The Rogue

Download as pdf or txt
Download as pdf or txt
You are on page 1of 26

The B/X Rogue

Text and Layout—Gavin Norman


the-city-of-iron.blogspot.com

Cover and Illustrations—Nicolò Maioli


satanisjoy.tumblr.com
2

Table of Contents
Introduction....................................................................................................3
The Rogue Class.............................................................................................6
Talents...........................................................................................................8
Magical Talents (Optional).............................................................................16
Quick-Start Talent Selection..........................................................................20
Random Talent Selection..............................................................................21
Open Game License.....................................................................................22

Text: Copyright 2015 Gavin Norman.

Illustrations: Copyright 2015 Nicolò Maioli.

Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced
Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks are used under the
Labyrinth Lord™ Trademark License 1.2, available at www.goblinoidgames.com

This product is released under the terms of the Open Game License Version 1.0a, Copyright
2000, Wizards of the Coast, Inc.
3

Introduction
I am a firm believer in keeping the number of character classes in the game
down to a bare minimum. When the selection of classes is limited, character
concept takes prominence over the slightly altered mechanics of some new vari-
ant or subclass. On the other hand, it is nice for players to have some options for
tweaking their character's abilities. Hence my preference for a limited number of
classes (I usually keep this to the classic “core four”: cleric, fighter, magic-user,
thief) with some additional options sprinkled in. This book presents options for
greatly expanding the scope of the traditional thief class, enhancing it to such a
degree that a new, broader name—the rogue—seems appropriate1.

As a replacement for the thief, the rogue greatly expands the flexibility and
scope of the class, as well as providing alternate mechanics for many of its abilit-
ies. The most significant differences between the two classes are:

• Instead of a fixed list of skills with percentage chance of success improving


as the character advances, rogues have talents with which they are fully pro-
ficient but whose number increases as the character advances. This change
is intended to address a very common complaint about the thief class:
namely that very poor skill percentages at low levels cripple the class' ability
to do the very things at which it should excel. Once a rogue learns a talent,
he or she is able to perform it at full efficacy.

• The rogue's list of talents incorporates elements of several thief subclasses


which have appeared over the years in various editions (the bard, assassin,
acrobat, and arcane trickster, for example). This addresses another common
misgiving with the thief: the rigidity of the class, in terms of the set of avail-
able skills. The rogue is, on the other hand, a very flexible class, with a
selection of abilities that can be tailored to many needs.
1 Although the rogue class subsumes the abilities of the thief and is intended as a complete
replacement of it, it is, if the referee wishes, perfectly possible to use both classes in a single
campaign.
4

• The descriptions of the rogue's talents are designed to emphasise player skill
and role-playing as opposed to character skill and mindless rolling of per-
centile dice. For example, no talent allows a rogue to disarm all traps with a
die roll—the traditional remove traps skill has been deliberately reduced to
only apply to small mechanical traps which can be disarmed with the rogue's
knowledge and tools (such procedures would be difficult and tedious for most
players to describe). Larger traps must be bypassed by player ingenuity and
descriptive interaction with the imagined world described by the referee.

Rogue Talents and Other Classes


The talents described in this book represent adventuring skills which may only
be mastered with many hours of practice and a good amount of in-born
aptitude. All rogue characters are assumed to have this aptitude and, as a gen -
eral rule, only rogues may learn and practice these talents. Situations will arise,
however, where non-rogue characters may attempt to perform tasks which are
covered by rogue talents. A note on how the referee may choose to handle such
cases is in order.

The majority of talents simply require too high a level of specific training for a
layman to stand any chance of success. Activate magic scrolls, pick locks, and
tightrope walking are good examples. It is perfectly fine for the referee to tell a
non-rogue player that their character just doesn't have the requisite training to
even know where to begin. (All character classes possess skills which are beyond
the capabilities of others.)

Occasionally, a character's background may imply proficiency with a rogue tal-


ent. For example, a fighter with a mountaineer background could conceivably
know the climb rock faces talent. The referee must judge this, but it is not recom-
mended that any non-rogue be allowed to know more than a single talent due to
his or her background. (Insistent players may be pointed to the multi-classing
rules, if such a system is used.)
5

Lastly, there is a small set of talents which may potentially be performed by non-
rogues (or by rogues who have not practised the talent to true proficiency).
Climb rock faces , disguise, and garotte are good examples. It seems reasonable
that any character may attempt such feats. The chance of success, however,
should be greatly reduced, when compared to that of a rogue who is proficient
with the talent. The referee should judge this on a case-by-case basis, but the fol-
lowing guidelines, covering some of the most common situations, may be of use:

• Blackjack: Non-proficient characters may make attacks with a blackjack,


but at a -4 penalty to hit, due to unfamiliarity with the technique.

