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dmassist1-manual - Museum of Computer Adventure Game History
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1. enter 1 1 for every group of 10 goblins 25 CHANCE OF NEW CN IS 1 10 OF OLD CN CN X WOLF WORG After you added the line CN X WOLF WORG the cursor is moved down positioned for another dependent option to the NEW CN 1 10 line You now want to add 10 to 40 worgs to the encounter These are not a dependent option to the NEW CN 1 10 but they are dependent on 25 CHANCE OF Use the greater than key gt to move the cur sor down to the next period which is indent ed one space this places it on the same COL UMN as NEW CN 1 10 showing that it is dependent on 25 CHANCE OF but not to NEW CN IS 1 10 To add the 10 40 worgs which always appear when worgs appear first enter IM indepen dent monster WOLE select WOLEWORG press RETURN ENTER and tell the program you want from 10 40 WOLEWORGS Worg is an independent monster in this instance because after determining that it will appear the number appearing 10 40 is fixed in all instances When you retum to the record you see 10 40 OF WOLF WORG displayed To add the next monster move the cursor to the period in the next line down which shows you have returned to your base options 25 CHANCE OF NEW CN IS 1 10 OF OLD CN CN X WOLF WORG 10 40 OF WOLF WORG Next enter the goblin chief and bodyguards Since this is a lair encounter and these mon sters always appear in lair the entry is very straightforward 20 Enter
2. The key moves the cursor up the screen and the gt key moves the cursor down the screen when using these keys to edit you must hold the SHIFT key down The left and right arrow keys move the cursor to the left and right To change an encounter move the cursor where you want to make a change and delete and or add material as needed To change the hit points of the wererats move the cursor to the 1 in the 12 x4 entry Then hold down the control key while pressing the D key twice This deletes the 12 To insert 20 in its place type 20 This is what the ANYTHING ELSE TO INSERT means you can just type in additions If while inserting things you want to start a new paragraph use the Control P option When you are done with the encounter use Control Q to quit the encounter and return to the Encounter Menu From this menu you can P rint the encounter or S ave it to disk Use S AVE ENCOUNTER to save the encounter to another disk NOTE For certain systems the computer will ask FORMAT THE ENCOUNTER SAVE DISK Y N If you have not done this before press Y ES and the computer will ask you to insert the disk Insert the disk any thing on this disk will be erased by the for matting press the CR and the disk is for matted NOTE if using an Apple system you must use this option to format your disk Disks formatted with other programs will not work When the computer instructs
3. LL designation You cannot add a new one letter designation nor may you add a two letter designation already in use The format is as shown to keep it consis tent with other options The EX stands for Example A and AT are two of the treasure types available All treasure types that already have letter des ignations are shown in the appendices When you pick a treasure you are given a listing to be filled in for each money type The message at the bottom of the page reads lt UP CR OR gt DOWN E DIT A DD MAGIC You use the key to go up the dis play either the CR or gt to go down the display When the cursor is on the line for the coins gems or jewelry you want to add press the E key E DIT and the computer asks WHAT IS THE CHANCE OF OCCURRENCE 100 This is the percent chance the item will appear in the encounter After you enter the number you want the computer asks HOW MUCH MONEY i START WITH IF MONEY NOT X100 This program is asking for you to enter how many a set number or range of numbers of that coin gem or jewelry you want to appear in the treasure For instance the listing for type A treasure shows 25 1 6000 CP This means that there is a 2596 chance that there will be 1000 6000 copper pieces in the trea sure The note START WITH means that all coins but PP are shown in thousands PP are in hundreds just like the CP mentioned above
4. WHAT IS CHANCE OF OCCURRENCE 1 100 Since the chance is 25 enter 25 The line 25 CHANCE OE now appears The cursor is ready to enter a dependent option based on this chance the chance for worgs in the encounter You need two different numbers to determine how many worgs appear in the encounter The first number depends on the number of goblins 1 worg for every 10 goblins The sec ond number is not dependent on goblins plus 10 to 40 worgs You have to deal with these numbers in different ways Deal with the first number as you did for leaders by doing a number adjustment and then assigning worgs as a DM Dependent Monster Enter NA as a dependent option to the 25 chance Unless the cursor has been moved since you entered 25 as the IR it is in the cor rect position for this Enter the fraction 1 10 for how many groups of 10 goblins there are The line NEW CN IS 1 10 OF OLD CN appears Notice that this line is indented from the 25 line and that the cursor is now over a period that is indented from the NEW CN line This indicates that you are ready to enter information that is a dependent option from that in the NEW CN line and that the information on the NEW CN line is in turn a dependent option on the 25 line To enter the dependent monster worg enter DM the name WOLF highlight WOLEWORG and press the RETURN ENTER key At the question HOW MANY MON STERS ARE THERE
5. If we were to enter 75 here then 7596 of the hill giant encounters this table calls up would be non lair encounters If you entered 90 here then 9096 of the hill giant encounters gener ated by this table would be non lair encoun ters You want all of the hill giant encounters from this table to be non lair so press the RETURN ENTER key for always 100 The screen now shows 1 10 GIANT HILL 0 IN LAIR WEIGHT RARE 100 The program now asks CONFIRM THIS ENTRY Y N If you want to add this encounter to the table press Y otherwise press N NOTE not all monsters have encounter records If you attempt to enter an encounter for a monster which does not have an encounter record you will get an error mes sage After you add to or edit an encounter on the table you must use the S AVE THE TABLE option New tables should be saved on their own disks You may save a large number of tables on a single disk The program will prompt you to number the disks Each disk should have its own number start numbering with 4 When you want to gen erate an encounter from a table you have added to or otherwise modified make sure you insert the disk with that saved table into the computer at the appropriate time CREATING A SIMPLE ENCOUNTER RECORD As noted above before a monster can be added to an encounter table it must have an encounter record This also holds true for calling up encounters for a specific monster
6. NEVER SURPRISED CHOOSE INITIATIVE MOVE IN OWN AND ASTRAL PLANES AT WILL SPELLS CLAIRAUDIENCE CLAIRVOYANCE COMMAND DIMENSION DOOR TELEPORT NO ERROR WALL OF FORCE IMMUNE TO ILLUSION OR MIND AFFECTING MAGIC EMO TION SPELLS LIFE DRAIN OR STEALING ATTACKS TAKE DMG 1 PER DIE AND 1 SAVINGS VS COLD FIRE ACID 19 95 CHANCE TO HIDE 70 TO PICK POCKETS PERFECTLY IMITATE THE SOUND OF ANY ANIMAL OR MONSTER LAIRS HAVE A 95 OF B 20 POISON SKIN FORCES SAVE VS POISON OR DIE 21 COLORATION GIVES 80 CHANCE TO HIDE IN THE PROPER WATERY TERRAIN 22 UNARMED ATTACKS AT 3 5 FRONT CLAWS 1 2 1 2 BITE 1 4 REAR CLAWS 1 4 1 4 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING FROM UP TO 1 MILE 23 SPELLS VENTRILOQUISM FORGET LEVITATE SHATTER DIG FIRE CHARM SAVE AT LVL 19 CLERIC INVIS WHEN IN WILDS AND NOT MOVING NEVER SURPRISED 25 Refers user to MMII for information on the shade 27 Adds following spells to the monster s list of spells DRUID 5 4 4 3 2 1 ILLUSIONIST 5 5 4 3 2 1 28 SPIT SAVE VS POISON OR BE BLINDED 29 Prints treasure of 1D20XQ 30 Refers user to MMII for information on the vagabond 31 SURPRISES OTHERS 3 IN 6 IMMUNE TO ELECTRICAL ATTACKS AND CHARM ENCHANT MENT SPELLS EXCEPT THOSE WHICH INFLUENCE PLANTS AND SAVE VS THESE PIERCING WEAPONS DO ONLY 1 HP DMG PER STRIKE 34 SPELLS CHANGE SELF COMMAND PRODUCE FLAME PYROTECHNICS S
7. Unless a monster has an encounter record the program will not generate an encounter for it A large number of monsters provided with this program do not have encounter records All encounters provided with this program are as per the monster manuals There is an encounter therefore for goblins that includes goblin leaders but not for goblin leaders without goblins If you want to create an encounter record for a monster who already exists we ll cover how to create new monsters in the next sec tion you can Once this is done you may either call it up specifically or add it to a table see above and have it appear randomly You ll create a goblin leader encounter by way of example Before you start be warned Creating encounter records is the most com plex procedure you will face We strongly rec ommend that you start with the simplest encounters and slowly work up to more com plex ones Remember to save your work and back up your disks as you go The first step in creating an encounter record is to get into the Encounter Menu Do this by pressing the E key from the Main Menu and then pressing A for A DD AN ENCOUNTER from the Encounter Editor Menu The program asks WHAT IS THE NAME OF THE MAIN MONSTER You want an encounter with goblin leaders so enter GOB LIN LEADER and press the RETURN ENTER key The program shows us the monster index with GOBLIN LEADER ASST highlight ed This is the monster you w
8. the entire program may be contaminated You should make backups of all disks that come with this product and only make changes to these backups 9 MONSTER DATABASE GUIDE A database is made up of records and a record is made up of fields Each monster has a record Each field con tains a particular piece of information Each monster has a record containing the armor class in one field the THAC in another the name in another the movement in another etc The information contained in a record is common to any single monster of that type independent of an encounter The record for mat closely follows that in the monster man uals The format does not include some infor mation found in the manuals such as num ber appearing or treasure in lair This infor mation can vary with the encounter The record format does include some useful infor mation not in the manuals such as THAC spells known and thieving abilities where this information does not vary with the encounter The Monster Database provides the informa tion on a monster that is common to all monsters of that type in all encounters It is not designed to be the Monster Manuals on a disk We have modified the information in some records through the use of the Special and or Table fields The Special field is used where there is infor mation that is common to more than one monster This information is identified by a number A table in the appendices sh
9. 12 24 HD 4D8 4 HP 22 AT 1 DMG BY WEAPON SA SEE BELOW SD SEE BELOW INT HIGH AL LE SIZE L THAC215 PRIMARY WEAPON TRIDENT 2 7 SECONDARY WEAPON NET amp DAGGER 1 4 UNARMED ATTACKS ARE FORECLAWS 1 2 1 2 REAR CLAWS 1 4 1 4 amp BITE 1 4 NO OF ATTACKS PER ROUND IS 3 OR 5 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING UP TO 1 MILE AWAY 10PP XP 240 SAHUAGIN GUARD LIEUT 17 AC 5 MV 12 24 HD 308 3 HP 12 X5 16 X5 10 X4 24 X3 AT 1 DMG BY WEAPON SA SEE BELOW SD SEE BELOW INTHIGH AL LE SIZE M THACZ16 PRIMARY WEAPON TRIDENT 2 7 SECONDARY WEAPON NET amp DAGGER 1 4 UNARMED ATTACKS ARE FORECLAWS 1 2 1 2 REAR CLAWS 1 4 1 4 amp BITE 1 4 NO OF ATTACKS PER ROUND IS 3 OR 5 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING UP TO 1 MILE AWAY 60PP XP 2453 SAHUAGIN BARON NOBLE 1 AC 3 MV 12 24 HD 6D8 6 HP 33 AT 1 DMG BY WEAPON SA SEE BELOW SD SEE BELOW INT HIGH AL LE SIZEL THACO13 PRIMARY WEAPON CROSSBOW 2 5 SECONDARY WEAPON DAGGER 1 4 UNARMED ATTACKS ARE FORECLAWS 1 2 1 2 REAR CLAWS 1 4 1 4 amp BITE 1 4 NO OF ATTACKS PER ROUND IS 3 OR 5 34 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING UP TO 1 MILE AWAY 18PP XP 539 SAHUAGIN LVL 5 CLERIC 1 AC 5 MV 12 24 HD 6D8 HP 27 AT 1 DMG BY WEAPON SA SEE BELOW SD SEE BELOW INT HIGH AL LE SIZE L THAC 13 PRIMARY WEAPCN TRIDENT 2 7 SECONDARY WEAPON NET amp DAGGER 1 4 UNARMED ATTACKS ARE
10. CP 40 1 100 000 SP 40 10 40 000 EP 55 10 60 000 GP 25 5 5000 PP 50 1 100 GEMS 50 10 40 JEWELRY 15 4 ANY MAP OR MAGIC 1 SCROLL 1 POTION 30 3 1800 PP 55 2 20 GEMS 50 1 12 JEWELRY 1596 1 ANY MAP OR MAGIC IC 30 2 1200 PP 55 1 10 GEMS 50 1 6 JEWELRY 7 ANY MAP OR MAGIC J 10096 3 24 CP JB 10096 3 24 CP 10096 3 18 SP 10096 2 12 EP 100 2 8 GP 100 1 6 PP K 100 3 18 SP L 10096 2 12 EP M 100 2 8 GP MM 10096 2 4 000 GP 10096 1 400 PP 10096 4 16 GEMS N 10096 1 6 PP O 2596 1 4 000 CP 2096 1 3 000 SP P 30 1 6 000SP 25 1 2 000 EP Q 50 1 4 GEMS QC 4 1 4GEMS R 4096 2 8 000 GP 50 10 6 000 PP 55 4 32 GEMS 45 1 12 JEWELRY RB 100 3 18 PP 35 5 20 GEMS S 40 2 8 POTIONS T 5096 1 4 SCROLL TT 10096 1 60 000 GP U 9096 10 18 GEMS 32 UA 33 8096 7096 7096 85 25 25 25 6 3 60 60 55 60 40 40 10 70 20 25 30 55 50 5 30 JEWELRY 1 RING 1 ROD STAFF WAND 1 MISC MAGIC 1 MAGIC ARMOR SHIELD 1 MAGIC SWORD 1 MISC MAGIC WEAPON 1 RING 1 ROD STAFF WAND 1 MISC MAGIC 1 MAGIC ARMOR SHIELD 1 MAGIC SWORD 1 MISC MAGIC WEAPON 2 RING 2 ROD STAFF WAND 2 MISC MAGIC 2 MAGIC ARMOR SHIELD 2 MAGIC SWORD 2 MISC MAGIC WEAPON 3 96 CP 25 3 72 SP 2 48 EP 25 2 32 GP 1 12 PP 1 6 GEMS 4 1 3 JEWELRY 2 ANY MAP OR MAGIC 5 30 000 GP 15 1 800 PP 10 80 GEMS 50 5 40 JEWELRY 1 MAP 1 MISC MAGIC 1 POTION 2 200 CP 4
11. DON T FORGET TO LABEL IT You can use the same disk you have used to save new monsters on see Monster Editor This disk now becomes that numbered disk and should be so labeled for future reference It is possible to use several numbers for the same disk but for greatest efficiency you should use a different number for each disk Q UIT THIS TABLE performs the same func tion as S AVE THE TABLE It also takes you back to the A DD ADJUST TABLES menu O LD TABLE lets you choose an existing table to deal with as explained for a N EW TABLE above C OPY A TABLE allows you to copy an exist ing table as a new table which you can then A DD to D ELETE or E DIT QUIT gets you back to the main menu 6 T REASURE EDITOR This option allows you to modify the trea sures available for the various monsters All of the treasure types shown in the appendix are available to you without using this editor You only need to use this editor if you want to create a special treasure type Using this option presents you with the following menu A DD A TREASURE TYPE C OPY A TREASURE TYPE E DIT A TREASURE TYPE D ELETE A TREASURE TYPE S AVE TREASURES Q UIT If you select A DD A TREASURE TYPE the computer asks WHAT IS THE TREASURE TYPE L OR LL EX A OR AT This same question comes up in the other options In this question L stands for Letter and means you can pick either a one letter L or two letter
