MOVEMENT
Armored in plate mail, can move 20 feet per 10-second round, triple that speed running, or half that speed climbing or swimming. Overland travel 12 miles per day.
SENSES
Light required to see.
1 in 6 chance to find secret doors.
1 in 6 chance to hear noise/listen at doors.
RETAINERS
For pay and a share of treasure (and XP), any character may hire others into service for expeditions and battles (see Charisma notes at left and hiring retainer rules in the D&D Basic Set Rulebook).
Typical Basic Retainer
AC 8 (shield); HD 1 (4 hp); Move 120 feet per turn (30 feet per round); Str 10; Dex 9; Con 10; Int 10; Wis 11; Cha 11; Attack with spear (melee or range 20/40/60; hit does 1d6 damage):
| AC | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
| "To-Hit" | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| Save Vs. |
Poison | Wand | Stone | Breath | Spells |
| 14 | 15 | 16 | 17 | 17 |
At the DM's discretion, higher level retainers may be available (see page B21). Note that retainers differ from hirelings, specialists and mercenaries (see Expert book, pages X21-X22).
7,041 gold pieces
5 gems (each worth 100 g.p.)
| Weapon | Range | AC 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | Damage | Notes |
| Battle Axe | melee | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 1d8+2 | |
| Dagger | melee | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 1d4+2 | |
| Long Bow | 70'/140'/210' | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 1d6 | 20 arrows |
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Ranged Weapons: Min. 5' required; Short Range (+1 "to hit") / Medium Range (no modifier) / Long Range (-1 "to hit"). For attacks, an unmodified (natural) d20 roll of a 1 always misses, while an unmodified (natural) 20 always hits. |
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