• Climb rock faces: Characters without this talent can normally only climb
rock faces with the use of proper climbing equipment. When properly
equipped, a DEX roll is still appropriate, to determine success. Less dif-
ficult feats of climbing (trees, vines, etc.)—which a proficient rogue can
perform automatically—may also justify a DEX check.

• Disguise: Of course, any character may attempt to conceal their identity


with wigs, make-up, and so forth. Those without this talent, though, are
likely to do a poor job, at best. Even casual observers should be allowed
a saving throw versus spells to detect the disguise.

• Garrotte: Other characters may make attacks with a garrotte, but with
reduced effectiveness: a -4 penalty to hit and inflicting no damage in the
first round.

• Hide: Any character may attempt to hide, but without guaranteed suc-
cess: a small chance of being spotted by passers-by (perhaps 1 in 6 or 2
in 6) seems appropriate.

• Move quietly: Characters wearing metal armour simply cannot move


quietly. Lightly encumbered characters may attempt to sneak, but
without guaranteed success: a 2 in 6 chance is reasonable, under nor-
mal circumstances. Even if successful, the character may still be noticed
by attentive listeners, as described in the talent's description.
6

The Rogue Class


Those adventurers who make their living by stealth, wit, and deception, rather
than skill at arms or magical might, are known as rogues. This class represents,
in some sense, the archetypal adventurer, honing skills of exploration and infilt-
ration—which every adventurer requires to some degree—to perfection. Charac-
ters of this class may follow many careers and fill many roles: tomb robbers and
thieves, charlatans and con artists, scouts and spies, brigands and highwaymen,
thugs and assassins—all are rogues and practice the talents of this class. Some
rogues are self-made while others may be members of guilds, studying under
master thieves, spies, scouts, or assassins.

The chief aptitude of rogues is the plethora of highly specialised skills of dexter -
ity, stealth, intrigue, infiltration, and cunning that they are able to learn. These
are known collectively as talents. The following section lists dozens of talents
which a rogue may learn over his or her career, beginning at 1st level with four,
as chosen by the player, and gaining one more talent per experience level
gained. (For players who do not wish to spend time browsing the complete list,
random tables and quick-start selections of talents are provided later.)

While some talents allow a rogue to learn specialised fighting techniques, rogues’
skill in battle does not match that of true warriors. They are versatile fighters,
being able to wield weapons of any type 2, but, due to their need for stealth,
swiftness, and agile movement, are limited to wearing leather armour and may
not use shields.

A rogue’s prime requisite is Dexterity. A character with DEX of 13 or higher


gains a 5% bonus to experience points. This bonus increases to 10% for rogues
with a DEX of 16 or higher.

2 Rogues’ ability to use all weapons is carried over directly from the Labyrinth Lord thief. Some
referees may wish to reduce this somewhat, leaving heavy weapons as the sole preserve of
true fighting classes. In this case, the following list may be used: club, dagger, dart, hand axe,
light crossbow, longbow, longsword, shortbow, shortsword, sling, quarterstaff.
7

In advanced games, where PC race and class are separated, characters of any
race may be rogues. Human rogues may advance without limit, halfling rogues
may achieve 14th experience level, and other races a maximum of 12th.

Rogue Advancement Table


Saving Throws3
Level XP HD Talents AC04 BA P/D P/P W S

1 0 1d4 4 19 16 14 13 15 14
2 1,251 2d4 5 19 16 14 13 15 14
3 2,501 3d4 6 19 16 14 13 15 14
4 5,001 4d4 7 18 16 14 13 15 14
5 10,001 5d4 8 18 14 12 11 13 12
6 20,001 6d4 9 17 14 12 11 13 12
7 40,001 7d4 10 17 14 12 11 13 12
8 80,001 8d4 11 17 14 12 11 13 12
9 160,001 9d4 12 16 12 10 9 11 10
10 280,001 +2 hp 13 16 12 10 9 11 10
11 400,001 +2 hp 14 15 12 10 9 11 10
12 520,001 +2 hp 15 14 12 10 9 11 10
13 640,001 +2 hp 16 13 10 8 7 9 8
14 760,001 +2 hp 17 13 10 8 7 9 8
15 880,001 +2 hp 18 12 10 8 7 9 8
16 1,000,001 +2 hp 19 12 10 8 7 9 8
17 1,120,001 +2 hp 20 11 8 6 5 7 6
18 1,240,001 +2 hp 21 11 8 6 5 7 6
19 1,360,001 +2 hp 22 10 8 6 5 7 6
20 1,480,001 +2 hp 23 10 8 6 5 7 6

3 Saving throw categories in order: Breath Attacks, Poison or Death, Petrify or Paralyse,
Wands, Spells or Spell-like Devices.
4 Modified attack roll required to hit Armour Class 0.
8

