the darkhold grimoire

 

 

 

 

 

 

 

 

 

a tutorial and reference manual

to be used with

the advanced dungeons & dragons™

 role–playing game

 

 

 

 

 

 

 

 

 

 

 

 

a  PhaseOfTheMoon©  product


 

 

DARKHOLD™  RELEASE X5.0              3 January 1991

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Darkhold™ is a trademark of PhaseOfTheMoon Software, Inc.

 

 

 

AD&D™                                         is a trademark of TSR, Inc.

Dungeons &Dragons™                  is a trademark of TSR, Inc.

Advanced Dungeons &Dragons™  is a trademark of TSR, Inc.

 

the "Player's Handbook"                is a publication of TSR, Inc.

the "Unearthed Arcana"                  is a publication of TSR, Inc.

the "Oriental Adventures"               is a publication of TSR, Inc.

the "Dungeon Master's Guide"      is a publication of TSR, Inc.

the "Deities & Demigods"             is a publication of TSR, Inc.

 


contents

 

 

 

Introduction.......................................................................................................... 7

miscellaneous notes.................................................................................. 8

cast of characters used in examples.......................................................... 8

Chapter 1    Creating a Character...................................................................... 9

Guidelines................................................................................................ 9

Rolling up ability scores........................................................................... 9

An example.............................................................................................. 10

Filling out the character............................................................................ 13

Chapter 2    Character Classes.......................................................................... 28

General Information................................................................................. 28

"Dual Class" characters............................................................................ 29

The Acrobat.............................................................................................. 30

The Assassin............................................................................................ 31

The Barbarian........................................................................................... 32

The Bard.................................................................................................. 33

The Bounty Hunter.................................................................................. 36

The Cavalier............................................................................................. 37

The Cleric................................................................................................. 39

The Druid................................................................................................. 41

The Fighter............................................................................................... 43

The Houri................................................................................................. 44

The Illusionist.......................................................................................... 45

The Magic-User....................................................................................... 46

The Monk................................................................................................ 47

The Paladin.............................................................................................. 51

The Ranger............................................................................................... 52

The Thief.................................................................................................. 53

The Witch................................................................................................ 54

Chapter 3    Skills............................................................................................. 57

General Discussion.................................................................................. 57

Skills by Class table................................................................................. 59

Skill Descriptions..................................................................................... 65

Acrobatics.................................................................................... 66

Acute Hearing.............................................................................. 67

Alertness...................................................................................... 67

Animal Noise............................................................................... 67

Armory......................................................................................... 68

Art................................................................................................ 68

Barbery........................................................................................ 68

Basketry....................................................................................... 68

Blacksmithery.............................................................................. 68

Boating......................................................................................... 69

Boatwright.................................................................................... 70

Bookkeeping................................................................................ 70

Brewery........................................................................................ 71

Business Sense............................................................................ 71

Calligraphy................................................................................... 71

Carpentry/Woodcrafting.............................................................. 72

Cartography................................................................................. 72

Climbing...................................................................................... 73

Cooking....................................................................................... 73

Coopery....................................................................................... 74

Courtly Graces............................................................................. 74

Disguise....................................................................................... 75

Diving.......................................................................................... 77

Engineering.................................................................................. 77

Expert Horsemanship................................................................... 78

Falconry....................................................................................... 78

Farming........................................................................................ 79

Fire Building................................................................................ 79

First Aid....................................................................................... 79

Fishing......................................................................................... 79

Fletching/Boyery.......................................................................... 80

Foreign Language........................................................................ 80

Forester/Naturalist........................................................................ 80

Forgery........................................................................................ 80

Gaming/Gambling........................................................................ 80

Glassblowing............................................................................... 80

Gold/Silversmithing..................................................................... 80

Heraldry....................................................................................... 81

Horsemanship.............................................................................. 81

Horticulture.................................................................................. 81

Hunting........................................................................................ 81

Husbandry................................................................................... 81

Jewellery/Gemcutting................................................................... 81

Linguistics.................................................................................... 82

Literacy/Cyphering....................................................................... 82

Locksmithing............................................................................... 82

Magistry....................................................................................... 82

Map Reading................................................................................ 82

Master Armory............................................................................. 83

Mechanics.................................................................................... 83

Mining......................................................................................... 83

Mountaineering............................................................................ 83

Navigation.................................................................................... 83

