Documente Academic
Documente Profesional
Documente Cultură
The Players
LIKE most dungeon-exploration games Cavern Crawl (henceforth 'CC') pits a Games Master (GM) against players who control
individual characters: the 'heroes' (who shall henceforth be interchangeably referred to as 'players', 'heroes' or 'adventurers'). It is the
job of the GM to create and populate the subterranean areas which the heroes will venture through. To this end he must generate the
maps and adventures pertaining to them prior to gaming and, ideally, build a campaign setting around the sessions in which the
players can evolve their characters through epic deeds of derring-do. Balance is important: it would be incredibly simple to create a
dungeon in which fledgling adventurers stand no chance of surviving, but this is not the point of CC. The point, as GM, is to
challenge your players, but not to make survival nigh impossible.
Profiles
All models in Cavern Crawl - whether lowly Goblin or mighty Archimage - are represented by a profile like the one depicted below.
All that you need to know about a model will be contained within it. Slightly more detailed profile sheets for heroes are provided in
the rear which allow more room for detailing equipment, money and so forth.
Description:
Speed
(Spe.)
Melee
(Mel.)
Accuracy
(Acc.)
Fortitude (For.)
Vitality
(Vit.)
Perception (Per.)
Willpower (WP)
1-16
1-10
1-10
2-10
1-20
1-10
1-10
Characteristics:
Equipment:
Profile Key
Description: This is where the model's name/type/race et cetera is written.
Speed: This is how far a model may move in squares and/or inches/cms whatever convention you're using.
Melee: This represents a model's prowess at close quarter fighting (between 1-10).
Accuracy: This represents a model's prowess with ranged weapons (between 1-10).
Fortitude: This represents how tough a model is, how easy it is to injure and will be between 2-10. It can be artificially
increased by armour, Spells and Prayers.
Vitality: This represents a model's 'life' and decreases as the model is injured. If it reaches 0 the model is removed from
play. Models with generally have between 1-20 Vitality points. Only very powerful models like dragons will
have 15+ Vitality points.
Perception: This represents how aware and bright a model is at interpreting their surroundings and is between 1-10.
Willpower: This represents a model's bravery in the face of immediate doom or horror and is between 1-10.
Characteristics: This is where any special rules 'Characteristics' pertaining to the model are listed.
Equipment: This is where any equipment armour, weapons et cetera - belonging to the model are listed.
For each attribute that is given a numerical value, the higher the number the better the model is in that area. How these values are
used in the game are explained over the following pages.
Exploration Phase
If there are no enemies present in the dungeon then the heroes are 'exploring'. Most adventures will begin with an Exploration phase,
as the heroes descend into the dungeon. Each turn of the Exploration phase each hero can move once up to its Spe. rating and has an
additional action, which may be used to listen at doors, search for traps et cetera (see 'Actions' below). During the Exploration Phase
heroes must move in a fixed sequence agreed at the beginning of each adventure. As soon as a hero moves into a position where he
can spot or be spotted by an enemy the Exploration phase immediately ends and an Encounter phase begins (see following chapter).
Actions
During the Exploration phase the heroes may attempt to perform various actions, which are described in detail below. Each can use
their action either before or after they move, or doesn't have to use it at all. Some simple actions - opening an unlocked door/chest,
for instance - are performed automatically, but others of a more complicated nature will require a Perception test, based on the hero's
Perception ('Per.') characteristic. To perform a Per. test the hero must be in an appropriate location and then roll 1d10 on the chart
below, with a score of or over the given number indicating success.
Perception Test
Per.:
10
1d10:
10
Please note that these Actions can also be performed in the Encounter phase (see following chapter), but with the restrictions listed
below. In most instances the players will be too busy fighting during an Encounter phase to worry about performing actions! All of
the following count as a single 'action':
Result
Wandering Monster! See Wandering Monsters, below.
4-5
Trap! The hero has unwittingly sprung an ancient trap (temporary) and must pass a Per.
test or receive an Injury roll (see Injuries, later).
6-15
Nothing!
16
1d10x4gs
17
1d10x6gs
18
1d10x8gs
19
20
Disarming a Trap
Exploration: A detected trap may be disarmed by a Hero on an adjacent square to the device or trigger passing a Per. test (Thieves
and Dwarves get +1), a failure means the Hero has inadvertently triggered the trap and is injured as described (see Triggering Traps,
below, for more information on traps).
