS & dragons game,
first created in 1974, has changed as more
and more people have played it. 1’0’0~
erally understandable version is nee1
- the volume you now hold, toget
with the new Basic Set. So many chan
have occurred since4973 that the tasl
explaining all of them would requir
booklet of this size - and thus, they
not included here.
Use these rules (along with those in
revised Basic Set) whenever differer
between the old and new rules occur.
may
find three earlier versions -the Original
Set, in small brown or white boxes (now
collector’s items), the “blue book” edition
of 1978, and the “red book” edition of
1981.
The Original Set was written by and for
“hobby garners.” But now, with millions
of players around the world, a more gen-
764471810.005.png
ebook
ax and Dave Arneson
Fantasy Adventure Game
CONTENTS
INTRODUCTION. ..........................
.......... 2
Revised by Frank Mentzer
Editing by Anne C. Gray
Illustrations by Larry Elmore
0 1974,1977,1978,1981,1983
TSR, Inc. All Rights Reserved
The Expert Game
The Player's Opportunities
The Dungeon Master's Task
PLAYERS' INFORMATION
Hit Dice and Hit Points. ..................................
Maximum Levels and Experience Points
Horses
Titles
Spell Casting
Multiple Spell Effects
..................
CHARACTER CLASSES - Human
............... 4
Cleric
WARNING: This book has been de-
signed to be used with the DUNGEONS
& DRAGONS@ Basic Set (the red box); it
does not explain how to play the game.
You must have the Basic rules before you
can use this set.
Cleric Charts and Tables
Clerical Spells: First to Sixth Level.
Fighter. ...........................
Fighter Charts and Tables
Magic-user Spells: First to Sixth Level ...............
Magic-User .........................................
................. 11
Thief .............................................................
CHARACTER CLASSES - Demi-Human. ......................
Dwarf
Thief Charts and Tables
Dwarf Charts and Tables
DUNGEONS & DRAGONS" Fantasy Adventure
Game 0 1974,1977,1978,1981,1983,TSR, Inc. All
Rights Reserved.
DUNGEONS & DRAGONS@ and D&D" are regis-
tered trademarks owned by TSR, Inc.
Elf
Halfling .............................................................
Elf Charts and Tables
Halfling Charts and Tables
WEAPONS AND EQUIPMENT
Weapons and Equipment Charts and Tables
Equipment Charts and Tables
Explanation of Equipment. ...........................................................
This book is protected under the copyright laws of
the United States of America. Any reproduction or
other unauthoriFed use of the material or artwork
contained herein is prohibited without the express
written consent of TSR, lnc.
20
THE ADVENTURE
Starting Out
Mapping
Becoming Lost
Scale
Distributed to the hook trade in the United States
by Random House, Inc., and in Canada by Random
House of Canada, Ltd. Distributed to the toy and
hobby trade by regional distributors.
Mdvement Rates. ....................................................................
21
Obstacles to Movement
Special Wilderness Travel
Food
Rest
Encumbrance
Printed in the U.S.A.
First Printing - July, 1983
DUNGEON MASTER'S SECTION
Procedures .........................................................................
Clans
Climbing
Combat (Special Types)
Construction Details. ........................................................
TSR, Inc.
TSR UK, Ltd.
P.O. Box 756
Lake Geneva, WI 53147
The Mill, Rathmore Road
Cambridge, UK CB1-4AD
Giving Experience Points ......................................................... .24
Followers
Mercenaries
Mixing Levels of Characters. ......................................................
.25
NPC Parties
Overusing Dice
Research (Magic Spells and Items)
Specialists
Spells Books, Lost.. ..........................................................
T.M.
...........................
Strongholds ...........
Swimming
Taxes
Wishes
TSR. Inc.
................. 28
TheD&DCampaign ........................................
Part 1: Designing the Wilderness
.......................... .38
............ .41
....... .45
......... 46
Part 2: Sample Wilderness and Home
Part 3: Adventures in the Wilderness
.............................
