Set 4 - Master Rules Box Set.pdf

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Preface
I sit back and happily sigh for a fourth
time. My work on D&D® Set 4 is now
complete—and as I stretch, I remember.
While I relax, many people start their
long and hard work turning my manu-
script into a published product. They
plan, edit, set type, illustrate, lay out
pages, photograph, print, sell
The
tasks are many, and the time is late.
My ending is their beginning, and
yours —and your characters'. In Basic
play, your young adventurers began
their careers, intent on the pursuit of
fame and fortune. The
Expert Rulebook
led them out of the dungeon and into the
wider world. They ended their childhood
and began a campaign, the saga of the
world in which they live. In the
Compan-
ion Set,
they had a choice of paths—to
become rulers, amassing power and
wealth, or travel, gathering knowledge
and fame. Either path led to new adven-
tures, and new beginnings.
Your characters will soon go beyond
the 25th level, looking for new challenges
and perhaps even new worlds to explore.
The D&D®
Master Set
takes the charac-
ters from levels 26 to 36 (the maximum
level for humans). The day-to-day fear of
death has faded as your characters have
grown in fighting prowess and magical
power. Great plans and greater goals are
now possible with little fear of defeat.
Personal skill, strategy, and experience
are the most important variables in this
quest for greatness.
A game's development is a group
effort, much the same as playing a
D&D® game. I, like a DM, provide ideas
and structure, but I cannot play alone.
The many people who have contributed
to this game's publication and develop-
ment should not be forgotten. This set is
dedicated to everyone who has helped in
the development of the DUNGEONS &
DRAGONS® game during the last dec-
ade. They are credited hereafter in fairly
chronological order.
Two groups of gamers of the early
1970's, the Lake Geneva Tactical Studies
Association and the Castle & Crusade
Society, contributed greatly to the rise of
fantasy gaming. Their members include
the creators of this game, Gary Gygax
and Dave Arneson, and (among many
others) H. Axel Krigsman Jr., Rob and
Terry Kuntz, William Linden, Chris
Schleicher, and Russell Tulp.
Don Kaye, who passed away in 1972,
was a co-founder (with Gary Gygax and
Brian Blume) of TSR Hobbies.
Jeff Perren was co-author (with Gary
Gygax) of the Chainmail rules for minia-
tures, a hobby standard for fantasy gam-
ing.
The Gygax family hand-assembled
the first boxed rule sets. Ernie and Luke,
Gary's sons, have made frequent and
noteworthy contributions to the game.
The supplements to the original set
offered thanks to Alan Lucien, Jeff Key,
Steve Marsh, Mike Mornard, Dennis
Sustare, and Jim Ward. Tim Kask, edi-
tor of the supplements and other game
materials, also deserves our warm
thanks.
The first revised version of the D&D
Basic rulebook was edited by J. Eric
Holmes. His work was continued, a few
years later, by Tom Moldvay, editor of the
1981 edition. The 1983 revision of the
Basic rules, as well as the Expert and Com-
panion sets, were edited by Anne C. Gray.
Anne was joined by Mike Breault and Bar-
bara Deer in editing this Master set.
Others who contributed ideas and
material to the game system over the
years include Brian Blume, Dave Cook,
Allen Hammack, Kevin Hendryx,
Harold Johnson, Jon Pickens, Brian Pit-
zer, Michael Price, Patrick Price, Paul
Reiche, Evan Robinson, Gordon
Schick, Lawrence Schick, Edward G.
Sollers, Donald C. Snow, Ralph
Wagner, Jean Wells, Bill Wilkerson, and
Ralph "Skip" Williams.
Finally, no published game can succeed
without the proper artwork. The many
depictions of monsters and magic have
added immeasurably to our concepts of the
game world. The artists of the many earlier
versions of the game include Greg Bell, C.
Corey, Jeff Dee, Jeff Easley, Larry Elmore,
Wade Hampton, Tom Keogh, Gary Kwa-
pisz, Dave LaForce, Deborah Larson,
Tracy Lesch, Erol Otus, Keenan Powell,
Jim Roslof, Stephen D. Sullivan, and
Dave Sutherland.
Many thanks to all contributors, and
to any others accidentally omitted from
the lists above. And a special thanks to
you—today's
hobby gamer, our valued
customer. The future of the game rests in
your hands; help it to prosper and thrive
for many years to come.
May you make all your Saving
Throws!
Frank Mentzer
Spring 1985
Fantasy Adventure Game
by Gary Gygax
Master Players' Book
Compiled by Frank Mentzer
TABLE OF CONTENTS
INTRODUCTION
The Masters Game
2
Editing: Barbara Green Deer
Development: Harold Johnson
Cover Art: Larry Elmore
Illustrations: JeffEasley,
Roger Raupp
Graphic Design: Ruth Hoyer
Typesetting: Betty Elmore
®1985 TSR, Inc. All Rights Reserved.
WARNING:
This book has been designed
for use with the
DUNGEONS &
DRAGONS®
Basic, Expert, and Companion
Sets. It does not explain how to play the
game. "You must have the Basic, Expert, and
Companion rules before you can use this set.
CHARACTERS
Human Character Classes
Cleric
Cleric Spells: Seventh Level
Druid
Druid Spells: First to Seventh Level
Fighter
Magic-user
Magic-user Spells: Eighth and Ninth Level
Thief
Demi-human Character Classes
Dwarf
Elf
Halfling
Hit Roll Charts
2
3
3
3
4
4
6
6
6
11
12
12
12
12
14
DUNGEONS
&
DRAGONS®
and
D&D®
are registered
trademarks owned by TSR, Inc.
e
1985 TSR, Inc. All
Rights Reserved.