Encounter: A hero may only attempt to disarm a trap if they are not in melee. A hero that attempts to disarm a trap forfeits the use
of any ranged attacks, spells/prayers and melee attacks for that turn half.
Listening at a Door
Exploration: Heroes may attempt to listen at doors to discern if there are any occupants. Only one attempt may be made by a hero
adjacent to the door passing a Per. test (Thieves and Elves get +1). If successful the GM must give some general indication as to
whether and how the room is occupied.
Encounter: Listening at a door may not be attempted during an Encounter phase.
Drinking a Potion
Exploration: This counts as an action and requires no test. The effects come into play immediately.
Encounter: Unless unconscious (see Encounter Phase/Causing Injury) potions can be drunk at the beginning of the model's turn half
and cause no penalties, even if the model is in a melee.
Talking to NPCs
Exploration: This counts as an action and at the discretion of the GM may require a Per. test.
Encounter: A hero may only attempt to talk to a NPC if neither are in melee. A hero that talks to a NPC forfeits any ranged
attacks, spells/prayers and melee attacks for that turn.
Passing Items
Exploration: Models passing items must be adjacent to one another. This counts as an action and requires no test.
Encounter: A hero may only attempt to pass an item to an ally if the passing model is not in melee. The receiving model may be in
melee.
Note on Actions
There are obviously eventualities that may arise that are not sufficiently covered by any of the above. In such instances the GM
should improvise and be open to suggestions from players. CC is not a true RPG, but it does contain RPG elements! The spirit of
both fairness and fun should characterize your approach to CC.
Triggering Traps
During their movement adventurers may inadvertently trigger one of the many traps that are a frequent and hazardous feature of
many dungeons. This is done when a hero unwittingly moves onto a square containing a trap (these should be marked on the GM's
plan). If this occurs the effected hero immediately stops on the trap square and makes a Per. test to see if they've managed to spot
and so dodge the effects of the device.
If not they are injured as described on the GM's plan*. Either way that character's current turn is over (id est, they may not use up
any remaining movement, actions, melee/ranged attacks or spells/prayers). Traps should be designated either 'permanent' or
'temporary'. A permanent trap continues to function as described until disarmed. A temporary trap is exhausted once it has been
triggered. A selection of the more commonly encountered traps and their effects are provided below:
Wandering Monsters
If a wandering monster is discovered the creature is placed adjacent to the searching hero triggering an Encounter phase, although the
creature is considered to have won the alertness roll and so takes the first Encounter turn half .
In some instances it may not be possible due to space restrictions for a wandering monster to be placed so that it can attack the
searching player. In such cases the creature should be placed adjacent to and attack the next nearest viable hero to the searcher. If this
is not possible either, then place the monster as near the party as possible and then initiate a normal Encounter phase, the monster
forfeiting it's free attack (the monster counts as alert for the purpose of the alertness test).
Encounter Phase
An Encounter phase occurs as soon as any board pieces are placed that contain an enemy. When this occurs the heroes cannot use
any remaining moves or actions pertaining to the Exploration phase.
Alertness
Dungeon dwellers should be listed as either 'Relaxed' or 'Alert' which will determine their reaction when faced with intrusive
adventurers. Relaxed means that they are surprised and the heroes automatically take the first turn half; alert means an alertness test
must be taken to see whom is the more alert and reacts first. To do this both sides roll 1d10 and the highest scorer may go first, with
turn sequence and melee thenceforth being resolved as described below (note that during the Encounter Phase heroes may deviate
from the fixed sequence of activation agreed for the Exploration phase). If any more GMinions are discovered during an Encounter
phase - including Wandering Monsters - they may be activated normally during the next existing minion's turn half.
Turns
Like most tabletop games the Encounter phase in DD is comprised of alternating turns in which the competing sides undertake
various actions with their models to attempt to overcome their opponent. Each turn is divided into halves, with the player who won
the initial Alertness test taking the first half, his opponent the second. When both halves are completed that turn is finished and
another begins. During the Encounter phase each turn half is divided into the following two periods:
Models that are able to move may do so up to their maximum Spe. allowance. Some terrain may impede movement; this is
at the GMs discretion.
If a model finishes its movement in an adjacent square/base contact to a foe then the moving model is considered to have
deliberately charged and may fight in melee. See Encounter Phase/Melee, below for further details.
All models that are able may make ranged attacks, cast spells or recite prayers may attempt to do so.