12. FORECLAWS 1 2 1 2 REAR CLAWS 1 4 1 4 amp BITE 1 4 NO OF ATTACKS PER ROUND IS 3 OR 5 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING UP TO 1 MILE AWAY 1ST LVL CLERICAL INVIS TO UNDEAD PRO FROM EVIL SANCTUARY 2ND LVL CLERICAL HOLD PERSON X2 RESIST FIRE 3RD LVL CLERICAL ANIMATE DEAD 1100 XP 437 SAHUAGIN LVL 3 CLERIC 2 AC S MV 12 24 HD 4D8 HP 18 X1 10 X1 FAT 1 DMG BY WEAPON SA SEE BELOW SD SEE BELOW INT HIGH AL LE SIZE M THAC 15 35 PRIMARY WEAPON TRIDENT 2 7 SECONDARY WEAPON NET amp DAGGER 1 4 UNARMED ATTACKS ARE FORECLAWS 1 2 1 2 REAR CLAWS 1 4 1 4 amp BITE 1 4 NO OF ATTACKS PER ROUND IS 3 OR 5 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING UP TO 1 MILE AWAY 1ST LVL CLERICAL CURE LIGHT WOUNDS SANCTUARY 2ND LVL CLERICAL HOLD PERSON 7PP XP 360 SHARK COMMON 4 AC 6 MV 24 HD 8D8 HP 24 X1 36 X2 10 X 1 AT 1 DMG 3 12 INT NON AL N SIZE L THACO12 MONSTER IS THE LARGEST OF ITS KIND SMALLER ONES DO LESS DAMAGE XP 3240 4000GP 15GEMS 12JEWELRY 1MISC MAGIC 1 POTION zs Y e n CREDITS Design Paul Murray Victor Penman and James Ward Original Programming Paul Murray Development Victor Penman Documentation Steve Perrin and Victor Penman Data Entry Marte Kay Customized Disk Operating System Apple Version Roland Gustafsson Art and Graphic Design Louis Saekow Design Desktop Publishing David Boudreau
13. If you want a treasure where the coins are counted individually you must enter an asterisk before the numbers Thus entering 23 45 means that the monster will have 23 to 45 coins of the type concerned Without the asterisk the number would be 23 000 to 45 000 coins 2300 to 4500 pp There is no need for the asterisk with gems and jewelry they are always counted individually Entering 12 67 for these means that 12 67 of the gems of jewelry will appear on the trea sure A DD MAGIC allows you to include magic items in the treasure The computer asks WHAT IS THE CHANCE OF OCCURRENCE 1 100 OR D EPENDENT ON ENTRY ABOVE Do not use the D entry unless you have already put in at least one magic item Once you have chosen the percent chance for the item s to appear the comput er asks HOW MANY ITEMS 4 4 This is the number or number range of magic items that will be included in the treasure Once you have picked the number of items the computer presents you with the follow ing list 0 MAP 1 POTION 2 SCROLL 3 RING 4 ROD STAFF WAND 5 MISC MAGIC 6 ARMOR 7 SHIELD 8 SWORD 9 MISC WEAPON The bottom of the screen reads INVERSE MEANS THE ITEM TYPE IS INCLUDED 9 TO ALTER STATUS CR TO QUIT Pressing the appropriate number highlights inverses that item and adds it to the trea sure You cannot quit until you have done something with one of the items If you press all the numbers and then pres
14. ON FOLLOWING TABLE 25 1 HUMAN LVL 7 MAGE 50 1 HUMAN LVL 8 MAGE 75 1 HUMAN LVL 9 MAGE 100 1 HUMAN LVL 10 MAGE Note that when you create a table from the Independent Random you start with the smallest numbers and work up 25 then 50 then 75 and then 100 whereas with the Dependent Random tables start with the largest numbers and work down 150 then 100 and then This concludes the data entry examples The following shows the total entry for bandits showing both the Dependent Monsters and the Independent Monsters involved in a Bandit group EXAMPLE OF ENTRY FOR BANDITS MAIN MONSTER BANDIT BRIGAND APPEARING 20 200 IN LAIR 20 TREASURE IN LAIR A DESCRIPTION NIL 100 APPEARING OF BANDIT BRIGAND MM NEW CN IS 1 20 OF OLD CN NA CN X HUMAN LVL 3 FIGHTER DM NEW CN IS 1 30 OF OLD CN NA CN X HUMAN LVL 4 FIGHTER DM NEW CN IS 1 40 OF OLD CN NA CN X HUMAN LVL 6 FIGHTER DM 1 ROLLS ON FOLLOWING TABLE DV IF CN IS AT LEAST 150 THEN TE 1 HUMAN LVL 10 FIGHTER IM IF CN IS AT LEAST 100 THEN TE 1 HUMAN LVL 9 FIGHTER IM IF CN IS AT LEAST 0 THEN TE 1 HUMAN LVL 8 FIGHTER IM 6 OF HUMAN LVL 2 FIGHTER IM 1 HUMAN LVL 7 FIGHTER IM 25 CHANCE PER 50 IN CN OF DR 1 ROLLS ON FOLLOWING TABLE IV 25 TE 1 HUMAN LVL 7 MAGE IM 50 TE 1 HUMAN LVL 8 MAGE IM 75 TE 1 HUMAN LVL 9 MAGE IM 100 TE 1 HUMAN LVL 10 MAGE IM 15 CHANCE PER 5
15. Printing A amp a Printers and Lithographers APPLE II AND IBM COMPATIBLE COMPUTER INFORMATION Many of our products will work on Apple II and IBM compatible computers Most of our products will work on an Apple II GS in the Apple II emulation mode If you own an Apple II GS Apple compatible or IBM compatible computer we suggest that you consult with our Technical Hotline at 415 964 1200 any workday between the hours of 9 a m and 5 p m Pacific Time to see if an SSI product you re considering purchasing is compatible with your computer If we have insufficient data to determine compatibility you may wish to purchase the product and test for compatibility yourself If the product proves to be incompatible you may return it within 14 days with your dated receipt and we will refund your money Or if you return the product within 30 days you may exchange it for another s ae STRATEGIC SIMULATIONS INC 1046 N Rengstorff Avenue Mountain View CA 94043 Questions or Problems Our main business telephone number is 415 964 1353 We also have a Technical Support Hotline number 415 964 1200 which you can call if you have problems with your disk or need a clarification of the program and or user manual Both numbers can be called every workday 9 to 5 Pacific Time
16. TREASURE TYPES A 25961 6 000 CP 30 1 6 000 SP 35 1 6 000 EP 40 1 10 000 GP 25 1 400 PP 60 4 40 GEMS 50 3 30 JEWELRY 30 3 OF ANY MAP OR MAGIC AC 5 1MAGIC ARMOR 5 1MAGIC SHIELD 5 1MISC MAGIC WEAPON 5 1POTION 5 1SCROLL 5 1 MISC MAGIC AF 5 1MAGIC ARMOR 5 1MAGIC SHIELD 5 1MAGIC SWORD 5 1MISC WEAPON 5 1POTION AM 5 1SCROLL 5 1RING 5 1 ROD STAFF WAND 5 1MISC MAGIC AT 596 1MAGIC SHIELD 5 1MAGICSWORD 5 1MISC MAGIC WEAPON 5 1POTION 5 1RING 5 1 MISC MAGIC 50 1 8 000 CP 2596 1 6 000 SP 2596 1 4 000 EP 25 1 3 000 GP 30 1 8 GEMS 20 1 4 JEWELRY 10 1 ARMOR SHIELD SWORD MISC WEAPON BA 1096 1 ARMOR SHIELD SWORD MISC WEAPON C 2096 1 12 000 CP 30 1 6 000 SP 1096 1 4 000 EP 25 1 6 GEMS 20 1 3 JEWELRY 10 2 OF ANY MAP OR MAGIC CA 1096 2 OF ANY MAP OR MAGIC D 10 1 8 000 CP 1596 1 12 000 SP 1596 1 8 000 EP 30 1 10 GEMS 25 1 6 JEWELRY 15 2 OF ANY MAP OR MAGIC 1 POTION E 596 1 10 000 CP 25 1 12 000 SP 25 1 6 000 EP 25 1 8 000 GP 15 1 12 GEMS 10 1 10 JEWELRY 25 3 ANY MAP OR MAGIC 1 SCROLL F 10 1 10 000 SP 15 1 12 000 EP 40 1 10 000 GP 35 1 800 PP 20 3 30 GEMS 10 1 10 JEWELRY 30 3 OF MAP POTION SCROLL RING ROD STAFF WAND MISC MAGIC ARMOR SHIELD 1 POTION 1 SHIELD G 50 10 40 000 GP 50 1 2 000 PP 30 5 20 GEMS 25 1 10 JEWELRY 35 4 ANY MAP OR MAGIC 1 SCROLL H 25 5 30 000
17. asks C JOMMON 26 UNCOMMON R ARE OR V ERY RARE Note that you are now asked to pick the Weight of the encounter how often it is called by the table Press the key for the fre quency you want frequencies are as defined in the monster manuals Then the computer asks WHAT OF ITS FREQUENCY DOES THIS ENCOUNTER OCCUR 1 99 OR CR FOR ALWAYS This determines how often this encounter is called when AN encounter with the monster is called for In this case there are two orc entries because they are very different depending on whether the orcs are in a lair or not The above encounter is the out of lair encounter shown by the entry IN LAIR This entry shows a 65 chance that the IN LAIR will come up for orcs If you look at the other entry for orcs you will find that the 10096 IN LAIR has a Frequency of 3596 For monsters which have no difference except treasure between lair and not in lair there is only one entry for the monster When you have answered these questions the computer asks CONFIRM THIS ENTRY Y N If everything is the way you want it press Y If you don t like the way it came out press N and the screen shows INFOR MATION NOT ENTERED the entry you were editing remains the same as it was before you started editing Press lt CR gt and you are back at the A DD ADJUST TABLES Menu D ELETE AN ENCOUNTER FROM THE TABLE allows you to do just that The com put
18. based on a percentage chance which calls for an Independent Variable We enter IV Like DV IV sets up a table The system asks HOW MANY ROLLS ON THE TABLE You only want one monster so you only want one roll Enter 1 The line 1 ROLLS ON FOLLOWING TABLE appears To set up the table enter TE table entry The system asks TYPE IN WHEN ITEM ON TABLE OCCURS 1 100 Since there is a 2596 chance for one of the magic users to appear type in 25 The line 2596 is displayed with the cursor indented and below it Enter IM HUMAN select HUMAN LVL 7 MAGE and enter 1 Return to the record screen with the cursor below and in line with the 1 HUMAN LVL 7 MAGE line indicating it is ready for a higher level option to the 2596 line Since you have already accounted for all the monsters you want to appear on a percentage die roll from 1 to 25 move the cursor down one line to enter another dependent option to the 1 ROLLS ON FOLLOWING TABLE line Here again enter TE The TYPE IN WHEN ITEM ON TABLE OCCURS line is shown again but instead of a range of 1 to 100 you now have a range from 26 to 100 to choose from Enter 50 and then go through the same steps you went through to add the previous mage only now add a level 8 mage Then use the same procedure to add a level 9 mage 75 and a level 10 mage 100 6 OF HUMAN LVL 2 FIGHTER 1 HUMAN LVL 7 FIGHTER 25 CHANCE PER 50 IN CN OF 1 ROLLS
19. enter a complicated encounter Three examples of encounter record entry are presented below we recommend that you work through each as they are explained to you SIMPLE ENCOUNTER CARNIVOROUS APE Most single monster encounters are simple encounters These encounters only have one level of one type of monster although there may be a number of them An example of such an encounter is the Ape Carnivorous From the Encounter Database Menu select the A DD option When asked for the main monster type APE and press the RETURN ENTER key Ape Carnivorous is highlighted on the screen and you again press the RETURN ENTER key and the screen to create that encounter record appears The MAIN MONSTER is identified as APE CAR NIVOROUS You are asked how many mon sters there are Your choices are to enter either a fixed number of monsters or a range of monsters Since there can be 2 to 8 Carnivorous Apes in an encounter enter 2 8 and press the RETURN ENTER key The program now asks WHAT IS THE MONSTER S PERCENT IN LAIR 0 100 With this monster it doesn t matter whether the encounter is in a lair or not because the encounters are handled the same In these sit uations the number entered is as in the Monster Manual in this case 10 If there is a difference other than treasure type and number it is handled as explained later for the more complicated encounter types The program now asks WHAT T
20. in the monsters as encountered in a lair and outside of a lair you must create two sep arate encounters For the lair encounter enter 100 for the MONSTER S IN LAIR For the nonlair encounter enter 0 for the MON STER S IN LAIR Another part of the pro gram calls the lair encounter 40 of the time and the nonlair encounter 60 of the time For this moderate difficulty encounter use the lair encounter Enter 100 for IN LAIR Treasure Because goblins have an addition al treasure type C when in their lair enter C at the prompt WHAT TREASURE DOES THE MONSTER HAVE WHEN IN LAIR Treasures which the monsters always have are recorded as part of the Monster records The differences between the simple and mod erate encounters really begin after you enter 100 for the 96 of main monster appearing In a goblin encounter you may see a number of monsters in addition to normal goblins You may encounter leaders and assistants sub chiefs and guards chiefs and bodyguards worgs and bugbears These need to be added to the encounter as appropriate The proce dure for adding these monsters to the encounter is a little complex and to under stand it requires some explanation of how the program works When the computer generates an encounter it randomly determines a number as indicat ed in the Encounter Record for the number of main monsters appearing for goblins this is a number from 40 through 400 The pro gram re
21. is a monster other than the main monster who always appears in the same pre determined number or number range once a certain condition is met In this lair encounter the chief and bodyguards are independent mon sters in a lair encounter there is always one chief and 2 8 bodyguards NA means Number Adjustment This is an adjustment to the existing current number CN to create a new current number CN needed for the encounter calculations For example you have one leader and four assis tants for every 40 goblins which appear To calculate the number of leaders and assis tants start with the original current number which always starts as the total number of main monsters of regular goblins appearing in the encounter Then adjust this number to a number that allows you to do the calcula tions needed Since you need to know how many groups of 40 goblins there are divide the original CN by 40 Multiply this new CN by 1 to arrive at the correct number of leaders 1 leader per group of 40 and multiply the new CN by 4 to arrive at the correct number of assistants 4 assistants per group of 40 After you have completed the NA or SN see below options the cursor returns to the col umn under the original NA or SN entry After completing all options cursor moves back to the left margin the CN is reset to its original value e SN stands for Set Number and it is used when the CN must be set to a specific num ber or rang
22. key increases the displayed intelligence Alignment Type in the letters for the align ment and the program displays the correct words All alignments have a two letter code which calls up a two word alignment The exception to this is the Neutral Neutral align ment which has the single code N and is dis played as Neutral The alignment codes are the first letters of the words which make up the alignment The codes are LG LN LE NG N NE CG CN CE The option V for Variable is also available e Size Size is either Small Man sized or Large These codes are S M and L e Special This calls up information from a special table that is incorporated into the information provided in the encounter A number is entered here that can be found in the listing in the Appendices Experience Value This is entered as a base number plus a certain number per hit points Where the experience points are fixed this number per HP is Since the first number cannot exceed 64 000 we have had to do some calculations with the second number to get the right XP for a very few monsters In all instances the number we provide for the monster in the encounter is correct Note Table This is used where the same monster may require different information in certain situations For example different members of a Bandit band may be armed and armored in different ways Where this occurs the note table is used to call up the correct