This book is protected under the copyright laws of the
United States of America. Any reproduction or other
unauthorized use of the material or artwork contained
herein is prohibited without the express written consent of
TSR, Inc.
Distributed to the book trade in the United States by Ran-
dom House, Inc., and in Canada by Random House of
Canada, Ltd. Distributed to the toy and hobby trade by
regional distributors.
Printed in the U.S.A. First Printing — June, 1985
NEW ARMOR AND WEAPONS
Personal Armor and Weapons
Weapon Mastery
Weapon Descriptions
Weapon Mastery Tables
Special Effects
15
15
15
17
20
22
TSR, Inc.
PO Box 756
Lake Geneva WI
53147
TSR UK, Ltd.
The Mill , Rathmore Road
Cambridge, UK
CB14AD
SIEGES
Siege Equipment
Siege Equipment Tables
The
Siege Machine
Expanded
War Machine
Rules for Assaults on Fortifications
23
23
28
29
TSR, Inc.
Introduction
This is the fourth set of rules for the DUNGEONS & DRAGONS®
game series. It can only be used with the rules from the previous three
sets.
What started in the
Basic Set
(Levels 1- 3), and continued through the
Expert
(Levels 4-14) and
Companion Sets
(Levels 15-25) has finally been
brought to a conclusion as the characters reach for the ultimate level of
might and glory (Levels 26-36).
A section has also been provided so that you can experience the gran-
deur and might of a high-level character even if your favorite character
has not yet grown this far. Set forth on epic quests and challenge the might
of the Immortals on a journey into legend!
The Ultimate Game
At last the cycle is complete. Players and
Dungeon Masters alike may experience the
wonder of reaching for the ultimate levels of
mortal might with the D&D® Master Set.
In the
Basic Set
you learned to crawl
through dungeons and defeat the minions of
evil. In the
Expert Set
you set out on wander-
ings through the wilderness, exploring the
vast world and becoming the heroes you were
destined to be. Then, in the
Companion Set,
you climbed to the pinnacle of success and
founded kingdoms, conquering the wild
lands and battling barbarian hordes. Now, in
the
Master Set,
you can soar across the sky
and into the pages of legend.
These books are written for the experi-
enced D&D® player. Begin by reading the
Master Players' Book,
which expands on the
known abilities of characters, before turning
to the
Dungeon Master's Book.
These rules
are written to maintain balanced play at high
level. If you discover a contradiction between
this set and previous sets, the rules given here
should be used. Several optional rules are
offered to add variety to your game, but it is
your choice whether or not to use them.
Master-level characters are those who have
risen to the 26th experience level or higher.
They must now face challenges and adven-
tures of epic proportions and become players
in the games of the Immortals. Now you will
face twisted intrigues, unearthly challenges,
and world-shaking catastrophes.
Games with Master-level characters
require much more thinking on the part of
player and DM alike. You will have to call on
your skills of diplomacy and problem solving
to handle the complex situations you will face
while playing the part of your character and
developing creative solutions to insurmount-
able odds. There will still be glorious battles
and treasures to win, but now you must face
the puzzles of the gods.
What Is Found Herein
The
Master Players' Book
completes the
listing of skills and abilities for all character
classes. Especially noteworthy are the many
new high-level spells, including the most
potent spell known to man, the
wish.
Then there are several new optional sys-
tems offered, including Weapon Mastery and
Siege Warfare. In Weapon Mastery, charac-
ters may specialize in the use of certain weap-
ons and become more skilled with them,
causing more damage, gaining defense
bonuses and the skill to perform special
maneuvers. The polearm weapon category
has been subdivided into several new weap-
ons. The section on Siege Warfare gives you
details of weapons used to attack castles and
fortifications, as well as a supplement to the
War Machine
rules called
Siege Machine.
The
Dungeon Master's Book
features the
three sections that have become a standard
for each rules set: New Procedures, Mon-
sters, and Magical Treasures. Many new and
Master-challenging monsters have been pro-
vided to overwhelm even the brashest brag-
gart. Magical Treasures now takes a step
toward the unearthly, with the introduction
of artifacts. These magic items are so power-
ful they can only be created by the Immortals
themselves, and mere mortals will find it a
real challenge to control their otherworldly
might.
The Procedures section covers many
important new topics. Anti-magic is a sort of
permanent
dispel magic.
A new, more pow-
erful form of that spell is introduced that can
negate even the effect of permanent magic
items for a time. Clarifications on dominion
income are given as well as several sugges-
tions to help a DM with his record keeping.
The section on modifying encounters and
monsters to meet the DM's goals includes a
short method for determining the balance
and challenge of an encounter. Expanded
experience awards are provided for use with
higher-level monsters. Also introduced are
rules for non-human spell casters and undead
command to make the monsters more of a
challenge. Suggestions are given for convert-
ing a new monster, the mystic, into a charac-
ter class if the DM desires. And finally, the
awesome Immortals are introduced, with
information for how characters may set out
on the paths to immortality.
Now that DM and players have reached a
high degree of experience, guidelines and
optional rules have been provided so that
they can make choices about what they want
in their game. Suggestions have been pro-
vided for adventures, but it has been left for
the DM to design the challenges that best suit
his players. Read books on folklore and the
great sagas for inspiration.
Now, you are only limited by your
imagination. Answer the clarion call to
adventure; the lands of legend await!
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