TREASURES
58
Unguarded Treasure
Magic Items.. .......................................................................
59
Explanation of Magic Items
764471810.006.png
Introduction
the actions of your characters. Logical re-
sults may create unexpected situations -
often even surprising the DM! In this way,
everyone contributes to the development
of the fantasy world.
The Player’s Opportunities
A character who grows in wealth and
power may build a castle and attract fol-
lowers. Settlers may come to live nearby,
and your character may eventually become
the ruler of a land! Living in a fortress,
your character may settle and control
larger and larger areas, bringing civiliza-
tion to the wilderness. You can discover the
fun of playing the role of a medieval land
owner - coping with day-to-day troubles,
wandering monsters, and even attacks
from powerful characters, both PCs and
NPCs.
Your characters can continue to travel,
roaming the wilderness in search of high
adventure. In dungeons, many new mon-
sters and treasures await your arrival. Cas-
tle owners may invite you in for a splendid
banquet, followed by stories and rumors of
great dangers and fabulous treasures. Or
perhaps they will not look upon your ar-
rival with kindness . . .
Whichever route you choose, you will
discover the excitement and intrigue in
dealing with the great wide world. Things
are happening elsewhere in the lands, and
some events may affect your characters -
such as weather, war, and politics. The
characters may, in turn, affect the course of
events. Many story lines may be developing
at the same time (just like in a fantasy
novel!).
Your DM will consider the greater forces
of nations and rulers, and combine this
“flow of history” with the lesser forces of
First there was the DUNGEONS & DRAG-
ONS@Basic Set. It taught you to play fan-
tasy characters of low experience levels
(1-3) and provided guidance on how to
create your own dungeons for hours of
fun.
Now there is the D&D@Expert Set
which will add a whole new dimension to
your games. D&D Expert will teach you
how to play characters of experience levels
4 through 14. It also opens the doors to the
world outside the dungeon. The wilder-
ness awaits.
You will learn about the world your
characters live and adventure in, including
their Home Town. And you will learn how
to keep the story of your character’s adven-
tures alive in the campaign game, the saga
of the world where the character lives.
This set includes two booklets. The first
contains all the new rules for the player
and Dungeon Master. These rules have
been carefully designed to add to those
you learned in the D&D Basic Set, and can
only be used with those rules. The second
is an Adventure Module and provides the
setting for many adventures on the Isle of
Dread, as well as showing you how a wil-
derness is created.
The Dungeon Master’s Task
As a Dungeon Master, your D&D wilder-
ness adventures will be far more challeng-
ing than a simple dungeon or two. For
example, you should have a general idea of
what is in each area of the wilderness, for
the party may go anywhere! Although a
few hints may help to guide the characters
toward a desired area, you must be ready
to make up minor details as needed, often
during play.
But before designing a full campaign
world in all its complexity, you should un-
derstand more about small towns and how
they survive. Once you understand how
towns begin and grow, cities and even
whole nations can be designed.
A full history and background 5dds that
“final touch” to the characters’ world - the
difference between a good Campaign and
a great one. Adventurers may even shape
the history of their world as they become
more powerful. More details about the
lands, peoples and cultures of a fantasy
world are given in the D&D Companion
Set.
A campaign is limited only by the
creativity of the Dungeon Master and play-
ers. There are dragons to slay, evil hordes
to overcome, towns to visit - and as usual,
dungeons to explore. Onward!
These new rules are easy to learn and use:
If you are a Player, turn to the Players’
Information section and read about the
new abilities and spells of each character
class. And if you are a Dungeon Master,
turn to the Dungeon Masters section to re-
view the new Procedures, Monsters, and
Treasures, and learn how to create your
own wilderness adventures.
Finally, to help you find rules during the
game, rules are arranged alphabetically in
each section and there is an index on the
outside back cover of the rule book.
The Expert Game
When you used the D&D Basic rules alone,
most adventures were simple “off to the
dungeon and back again” affairs. Your
low-level characters were still learning
about simple adventuring - and you were,
too!