23. must have a printer to use the print option You are now returned to the Encounter Editor Menu CREATING A MONSTER As noted above before you can create an encounter record for a monster you must have a monster record for that monster The creation of a monster record is a straight for ward procedure but it can be lengthy For this reason we are not providing a separate quick start section on creating a monster record Instead you should read the Monster Database section for instructions Much of what has been given above is a sim plified or condensed version of the proce dures to add to or change what we have pro vided in this program More complete expla nations are provided in the chapters which follow 3 THE MONSTER DATABASE This is the part of the program which holds the records for each monster CONVENTIONS In creating the Monster Database certain conventions were followed Where a monster can have a range of hit dice attacks etc we have provided a sample monster that uses the maximum hit dice attacks etc This con vention is followed for most monsters drag 8 ons for example are an exception Where a monster has an unlimited ability HD for lich as an example we provide a sample monster that uses the minimum If you want a monster with higher hit dice you must use the Monster Editor to add it change the one we provided or add a new monster with the HD you want When using the
24. other entry NEVER TURN OFF THE MACHINE UNTIL YOU HAVE RETURNED TO THE MAIN MENU If you turn off the machine too soon the entire program may be contaminated DOCUMENTATION CHECK Your disks are not copy protected so that you may install them on a hard disk or make copies for back ups There are documentation checks When a documentation check appears on the screen find the indicated sec tion of this user manual type enter the word requested and press the RETURN ENTER key The program will not operate unless you answer the documentation check questions correctly The Modules There are a number of separate tasks per formed by different parts of the package These are 1 Monster Database this contains the infor mation needed for any single monster 2 Encounter Database this contains the information needed to produce an encounter with any monster in the Monster Database 3 Encounter Tables this contains the infor mation needed to assign the correct probabil ity of an encounter occurring with any monster included in a table Tables are based on the location of the encounter 4 Encounter Generator this uses the infor mation contained in the Monster and Encounter databases to generate the en counter called for by the Table it also permits the DM to call up an encounter for any specified monster In addition there are routines available to save monsters encounters and treasures to disk to print ou
25. period enter DM to tell the program you are adding another dependent monster goblin assistant 18 to the encounter Again enter goblin high light GOBLIN LEADER ASST at the index and press the RETURN ENTER key However when the program asks HOW MANY MON STERS ARE THERE enter 4 because while there is one leader for every group of 40 gob lins there are 4 assistants The number you want to generate for the assistants is 4 times the number of goblin leaders or 4 times the number of goblin multiples of 40 When you return to the record you see that CN X 4 OF GOBLIN LEADER ASST has been added The difference between this line and the line above is the number 4 which appears between X and OF The line for lead er has no number here because by conven tion the absence of a number indicates the number is 1 NEW CN IS 1 40 OF OLD CN CN X GOBLIN LEADER ASST CN X 4 OF GOBLIN LEADER ASST Where there is a number other than 1 that number is shown The X on this line is a mul tiplication operator and the line is read as Current Number times 4 of GOBLIN LEAD ER ASST Both of these monsters could have been entered as one monster as one entry that is 5 times the CN since they are the same mon ster But for clarity and to strictly follow the encounter format as given in the Monster Manual we show them as separate entries Now that you have set up the chances of get ting a leader and assistants you no longer ne
26. the dependent option enter IM BUGBEAR select BUG BEAR and the numbers 2 12 20 CHANCE OF 2 12 OF BUGBEAR The encounter is now complete Hold down the Control key while pressing the Q key to exit When asked if you want to save the 21 encounter press N we have already provided this encounter When entering a genuine new encounter press the Y key and the encounter is saved to disk If you want a print out of the encounter record press the Y key when asked if you want to print the encounter That is everything necessary for a moderate level encounter GOBLIN NONLAIR ENCOUNTER Before going to a complicated encounter look at how to create the other half of the goblin encounters those which occur out side of lairs Start by choosing the C OPY option from the menu Since all the information we want has been placed into the goblin lair encounter it is easiest to copy and to edit this record into the nonlair encounter After selecting Goblin for the name of the encounter you want copied the top portion of the lair record is shown on the screen just enough to identify it as the record you want We enter Y to indicate this is the correct encounter Next change the IN LAIR percent from 100 to Press the less than key lt three times to highlight IN LAIR Hold down the control key while pressing the E key CNTL E to call up the edit option For the percent of mon s
27. up an encounter from a table press the T key M onster Specific permits you to choose the monster encounter you want After you press the M key you will be asked for the name of the monster you want the encounter with and the program will provide that encounter for you assuming it exists in the database R ecall permits you to call up a specific encounter you had earlier saved to disk This encounter may be one you constructed entirely on your own or one the computer provided but which you modified to suit you You would press the R key to choose this option until you have saved a specific encounter Recall won t have anything for you Several other menu options are available to you Q uit takes you back to the main menu L evel permits you to pick if you want EASY MEDIUM or HARD encounters Pressing the L key changes the difficulty highlighted on the screen the one the program will use G eneration allows you to choose the long or short form for your encounter The long form provides much more detailed informa tion The short form is much smaller and eas jer to handle when you are running a game Getting an Encounter from a Table From the Encounter Generation Menu press the T key The message WHAT IS THE NAME OF THE TABLE appears on the screen Type in the name of the table you want and press the RETURN ENTER key The index of encounter tables is displayed on the screen with the table you jus
28. used when enter ing records for different levels or classes of the same monster Note that there is no name on the copied monster record You must supply a new name 4 ENCOUNTER DATABASE Before you can get an encounter with a mon ster there must be an encounter record for that monster which is part of the Encounter Database WARNING creating encounter records is the most complex operation you can perform with this program Be sure to start with sim ple encounters and work up to more compli cated ones as you come to understand the system Be sure to save your work frequently and make back up copies of your disks 13 ENCOUNTER DATABASE GUIDE The Encounter Database records provide all necessary information for the encounters not provided in the Monster Database records The structure of these records is much more complicated than the Monster Database because this database has to account for the variety of ways in which AD amp D game encounters are put together The following instructions are for those DMs who want to invent their own encounters If you just want to use the Encounters present ed in the Monster Manual you do not need to read this section If you have added your own monsters to the Monster Database and want to add them to the Encounter Tables you must use the Encounter Editor The Encounter Record The Encounter database is similar to the Monster Database because it provides infor mation tha
29. you to insert the disk you wish to save the Encounter on leave the formatted disk in the drive and hit lt CR gt again The computer asks you to name 4 the file and then saves the encounter with this name for future use You can use R ECALL ENCOUNTER FROM DISK to get the encounter back again To see a directory of the encounters you have saved use the CATALOG command at the bottom of the screen Use Q UIT to get back to the T ABLE ENCOUNTER menu Use Q UIT on this menu to get back to the G ENERATE ENCOUNTER menu GETTING A MONSTER ENCOUNTER Now let s generate a M ONSTER SPECIFIC ENCOUNTER Press the M key on the G ENERATE ENCOUNTER MENU The Computer asks WHAT IS THE NAME OF THE MAIN MONSTER OF THE ENCOUNTER The Main Monster is the pri mary monster of the encounter the monster that the rest of the encounter revolves around Monsters that are the main monster in one encounter such as bugbears can be secondary monsters in other encounters as in goblin encounters For this example type in GOBLIN and press the CR key Whenever you type in a Main Monster name be sure it is a monster that is in the Monster Database The computer displays the part of the Monster listing with GOBLIN highlighted You don t have to type in a complete name to get a listing If you had typed in GO you would see the list with GOAT highlighted Just typing in G would highlight GALEB DAHR The name alph
30. 0 2 200 SP 2 200 EP 40 2 200 GP 1 2 POTION SCROLL ROD STAFE WAND MISC MAGIC 2 12 000 GP 1 3 000 CP 25 1 4 000 SP 1 4 000 EP 3096 1 4 000 GP 1 600 PP 10 60 GEMS 50 5 30 JEWELRY 3 ANY MAP OR MAGIC APPENDIX D ENCOUNTER TABLES Monster Level I Monster Level II Monster Level III Monster Level IV Monster Level V Monster Level VI Monster Level VII Monster Level VIII Monster Level IX Monster Level X Civilized Mountains Cold Temperate or Tropical Civilized Hills Cold Temperate or Tropical Civilized Forest Cold Temperate or Tropical Civilized Swamp Cold Temperate or Tropical Civilized Plains Cold Temperate or Tropical Civilized Desert Cold Temperate or Tropical Wilderness Mountains Cold Temperate Or Tropical Wilderness Hills Cold Temperate or Tropical Wilderness Forest Cold Temperate or Tropical Wilderness Swamps Cold Temperate or Tropical Wilderness Plains Cold Temperate or Tropical Wilderness Desert Cold Temperate or Tropical Shallow Fresh Water Deep Fresh Water Shallow Saltwater Deep Saltwater Astral amp Ethereal Planes City APPENDIX E LONG AND SHORT FORMS The following shows the differences between the long and short encounter forms Example of Short Form Display SAHUAGIN 80 AC 5 MV 12 24 HD 2D8 2 HP 10 X15 8 X6 7 X 30 12 X1 15 X12 AT 1 DMG BY WEAPON AL LE
31. 0 IN CN OF DR 1 ROLLS ON FOLLOWING TABLE IV 25 TE 1 HUMAN LVL 5 CLERIC IM 1 HUMAN LVL 3 CLERIC IM 50 TE 1 HUMAN LVL 5 CLERIC IM 1 HUMAN LVL 4 CLERIC IM 75 TE 1 HUMAN LVL 6 CLERIC IM 1 HUMAN LVL 3 CLERIC IM 100 TE 1 HUMAN LVL 6 CLERIC IM 1 HUMAN LVL 4 CLERIC IM OTHER AD amp D GAME ENCOUNTER OPTIONS Certain options receive additional explana tion in the following sections Set Number SN SN stands for Set Number and it is used when the CN must be set to a specific num ber or range of numbers not as a fraction of the original CN For instance there are situa tions where there may be 1 6 leaders with a group of monsters and these leaders can be several different types or levels This does not show up in the examples provided above so the following entry taken from the dwarves write up shows how it is used NEW CN IS 2 12 SN CN ROLLS ON FOLLOWING TABLE 25 1 DWARF LVL 2 FIGHTER 50 1 DWARF LVL 3 FIGHTER 24 75 1 DWARF LVL 4 FIGHTER 100 1 DWARF LVL 5 FIGHTER Main Monster not 100 In instances where part of the NUMBER APPEARING includes monsters other than the main monster do not use 100 of the CN for main monster For example 25 of the centaurs appearing are a different monster type Centaur Leaders In this instance NUMBER APPEARING OF CENTAUR MAIN MON STER is set to 75 The remaining 25 is used for Centaur Leaders If 100 c
32. AGIC FIRE AND GAS CONVERSE WITH ANY INTELLIGENT CREATURE 2 SPELLS CHARM PERSON SUGGESTION ILLUSION INFRAVI SION TELEPORT NO ERROR KNOWN ALIGNMENT FEAR ANIMATE DEAD SUMMON DEVIL SIMILAR TO MONSTER SUMMONING CONVERSE WITH ANY INTELLIGENT CREATURE HALF DMG FROM COLD AND GAS ATTACKS TAKE NO DMG FROM MAGICAL OR DRAGON FIRE 3 DETECT HIDDEN OR INVISIBLE AS SPELL IN 60 RADIUS ROUTS NON AGGRESSIVE CREATURES UNDER 1 HD OTHERS UNDER 3 HD MUST SAVE VS MAGIC OR BE PARALYZED 50 OF TIME OR ROUT 50 OF TIME CREATURES BETWEEN 3 AND 6 HD MUST SAVE VS MAGIC OR FIGHT AT 1 THAC SAV ING AT 3 VS THIS DRAGON 4 Allows chance of magic items to be multiplied by monster s hit dice 6 Prints only the thief skills used by a monk 7 MONSTER IS THE LARGEST OF ITS KIND SMALLER ONES DO LESS DMG 8 IMMUNE TO ILLUSION OR MIND AFFECTING MAGIC EMOTION SPELLS LIFE DRAIN OR STEALING ATTACKS TAKE 1 DMG PER DIE AND 1 SAVING VS COLD FIRE AND ACID 9 Individual treasure appears only when monster is in lair 10 CAN MOVE THROUGH THE 9 HELLS THE ASTRAL ETHEREAL LOWER PLANES AND THE ABYSS AT WILL HAVE PER SONAL NAMES BY WHICH THEY CAN BE SUMMONED PENTA GRAMS PROTECT A PERSON FROM DAEMONKIND HAVE INFRA AND ULTRAVISION SPELL LIKE ABILITIES DETECT INVIS READ MAGIC COMPREHEND LANGUAGES INVIS TELEPATHY WORD OF RECALL HALF DMG FROM ACID COLD MAGICAL AND DRAGON FIRE IMMUNE TO POISON PARALYS
33. AIR This tells us that we have from 4 to 24 were rats in this encounter and that this is a lair encounter This is the type of encounter we wanted so we press the Y key to accept it The message 20 MONSTER S APPEARING IS THIS ACCEPTABLE Y N is now dis played We ll assume this is too many rats and press the N key The message HOW MANY DO YOU WANT now appears at the bottom of the screen We want 12 so we type in 12 and press the RETURN ENTER key The message 12 MONSTER S APPEARING IS THIS ACCEPTABLE Y N is displayed This is what we want so we press the Y key Some disk swapping may be required here The computer presents the Encounter Menu E DIT DISPLAY ENCOUNTER S AVE ENCOUNTER R ECALL ENCOUNTER FROM DISK P RINT ENCOUNTER QUIT To look at the encounter press E to use the Edit Display option The following encounter or something like it appears on the screen LYCANTHROPE WERERAT X12 AC6 MV 12 HD 3D8 1 HP 19 X2 17 X3 12 X4 13 X2 22 AT 1 DMG BY WEAPON SA SWORD 1 8 SURPRISE ON A 1 4 SD SILVER OR 1 OR BETTER WEAPON TO HIT INT VERY AL LE SIZE M THAC 16 XP 2540 IN LAIR TREAS 2 JEWELRY 1POTION 1WAND STAFF ROD The above is in the standard AD amp D game format It shows the name of the creature how many creatures are present 12 the armor class AC of the creature how far it can move MV in one turn its hit dice HD and the hit points HD