Models that wish to make ranged attacks with conventional (id est, non-magical) missile weapons can do so only if they
move no more than half their movement value, rounding up. Casting spells and reciting prayers are not subject to this
restriction. Movement can be before or after the ranged attack.
Heroes can drink one potion as described previously in Exploration Phase/Actions.
Heroes can undertake some of the actions as described previously in the Exploration Phase/Actions.
Bear in mind that:
Ranged Attacks
Each model has a value given under it's Accuracy (Acc.) rating. This represents a model's skill with ranged weapons: the higher the
rating the more likely it is to hit a target. Obviously a model must possess a ranged weapon to be able to fire one! Models armed
with multiple ranged weapons may only use one per turn.
Shooting requires visibility to the target in a straight or diagonal line. Models have 360 vision.
Models can shoot through allies if the ally is adjacent and not in melee.
Models cannot shoot the same turn they moved more than half their Spe., rounded up.
Models cannot shoot if they are in melee or stunned/unconscious (see Encounter Phase/Causing Injury).
You cannot fire into a melee involving allies.
A model with multiple shots may divide them up as it chooses, but targets must be within 6 inches of one another. Note
that it must designate ALL attacks before rolling to hit.
A model that uses a ranged weapon may also charge that turn half, but forfeits its free attack (see Encounter Phase/Melee,
below).
Rolling to Hit
Roll a d10 and consult the firing models Accuracy (Acc.) to see if the target is hit. A result of the given value or above on the
following table indicates success.
Acc.:
10
1d10:
10
II. Melee
Once a player has carried out all the movement, ranged attacks et cetera he wants then he progresses to the melee period. Melee may
only occur when two or more opposing models are adjacent to one another. Each model has a value given under it's Melee (Mel.)
rating. This represents a model's general Mel. skill: the higher the rating the more likely it is to win a melee.
Whenever a model has a choice between attacking stunned /unconscious or conscious enemies, it must always attack the
latter. The exception is when multiple attacks have been declared against the model before it became stunned /unconscious.
An attacking model with only one attack faced by multiple opponents can obviously only choose to attack one enemy. The
other opponents are not involved in the melee that turn half
A model armed with multiple melee weapons may switch between them if they are not in melee or if they are in a melee
where their opponent is outnumbered.
Models can only leave a melee if their opponent is stunned, unconscious, outnumbered or DEAD (see Encounter
Phase/Causing Injury).
To conduct the melee both models roll their allotted d10 and add their Mel. rating to the number rolled, with the highest scoring
being the winner. If rolling multiple die, each die result that beats the opponents' is considered a successful hit. Compare both
results. A draw means that nothing decisive has happened. If one side wins then note the margin of the win (winning score less
losing score) and consult the table below to determine the effect upon the losing model:
Margin of Loss:
Effect:
1-2
3-7
8-11
12+
Stunned
Injury Die.
Stunned
If a model become Stunned it may do nothing for the rest of the current and following turn halves. Place a marker next to the
miniature to denote its condition. A Stunned model is essentially concussed or in some way disadvantaged and if attacked in melee it
may not roll 1d10 or use any modifiers derived from weapons or characteristics, using solely it's unmodified Mel. rating against its
opponent's score. A stunned model that is stunned again counts as losing by a margin of 3-7 instead.
Causing Injury
If you have successfully struck an enemy with ranged/melee weapon or offensive spell/prayer and the margin of your win is greater
than 2 (see above table) you may next attempt to injure or kill them. Depending on the method used find out how many Injury Dice
(ID) you are allocated. This amount will be given on the weapon/prayer/spell description. Each ID represents 1D10 and the more
you have the greater the odds of seriously harming your opponent.
In melee if directing multiple attacks against a single target each additional successful strike grants 1d10 to the ID pool . If fighting
multiple opponents then dice for each separately, again bearing in mind that for each target you only get the full dice for the first
strike, additional strikes adding 1d10.
10
d10:
2+
3+
4+
5+
6+
7+
8+
9+
10
10/6+
If Vit. is reduced to 0 then the model is killed and removed from play.
If a player's Vit. is reduced to 0 then it is considered unconscious. If attacked again it is automatically killed (no die. need be
rolled), however if a friendly model can administer healing (a spell, prayer or potion) then the hero is resuscitated. Potions
are administered exactly the same manner as the 'Passing Items' action explained in Exploration Phase/Actions.
Note that some weapons and spells/prayers can modify an opponent's For. rating (ignoring armour, for instance).