Talents
Following is the list of talents which may be learned by rogues. Note that some
talents (marked with an asterisk) are “expert” talents. These may only be taken
by rogues of 5th level or higher and build upon another, prerequisite talent,
which must also be known.
Learning Talents
Activate Magic Scrolls* When a rogue learns a new talent upon
increasing in level, it is normally assumed
(Expert talent, requires decipher
that the character has been practising the
magical script) talent in the downtime between adventures
and has now mastered the skill enough to
You can cast spells from magic-user
put it to practical use. Some referees,
scrolls with a 90% chance of success. however, may wish to impose the additional
If the roll fails, the referee may decide requirement of a period of training, before a
that the spell backfires in a comical or new talent may be learned. The exact dura-
unfortunate manner. In any case, the tion and cost of this must be decided by the
referee, as suits the campaign. One interest-
scroll is always consumed.
ing option is to require the rogue to locate a
tutor who is an expert in the talent to be
Agile Fighting learned; this in itself can inspire adventure,
as a suitable tutor may only be found in a
When lightly encumbered and wield- distant land or may require quests or
ing a one-handed weapon, your prac- favours as payment for the training, in place
tised speed, agility, and grace in of simple monetary reimbursement. (If such
melee allow you to dodge and whirl training requirements are placed on the
rogue class, it is advised that other classes
out of harm's way. When making a
be treated in a similar manner, to avoid
full retreat (see LL p. 53), you may imbalance.)
choose one of the following options:

• Evasion: your opponent’s attack roll is at -2, instead of the usual +2 bonus.

• Retaliation: you may attack and make a full retreat, in the same round. Your
attack roll is penalised by -4.
9

Awareness
Your honed reactions and instinctual awareness of danger make it difficult for
enemies to sneak up on you. When surprise is rolled, you are only surprised on
a roll of 1 (instead of 1-2, like other characters).

Back-Stab
When attacking a humanoid by surprise 5, you get a +4 bonus to attack with a
dagger. If the attack succeeds, the precision of your strike inflicts extra damage
equal to 1d4 + your level.

Blackjack
When attacking a humanoid victim who is unaware of your presence and who is
not wearing a helmet, you can attempt to knock them out with a cosh, black -
jack, or similar implement. To do so, make a normal attack roll. If it succeeds,
the victim suffers 1d4 damage and must save versus paralysis. Failure indicates
that they're knocked unconscious for one turn.

Blind Fighting
Training in the unusual art of fighting while blindfolded reduces the penalty to
attacks against foes whom you cannot see. Instead of the usual -4 penalty, you
only suffer -2 when making melee attacks against invisible opponents.

Climb Rock Faces


When lightly encumbered, you can climb rough rock faces unaided, with a suc-
cessful DEX check. You can climb less treacherous surfaces without a check.

5 "By surprise" includes but is not limited to attacks made during the surprise round of combat.
The exact definition of which situations count as "by surprise" is left to the referee's
judgement, but may also include other situations where the victim is unaware of the rogue's
presence (such as when the rogue is hiding and/or moving quietly) or his intent (due to bluffs,
disguises, or intrigue). This definition also applies to the garotte and sniper talents.
10

Climb Rough Walls*


(Expert talent, requires climb rock faces)

Your climbing skills are so advanced that you can scale sheer surfaces with only
minimal handholds such as the cracks between stone blocks. This requires a
DEX check. You can climb less treacherous surfaces without a check.

Decipher Foreign Text


With an INT check, you can figure out the gist of texts written in foreign lan-
guages which are related to a language you know.

Decipher Magical Script


You can decipher arcane inscriptions, including those on magic-user scrolls or in
spell books. There is a 1 in 6 chance that your understanding is inaccurate. This
talent does not allow you to cast spells, but you can identify them.

Decipher Obscure Text*


(Expert talent, requires decipher foreign text)

With an INT check, you can figure out the gist of a text written in a language
which is unrelated to any known to you, including ancient or obscure tongues, at
the referee's discretion.
11

Disable Small Mechanical Traps


Your detailed knowledge of intricate mechanisms allows you to bypass or disable
small mechanical traps such as those sometimes used to protect the locks,
clasps, or lids of chests. (The mechanisms of larger traps can only be disabled or
bypassed by describing to the referee how you wish to achieve this. Any charac-
ter may attempt this; rogues have no special skill.) A set of thieves' tools, a turn
of work, and a DEX roll are required. If you fail, save versus wands to avoid set-
ting the trap off. You may retry failed attempts which did not trigger the trap.