34. Goblin and press the RETURN ENTER key CR The monster index is now displayed with GOBLIN highlighted Press the greater than key gt twice to high light GOBLIN LEADER ASST and then press the RETURN ENTER key CR to select that monster The program now asks HOW MANY MON STERS ARE THERE This is a little tricky What you want is not the total number of leaders but the number of leaders for every 40 goblins Since there is 1 leader for every 40 goblins enter 1 With this entry the line CN X GOBLIN LEADER ASST is added to the screen The cur sor is again positioned over a period that is alone in the next line But this time the peri od is not one space to the right of the infor mation one line above it CN X but one space to the right of the information two lines above it NEW CN IS This means that information on the current line contin ues to depend on the NEW CN IS line Now add the goblin assistants ASSTS to the encounter You could create a new CN again first exit from the current new CN by press ing the greater than gt key This moves the cursor over the period on the next line which is all the way to the left This returns the cur sor to the base options The CN returns to its original number equal to the number of reg ular goblins in the encounter Since the cur rent dependent option gives you the CN you want you may as well use it While the cursor is over the indented
35. Goblin SubChief Guards which don t show up if there are less than 200 goblins have the same better AC and hit dice plus a better THAC There is also a chance that the display will show Worgs another dependent monster This is explained in the Encounter Database Guide Pressing CNTL Q returns you to the Encounter Menu ENCOUNTER SETTINGS At this point note that all of the encounters have used the default setting of MEDIUM dif ficulty and were displayed in the LONG form When EASY difficulty is selected all monsters have 1 subtracted from their hit points for each hit die they have down to a minimum of 1 HP per HD When HARD is selected all monsters have 1 added to their hit points for each hit die they have up to the maximum HP per HD permitted The SHORT form is different from the LONG form in that it does not display an SA SD or DESCRIPTION for the monsters An example of the two forms is given in the Appendices Return to the Main Menu If you are working through these examples you want to press the Q key until the Main Menu appears on your screen FURTHER OPTIONS FROM THE DM ASSISTANT MAIN MENU In addition to the G enerate Encounter option above the following options are available from the Main Menu R OLL DICE This is a simple program that allows you to roll dice on the computer instead of with polyhedral dice The computer asks ROLL WHAT DICE D OR D Fill in all
36. HIS TABLE A DD TO THE TABLE allows you to add a new monster to the table This must be a monster that is already available in the Monster Database E DIT THE TABLE allows you to change the parameters of the table First you are asked DO YOU WISH TO CHANGE THE TABLE NAME Y N Once you have answered that question the computer asks WHAT IS THE NAME OF THE MAIN MONSTER OF THE ENCOUNTER YOU WISH TO EDIT When you have cho sen the monster it shows an encounter list ing and asks IS THIS THE ENCOUNTER Y N If this monster has only one encounter or effectively only one with the only difference between lair non lair being the type of treasure its entry will look like this 1 6 GHAST 10 IN LAIR If you answer N to the question the pro gram will present other encounters with that monster if there are others until it tells you THIS MONSTER DOESN T HAVE THE ENCOUNTER and you must press the lt CR gt which takes you back to the A DD ADJUST TABLES menu If you answer yes the computer checks the table If the monster does not appear on the table it says THIS ENCOUNTER IS NOT IN THE TABLE You must press lt CR gt which returns you to the A DD ADJUST TABLES menu If the monster is on the table it shows a dis play that looks like this 30 300 ORC 0 IN LAIR WEIGHT COMMON 65 The computer then asks DO YOU WANT TO CHANGE THE ENCOUNTER Y N If you answer Y ES it
37. I MAKES NO WARRANTIES EITHER EXPRESS OR IMPLIED WITH RESPECT TO THE SOFTWARE PRO GRAM RECORDED ON THE DISKETTE OR THE UTILITIES DESCRIBED IN THIS MANUAL THEIR QUALITY PERFORMANCE MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE THE PROGRAM IS SOLD AS IS THE ENTIRE RISK AS TO THEIR QUALITY AND PERFORMANCE IS WITH THE BUYER IN NO EVENT WILL SSI BE LIABLE FOR DIRECT INDIRECT INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULT ING FROM ANY DEFECT IN THE PROGRAM EVEN IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU ADVANCED DUNGEONS amp DRAGONS and AD amp D are trademarks owned by and used under license from TSR Inc Lake Geneva WI USA Copyright 1988 Strategic Simulations Inc All Rights Reserved Copyright 1988 TSR Inc All Rights Reserved This user manual any accompanying printed material and the computer programs on floppy disks or cassettes described herein are copyrighted and include proprietary information belonging to Strategic Simulations Inc and TSR Inc No one is permitted to give or sell copies of this handbook any accompanying printed material and the computer programs on floppy disks or cassettes or listings of the programs on floppy disks or cassettes to any person or institution except as provided for by written ag
38. IM The monster name is GOBLIN select GOBLIN CHIEF BODYGUARD and press RETURN ENTER The number of mon sters is 1 You have just entered the chief To enter the bodyguards enter IM enter GOBLIN select GOBLIN CHIEF BODY GUARD and press the RETURN ENTER key The number of monsters is 2 8 The body guards are entered 1 GOBLIN CHIEF BODY GUARD 2 8 OF GOBLIN CHIEF BODYGUARD Two more monsters remain to be added Both monsters have a chance of appearing in any lair encounter but since the chance is dif ferent they have to be added separately Note that one of the monster types worgs has already been added once However since the conditions for that appearance 25 with any goblin group are different from the lair condition 60 in a lair encounter you have to account for the possibility of an additional worg group separately To enter the worgs first set up the conditions an independent always happens in a lair and random 60 chance they ll be there encounter Enter IR and a chance of 60 As the dependent option we enter IM indepen dent monster WOLE and select WOLF WORG The number of the monsters is 5 30 After returning to the record move the cursor down over the period on the next line 1 GOBLIN CHIEF BODY GUARD 2 8 OF GOBLIN CHIEF BODYGUARD 60 CHANCE OF 5 30 OF WOLF WORG You again have an independent random chance of the monster being in the lair Enter IR and a chance of 20 As
39. IS AND NORMAL WEAPONS FULL DMG FROM ENCHANTED IRON AND SILVER WEAPONS MR IS FOR 1ST LEVEL SPELLS 5 MR PER LEVEL OF SPELL ABOVE 1ST MR IS AS VS 11TH LEVEL SPELL CASTER DAEMON MUST FAIL MAGIC SAVING THROW TO USE MAGIC ITEM 11 VARIOUS GOOD ALIGNMENTS CAN TRAVEL THROUGH PLANES OF GOOD ALIGNMENT GENERALLY OPERATE WELL IN ANY ENVIRONMENT SPIRIT IS INVULNERABLE BODY CAN BE DESTROYED ON ELEMENTAL OR PRIMEMATERIAL PLANE WILL NEVER NEGO TIATE WITH EVIL BEINGS CAN EVALUATE OPPONENTS TO DETERMINE GREATEST THREAT CAN DIVIDE ATTACKS SPELL LIKE POWERS USABLE 1 AT A TIME 1 PER ROUND CURE DISEASE 3 DAY CURE LIGHT WOUNDS 7 DAY CURE SERIOUS WOUNDS 3 DAY DETECT EVIL ILLUSIONS MAGIC TRAPS 7 DAY DISPEL MAGIC 7 DAY ETHEREAL NESS HEAL 1 DAY KNOW ALIGNMENT INVIS INVIS 10 RADIUS LIGHT EFFECT VARIES POLY SELF READ MAGIC REMOVE CURSE OR FEAR TELEPORT NO ERROR TONGUES ULTRAVISION PROT FROM EVIL IMMUNE TO NORMAL WEAPONS COLD ELETRICAL MAGIC MISSILE PETRIFICATION POISON NORMAL FIRE BASED ATTACK LIFE LEVEL LOSS DEATH MAGIC GAS ATTACK SPELLS HALF DMG FROM MAGICAL OR DRAGON FIRE MONADIC TAKE NO DMG 12 90 RESISTANT TO CHARM AND SLEEP SPELLS 14 SAVING THROWS AT 4 LEVELS HIGHER VS MAGIC AND POISON 15 SURPRISE ON A 1 4 SAVING THROWS AT 4 LEVELS HIGHER VS MAGIC AND POISON 16 Prints NA for armor class 17 Refers user to MMII for information on the minimal 18
40. OFFICIAL d Advance Dungeonsj ragons Y COMPUTER PRODUCT DUNGEON MASTERS ASSISTANT OLUME I ENCOUNTERS ko noy E EX F T x i i E j s t i Ex n Ed TE i y Generate gf Over 1300 your own A WWE monsters amp 4 Encounters L Ap i characters j for AD amp D b including all game play i _ monsters from Les i u the official V Qver 1000 M ane AW Sco separate as A M n al nd 4 encounters ndi Monster provided Manual II For use as an aid with AD amp D game play only This is not a game Mee 1988 TSR Inc 1988 Strategic Simulations Inc All rights reserved STRATEGIC SIMULATIONS INC LIMITED WARRANTY Strategic Simulations Inc SSI warrants that the diskette s on which the enclosed program is recorded will be free from defects in materials and workmanship for a period of 30 days from the date of purchase If within 30 days of purchase the diskette s prove defective in any way you may return the diskette s to Strategic Simulations Inc 1046 N Rengstorff Avenue Mountain View CA 94043 and SSI will replace the diskette s free of charge In addition if the diskette s prove defective at any time after the first 30 days return the diskette s to SSI and SSI will replace the diskette s for a charge of 10 00 each disk plus 3 00 for shipping and handling California residents add applicable sales tax SS
41. REASURE DOES THE MONSTER HAVE WHEN IN LAIR Since this monster has a C treasure type enter C here The program now instructs TYPE ANY DIF FERENCE FROM OTHER ENCOUNTER WITH SAME MAIN MONSTER In this case there are none so press the RETURN ENTER key The program now instructs CHOOSE OPTION Type MM for Main Monster The program asks HOW MANY MAIN MONSTERS AS OF NUMBER APPEARING 1 100 Since all of the main monsters are to be Ape Carnivorous type 100 and press the RETURN ENTER key This is the minimum information needed for a valid record If you enter less information than this you cannot generate an encounter which uses that record Since you have entered all information neces sary for a simple encounter press the Control and Q keys CNTL Q to quit The program asks if the encounter is to be saved Since this encounter already exists in your database press N for No Normally you would want to save the encounter by pressing Y Follow the instructions on the bottom of the screen to save the new encounter for use by the program MODERATE ENCOUNTER GOBLINS The goblin is an example of a moderately dif ficult encounter the final form of this encounter record is shown at the end of this section Enter the initial information in much the same manner as for the apes but with the following exceptions Lair Because there are significant differ ences
42. SIZE M THACS16 SPEAR 1 6 DAGGER 1 4 X24 TRIDENT 2 7 NET amp DAGGER 1 4 X40 HVY CROSSBOW 2 5 DAGGER 1 4 X16 280PP XP 5176 SAHUAGIN CHIEFTAIN 1 AC 4 MV 12 24 HD 4D8 4 HP 22 AT 1 DMG BY WEAPON AL LE SIZE L THAC 15 10PP XP 240 SAHUAGIN GUARD LIEUT 17 AC 5 MV 12 24 HD 3D8 3 HP 12 X5 16 X5 10 X4 24 X3 AT 1 DMG BY WEAPON AL LE SIZE M THAC216 BOPP XP 2453 SAHUAGINBARON NOBLE 1 AC 3 MV 12 24 HD 6D8 6 HP 33 AT 1 DMG BY WEAPON AL LE SIZE L THAC 13 18PP XP 539 SAHUAGIN LVL 5 CLERIC 1 AC 5 MV 12 24 HD 6D8 HP 27 AT 1 DMG BY WEAPON AL LE SIZE L THAC 13 11PP XP 437 SAHUAGIN LVL 3 CLERIC 2 AC 5 MV 12 24 HD 4D8 HP 18 X1 10 X1 AT 1 DMG BY WEAPON AL LE SIZE M THAC215 7PP XP 360 SHARK COMMON 4 AC 6 MV 24 HD 8D8 HP 44 X1 36 X2 60 X Ty AT DMG 3 12 AL N SIZE L THACQ12 XP 3240 4000GP 15GEMS 12JEWELRY 1MISC MAGIC 1 POTION Example of Long Form Display SAHUAGIN 80 AC 5 MV 12 24 HD 208 2 HP 10 X15 8 X6 7 X 30 12 X17 15 X12 AT 1 DMG BY WEAPON SA SEE BELOW SD SEE BELOW INT HIGH AL LE SIZE M THAC216 SPEAR 1 6 DAGGER 1 4 X24 TRIDENT 2 7 NET amp DAGGER 1 4 X40 HVY CROSSBOW 2 5 DAGGER 1 4 X16 UNARMED ATTACKS ARE FORECLAWS 1 2 1 2 REAR CLAWS 1 4 1 4 amp BITE 1 4 NO OF ATTACKS PER ROUND IS 3 OR 5 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING UP TO 1 MILE AWAY 280PP XP 5176 SAHUAGIN CHIEFTAIN 1 AC 4 MV
43. UMMON 1 ABISHAI 20 TAIL STRIKE DOES 1 2 CONVERSE WITH ANY INTELLIGENT CREATURE HALF DMG FROM COLD AND GAS NO DMG FROM MAGICAL OR DRAGON FIRE REGEN 1 PT ROUND EXCEPT DMG FROM SILVER HOLY WATER OR HOLY MAGIC MOVE MC C 35 2 SAVE VS FIRE AND ELECTRICITY IDENTIFY PLANTS AND ANIMALS PURIFY WATER PASS EASILY THROUGH OVERGROWN AREAS 30 36 SURPRISE 3 6 PSIONICS SURPRISED 1 10 IMMUNE TO PARALYSIS POISON ILLU SION PHANTASM SPELLS SAVE VS DEATH MAGIC POLY RODS AND WANDS AT 4 37 SAVING THROWS AT 4 LEVELS HIGHER VS MAGIC AND POISON 38 TRIDENT 2 7 NET AND DAGGER 1 4 UNARMED ATTACKS AT 3 5 FRONT CLAWS 1 2 1 2 BITE 1 4 REAR CLAWS 1 4 1 4 DETECT SOUND OF CLINKING METAL OR OAR SPLASHING FROM UP TO 1 MILE 41 Prints treasure of 2 8 XQ 42 Refers user to MMII for ant lion treasure 43 Refers user to MMII for bookworm treasure APPENDIX B NOTE TABLES Note Tables will cause the distribution of equipment to monsters matching the tables in the monster manuals Bandit Brigand Buccaneer Pirate Caveman Tribesman Dervish Nomad Mercenary Guard Mermen v 0 x Q OH WD Triton 10 Troglodyte 11 Dwarf 12 Halfling 13 Gnome 14 Elf 15 Derro 16 Gnoll 17 Goblin 31 18 Hobgoblin 19 Kobold 20 Orcs 21 Sahuagin 22 5096 armed with spear and sword 5096 armed with composite bow and sword APPENDIX C
44. abetically closest to what was typed is highlighted With GOBLIN highlighted press the RETURN ENTER key The computer displays 40 400 GOBLINS NOT IN LAIR Pressing Y the computer displays 204 MONSTERS APPEARING Pressing Y the computer displays the Goblin encounter This is a more complex encounter than the wererat encounter but 5 most of the format is the same Had you selected a wererat encounter it would have been very similar to the wererat encounter derived from the T ABLE ENCOUNTER One difference between the goblins and the wererats is the specific assignment of weapons to groups of goblins For one group the encounter might list x14 SMALL SWORD 1 6 MILITARY PICK 2 7 This means that of the 204 Goblins 14 are armed with the above weapon combination Note also that these Goblins have an entry that is their total individual treasure this is not a lair encounter so there is no lair trea sure and separate XP ratings for Goblins Goblin Leader Assistants and Goblin Subchiefs Guards In addition to GOBLINS there are additional monsters in this encounter These GOBLIN LEADERS ASSISTANTS and GOBLIN SUB CHIEF GUARDS are Dependent Monsters They are called dependent because some other monster GOBLINS in this instance must be present for these monsters to be in the encounter Goblin Leaders Assistants have one better AC than regular goblins and hit dice of 1d8 instead of 1d6 1