Netting......................................................................................... 83

Perfumery.................................................................................... 83

Piloting......................................................................................... 83

Pottery.......................................................................................... 84

Public Speaking........................................................................... 84

Recognize Value........................................................................... 84

Religious Knowledge................................................................... 84

Rope Use..................................................................................... 84

Running....................................................................................... 85

Sailing.......................................................................................... 85

Scholarship.................................................................................. 85

Seamanship.................................................................................. 85

Service.......................................................................................... 85

Sex Appeal................................................................................... 86

Silent Movement.......................................................................... 86

Sleight of Hand............................................................................ 86

Spell Recognition......................................................................... 86

Spying.......................................................................................... 86

Swimming.................................................................................... 86

Tailoring....................................................................................... 87

Tanning/Leatherworking.............................................................. 87

Teamster....................................................................................... 87

Two Weapons.............................................................................. 87

Ventriloquism............................................................................... 87

Weaponsmith............................................................................... 87

Weather Recognition.................................................................... 88

Chapter 4    Combat......................................................................................... 91

The Segmental System............................................................................. 91

Hand Weapons........................................................................................ 91

Missile Weapons..................................................................................... 91

Surprise.................................................................................................... 92

Dexterity Effects table.............................................................................. 93

Multiple Attacks....................................................................................... 96

Monk's Attack.......................................................................................... 96

Parry........................................................................................................ 96

Disarming................................................................................................ 97

Entangling................................................................................................ 97

Critical Hits and Fumbles......................................................................... 97

Class Allowance....................................................................................... 98

New Weapons.......................................................................................... 98

Exceptions................................................................................................ 99

Multiple Proficiencies.............................................................................. 99

Weapons.................................................................................................. 101

Weapons Capabilities table.......................................................... 101

Movement................................................................................................ 103

Calculating Movement.................................................................. 103

Chapter 5    Spell Casting................................................................................. 107

Memorizing Spells................................................................................... 107

Hit Points................................................................................................. 108

Intelligence & Wisdom Immunities......................................................... 108

Illusions causing damage......................................................................... 113

Chapter 6    Darkhold — the World................................................................. 114

Geography............................................................................................... 114

Religions.................................................................................................. 114

History..................................................................................................... 114

Astronomy............................................................................................... 114

Chapter 7    Darkhold — the Legends.............................................................. 117

Black Razor.............................................................................................. 117

the Darkhold............................................................................................ 117

Island of the Prince with No Arms........................................................... 117

Isle of the WitchBlade.............................................................................. 118

the Book of Took..................................................................................... 118

the Esper Citadel...................................................................................... 118

the Road of the Dead................................................................................ 118

the Shrinking Disease.............................................................................. 119

the SoulForge........................................................................................... 119

the WitchBlade......................................................................................... 119

Chapter 8    Darkhold — the People................................................................ 121

countries................................................................................................... 121

Countries & Other Political Entities......................................................... 121

Military Forces......................................................................................... 122

Aeserd, the Grand Jarldom of................................................................... 123

Augustinian Empire, the........................................................................... 124

Blackmoor, the Kingdom of..................................................................... 126

Caprice, the Princedom of........................................................................ 127

Deerhart, the Kingdom of......................................................................... 129

Duland..................................................................................................... 130

Eagle's Nest, the Free City of................................................................... 131

Elfheim, the Kingdom of.......................................................................... 132

En, the Duchy of...................................................................................... 133

Gnollwood, the......................................................................................... 135

Gods' Cup................................................................................................ 136

Greyhawk, the Republic of....................................................................... 137

Iron Hills, the Kingdom of the................................................................. 138

Joe's Place................................................................................................ 139

Katana...................................................................................................... 140

Keeli, the Protectorate of.......................................................................... 141

Kosala...................................................................................................... 142

Leensport, the County of.......................................................................... 143

Mark's Town, the County and City of...................................................... 144

Martine, the Duchy of.............................................................................. 145

Midgard, the Jarldom of........................................................................... 146

Nestle, the Kingdom of............................................................................ 147

Ra, the Theocracy of................................................................................. 148

Saladin, the............................................................................................... 150

Seahawk, the CityState of......................................................................... 151

Stormgate, Citadel of................................................................................ 152

Vanir, the Shining Kingdom of................................................................ 153

White Dragon, the True Province of......................................................... 154

Index.................................................................................................................... 159

 


INTRODUCTION

 

 

WHY THE DARKHOLD GRIMOIRE?