Disguise
Often used in combination with mimic voice, this talent allows you to alter your
appearance, gestures, expressions, and body language to mimic that of another
person or type of person. Many disguises require the use of props—clothing,
padding, make-up, fake beards, wigs, etc. To mimic a specific individual, you
must have observed their appearance and mannerisms for at least one turn.
When you are disguised, those who scrutinise you very closely or whose suspi -
cion is roused may make a save versus spells to see through the deception.

Duelling
Practised in the refined art of swordplay, your natural agility enhances your abil-
ity to deflect your opponent's blows. When lightly encumbered and wielding a
one-handed sword, your DEX bonus to Armour Class is doubled (to a maximum
of +4), versus melee attacks.

Escape Bonds
When bound with ropes or chains, you can escape in one turn with a successful
DEX check. If the check fails, you may retry. Escaping from well-tied bonds with
a locking mechanism requires that you also know the pick locks talent and have
access to lock picks or at least an improvised tool with which to pick the lock
(this incurs a -4 penalty to the DEX check).
12

Find Hidden Mechanisms


Your chance of detecting secret doors or mechanical traps when searching is
increased by 1 in 6. (For human rogues, this means an overall chance of 2 in 6,
for demi-humans 3 in 6.) Note that you (or any other character) may be able to
find such mechanisms without a roll by describing to the referee exactly how you
search—for example, if a secret door is opened by a pressure plate on top of a
dais, stating that you place something on the dais will naturally cause the door to
open, without the need for a roll.

Forgery
With good quality tools and sufficient time, you can produce fake documentation
and mimic handwriting. You must have a copy of the document or writing to be
forged at hand to study. If someone closely inspects your forgery, they may make
a saving throw versus spells to detect the fake.

Garrotte
When attacking a humanoid victim by surprise, you can attempt to strangle
them with a garrotte or similar weapon. Make an attack roll. If the attack suc -
ceeds, you have the garrotte in place, causing damage equal to 1d4 + your level.
Each subsequent round in which you maintain your stranglehold, the victim auto-
matically suffers a further 1d4 damage (you need make no further attack rolls).
While being throttled, the victim may not make normal attacks, but may attempt
to break free by making an attack roll against you, with a -2 penalty. Success
indicates they've broken free of your garrotte.

Hear Noise
Your acute hearing and practised detection of the subtle sounds of movement
increase your chance of hearing noises when listening at doors. The base chance
is increased by 1 in 6. (For humans, this means an overall chance of 2 in 6, for
demi-humans 3 in 6.)
13

Hide
With sufficient cover, you can hide yourself from view. Passers-by will not notice
your presence, though a thorough search may still reveal you. When lightly
encumbered, you can attempt to move while remaining hidden, but this requires
a DEX check.

Hide in Shadows*
(Expert talent, requires hide)

You skill at remaining unseen is so honed that deep shadows provide enough
cover for you to hide.

Identify Common Poisons


You can attempt to identify common poisons by examining a substance for one
turn and making an INT check. If the check succeeds and the substance is a
commonly encountered poison, you identify it by name and know its effects.

Identify Rare Poisons*


(Expert talent, requires identify common poisons)

Your comprehensive knowledge of poisons allows you to identify common pois-


ons automatically, with a turn of examination, and to identify rarer substances
with a successful INT check.

Knife Throwing
You can make two attacks per round with thrown knives or daggers.

Lore
Drawing on your knowledge of history, myth, and legend, a successful INT
check allows you to recall historical information about unique treasures and
magical items which you come across.
14

Manufacture Poisons*
(Expert talent, requires identify common poisons)

With an appropriate laboratory and a successful INT check, you are able to distil
individual doses of poisons for which you know the formula. You must learn
poison formulae by discovering them in play. The time and cost of the distillation
process are determined by the referee, as are the potential consequences of a
failed distillation. (Note that, in most cultures, poisons and the ingredients
required to distil them are illegal and may only be acquired through shady
sources such as thieves' guilds or the black market.)

Mimic Voice
You can mimic general accents with ease. To convincingly mimic an individual,
you must listen to them speaking for at least ten minutes. If there is any uncer-
tainty, listeners may make a saving throw versus spells to detect the ruse.

Move Quietly
When lightly encumbered, you can sneak quietly. In an environment with no
ambient noise to mask your movement, an attentive listener may notice you with
a successful save versus spells.

Move Silently*
(Expert talent, requires move quietly)

When lightly encumbered, you can sneak absolutely silently. Listeners cannot
detect your presence by sound alone.

Pick Locks
With decent lock picks and a turn of work, you can attempt to open locks
without the appropriate key. A DEX roll is required. You may retry, if you fail,
spending a further turn trying to open the lock.
15

Pick Pockets
With a successful DEX check, you can nimbly extract items from another's per-
son. Whether the check succeeds or not, the target may save versus spells to
notice the attempt.