45. ant so press the RETURN ENTER key The question HOW MANY MONSTERS ARE THERE appears at the bottom of the screen You want about 12 in this encounter If you enter 12 you will always get 12 goblin leader assistants in the encounter What you want is an average of 12 with some encoun ters having more and some less than this number Enter 8 15 and press the RETURN ENTER key This will give you encounters with a minimum of 8 monsters a maximum of 15 monsters and an average of about 12 The following appears on the screen MAIN MONSTER GOBLIN LEADER ASST APPEARING 8 15 The program now asks WHAT IS THE MON STER S IN LAIR 0 100 This is intended to be a wandering patrol never a lair en counter Enter 0 and press the RETURN ENTER key The line IN LAIR 0 is added to the screen The program now asks WHAT TREASURE DOES THE MONSTER HAVE WHEN IN LAIR lt CR gt IS NONE EX A 3AB 10Q This isn t a lair encounter and so there is no lair treasure Press the RETURN ENTER key for none The letters which follow the EX are examples of treasure types and the num bers show how many of each type Refer to the treasure appendix for more information on treasure types The program now asks TYPE ANY DIFFER ENCE FROM OTHER ENCOUNTER WITH SAME MAIN MONSTER lt CR gt IS NONE This section of the program permits the DM to write a note about anything that is special about this encounter If the
46. e attack expressed as a number a charac ter maximum amount of damage for the attack also a number Type in each damage separately even where the exact same damage range is used more than once The program takes these entries and condenses them 11 where appropriate For example if a monster gets three attacks for 3 18 type in 3 18 three times each time followed by pressing the RETURN ENTER key but the program dis plays this as 3 18 x3 Where a weapon is used pressing the W key causes BY WEAPON TYPE to be displayed The SEE BELOW option is also available After enter ing the information press the RETURN ENTER key again e Special Attack The E key must be pressed to enter information The amount of information which may be entered is limited to what fits on one line The SEE BELOW option is available Special Defense The E key must be pressed to enter information The amount of information which may be entered is limited to what fits on one line The SEE BELOW option is available Magic Resistance This is either Standard or a percent from 1 to 100 Typing a number from 1 to 100 enters that number followed by the percent sign 96 Typing causes STANDARD to be displayed Intelligence The available intelligences are NON ANIMAL SEMI LOW AVERAGE VERY HIGHLY EXCEPTIONAL GENIUS SUPRA GENIUS and GODLIKE Pressing the S key decreases the displayed intelligence Pressing the A
47. e last three periods show the three levels of superior options that were closed out by the last entry on the table 10096 1 rolls on fol lowing table and 2596 chance E DIT AN ENCOUNTER This option allows you to review and change the information in an encounter record After you press the letter E you are asked to type the name of the main monster of the encounter you want to edit Calling up an encounter record is similar to calling up a monster record because it is only necessary to enter a partial name for the encounter Once entered the program dis plays the portion of the index with the encounter name which most closely matches what you typed in The closest name match is highlighted To select an encounter record to edit use the greater than lt and less than gt keys to highlight the desired encounter name Once highlighted press the RETURN ENTER key to call up that encounter record The encounter database index is the same as the monster database index It is impossible to select a monster for whom an encounter has not been created When this occurs you receive an error message Pressing the RETURN ENTER key brings back the Encounter database menu When an encounter record is first displayed you are asked if it is the one you want If the answer is no other encounters for that main monster are shown If the answer to all of these questions is no you are returned to the menu Up to seven encounte
48. e of numbers For instance there are situations where there may be 1 6 leaders with a group of monsters and these leaders 17 can be several different types or levels There are no examples of this in the Goblin write up However this is described in more detail following the section on the bandit encounter R means Independent Random This occurs randomly in an encounter without dependence on other factors In this encounter the bugbears are an independent monster whose appearance is determined by an independent random factor in a lair encounter there is a 2096 chance the IR that 2 12 bugbears will appear DR is Dependent Random There are no Dependent Randoms in this encounter These are introduced and explained in the compli cated encounter CR is Conditional Random The conditions may be met by some encounters but not by others Random in this instance means something that doesn t always occur In this encounter the subchief and guards are inde pendent monsters whose appearance depends on a CR if there are 200 or more goblins the condition then 1 subchief and 2 to 8 guards appear e DV is Dependent Variable There are no dependent variables in this encounter These are introduced and explained in the compli cated encounter e IV is Independent Variable There are no independent variables in this encounter These are introduced and explained in the complicated encounter e TE is Table Entry Th
49. ed a CN that is 1 40 of the original CN Exit by pressing the greater than key until the cursor is over a period that is aligned with the left margin this shows that you have exited from a dependent option back to the base option The next monsters you add are the sub chief and guards These depend on the presence of 200 or more goblins in the encounter This is a Conditional Random situation so the first step is to enter the option CR 19 When you enter CR the question EXE CUTE IF CN IS AT LEAST WHAT NUMBER 1 64000 appears on the screen The number you want is 200 so enter 200 The statement IF CN IS AT LEAST 200 THEN appears The cursor is now over the single period which is indented on the next line indicating that a dependent option may be entered To add the subchief enter the option IM The subchief is an Independent Monster because its number appearing is not dependent on the CN That is as long as there are 200 or more regular goblins there is always one and only one subchief This is not the same as the leader because the number of leaders appear ing varies with the number of regular goblins which appear When you enter IM the program asks WHAT IS THE NAME OF THE MONSTER Enter GOBLIN highlight SUBCHIEF GUARD and press RETURN ENTER The program asks HOW MANY MONSTERS ARE THERE enter 1 The record screen returns to where you added 1 GOBLIN SUBCHIEF GUARD positio
50. entaurs appear 75 will be normal centaurs and 25 will be centaur leaders To enter Centaur Leaders into the system use the NA option The NA number adjustment command with a 1 4 rating 1 out of every 4 centaurs is a leader adjusts the original CN to 1 4 25 of the number appearing This cre ates a new CN equal to 25 of the original In this instance the NA command creates the first of a two part chain The second part of the chain is a dependent monster DM option The DM option uses the value of CN as it has been modified by NA to determine the number of monsters appearing Centaur Leaders are a dependent monster because their number depends on the num ber of regular centaurs appearing Periods Alone If there is a period alone on a line it shows that a dependent option otherwise known as a completed sub field has been completed The period is printed directly under the dependent option s indentation Since a dependent option can be another dependent option s base option it is possible to have a series of lines containing nothing but single periods that show where the preceding dependent option completed several options above it 25 An example of this is as follows 6 OF HUMAN LVL 2 FIGHTER 1 HUMAN LVL 7 FIGHTER 25 CHANCE PER 50 CN OF 1 ROLLS ON FOLLOWING TABLE 25 1 HUMAN LVL7 MAGE 50 1 HUMAN LVL 8 MAGE 75 1 HUMAN LVL 9 MAGE 100 q HUMAN LVL 10 MAGE 3 pu Th
51. er asks WHAT IS THE NAME OF THE MAIN MONSTER OF THE ENCOUNTER YOU WISH TO DELETE After you type in the name it shows the entry for the monster and asks IS THIS THE ENCOUNTER Y N Since the program must first look at the mon sters and then at the encounters if you have picked a monster that is not actually on the table it will tell you so after you press Y If the monster is included in the table the computer displays the encounter again and asks DELETE THIS ENTRY Y N If you press Y it says ENTRY DELETED Press the CR to get back to the A DD ADJUST 27 TABLES menu If you press N it says ENTRY NOT DELETED Press CR to get back to the A DD ADJUST TABLES menu DIST THE TABLE allows you to see all the monsters that are included in the table This may require switching Monster Disks S AVE THE TABLE is only necessary if you have changed edited or added to the table If you use this option the computer asks WHAT DISK WILL IT BE SAVED ON 255 You must pick a number On Apple systems Disk 0 is the Program disk Disk 1 is the Monster disk Disk 2 is the Encounter disk and Disk 3 is the second side of the Monster disk Since all of these disks are near full you should pick another number start ing with the number 4 Unless you ve used the number before the computer displays the message THIS DISK DOESN T EXIST PLEASE INSERT A BLANK NOTCHED DISK INTO DRIVE 1 TO MAKE IT
52. er field At the bot tom of the screen you are asked to type the number of monsters for the encounter This is either a fixed number f or a range of numbers After you enter this number you are asked to enter the percentage in lair This number depends on the structure of encounters with this particular monster If the only difference between a lair encounter and a nonlair 14 encounter is the treasure the percentage entered here is as in the Monster Manual for the encounters we have provided When you do your own encounters you can choose whatever number you want within the limi tations explained below If there is a bigger difference between the types of encounters more monsters in the lair or different mon ster levels or types then you enter either 10096 showing this is a lair encounter or 096 showing this is a nonlair encounter the per centage chance of a lair or nonlair encounters is then handled by the encounter tables Next the program asks for the type of trea sures found in the monster s lair Enter this in the same fashion as for the monster database with the number of treasure units coming immediately before the letter for that treasure type and multiple treasure types separated by commas with no spaces example 3A B 4C A list of treasure types is provided in the appendices If the monsters never have a lair percent in lair is 0 but the Monster Manual indicates that a group of the mo
53. ere are no table entries in this encounter These are introduced and explained in the complicated encounter NOTE The number of the above options which apply to an encounter is situation dependent It is different for every monster With this information you can walk through the creation of the GOBLIN LAIR encounter database record which will begin just after you enter the of main monsters at 100 First add the goblin leaders to the encounter The order in which you add the monsters does not matter For continuity do things in the same order as they appear in the Monster Manual The leaders are dependent monsters Before you can enter a dependent monster you have to account for the condition on which it depends For leaders the condition is the number of groups of 40 goblins appearing in the encounter You have the total number of goblins in the CN current number Now you must temporarily adjust this CN from the total number of goblins to the number of 40 goblin groups To do this enter NA number adjustment The program asks ADJUST NEW CN TO WHAT FRACTION OF OLD CN 1 255 1 255 To answer this question you have to deter mine the controlling number for the monster concerned In this case the number is 40 the number of leaders which appear in this encounter is dependent on the number of multiples of 40 goblins The fraction which equals the number of groups of 40 is 1 40 The range of fractions whic
54. for every creature in the encounter In this instance there are 2 wererats with 19 hit points 3 wererats with 17 hit points 4 wererats with 12 hit points 2 wererats with 13 hit points and 1 with 22 hit points AT is the number of attacks were rats have one attack in a round DMG is Damage BY WEAPON means that the crea ture is a weapon user and the damage depends on the weapon used SA means spe cial attack here a sword which does 1 8 points of DMG This SA also shows that were rats gain surprise on a 1 4 roll on 1d6 They have a Special Defense SD they cannot be harmed by any weapon except a silver one or a magic weapon that is 1 or better INT is the Intelligence of the creature Very AL is the alignment LE for Lawful Evil The size of the creature is man sized M THAC is 16 which means they hit Armor Class on a roll of 16 or higher on 1d20 Finally total experience points XP for the encounter is 2540 The monsters are in their Lair The lair trea sure is 2 items of Jewelry 1 magic potion and 1 item from the Rod Staff Wand table You must determine the value of the jewelry and which specific potion and rod staff or wand are in the treasure yourself using the tables in the Dungeon Masters Guide The menu for modifying the encounter is at the bottom of the screen lt gt lt CURSOR UP DOWN LEFT RIGHT CNTL D DELETE CNTL P NEW PARAGRAPH CNTL Q QUIT ANYTHING ELSE TO INSERT
55. g CONTROL Q proceed as directed at the bottom of the screen EDIT A MONSTER This option permits you to review and change the information in a monster record After pressing the letter E you are asked to type the name of the monster you wish to edit The index for the database where that name is highlighted appears on the screen You also have the option of entering a partial name for the monster This highlights the index for the monster with the closest name match Press the less than and greater than keys to move the highlighting up or down the index until you find the desired monster name you do not need to press the shift key when using the greater than and less than keys for this function At this point press the RETURN ENTER key to bring up the record of the monster you have high lighted When the monster record is displayed an abbreviated list of your options is displayed at the bottom of the screen The options shown are the ones applicable to the active field the one that is highlighted As you move the highlight bar up and down the screen these options change to show what options are available for each field To change the information in most fields just highlight the field and type in the new information If you enter the wrong type of information or more information than the field can hold the entry is not accepted and you receive an error message The exceptions to this are e Hit Dice If