 

I started playing D&D as a freshman at Northwestern University.  It was very relaxing to bash monsters on the weekends as a way to relieve the accumulated tension of having professors bash on me all week.  (For those who think Role Playing Games are bad, I could have been doing a lot worse things than saving Fair Maidens from the Evil Hordes.)  As I and my fellow gamers got more experience with the game, we tinkered with some rules that didn't seem to make much sense.  My sophomore year the AD&D system came out and we tinkered with those rules too.  By the time I was ready to graduate, we had a whole system of variant rules for the AD&D game that we spread by word of mouth.  It wasn't that the AD&D rules were bad (they must have done some­thing right for me and millions of others to squander our laundry money in favor of buying some very thin books), it's just that we came up with some rules that filled in some gaps, streamlined play in some areas, and expanded on some certain fields.

 

Now it's over a decade since I learned to play and I (and several others) decided it was time to write down some of our accumulated "wisdom".  The DARKHOLD GRIMOIRE reflects the cumulative creativity of quite a few people.  The idea of the DG is the same as the idea behind the AD&D system - to play fair and have fun.  If you find that the DG helps, that's great.  But I won't be too offended if you pick and choose, and modify these rules.

 

 

                                                                                                    Bobby Mitchell

                                                                                                    Author

                                                                                                    January 1991

 

 

 

 

 

 

 

 

 

<future rebuttal goes here>

 

                                                                                                    David P. Murphy

                                                                                                    Editor

                                                                                                    January 1991

 


miscellaneous notes

 

 

 

1.  When used in measurements, the character " will always mean doublemark, never inches.  If inches are to be specified, the word "inches" will be used.

 

2.  The notation L indicates level of experience.

 

3.  Items are sometimes grouped into three lists:  one for things to ignore completely from TSR books, another for changes to items in TSR books, and a third for brand new addi­tions (mostly darkhold-oriented).

 

 

 

 

 

 

cast of characters used in examples

 

 

                                                                  strength    con     dexterity  intelligence wisdom charisma

Frito the Human Fighter                              18 /00      18          17                5                4            10

Guido the Human Cleric                             13           17          15              12              18            12

Rocky the HalfElf Ranger                           18 /00      18          17              18              18            18

Gimme the Dwarven Assassin                     13           18          18 /52         12                7              9

Bimbo the Halfling Thief                            10           17          18 /95         12              12            13

GunSight the Grey Elven Magic-User          7           16          15              18              15            12

Flash Bazbo the Psychedelic Dragon          22           18          16              12                9            10

 


 


 

 

 

1

 

 

 

 

 

 

creating a character

 

 

 

 

 

 

 

 

 

 

Guidelines

 

check the various combinations that race/age/sandbagging could bring.  While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier:  choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table.  Note that the original charisma and comeliness are saved for encounters with other charac­ters of the same race.

 

 

WHAT SHOULD A CHARACTER BE LIKE?

 

As is noted in the various game books, the typical adventurer should be several cuts above the typical peasant.  After all, the character is destined to be the subject of folk songs and tall tales.  However, a character with all 18's probably would have died in childhood as a result of jealousy.  The system detailed below will typically yield at least one 18 and one or two other scores in the 15 and over range without making everyone a SuperDuperMan.

 

 

rolling up ability scores

 

1.  Roll 4d6 eight times.

 

2.  Drop the lowest score from each set.

 

3.  Drop the worst set.

 

4.  Roll 1d6 seven times, indicating each time which particular die score you are trying to replace.

 

5.  Assign the seven values to the desired attributes.  You will want to consider very strongly at this point the race and class (or classes) you would like to play.

 

6.  Roll percentile for strength and dexterity that are 18.

 

7.  Now check the various combinations that race/age/sandbagging could bring.  While the "Racial Benefits/Disadvantages" & "Ability Effects by Race" tables are rather necessary for deciding the race, the age is considerably easier:  choose "Mature", unless you have chosen a spellcasting class, in which case you might want to choose "MiddleAge" - see the "Accumulated Age Ability Effects" table.  Note that the original charisma and come­liness are saved for encounters with other characters of the same race.

 

8.  Adjust for race - add the values from the chosen category from the "Ability Effects by Race" table.  When rising above 18, the rate is 1 line on the strength/dexterity table per point added.