Sleight of Hand
This talent allows you to surreptitiously manipulate items, perform tricks of
legerdemain, delicately extract or swap out objects from pressure plates, and so
forth. A DEX check is required for success.

Sniper
When attacking a humanoid by surprise, you get a +4 bonus to attack with fired
missile weapons (bows, crossbows, firearms). If the attack succeeds, the precision
of your shot inflicts extra damage equal to 1d4 + your level.

Thieves' Cant
You are fluent in the dialect of slang and metaphor used by thieves to recognise
one another and for clandestine communication.

Tightrope Walking
Expert balance allows you to easily walk or dash across narrow walkways.
Tightropes or beams of less than a hand's breadth require slow, careful move-
ment or a DEX check to dash across.

Tracking
You know how to read the subtle signs left by a creature's passage through nat-
ural environments. In favourable conditions, you can find and follow tracks
without fail. More difficult conditions (e.g. if the tracks cover hard ground, cross
a river, or are actively being concealed) require an INT check.
16

Magical Talents (Optional)


Some rogues cultivate not only skills of cunning and dexterity, but also delve into
esoteric matters, learning a smattering of magic to complement their more
worldly abilities. These talents are listed separately from the others, as they blur
the line between the rogue and the magic-user, which is not desired by all refer-
ees or suited to all campaign settings. Perhaps more so than with the standard,
non-magical talents described previously, it is recommended that the referee only
allow magical talents to be learned where there is a realistic in-game explanation
as to how the character came across the required knowledge. The character’s
background may provide such a rationale (perhaps he spent some years as a
wizard’s apprentice, before taking to a life of adventure), as may items or NPCs
encountered during play (perhaps the rogue PC steals and studies a spell book,
claiming its secrets for her own, or is owed a favour by an unscrupulous wizard
who is willing to share his occult lore).
17

Detect Magic
With a turn of concentration, you have a 2 in 6 chance of detecting the presence
of magic in a 10' area or on a specific object. You may retry with another turn of
concentration.

Memorize Spell
You can understand and memorize magic-user spells from books and scrolls,
according to the normal rules for arcane spell casting. (Although, unlike magic-
users, you may cast spells while wearing leather armour.)

You may take this talent multiple times. Each time you take it, you gain one spell
“slot”. Each spell slot allows you to memorize one 1st level spell. When you
reach 6th level, you may use your spell slots to memorize 2nd level spells and,
upon reaching 12th level, you may use them to memorize 3rd level spells. The
use of spell slots is restricted as follows: you may not memorize more than four
spells of each level at a time (that is, a maximum of four 1st level spells, four 2nd
level spells, and four 3rd level spells). It is thus possible to take this talent a max -
imum of twelve times.

Taking this talent does not grant you knowledge of any spells—you must find
suitable spells to memorize by your own wit and cunning. You may purchase an
empty spell book and transcribe any spells which you discover into it (at the nor-
mal cost for doing so).

In campaigns where different types of specialist magic-user exist (illusionists, nec-


romancers, elementalists, etc.), the referee may allow you to cast spells of those
more specialized types when you take this talent. The initial choice of specializa-
tion is final (for example, a rogue who decides to specialize in illusion magic may
never memorize standard magic-user spells).
18

Spell Song
You have learned and mastered an enchanted song which you can sing or play
on an instrument once per day to magical effect. (This talent presupposes a level
of musical skill, with either vocals or one or more instruments.)

You may take this talent multiple times, learning a different spell song each time
from the list of 1st level songs shown on the following page. When you reach
6th level, you may learn 2nd level songs by taking this talent and, upon reaching
12th level, you may learn 3rd level songs.

Compared to standard arcane spell casting, song magic has slightly different
rules, as follows:

• Casting time: In order to manifest a spell song’s enchantment, you must


play it for one turn.

• Maintenance: Spell songs which produce an effect of non-instantaneous,


non-permanent duration need not be physically played or sung for
longer than the initial one turn casting time. Instead, once the spell song
takes effect, you may stop playing, allowing the melody of the song to
linger in your mind, maintaining it until the duration expires. During this
time, if you play any other magical song, the maintained spell song
comes to an end.

• Enchantments: Songs which have the effect of enchanting or beguiling


another person must be audible to the target in order for the magic to
take hold.