56. goblins were dragging along some captive children for example it would be noted at this point There is nothing different about this encounter so press the RETURN ENTER key for none The line DESCRIPTION NIL is now added to the screen At the bottom of the screen a large number of options are now displayed These options are fully explained in the sec tion on the Encounter Database For now observe that they allow you to add different monsters to the encounter and select how many will appear and under what conditions they ll appear Add one monster to this encounter a sub chief who will act as the group s leader Enter IM for independent monster and the pro gram asks WHAT IS THE NAME OF THE MONSTER Enter GOBLIN SUB CHIEF assume you re unsure of the spelling The program then displays the index screen with the closest match GOBLIN SUB CHIEF GUARD highlighted Since this is the monster you wanted Press the RETURN ENTER key The program now asks HOW MANY MON STERS ARE THERE You only want one so enter the number 1 The line 1 GOBLIN SUBCHIEF GUARD is now added to the screen That s all you need to enter so we press CON TROL Q hold down the control key while pressing the Q key The program asks DO YOU WANT TO SAVE THE ENCOUNTER Y N Press Y The program asks PRINT THE ENCOUNTER Y N If you don t want a print out press N Otherwise press Y You
57. h we can have is shown by the numbers in the parentheses 1 255 1 255 This means that we can have any fraction from 1 1 to 1 255 to 255 1 When you enter 1 40 the screen shows NEW CN IS 1 40 OF OLD CN Since the old CN was the total number of regular gob lins appearing in the encounter the new CN is 1 40th of that number This new CN is the number of 40 goblin groups and is used to determine how many of the dependent mon sters goblin leader appear Position the cursor over a period that is both alone on the line below NEW CN IS and indented one space to the right This shows that information entered at this point is a dependent option or sub field of the NEW CN IS line That is the information entered here the dependent option is modified by the information above the base option In this case it means that whatever is entered at this point uses the new CN for its calcula tions With the new CN enter the type of monster DM Goblin Leader is a DM dependent monster because the number of goblin lead ers appearing depends on the number of reg ular goblins which appear The program now asks WHAT IS THE NAME OF THE MON STER Up to this point the program has just been running through the formulas that allow it to generate the correct number of the monster we want to add to this encounter The com puter has just reached the point where the monster matters To add Goblin Leader we now enter
58. he Encounter database menu appears as follows A DD AN ENCOUNTER E DIT AN ENCOUNTER C OPY AN ENCOUNTER SAVE CURRENT ENCOUNTER Q UIT These options operate as follows A DD AN ENCOUNTER allows you to create a new encounter NOTE Encounters can only be added for monsters which exist in the Monster Database EDIT AN ENCOUNTER allows you to view and modify the information in the selected existing encounter record C OPY AN ENCOUNTER allows you to enter a new encounter using the field information from an existing encounter as the default S AVE CURRENT ENCOUNTERS records any changes additions or deletions made to records in the database by writing them to disk and saving them for future use and returns you to this menu Q UIT saves the Encounter database and returns you to the Main Menu OPTIONS A DD AN ENCOUNTER This option allows you to add an encounter for any monster which appears in the index those in the Monster Database The pro gram first asks for the name of the main monster Type in the name or part of the name for the monster The program then displays the portion of the index that con tains the closest name match This name is highlighted You may highlight other names by using the less than lt and greater than gt keys When the desired name is highlighted press the RETURN ENTER key to open the blank record The record now shows the selected monster s name in the Main Monst
59. hem or store them on a disk to be called up as needed You may also generate them during the course of play but this may delay the game for the time it takes to generate the encounter You can customize the encounters by editing the encounters after the system creates them creating your own encounters and monsters and or modifying the databases and tables provided This program furnishes encounters for all of the monsters provided in the Monster Manual and the Monster Manual II plus addi tional monsters created by TSR The program is menu driven To choose a menu option press the letter in parentheses at the start of the option 1 GETTING STARTED Commodore 64 and 128 Insert the Program disk into your disk drive and type LOAD 8 and press RETURN When READY appears type RUN and press RETURN C 128 users must run this program in the C 64 mode Apple II Series Insert the Program disk into your disk drive and turn the system on if your keyboard has a CAPS LOCK key make sure that it is down NOTE in order to save your work to disks you must use our initialization program to format the disks Disks formatted otherwise will not work with this program IBM PC and Compatible Systems Boot your system with a DOS version 2 0 or higher if using an IBM PC JR first remove the BASIC cartridge If you intend to save any of your work to disk you should have a formatted disk ready before you boot this prog
60. information to account for these differences e Thief Where a monster has thief abilities these are given along with its base chance of success e Race This is only activated for monsters which have thief abilities Race is used in cal culating the thieving percentages e Spells First enter the code letter for the type of spells C leric D ruid M agic User and Illusionist Then type in the number of spells per level starting with the first level and separating the different levels with slash es This information is later linked with special spell tables to provide a list of actual spells available for the monster in an encounter Two lines are available for this information If you wish to provide more spells than the space allows you must use a special code Description This is the open ended por tion of the record that is available for infor mation that doesn t fit in the format or space provided for the other fields To view add to or edit the Description you must press the E Key All SEE BELOW entries are explained here This field has word processing ability and data entry is handled somewhat differently than in the rest of the record as explained under the Conventions section The maxi mum amount of information that can fit in this section is 1 023 characters Press Control Q to exit Description and return to the regu lar record Press CONTROL Q to return to the main menu After pressin
61. l fighters are with the bandits you have to add the high level leaders fighters to the encounter The level of the fighter varies depending on the size of the bandit group so we have a DV Dependent Variable At the base option point below CN X HUMAN LVL 6 FIGHTER enter DV The program asks HOW MANY ROLLS ON THE TABLE the DV option always sets up a table You only want one leader so you only want one roll Enter 1 The cursor is now below the 1 ROLLS ON FOLLOWING TABLE line Enter TE to create a table The program asks FOR THE FOL LOWING ITEM ON THE TABLE TO OCCUR CN MUST BE AT LEAST WHAT VALUE You are looking for a 10th level human fighter The CN number of bandits which require a 10th level fighter is 150 or more when using a DV table always start with the largest mini mum number Enter 150 The line IF CN IS AT LEAST 150 THEN has been added Enter IM for Independent Monster and HUMAN and press 22 RETURN ENTER Go to the index highlight HUMAN LVL 10 FIGHTER and press RETURN ENTER Since you only want one leader enter 1 The line 1 HUMAN LVL 10 FIGHTER now appears on the screen Since no CN multiple is involved the number 1 is shown The cursor is over a period which is directly under the 1 showing that it is ready to take an entry for the IF CN IS AT LEAST 150 THEN dependent option You want to add the 8th and 9th level leader options bu
62. members this number as the Current Number or CN The goblin encounter has a number of monsters whose appearance depends on this CN If the additional mon sters appear their numbers are in addition to the goblins signified by the CN and are not included in that number If the CN is 40 or more there are leaders and assistants if the CN is 200 or more there is a sub chief and guards In addition some monsters appear if certain conditions are met if it is a lair encounter a chief and his bodyguards appear In addition there are monsters with a random chance of appearing for any encounter there is a 2596 chance that worgs will appear In addition if worgs appear their number depends on the number of goblins In addition there is a chance that you will encounter a randomly determined number of certain monsters within a range if certain conditions are met In a lair for example there is a 6096 chance of 5 30 worgs and a 2096 chance of 2 12 bug bears The CHOOSE OPTION portion of the pro gram addresses these situations At this point 16 look at the options you will need to use for the goblin encounter The first one MM for Main Monster has already been covered DM means Dependent Monster This mon ster number depends on the Current Number CN In this encounter the leader and assistants are dependent monsters for every 40 goblins there is one leader and 4 assistants e M means Independent Monster This
63. n the cursor to enter a dependent option on the IF CN IS AT LEAST 200 THEN option Since this is the CN needed for guards add guards to the encounter by first entering IM Again guards are an independent monster because there is always one and only one group of 2 8 when there are 200 or more regular goblins in an encounter Assistants were a dependent monster because the number of 4 assistant groups in an encounter varies with the num ber of regular goblins in an encounter The procedure for adding the guards is exact ly the same as that for adding the subchief except when asked HOW MANY MON STERS ARE THERE enter 2 8 The record returns to where you added the line 2 8 GOBLIN SUBCHIEF GUARD IF CN IS AT LEAST 200 THEN 1 GOBLIN SUBCHIEF GUARD 2 8 OF GOBLIN SUBCHIEF GUARD Again you could have handled the subchief and guards as one entry with from 3 9 mon sters but chose not to in order to better demonstrate the format To add the next monster worg use the greater than key gt to move down to the base option a period that is aligned with the left margin As always first address the conditions which determine the monsters appearance Since worgs appear on a random basis set this ran dom condition before attending to the CN condition Since there is always a chance random 25 that worgs will appear in an encounter first choose the IR Independent Random option The program asks
64. n this section you will learn how to enter and delete information to alter encounters and create new ones CONVENTIONS OF USE A number of conventions are used in the pro gram Instructions are typically displayed at the bottom of the screen These instructions vary with the situation and the system con figuration of the computer one or two disk drives Follow these instructions as appropri ate for your situation Unlike monster records no default informa tion is provided for encounter records If the encounter record is left incomplete the encounter will not be accepted by the pro gram no encounter record will exist The data structure for the Encounter Database is much more complicated than that for the Monster Database In many instances there is more than one field call them sub fields for an information category Where this occurs the sub fields appear below and indented to the right of the field on which they depend similar to an outline organization Because the sub fields depend on the main field these sub fields are also known as dependent options and the main fields are known as base options base options are the ones that start on the left margin not indented It is possible to have a sub field which is a sub field of another sub field or dependent option that is a dependent option of another dependent option etc just as in an outline ENCOUNTER EDITOR MENU When you boot the ENCOUNTERS disk t
65. nster record When the editor is loaded the Monster Database menu appears as follows A DD A MONSTER E DIT A MONSTER S AVE CURRENT MONSTERS C OPY A MONSTER Q UIT These options operate as follows A DD A MONSTER permits you to place a new monster in the database EJDIT A MONSTER permits you to view and modify the information in the selected mon ster s database S AVE CURRENT MONSTERS records any changes made in the database by writing them to the disk This saves them for use C OPY A MONSTER permits you to enter a new monster using the field information for a selected monster as the default When you want to add a new monster that is very simi lar to an existing monster the easiest way to do this is to copy the existing monster s record edit it and save this changed record under the new monster s name QUIT saves the monsters and returns you to the main program menu FURTHER EXPLANATIONS OF OPTIONS A DD A MONSTER This option permits the addition of a new monster record to the database When it is selected by pressing the A key a monster record form is displayed All fields on this record already contain information except Name This existing information is known as the default It is provided to insure that no blank fields are saved Saving a blank field causes serious problems The fields are e Name Up to 30 characters letters may be entered You must enter a name here that i
66. nsters will have a trea sure even though they have none as individ uals then the treasure should be entered here and it will always appear with a group of these monsters Otherwise enter treasure here only if this is or can be a lair encounter You may only select a treasure type from those available You can also pick a new trea sure type if you have already entered it by using the T reasure Editor The program next asks for a description of any differences between this encounter and another encounter with the same main mon ster EXAMPLE sahaugin can be in lair with a prince and in lair without a prince The program next asks you to choose an option So far you have given general encounter information and now you begin entering more specific information The information you enter depends on the encounter You tell the program how to put the encounter together by translating the encounter format from the book in this case into a computer program format 15 To provide the minimum information neces sary to generate an encounter you must at least enter the percentage of main monster MM Where this is not 100 other infor mation is required ENTERING AN ENCOUNTER The encounter database has a much more complicated format than the monster database For this reason the instructions that follow are given on three different levels to enter a simple encounter to enter an encounter of moderate difficulty and to