10
Heroes
Hero Classes and Races
Starting Characteristics
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Starting Skill
Starting Equipment
Barbarian
Fearless
Axe, Shield
Cleric
Devout
Hammer, 1x prayer
Knight
Swordsman
Sword, Shield
Mage
Mage
Staff, 2x spells
Ranger
Sharpshooter
Bow, Sword
Thief
Stealth
Darts, Dagger
Racial Modifiers
Races
Available Classes
Dwarf
-2Spe., +1For.
B, K, R
Elf
+1Per.
K, M, R
Halfling
-1For., Small
K, M, T
Human
None
All
Maximum Statistics
Dwarf
Barbarian
Elf
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
13
10
13
10
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
10
11
10
10
10
10
10
10
10
10
Cleric
Knight
Mage
Ranger
12
10
Thief
Halfling
Spe.
Mel.
Acc.
For.
Human
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Barbarian
12
10
Cleric
11
10
Knight
11
12
10
Mage
10
10
10
10
11
10
11
10
Ranger
Thief
10
10
11
Advancement
Through experience players can hone their skills as adventurers, increasing ratings and acquiring characteristics. This is represented
by advancement points, which are gained in the following fashion:
For each enemy Vitality reduced by 1 (not by Spells or Prayers):
2 points
2 points
4 points
Completing an adventure:
4 points
Gold Schillings may also be exchanged for advancement points at the rate 10 GS = 1 point
GMs may wish to award additional advancement points if they feel the quest demands it.
For every 25 advancement points gained a hero may roll upon the Hero Advancement Table below. Re-roll any repetitions of special
rules. Make a note of how many advancements a hero has made.
1d10
1
Indomitable
Frenzy
Champion
Berserk
Brute
Cleric
Fearless
Adept
Champion
*Study
New Prayer
Knight
Indomitable
Fearless
Champion
Hunter
Brute
Fearless
Adept
*Study
*Study
New Spell
Ranger
Quickwitted
Hunter
Indomitable
Marksman
Swordsman
Thief
Quickwitted
Sharpshooter
Dodge
Acrobat
Assassin
Barbarian
Mage
6+
Choose +1 to
Applicable
Characteristic
*Study: May permanently lower the difficulty of an existing spell or prayers by 1. Spells and prayers may have their difficult lowered
a total of 6 times.
Heroes as Leaders
If playing alongside friendly NPCs, experienced adventurers may be able to use the 'Leader' characteristic under the following
circumstances:
Advancements
Leader Rank
3-5
III
6-8
II
9+
12
Equipment
Heroes can carry a maximum of: 5 Weapons/Armour, 3 Magic Items, 6 Potions. In-between adventures heroes have access to the
following resources:
Potions
Mages pay half (rounding up) the cost of each potion as they are able to buy the ingredients and concoct them themselves. A
maximum of five potions per Hero may be bought between adventures.
Item
Cost
Effect
Healing Potion
20gs
XX Healing Potion
35gs
Stout Porter
15gs
Potion of Toughness
25gs
Hero may ignore all Stunned result against him this Encounter phase.
Potion of Swiftness
15gs
Potion of Strength
30gs
20gs
Anti-venom
15gs
Potion of Fortitude
25gs
Melee Weapons
Weapon
Injury Dice
Special Rules
Cost
B, C, K
230gs
B, K
200gs
B, C, K
170gs
B, K
150gs
B, K
150gs
B, K, M, R
120gs
All
100gs
All
70gs
Great Weapon
War Axe
Mace/Hammer
Bastard Sword
Halberd
Spear
Long Reach
Sword, Axe
Staff
Crude Weapon
All
1d5
All
Half of Melee,
rounding up.
70gs
Fists
Claws, Fangs
Stiletto
Class
Long Reach
Armour
Armour
Special Rules
Class
13
Cost
Helmet
B, C, K
50gs
Great Helm
100gs
Shield
+1 For.
B, C, K, R
75gs
Leather Jerkin
+1 For.
All
75gs
Hauberk
+2 For.
B, C, K, R
150gs
Brigandine
+3 For.
B, C, K,
225gs
Plate Armour
+4 For., -1 Spe.