The list of spell songs is given on the next page. All spell songs replicate the
effect of a standard cleric, illusionist, or magic-user spell (see the Advanced Edi-
tion Companion)—these are denoted in parentheses, alongside the name of the
spell song.
19

1st Level Spell Songs


1. Ballad of the loyal companion (charm person)
2. Dance of worldly appearances (doppelganger)
3. Hymn of radiance (light)
4. Incantation of lost lore (identify)
5. Psalm of serenity (remove fear)
6. Song of glibness and wit (allure)
7. Tune of rebinding (mending)
8. Warding chant (protection from evil )

2nd Level Spell Songs


1. Lay of balm and cheer (cure light wounds)
2. Litany of binding and closure (arcane lock)
3. Lock charm (knock)
4. Lullaby of deepest midnight (sleep)
5. Mantra of disappearance (invisibility)
6. Ode of great endeavours (bless)
7. Serpents' frolic (snake charm)
8. Song of dreams (phantasmal force)

3rd Level Spell Songs


1. Hymn of the gardens of paradise (purify food and drink)
2. Incantation of the fates (augury)
3. Mercurial mantra (haste)
4. Song of respite and shelter (tiny hut)
5. Symphony of the birds and the wind (fly)
6. Warding chorus (protection from evil, 10' radius)
20

Quick-Start Talent Selection


Some players may wish to get a quick start into the game, without having to
spend the time to read through the complete list of talents presented in the pre-
vious section. In this case, the following set of pre-determined, themed talent
selections may be chosen (or rolled randomly) for a 1 st level rogue.

The last two themes in the table include talents from the optional magical talents
section. When selecting a theme at random, if the referee allows the use of these
optional talents, roll a d10. Otherwise, a d8 should be used.

Roll Theme Talents at 1st Level

1 Acrobat agile fighting, escape bonds, knife throwing, tightrope walking


2 Assassin back-stab, hide, garotte, move quietly
3 Charlatan disguise, forgery, pick pockets, sleight of hand
4 Highwayman disguise, duelling, hide, sniper
5 Scout awareness, hide, sniper, tracking
6 Swashbuckler agile fighting, climb rock faces, duelling, tightrope walking
7 Thief back-stab, climb rock faces, move quietly, pick locks
8 Tomb robber decipher foreign text, disable small mechanical traps, find hidden
mechanisms, pick locks
9 Arcane dabbler decipher magical script, decipher foreign text, memorize spell (one 1 st
level magic-user spell), move quietly
10 Bard decipher foreign text, lore, sleight of hand, spell song (one 1st level spell
song)
21

Random Talent Selection


Talents may, alternatively, be selected at random using the following table.
Doubled or inapplicable talents (for example an expert talent for a rogue who
does not meet the requirements) should be re-rolled.

d666 Talent d66 Talent

11 Activate magic scrolls* 41 Hear noise


12 Agile fighting 42 Hide
13 Awareness 43 Hide in shadows*
14 Back-stab 44 Identify common poisons
15 Blackjack 45 Identify rare poisons*
16 Blind fighting 46 Knife throwing
21 Climb rock faces 51 Lore
22 Climb rough walls* 52 Manufacture poisons*
23 Decipher foreign text 53 Mimic voice
24 Decipher magical script 54 Move quietly
25 Decipher obscure text* 55 Move silently*
26 Disable small mechanical traps 56 Pick locks
31 Disguise 61 Pick pockets
32 Duelling 62 Sleight of hand
33 Escape bonds 63 Sniper
34 Find hidden mechanisms 64 Thieves’ cant
35 Forgery 65 Tightrope walking
36 Garrotte 66 Tracking

6 To roll d66, roll two six-sided dice, denoting one as “tens” and one as “units”. In this way, a
number between 11 and 66 is generated.
22