67. or rurakh a eani ena a tenen to 33 ADDETIGIX Ez TOT ard ROLE FOTNS iesdeinivessscevereseesdinsisedhsnsdeessatunse 34 THE AD amp D DM ASSISTANT Program Parts Inventory Your Dungeon Masters Assistant should come with the following One box One user manual Two disks INTRODUCTION This program is a utility for use by Dungeon Masters in running games and or campaigns for TSR s AD amp D game It is not a game in itself and you must have the TSR material to be able to take advantage of this program The program is a utility designed to enhance the enjoyment of the TSR paper products and not to replace them The Dungeon Masters Assistant Program is designed to ease the burden of a Dungeon Master DM who faces the task of populating a wilderness and or dungeon s for a cam paign It cannot replace the carefully designed major encounters of a campaign but it removes much of the burden of devel oping random encounters and populating much of the wilderness and dungeons This program generates encounters for a DM These encounters may either be called up randomly from a table based on the location of the encounter temperate civilized swamp tropical wilderness desert etc or for a specif ic monster orc bandit etc The program can be used alone or in conjunction with the random monster encounter tables provided in the Dungeon Masters Guide You may generate the encounters before the play session and either print t
68. ows the special numbers and the related information for each number When that monster is included in an encounter that special infor mation is added to the encounter The Special is also used to instruct the com puter to do things it does not ordinarily do that require special code The Table field is used when one monster can have differing types of information in a field For example the monster Bandit can have a variety of arms and armor and may appear either on foot or on a horse To avoid having a separate record for each of these possibili ties we provide one monster record but add a table notation which creates the correct armament armor mounts etc when the encounter is generated For example the sahuagin use note table 21 for the following equipment distribution SPEAR AND DAGGER 3096 TRIDENT NET AND DAGGER 50 HEAVY CROSSBOW AND DAGGER 20 The computer will randomly determine which set of equipment each sahuagin will use Adding and Changing Monster Records You may add to or change the records in the database If you change a record the monster for that record will continue to use existing encounter records If you add an additional monster you will also have to create an encounter record for that monster and add that record to the encounter database The following section explains how to add or change a monster record M ONSTER EDITOR MENU Use this menu when you want to add or change a mo
69. program the command to press the RETURN ENTER key is shown as CR or CR Press the less than key to move the cursor or highlight bar up the screen Press the greater than gt key to move the cursor or highlight bar down the screen You do not have to hold down the shift key when using the greater than and less than keys when moving the cursor in this mode When in a monster record pressing the left arrow key lt acts as a backspace key mov ing the cursor to the left and erasing as it goes An exception to these conventions occurs in the DESCRIPTION portion of the monster record where more powerful word processing is required Here pressing the left or right arrow keys lt or gt moves the cursor to the left or right without erasing anything Erasure is accomplished by holding down the CON TROL key while pressing the D key This eras es the information from left to right as long as CONTROL D is pressed Information may be inserted into the description by moving the cursor to the desired insertion point and then typing it in Since you will need to enter commas and periods moving the cursor up or down lines requires holding down the shift key while pressing the greater than or less than or keys Saving An Entry Whenever editing or otherwise adding to or altering a table or other entry NEVER TURN OFF THE MACHINE UNTIL YOU HAVE RETURNED TO THE MAIN MENU If you turn off the machine too soon
70. ram To boot this Program insert the program disk into your active drive typically drive A type START and press the ENTER key AVOIDING DISASTER Before using any part of this program you should make copies of all the disks and put the originals aside in a safe place NEVER USE THE ORIGINAL DISKS USE THE COPIES ONLY Apple users must use the disk copy utility we provide The Dungeon Masters Assistant includes a powerful database you may alter extensively to suit your needs It is possible for you to alter this database to the extent that it is totally unusable For this reason it is impor tant to save your work frequently and to keep back ups BACK UP ALL YOUR DISKS AT THE SAME TIME In the event you do destroy all or a portion of the database your back ups will save the work you had done up to that point so you don t have to start all over Be advised that if you should destroy your database there is nothing we can do to help you MAKE SURE YOU HAVE BACK UPS Having pointed out the dangers be assured that you cannot harm the database by just using the program as we provide it You can only harm the database if you are 1 modify ing it in some fashion and 2 not following our instructions on the correct way to do the modification You cannot damage the database by editing the encounters after the computer has gener ated them Saving An Entry Whenever editing or otherwise adding to or altering a table or
71. reasure type by copy ing an old treasure type to a new name and using the EJDIT A TREASURE TYPE option to make it different E DIT A TREASURE TYPE allows you to change a treasure type in any way you please You can use this option on any treasure type including ones you have A dded or C opied D ELETE A TREASURE TYPE allows you to eliminate a given treasure type Be carefull If an encounter calls for treasure that does not exist no treasure prints out S AVE TREASURE saves the new or edited treasure types once you have manipulated them If you have not changed anything you do not need to use this command Unless you save a treasure type you have created you will not be able to use it 29 Q UIT takes you back to the main menu Remember that the treasure type you have been working on is not saved unless you used the S AVE TREASURE option first APPENDICES APPENDIX A SPECIAL FIELDS NOTE because of renumbering which occurred during the development process there are some apparent gaps in the list below All of the specials which are used are shown If a number does not appear it is because it was not used The specials without asterisks insert text into the monster descriptions CAN DIVIDE ATTACKS AMONG 3 OPPONENTS TYPE IV OR GREATER ARE IMMUNE TO NON MAGICAL WEAPONS SPELLS DARKNESS TELEPORT NO ERROR AND GATE CAN T BE SUBDUED INFRAVISION HALF DMG FROM COLD ELECTRICITY DRAGON OR M
72. reement with Strategic Simulations Inc and TSR Inc No one may copy photocopy reproduce translate or reduce to machine readable form this handbook or any other accompanying printed material in whole or in part without the prior written consent of Strategic Simulations Inc and TSR Inc Any person persons reproducing any portion of this program for any reason in any media shall be guilty of copy right violation and subject to the appropriate civil or criminal legal action at the discretion of the copyright holder s WHAT TO DO IF YOU HAVE A DEFECTIVE DISK Each of our products undergoes extensive testing prior to its release Through this process we hope to uncov er and correct any errors in programming However due to the complex nature of our simulations some pro gram errors may go undetected until after publication In addition to errors in the program there are occa sionally problems with the disk itself We experience the industry standard of approximately a 3 to 5 failure rate of duplicated disks Before assuming that a disk is defective make sure to check your disk drive Up to 9595 of the disks returned to us as defective will run fine on our computer systems Often the problem is with a disk drive that needs servicing for alignment speed or cleaning Should you have a defective disk please return the disk only keep all other parts of the game to our Customer Support Department along with a note describing the problem
73. rs may exist for a main monster For example encounters where sahuagin are the main monster may include sahuagin in lair with prince sahua gin in lair without prince and sahuagin out of lair All of these encounters have sahuagin as the main monster Many monsters have both an in lair and an outside of lair encounter C OPY AN ENCOUNTER This option allows you to call up an existing record and use it as the default for the cre ation of a new record An example of this procedure was given above when the goblin lair encounter was copied to create the goblin nonlair encounter S AVE CURRENT ENCOUNTER and Q UIT are as explained above 5 ENCOUNTER TABLES This section permits you to modify the encounter tables which select the random encounters Tables may be modified by adding or deleting encounters from them or modifying the encounters they contain You may also create your own encounters A DD ADJ UST TABLES Picking this option displays the following menu N EW TABLE 0 LD TABLE C OPY A TABLE Q UIT N EW TABLE allows you to start a new table that will be added to the tables already listed The computer first asks WHAT IS THE NAME OF THE NEW TABLE Once you have named the table the following menu appears This menu appears for all options when you are dealing with a table A DD TO THE TABLE E DIT THE TABLE D ELETE AN ENCOUNTER FROM THE TABLE L IST THE TABLE S AVE THE TABLE Q UIT T
74. s Q UIT you may get an entry that reads something like 30 3 ANY MAP OR MAGIC Once you have established a percentage chance that some magic item is available you can set up a dependent entry This is an item that will show up only if some other items appears For instance the above entry could also have a magic sword that will show up if any magic does Just enter D then 28 1 then highlight B SWORD and the entry looks like this 30 3 ANY MAP OR MAGIC 1 SWORD This means that there is a 30 chance for 3 magic items or maps determined randomly If those magic items and or maps appear a magic sword will also appear If you don t like an entry in the magic items you can use D ELETE MAGIC to eliminate everything in an entry up to the next entered percentage Thus if the entry looks like this 45 1 ARMOR 30 3 ANY MAP OR MAGIC 1 SWORD and you decide that you don t need the armor entry put the cursor on 45 and press the D key D If you deleted the ANY MAP OR MAGIC line the SWORD entry would also disappear Dependent treasures are auto matically deleted when all of the normal trea sures above them are deleted Once you have the whole treasure entered press the Q key Q UIT The machine asks PRINT THIS TREASURE Y N If you don t choose to print it the computer takes you back to the Treasure Editor menu C OPY A TREASURE TYPE allows you to effectively create a new t
75. s not duplicated by any other monster name when A dding a monster If you are using the C OPY A MONSTER command to get a template to work from this space will be vacant and you must enter the name of the new unique monster AC Up to 3 separate armor classes may be entered Where more than one AC is entered a must be used to separate the ACs You may also choose to have SEE BELOW dis played here Move Number entries must be followed by a quotation mark to indicate inches The for mat is taken from Monster Manual II A num ber before any punctuation represents run ning speed A number after one slash rep resents flight speed A number after two slashes represents swimming speed A number in parenthesis represents burrow ing speed A number after an asterisk rep resents speed in a web A number after an at sign represents speed in trees The SEE BELOW option is also available Hit Dice The format is the number of hit dice the type of hit dice and any pluses This is indicated at the bottom of the screen as D You have the option of entering a fixed number of Hit Points rather than the hit dice When this is done the entered hit 10 points are shown in the hit points field to the right of hit dice When fixed hit points are entered you are required to enter an equiva lent number of hit dice The hit dice number is used in saving throw calculations Treasure This indicates
76. s dependent random Use this option where a monster s appearance in an encounter is based on a random factor which is dependent on something else For example a 25 chance cumulative for every 50 main monsters appearing DV is dependent variable Use this option to set up a table where the monster appearing in the encounter is dependent on something else if 20 to 99 main monsters then monster A appears if 100 to 149 main monsters then monster B appears etc V is independent variable Use this option to set up a table where the monster appearing is based on a percentage chance there is a 25 percent chance monster A will appear a 50 percent chance monster B will appear a 10 percent chance monster C will appear and a 15 percent chance monster D will appear TE is table entry Use this option to set up the tables called for by a DV or IV option This command MUST be used after using IV or DV Any other command gives you an error message To limit the amount of material presented we only cover an example of each of the above and do not walk through all of the data entry We selected an encounter with bandits shown at the end of this section and begin with the addition of a Dependent Variable which includes a Table Entry You may want to refer to the Bandit Brigand material under the MEN section of your MONSTER MANUAL After you use the NA and DM functions to determine how many 3rd 4th 5th and 6th leve