285gs
Ranged Weapons
Weapon
Short
Range*
Medium
Long
Short Bow
1-4
4-8
8 - 12
Bow
1-7
7 - 14
Long Bow
1 - 10
Crossbow
Class
Cost
2 ID
B, K, R, T
120gs
14 - 21
2 ID
B, K, R, T
140gs
10 - 20
20 - 30
3 ID
K, R
210gs
1 - 10
10 - 20
20 - 30
K, R, T
240gs
Sling
1- 3
3-6
6-9
2 ID
B, C, R, T
110gs
Throwing
Knives/Darts
1-2
3-4
4-6
90gs
Class
Cost
15gs
Miscellaneous Equipment
Item
Special Rules
Rope
All
20gs
Map
All heroes get +1 Per. when searching for traps and secret doors. A
map may only be used in one dungeon and is discarded afterwards.
All
50gs
Torch
All
5gs
Holy Water
All
20gs
14
Characteristics
Acrobat:
May leave melee freely and gain +1 to Per. test when avoiding triggered traps.
Adept:
Re-roll 1d10 when attempting to cast a spell or recite a prayer. The second result stands.
Amphibious:
Assassin:
Berserk:
Gain additional +1 melee attack when charging (so 2 attacks when charging)
Brute:
Champion:
+1 melee attack.
Devout:
Dodge:
Ignore one successful Injury roll each turn (not for each half). Targeted by ranged attacks at -1.
Ethereal:
May move through solid objects. May only be harmed by spells, prayers and magic items.
Fearless:
Fearsome:
If a model with the Fear characteristic charges a non-Fear causing opponent the latter model must takes a
Willpower (WP) test. If passed then things continues normally, but if it fails then the charged model counts as
stunned (see Encounter Phase/Melee). If the model was attempting to charge a model with Fear and failed then
instead of moving he is rooted to the spot with fear and may do nothing else that turn. Models that cause Fear are
immune to fear themselves. Fear is not active while the Fear-causer is stunned.
Willpower Test
Per.:
10
1d10:
10
Flying:
May ignore terrain. Controlling player must state whether the model has landed or not at the end of movement.
If not then it cannot be attack of be attacked (except for by ranged attacks at Long Range) that turn. Some
dungeons may be deemed too small for flying creatures to operate.
Frenzy:
Glutton:
After killing an enemy and if not still in melee the model must make a WP test. If failed it spends 1d5 turns next to
the corpse feeding. If attacked then treat as stunned.
Huge:
Massive creature that receives +1 ID against all smaller opponents. Targeted by ranged attacks at +1.
Hunter:
Indomitable:
Large:
Big creature (smaller than Huge) that receives +1 ID against all smaller opponents. Targeted by ranged attacks at
+1.
Leader:
All friendly models within 6 of a Leader receive +1 to their Per. and WP tests. Hierarchies of Leaders exist (I, II
and III, with I being the highest) and lesser leaders benefit from the above rules if near a higher leader. Leaders of
the same rank may not influence one another.
Marksman:
Quick Witted:
May roll two die for any Per. test and choose the best result.
Sharpshooter:
May make 2 Ranged attacks per turn. If shooting at multiple target they must be within 6 inches of one another.
Slow Witted:
If not involved in melee or stunned roll 1d10 at the start of the model's turn half. If a 1-2 is rolled the model may
do nothing that turn.
Spell Caster:
Stealth:
As long as a model with Stealth is in contact with a terrain feature (wall, furniture, tree et cetera) enemies must
pass a Per. test before making a ranged attack, casting a spell or charging. If a stealthy model is already in melee
15
then additional enemies may join without making Per. tests. Once a stealthy model is spotted all enemy can see it
unless it moves out of sight and re-emerges again in contact with a terrain feature. If a stealthy model attacks an
opponent with ranged or melee attacks then, unless the weapon's special rules state otherwise, he is revealed to all
enemies.
Swarm:
Swarms get 3 melee attacks with a Mel. rating of 1-3, to represent the multiple strikes of the numerous creatures
that comprise it. It also has the same Vit. points as it has attacks. Each time a swarm losses a Vit. point it also
looses an attack. Swarms do not gain an extra attack for charging.
Swordsman:
If armed with a sword (including Bastard Sword and Great Sword) and an opponent wins a melee by 1 then it
counts as a draw.
Undead:
Immune to Venom.
Venom:
Venom is transmitted during a melee attack that causes Injury. Roll 1d5. For that many turns before doing
anything else the model must roll 1d10 and on a 9 10 roll 1 ID.
Web:
Counts as Sling, but if opponents are successfully hit they are immediately stunned instead of attempting to injure
them.