 

9.  Adjust for age - add the values from the chosen category from the "Accumulated Age Ability Effects" table.  When rising above 18, the rate is as described for race adjust­ments.

 

10.  "Sandbag" at the rate of two points for one.  No more than four points may be taken off any one characteristic (or else every Fighter would be ugly and graceless).  When rising above 18, the rate is .10 per point bought - e.g., if you have an 18/18 strength and trade 4 charisma points for 2 strength, your strength jumps to 18/38 - which means you do not move at all on the strength table and you are uglier to boot.  If you sandbag charisma or comeliness, the saved values drop correspondingly.  Also, sandbagging can not push a score past 18/51.

 

11.  Calculate whether the character has a special ability:  the chance is equal to 1%, plus (the number of points above 16 in all attributes) / 2 percent.  Round all fractions up.  If the roll is made, assign a small, non-balance threatening, special ability.  Examples would be infra- or ultra- vision in a character that would not normally have them, a free weapons proficiency, or something else that is nice to have but definitely minor-league.

 

 

an example

 

(STEP 1)

 

"Roll 4d6 eight times."  Mike started out ok but plummeted quickly.

 

6 6 2 2

5 5 3 1

5 1 1 1

4 3 3 3

5 3 3 2

6 3 2 1

3 3 2 1

3 3 2 1

(STEP 2)

 

"Drop the lowest score from each set."

 

6 6 2 = 14

5 5 3 = 13

5 1 1 =  7

4 3 3 = 10

5 3 3 = 11

6 3 2 = 11

3 3 2 =  7

3 3 2 =  7

(STEP 3)

 

"Drop the worst set."  Note that Mike cleverly dropped set #8 as opposed to set #3, for although they are apparently similar (both add up to seven), having two "1"s in a single set offset by a high value for the third member (the "5") offers much more room for improvement in the next step.

 

6 6 2 = 14

5 5 3 = 13

5 1 1 =  7

4 3 3 = 10

5 3 3 = 11

6 3 2 = 11

3 3 2 =  7

(STEP 4)

 

"Roll 1d6 seven times."  Mike got very good rolls here, changing the "2" in set #1 to a "5", the "3" in set #6 to a "4", the "2" in set #6 to a "6", the "2" in set #7 to a 3, and all three scores in set #3 to sixes, the lucky guy.

 

6 6 5 = 17

5 5 3 = 13

6 6 6 = 18

4 3 3 = 10

5 3 3 = 11

6 4 6 = 16

3 3 3 =  9

(STEP 5)

 

"Assign the values to the desired attributes."  You will want to consider very strongly at this point the race and class you would like to play.  Mike had a fighter (no particular race) in mind, so he chose:

 

                            strength   18

                           dexterity   17

                      constitution   16

                            wisdom   13

                       intelligence   11

                           charisma   10

                       comeliness     9

 

(STEP 6)

 

"Roll percentile for strength and dexterity that are 18."  Mike made 23 for his strength roll.

 

                            strength   18 /23                  

                           dexterity   17

                      constitution   16

                            wisdom   13

                       intelligence   11

                           charisma   10

                       comeliness     9

 

 

(STEP 7 AND 8)

 

"Check the race/age/sandbagging combinations." "Adjust for race." After careful deliberation (a 50 cent piece), Mike chose dwarf as his character's race.  Racial adjustments for dwarves are +1 constitution and -1 charisma and comeliness.  Note that the original charisma and comeliness are saved for encounters with other dwarves.

 

                            strength   18 /23                  

                           dexterity   17

                      constitution   17

                            wisdom   13

                       intelligence   11

                           charisma     9        (10)

                       comeliness     8          (9)

 

(STEP 9)

 

"Adjust for age."  Mike decided that his character, now named Flint, would be 123 years old, which is "mature" for a dwarf, resulting in age adjustments of

 

YOUNG ADULT:        +1 constitution                            -1 wisdom

MATURE:                                                +1 strength    +1 wisdom

 

for an actual total of

 

flint:                         +1 constitution    +1 strength

 

Note that the +1 for strength bumped him to the very bottom of the next line on the Strength table (not just 10%).

 

                            strength   18 /51                  

                           dexterity   17

                      constitution   18

                            wisdom   13

                       intelligence   11

                           charisma     9