77. t information on encounters to create new monsters encounters and trea sures to modify existing monsters encoun ters and treasures to modify information based on special conditions and otherwise to manipulate the data records to better fit the needs of your personal AD amp D campaign 2 USING THE PROGRAM GENERATING AN ENCOUNTER The basic purpose of this program is to gener ate an encounter you can use in the game To generate an encounter you must first boot the program as explained in the Getting Started section above After doing this the Main Menu will appear on your screen DM ASSISTANT MAIN MENU G ENERATE ENCOUNTER R OLL DICE M ONSTER EDITOR ENCOUNTER EDITOR A DD ADJUST TABLES T REASURE EDITOR S PRINTER SLOT 1 Apple systems only X EXTRA LINE FEED N D NUMBER OF DRIVES 1 2 To generate an encounter press the G key If you have a two drive system you may first want to press the D key The Encounter Generation Menu now appears on the screen This gives you three basic options Table M onster Specific and R ecall T able calls up an encounter that is random ly selected by the computer The encounters which may be selected are limited to those from the table Tables are provided for a vari ety of adventuring locations or environments forest underwater etc The encounters pro vided from a table are those considered suit able for that location or environment To call
78. t is used by another program to generate the actual encounter As with the Monster Database the database is made up of records and the records are made up of fields Encounter records contain a varying number of fields different types of fields and differ ent information in the fields Encounters are provided on the basis of the main monster MM for the encounter Any monster which has an entry in one of the Monster Manuals is included as a main monster in the database we provide you NOTE encounter records are only provided for the base monster They are not provided for variations of a monster no leader types for example When you call an encounter for a monster this monster is the main mon ster for the encounter even though the encounter might include other monsters who can be main monsters for other encounters There is an encounter record for every possi ble encounter These records are identified with the name of the main monster for that encounter The encounter record information deter mines the number of main monsters in the encounter using the NO APPEARING infor mation from the manuals The record also contains the appropriate lair treasure infor mation for lair encounters The record also contains the information including tables formulas etc necessary to provide any addi tional monsters which are appropriate for the encounter as outlined in the manuals for encounters with that main monster I
79. t not off this CN Move the cursor to the line below which places it on a line that is depen dent on the 1 ROLLS ON FOLLOWING TABLE option directly below the I in IF CN Now add the 9th level fighter by first enter ing a new TE for which the new CN is at least 100 for a DV start with the largest numbers and work down Once this is complete add the 8th level fighter by moving back to a dependent option of the 1 ROLLS ON FOL LOWING TABLE line and creating a table for which the new CN is at least this type of table always ends with a final entry of at least 1 ROLLS ON FOLLOWING TABLE IF CN IS AT LEAST 150 THEN 1 HUMAN LVL 10 FIGHTER IF CN IS AT LEAST 100 THEN 1 HUMAN LVL 9 FIGHTER IF CN IS AT LEAST 0 THEN 1 HUMAN LVL 8 FIGHTER With this you are finished with the DV for leaders and you can move the cursor to the left for a new base option Now add the magic users to the encounter Since there is a random chance they will appear 25 based on the number of bandits per 50 main monsters these are added as a Dependent Random DR The first step is to enter DR The program asks WHAT CHANCE OF OCCURRENCE PER NUMBER IN CN Since there is a 2596 chance per 50 bandits enter 25 50 The cursor is now indented and below the 2596 23 CHANCE PER 50 IN CN OF line Since there is an equal 2596 chance of get ting a 7th 8th 9th or 10 level mage the monster that appears is
80. t typed in high lighted a list of all the tables is included in the appendices at the back of the manual For purposes of this example we will call for an encounter from the CIVILIZED FOREST COLD table use the lt and gt keys to 3 highlight the table you want and then press the RETURN ENTER key Depending on your system and or your number of disk drives you may now get a message to insert the encounter disk Follow any instructions which appear on the screen Note that when the CR appears on the screen it means that you should type in or select whatever is requested and then press the RETURN ENTER key You are now presented with a brief descrip tion of the encounter the program has ran domly selected from the table An example of such a description is 2 8 WOLF WINTER NOT IN LAIR This indicates the program has selected a non lair encounter with 2 to 8 winter wolves At the bottom of the screen is the message IS THIS THE ENCOUNTER Y N If the encounter the computer has generated is acceptable to you press the Y key If it is not acceptable press the N key For purposes of this example we ll reject the winter wolf encounter by pressing the N key At this point you could get a message to insert different disks into your drive As always when the program asks you to swap disks do so The next encounter selected for example purposes is 4 24 LYCANTHROPE WERERAT IN L
81. tapos CGE MN rcm qucm Jum e 9 DODGE ELOT BIET a sesasaneononencsk NE EE DER s eter a A 10 Purser ERC ADIA CSTs DE DOHODS eoo dero ibut rantur cr our IR Rr PP in 10 BE ENCOUNTER DAXTABDBGN ienecc c oo ar EEn EEES ERR Fn Eau Kr pF Edna x EET ais 13 EPIC CU VOLIO SE C UTUR LIB PERLES ice eee ure e edo 13 OT EN UL MORS COO NACH eae wean ixe dls 14 Oe IE ono MAS oen ec e eR ERU 14 Borse J I PC T 14 EDI an BECOBB DE oui oedaen eo eoo ooa eR ate 29d erra ii oiai eu dea ctetu bar 15 Simple Enco nnter Carmmtvarous Ape deese ree rere noraen aoro exe 15 Mederate Briecunten Cree li OMN E E A A 16 Goblin Wonlair ENXCOUDEROI Iva sisssnnsveestvsaepansexexnannesasvexannenuncsnsaweesivesss 21 Compran Encounter BAIS Leeisovaeesrose quse petens auta ru ko nan eni t nora 22 CAE AES Encoshiler ODHODnS i aeu oepgpvase bestia ranae aapad 24 BTEC OT ee i are EEA TE ter era bbb ume i 25 EODD An TACTILE LOD OENE ANOIA IOE T E Y EE EVI EYE EIN RENK SA GR 26 bot BER CO EF eS wo wc 26 EIBRELUCDIEVATOOMPTRPERENN Uu oc A ERROR WAR 26 GTDREASUREETRTUME S ecrenton uento hu RR arie Fl db OPE aiii ioa aT BREMEN ROLL Dirk P A ena enr cnt GEA Yea aie acra sis a 29 PECTIC DOR GL TIOS Pieire n a oo N Eh cto nda c b iy 29 Pa eee NOTE TAB GU uud rarr er yk RATER VE anie trt cor ere 31 BD Co ACAI TCS O eravakuteun A EC PREX UE For xPHoU FER VE GP XY E TY xS 31 Appendix Dc Encounter TAGS ee isaeteeraauu nose r
82. ter in lair enter The IN LAIR field is now changed to Press the greater than key gt one time to highlight the TREASURE IN LAIR field Press Control E to edit and then press the return key to change the treasure in lair to NIL Now press the greater than key gt 17 times to highlight 1 GOBLIN CHIEF BODY GUARD Everything from here down applies only to a lair encounter and you need to eliminate it To eliminate these fields use the delete option CNTL D Now you can save the goblin nonlair encounter The following is an example of what the completed encounter record should look like Note that we have added the options DM IM NA etc in parentheses to the right of the line on which they were used to create the encounter MAIN MONSTER GOBLIN APPEARING 40 400 IN LAIR 100 TREASURE IN LAIR C DESCRIPTION NIL 100 APPEARING OF GOBLIN MM NEW CN IS 1 40 OF OLD CN NA CN X GOBLIN LEADER ASST DM CN X 4 OF GOBLIN LEADER ASST DM IF CN IS AT LEAST 200 THEN CR 1 GOBLIN SUBCHIEF GUARD IM 2 8 OF GOBLIN SUBCHIEF GUARD IM 25 CHANCE OF IR NEW CN IS 1 10 OF OLD CN NA CN X WOLF WORG DM 10 40 OF WOLF WORG IM 1 GOBLIN CHIEF BODYGUARD IM 2 8 OF GOBLIN CHIEF BODYGUARD IM 60 CHANCE OF IR 5 30 OF WOLF WORG IM 20 CHANCE OF IR 2 12 OF BUGBEAR IM COMPLICATED ENCOUNTER BANDITS The following encounter demonstrates most options not yet covered DR i
83. the information including typing the letter D where need ed For instance typing in 6D8 6 D and pressing CR has the computer do the equivalent of rolling six eight sided dice and adding 6 to the result The computer gives you the number it rolled CR returns you to the main menu M ONSTER EDITOR This takes you to the Monster Editor Menu described later in this manual ENCOUNTER EDITOR This takes you to the Encounter Editor Menu described later in this manual A DD ADJUST TABLES This takes you to the A amp DD ADJUST TABLES Menu described later in this manual DREASURE EDITOR This takes you to the T JREASURE EDITOR Menu described later in this manual S PRINTER SLOT 1 Apple systems only This allows you to tell the program which of the Apple computer s 8 slots your printer is connected to Most printers are connected to slot 1 but you should change this designa tion if yours is in a different slot X EXTRA LINE FEED N If your printer needs a line feed command a line feed moves the paper up so lines don t print over each other this option makes sure it puts in a feed at the end of every line For most printers keep this at N for No D NUMBER OF DRIVES 1 2 Press the D key to highlight the number of floppy disk drives your system has The com puter will prompt you if you need to swap disks in and out of the drives ADDING AN ENCOUNTER TO A TABLE At some point
84. the type of treasure if any provided to each and every monster of this type in an encounter Treasure always appears with every monster unless the Special 9 see appendix is set in which case treasure only appears for each monster if the encounter is in lair Lair treasure is kept in the encounter database The format for entering treasure information differs from other parts of the program The format is the number of a certain treasure type if the number is 1 no number is entered followed by the letter for the trea sure type Where more than one treasure type is entered the treasure types are separated by a comma with no spaces between the entries For a monster with two type A trea sures one type B treasure and four type RB treasures the entry is 2A B 4RB No of attacks Type in the number of attacks per melee round Where the attacks don t divide evenly as in the case of higher level fighters the number of attacks for more than one melee round is entered followed by a slash and the number of rounds they occur in For example a monster who gets three attacks every two melee rounds is entered as 3 2 The SEE BELOW option is available for this field e THACO Type in the THAC as a number from 1 to 20 The SEE BELOW option is also available Damage To enter information into this field first press the E key This is the amount of damage done per attack The for mat is minimum amount of damage for th
85. you enter a fixed number of hit points you are required to enter an HD equivalent This is to permit the calculation of saving throws Damage Just typing information has no affect To add additional damage press A while the selection is highlighted To change 12 information that has already been entered press E After each damage entry press the RETURN ENTER key When all entries have been made press the RETURN ENTER key again SA To enter information first press E SD To enter information first press E Description First press E Unlike other fields this does not over write the existing information Instead you may selectively add or delete material NOTE you must press E in order to review the material already entered Pressing the RETURN ENTER key forces a car riage return Pressing CONTROL P begins a new paragraph Pressing CONTROL D elimi nates the letter under the cursor To exit from Description and return to the rest of the record press CONTROL Q To exit from a monster record and return to the menu press CONTROL Q and follow the instructions as they appear at the bottom of the screen C OPY A MONSTER This is the same as ADD A MONSTER except that the default information is taken from an existing monster record It is used to reduce the time required for data entry by allowing you to call up a new record where much of the default information is correct for the new monster It is often
86. you have encountered A replace ment disk will be provided upon our receipt of the defective disk Should you uncover an error in the program return both your disk and any save disks to our Customer Support Department Please enclose a description of what was taking place when the error occurred Upon correction of the program error we will return an updated disk to you Always make sure to include your name address and daytime telephone number with any correspondence We will do our best to see that any problems are corrected as soon as possible Table of Contents ope pin Pitak tana aa or Resort enn aene EA A A a 1 IL GELTEN SES ace crs cath a riak EEEREN ONASA N 1 A OR a h nnas RR 1 rui sinl DID ols 090 DNE NR RS RUNI RON s LE PA 2 4 USING THE PROGRA M GG qssccusesenssxekcvieEadskxeas Vic 6 A VE NFF EF rERFUCF FERE c n 2 Genera n dO EET carn sscsserasnndextuvenuvinertsscbsevelistensnsnexessecusecawmanepcess 2 UE Ee ee I ooo E E T E E A EP v ei i 2 ARED STOLL PEDIS E ons N E E E 9 Further Options From the DM Assistant Main Menu 6 BOUES EDCHDEDEOP DO ip isi DA rt aant RH Rh tiir art 6 ESR A Spie Encounter BECOEQ eee eese wenkauesu xta E nuam 6 tsino ko s 7 PEE CH RT vs pert cnt do CRREREEMERERESSADO C EEIULKEQASA KR ERE TUER e Reap CERE 8 p THE MONSTER DAEABABERN erIeem eo urttha boone il e uia ah Nr remet rete bers 8 RTE SS QUIA aS hc eh RI Ve ona i ug REEERRUE UY knees meio Po Yon jua di eel 8 Monstr Pa
87. you may wish to add an encounter to a table This is a fairly easy pro cess From the Main Menu select the A DD ADJUST TABLES option by pressing the A key This will bring up the Tables Menu To add an encounter to an existing table press the O key O LD TABLE The program asks WHAT IS THE NAME OF THE TABLE For the purposes of this exam ple enter Civilized Forest Cold which brings up the next menu Now press the A key A DD TO THE TABLE The program asks WHAT IS THE NAME OF THE MAIN MONSTER OF THE ENCOUNTER YOU WISH TO EDIT For purposes of this example assume you want to add hill giants Type GIANT HILL and press the RETURN ENTER key On the screen is 1 10 GIANT HILL 0 IN LAIR The program asks IS THIS THE ENCOUNTER Y N It is so press Y The program now asks C OMMON UNCOMMON R ARE OR V ERY RARE You are asked to deter mine how often this encounter will appear as a random encounter on this table encounter probability is as explained in the monster manuals You don t want this encounter to occur very often so press the R key for Rare The program now asks WHAT 96 OF ITS FREQUENCY DOES THIS ENCOUNTER OCCUR 1 99 OR CR FOR ALWAYS This question is asked because there is often more than one type of encounter for a monster It is very common for example for monsters to have both in lair and out of lair encounters This encounter is a non lair encounter
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