Open Game License


DESIGNATION OF PRODUCT IDENTITY RIGHT NOTICE of any Open Game Content You are copying, modify -
All text and images are product identity. ing or distributing, and You must add the title, the copyright date, and
OPEN GAME LICENSE Version 1.0a the copyright holder's name to the COPYRIGHT NOTICE of any ori -
The following text is the property of Wizards of the Coast, Inc. and is ginal Open Game Content you Distribute.
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 7. Use of Product Identity: You agree not to Use any Product Identity,
Reserved. including as an indication as to compatibility, except as expressly
1. Definitions: (a)"Contributors" means the copyright and/or trademark licensed in another, independent Agreement with the owner of each ele-
owners who have contributed Open Game Content; (b)"Derivative ment of that Product Identity. You agree not to indicate compatibility or
Material" means copyrighted material including derivative works and co-adaptability with any Trademark or Registered Trademark in conjunc-
translations (including into other computer languages), potation, modi- tion with a work containing Open Game Content except as expressly
fication, correction, addition, extension, upgrade, improvement, compil- licensed in another, independent Agreement with the owner of such
ation, abridgment or other form in which an existing work may be Trademark or Registered Trademark. The use of any Product Identity in
recast, transformed or adapted; (c) "Distribute" means to reproduce, Open Game Content does not constitute a challenge to the ownership
license, rent, lease, sell, broadcast, publicly display, transmit or other- of that Product Identity. The owner of any Product Identity used in
wise distribute; (d)"Open Game Content" means the game mechanic and Open Game Content shall retain all rights, title and interest in and to
includes the methods, procedures, processes and routines to the extent that Product Identity.
such content does not embody the Product Identity and is an enhance- 8. Identification: If you distribute Open Game Content You must clearly
ment over the prior art and any additional content clearly identified as indicate which portions of the work that you are distributing are Open
Open Game Content by the Contributor, and means any work covered Game Content.
by this License, including translations and derivative works under copy- 9. Updating the License: Wizards or its designated Agents may publish
right law, but specifically excludes Product Identity. (e) "Product Identity" updated versions of this License. You may use any authorized version of
means product and product line names, logos and identifying marks this License to copy, modify and distribute any Open Game Content ori-
including trade dress; artifacts; creatures characters; stories, storylines, ginally distributed under any version of this License.
plots, thematic elements, dialogue, incidents, language, artwork, sym- 10 Copy of this License: You MUST include a copy of this License with
bols, designs, depictions, likenesses, formats, poses, concepts, themes every copy of the Open Game Content You Distribute.
and graphic, photographic and other visual or audio representations; 11. Use of Contributor Credits: You may not market or advertise the
names and descriptions of characters, spells, enchantments, personalit- Open Game Content using the name of any Contributor unless You
ies, teams, personas, likenesses and special abilities; places, locations, have written permission from the Contributor to do so.
environments, creatures, equipment, magical or supernatural abilities or 12 Inability to Comply: If it is impossible for You to comply with any of
effects, logos, symbols, or graphic designs; and any other trademark or the terms of this License with respect to some or all of the Open Game
registered trademark clearly identified as Product identity by the owner Content due to statute, judicial order, or governmental regulation then
of the Product Identity, and which specifically excludes the Open Game You may not Use any Open Game Material so affected.
Content; (f) "Trademark" means the logos, names, mark, sign, motto, 13 Termination: This License will terminate automatically if You fail to
designs that are used by a Contributor to identify itself or its products or comply with all terms herein and fail to cure such breach within 30 days
the associated products contributed to the Open Game License by the of becoming aware of the breach. All sublicenses shall survive the ter-
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, mination of this License.
edit, format, modify, translate and otherwise create Derivative Material 14 Reformation: If any provision of this License is held to be unenforce -
of Open Game Content. (h) "You" or "Your" means the licensee in terms able, such provision shall be reformed only to the extent necessary to
of this agreement. make it enforceable.
2. The License: This License applies to any Open Game Content that 15 COPYRIGHT NOTICE
contains a notice indicating that the Open Game Content may only be Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Used under and in terms of this License. You must affix such a notice to System Reference Document Copyright 2000, Wizards of the Coast,
any Open Game Content that you Use. No terms may be added to or Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on
subtracted from this License except as described by the License itself. original material by E. Gary Gygax and Dave Arneson.
No other terms or conditions may be applied to any Open Game Con - System Reference Document Copyright 2000-2003, Wizards of the
tent distributed using this License. Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
3.Offer and Acceptance: By Using the Open Game Content You indic- Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
ate Your acceptance of the terms of this License. John D. Rateliff, Thomas Reid, James Wyatt, based on original material
4. Grant and Consideration: In consideration for agreeing to use this by E. Gary Gygax and Dave Arneson.
License, the Contributors grant You a perpetual, worldwide, royalty- Modern System Reference Document Copyright 2002-2004, Wizards of
free, non-exclusive license with the exact terms of this License to Use, the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman,
the Open Game Content. Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins,
5.Representation of Authority to Contribute: If You are contributing ori- Rodney Thompson, and JD Wiker, based on material by Jonathan
ginal material as Open Game Content, You represent that Your Contri - Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison,
butions are Your original creation and/or You have sufficient rights to Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
grant the rights conveyed by this License. Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord
6.Notice of License Copyright: You must update the COPYRIGHT Games; Authors Davis Chenault and Mac Golden.
NOTICE portion of this License to include the exact text of the COPY -
23

Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Floating Eye from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; Authors Scott Greene and Clark Peterson, based on ori - Games, Inc.; author Scott Greene, based on original material by Gary
ginal material by Gary Gygax. Gygax.
Crab, Monstrous from the Tome of Horrors, copyright 2002, Necro- Frog, Monstrous from the Tome of Horrors, copyright 2002, Necro-
mancer Games, Inc.; Author Scott Greene, based on original material mancer Games, Inc.; authors Scott Greene and Clark Peterson, based
by Gary Gygax. on original material by Gary Gygax.
Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Nec-
Games, Inc.; Author Scott Greene, based on original material by Gary romancer Games, Inc.; authors Scott Greene and Clark Peterson, based
Gygax. on original material by Gary Gygax.
Golem, Wood from the Tome of Horrors, copyright 2002, Necroman - Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002,
cer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Necromancer Games, Inc.; authors Scott Greene and Clark Peterson,
Kamadan from the Tome of Horrors, copyright 2002, Necromancer based on original material by Gary Gygax.
Games, Inc.; Author Scott Greene, based on original material by Nick Gas Spore from the Tome of Horrors, copyright 2002, Necromancer
Louth. Games, Inc.; authors Scott Greene and Clark Peterson, based on ori -
Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer ginal material by Gary Gygax.
Games, Inc.; Authors Scott Greene and Clark Peterson, based on ori - Gorbel from the Tome of Horrors, copyright 2002, Necromancer
ginal material by Gary Gygax Games, Inc.; author Scott Greene, based on original material by
Labyrinth Lord™ Copyright 2007-2009, Daniel Proctor. Author Daniel Andrew Key.
Proctor. Groaning Spirit from the Tome of Horrors, copyright 2002, Necroman-
Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey cer Games, Inc.; authors Scott Greene and Clark Peterson, based on
and Chris Davis. original material by Gary Gygax.
Mutant Future™ Copyright 2008, Daniel Proctor and Ryan Denison. Hippocampus from the Tome of Horrors, copyright 2002, Necroman-
Authors Daniel Proctor and Ryan Denison. cer Games, Inc.; authors Scott Greene and Erica Balsey, based on ori-
Aerial Servant from the Tome of Horrors, copyright 2002, Necroman- ginal material by Gary Gygax.
cer Games, Inc.; authors Scott Greene and Clark Peterson, based on Jackalwere from the Tome of Horrors, copyright 2002, Necromancer
original material by Gary Gygax. Games, Inc.; author Scott Greene based, on original material by Gary
Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Gygax.
Games, Inc.; author Scott Greene, based on original material by Gary Leprechaun from the Tome of Horrors, copyright 2002, Necromancer
Gygax. Games, Inc.; author Scott Greene based on original material by Gary
Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necro- Gygax.
mancer Games, Inc.; author Scott Greene, based on original material by Lurker Above from the Tome of Horrors, copyright 2002, Necromancer
Gary Gygax. Games, Inc.; author Scott Greene, based on original material by Gary
Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Gygax.
Necromancer Games, Inc.; author Scott Greene, based on original Piercer from the Tome of Horrors, copyright 2002, Necromancer
material by Gary Gygax. Games, Inc.; authors Scott Greene and Clark Peterson, based on ori -
Brownie from the Tome of Horrors, copyright 2002, Necromancer ginal material by Gary Gygax.
Games, Inc.; author Scott Greene, based on original material by Gary Slithering Tracker from the Tome of Horrors, copyright 2002, Necro-
Gygax. mancer Games, Inc.; author Scott Greene, based on original material by
Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necro- Gary Gygax,
mancer Games, Inc.; author Scott Greene, based on original material by Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer
Gary Gygax. Games, Inc.; author Scott Greene, based on original material by Gary
Demon: Juiblex “The Faceless Lord” (Demon Lord) from the Tome of Gygax.
Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Strangle Weed from the Tome of Horrors, copyright 2002, Necroman -
Greene, based on original material by Gary Gygax. cer Games, Inc.; author Scott Greene, based on original material by
Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, Gary Gygax.
copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer
Clark Peterson, based on original material by Gary Gygax. Games, Inc.; author Scott Greene, based on original material by Gary
Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Gygax.
Necromancer Games, Inc.; author Scott Greene, based on original Trapper from the Tome of Horrors, copyright 2002, Necromancer
material by Gary Gygax. Games, Inc.; author Scott Greene, based on original material by Gary
Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Gygax,
Necromancer Games, Inc.; author Scott Greene, based on original Turtle, Giant Snapping from the Tome of Horrors, copyright 2002,
material by Gary Gygax. Necromancer Games, Inc.; author Scott Green, based on original
Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, material by Gary Gygax.
Necromancer Games, Inc.; author Scott Greene, based on original Wind Walker from the Tome of Horrors, copyright 2002, Necromancer
material by Gary Gygax. Games, Inc.; author Scott Greene, based on original material by Gary
Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Gygax,
Games, Inc.; authors Scott Greene and Erica Balsley, based on original Yeti from the Tome of Horrors, copyright 2002, Necromancer Games,
material by Gary Gygax. Inc.; author Scott Green, based on original material by Gary Gygax.
Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor.
Games, Inc.; author Scott Greene. Author Daniel Proctor.
Eye of the Deep from the Tome of Horrors, copyright 2002, Necro - The B/X Rogue, copyright 2015. Author Gavin Norman.
mancer Games, Inc.; author Scott Greene, based on original material by END OF LICENSE
Gary Gygax.

You might also like