16
Range
Difficulty
Effect
Silvery Barbs
12
13+
Target is hit by 3 ID
5 ID.
Fleet of Foot
6/caster
11+
Forked
Lightning
14+
Rain of Svarog
15+
6/caster
13+
Shield of Beset
14+
+6 For.
Icy Breath
11+
Wrath of
Mulciber
10
17+
Spell of EarthMoving
10
13+
Effects all models in a 4x4 area (including friendly). Upgrade to effect models are
All models in this area must pass a Per. test or
automatically Stunned, adding +6
become Stunned.
Difficulty to this spell.
Master of
Puppets
15+
If cast successfully, the caster has immediate control Effects last until end of
over the target and may move/charge and then shoot Encounter Phase or (if tabletop)
or fight. Cannot be used against a target with
for two turns.
Leader skill or a target that is stunned or in Melee
or if the caster is in Melee. The effects last until end
of turn half.
Teleport
4/caster
13+
Hand of Fury
6/caster
15+
+4 modifier.
Touch of
Belenos
Prayers
Prayer
Range
Difficulty
Effect
Laying of Hands
1/caster
9+
Protection of the
Righteous
6/caster
10+
Target are unaffected by Spells for this and the following turn halves.
Holy Aura
6/caster
12+
Target becomes Fearsome to all Undead for this and following turn
17
halves.
Right Hand of Doom
6/caster
12+
Light of Purity
11+
Purifying Flame
15+
Effects all models in 4x4 area with a fiery rain (including friends). All
models in this area receive 1 ID hit with -1 to armour. Undead receive 2
ID hits.
18
Magic Items
Powers are only active as long as a model is equipped with the item.
2d10
Item
Power
Class
Value
+2 Spe.
All
60gs
Ring of Casting
+1 to Spell/Prayer rolls
C, M
50gs
B, K, R
310gs
B, K, R
200gs
Gloves of Forewarning
All
50gs
Key of Opening
All
30gs
Sword of Defence
B, K, R
250gs
Orc/Undead Bane
B, K, R
300gs
10
Cloak of Shadows
All
50gs
11
Gorget of Vitality
+1 Vit.
All
30gs
12
Helm of Wardship
B, K, R
60gs
13
Armour of Invulnerability
+ 4 For.
300gs
14
K, R, T
300gs
15
Scroll
C, M
40gs
16
Ring of Invisibility
All
160gs
17
Circlet of Incantation
300gs
18
Hammer of Doom
B, C, K
220gs
19
B, K
450gs
20
Bracelet of Conjury
B, K, R, T
350gs
19
Bestiary
HERE is a broad list of classic/generic fantasy opponents that might prove useful to a GM looking to quickly stock his fiendish
dungeons! Remember these profiles are given as a guideline only and if you want to change things then please do so. When creating
powerful and interesting opponents for your players don't be scared to equip them with magic items and such like as long as they are
not TOO powerful for your adventurers. The equipment sections describe what items are likely to be available to the particular
creature, though feel free to tinker. The same applies to characteristics: if you want your Archimage to have Fly or Champion then
do it! These are just guidelines.
Human Brigands
BRIGAND
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics:
BRIGAND
CHAMPION
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Goblins
GOBLIN
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Small
GOBLIN
CHAMPION
Mel.
Acc.
For.
Vit.
Per.
WP
Mel.
Acc.
For.
Vit.
Per.
WP
20
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Orcs
ORC
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics:
ORC CAPTAIN
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Leader I
ORC
CHIEFTAIN
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Trolls
HILL TROLL
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Mel.
Acc.
For.
Vit.
Per.
WP
21
(count as Sling)
MOUNTAIN TROLL
CHIEFTAIN
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Ogres
OGRE
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Large
OGRE
CAPTAIN
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: All
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Large
FERAL OGRE
CHIEFTAIN
Mel.
Acc.
For.
Vit.
Per.
WP
Skeletons
SKELETON
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Undead
SKELETON
CHAMPION
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Ghouls
GHOUL
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
22
Liches
LICHE
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Vampires
VAMPIRE
THRALL
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
10
Miscellaneous Undead
ZOMBIE
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Animals
CAVE SLUG/LEECH/
WORM
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Glutton
GIANT SLUG/LEECH/
WORM
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Swarm
BAT
SWARM
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
23
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Characteristics:
DIRE
WOLF
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Large
OWLBEAR
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Characteristics: Large
SLIMES &
OOZES
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
Spe.
Mel.
Acc.
For.
Vit.
Per.
WP
Equipment: Claws/Fangs
24