However, just as in real life, nothing is
quite that simple. Instead of merely going
from town to dungeon, your characters
may now explore the hills and forests of
the wilderness world, as well as the chal-
lenges of rivers and seas.
2
764471810.001.png
Player’s Information
Hit Dice and Hit Points
After a character reaches name level, the
player no longer rolls dice to find addi-
tional hit points for the character. For each
level of experience earned, a given num-
ber of hit points (instead of hit dice) will be
gained. Each character can earn 9 hit dice
at most (8 for halflings). Any Constitution
adjustments to hit points apply only to the
Hit Dice, and not to the hit points added at
higher levels.
Re-memorizing spells: After a spell is
cast, the character cannot regain it until
well-rested. One night’s sleep is enough.
Upon awakening, and before other activi-
ties, an hour (of game time) must be spent
in study or meditation. Magic-users and
elves must use their spell books to regain
spells.
Reversed spells: Some spells may be “re-
versed” - cast with a result opposite to the
normal effect (cure light wounds becomes
cause light wounds, light becomes darkness,
etc.). The effect of a reversed spell is given
in the spell description.
A cleric may reverse a spell simply by
casting it backward. The player simply
says, “My cleric is casting the spell in re-
verse.” However, Lawful clerics prefer the
normal spells, and only cast the reversed
forms in life-or-death situations. Chaotic
clerics often use the reversed spells, and
only use the normal forms to benefit their
friends. Neutral clerics may choose to cast
the normal or the reversed forms, but the
cleric must continue using the forms first
chosen, and is not free to change from one
to the other.
Unlike cleric spells, reversible magic-
user (and elf) spells must be memorized in
reverse to be usable. The spell caster must
select the normal or reversed form of the
spell when the spell is memorized for the
day. Of course, any spell may be studied in
both normal and reversed forms. For ex-
ample, if a Seer has a lzght spell in a spell
book, the character could study both light
and darkness for an adventure.
Maximum Levels and Experience Points
One simple but firm rule of the D&D game
is that of “Maximum Levels.” A demi-
human character starts with far more spe-
cial abilities than a human. To help keep all
the character classes in balance, a halfling
may only rise to 8th level; dwarves and
elves may not progress beyond 12th level.
All human classes may continue to 36th
level.
Experience points, however, never reach
a maximum. They may always be earned,
even if a character’s level has stopped in-
creasing. Players should keep records of all
XP gained; this may affect high-level play,
as described in the D&D Companion and
Masters Sets.
Horses
As the Campaign develops, characters will
travel many miles in search of adventure.
Most characters will probably purchase
one or more horses to make travel faster
and easier. Riding horses are the fastest
normal steeds, but are no help in combat,
and do not wear barding (horse armor).
War horses are larger and tougher, and
may be useful in wilderness encounters. A
war horse can fight, using its two front
hoof attacks (for 1-6 points each), with the
help of the character riding it. While guid-
ing the horse, the character may not attack
or cast a spell, but may perform some
other action (such as drinking a potion,
changing weapons, etc.). When not ridden,
a war horse will defend itself without need-
ing such guidance. Any character class can
ride a war horse.
Multiple Spell Effects
Hit rolls, damage rolls, Saving Throws,
Morale, and other abilities may be affected
for a short time by using certain magic
spells. In general, multiples of the same
spell (such as two bless spells) do not com-
bine their effects, even if cast by two dif-
ferent characters. Two haste spells do not
allow attacks at four times the normal rate;
only the first haste will take effect. Different
spells, or those that add to the effects of
magic items, will usually combine suc-
cessfully. For example, a bless and a magic
sword will both apply to a Hit roll, in addi-
tion to Strength bonuses.
Titles
Most of the titles given in the class descrip-
tions apply to male characters only. Feel
free to create feminine forms for female
characters!
Spell Casting
All details on spell casting, as given in the
D&D@ Basic rulebook, still apply in full.
3
764471810.002.png
Zgłoś jeśli naruszono regulamin