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Let’s Fight! A First Edition AD&D Combat Example

  • Writer: Dungeoneers Guild Games
    Dungeoneers Guild Games
  • Jan 1
  • 36 min read

Updated: 3 days ago

This walk-through combat encounter demonstrates how combat works in First Edition Advanced Dungeons & Dragons.

 

By R. Nelson Bailey



Knights in armor engages a hobgoblin in a fight in a stone dungeon. Text "Let's Fight!" is displayed above, creating an intense, medieval mood.


Fight. Melee. Engagement.

 

By any name, combat is a central element of every version of Dungeons & Dragons (D&D). Weapons, armor, attack rolls, and damage bonuses are foundational concepts of the game. Regardless of play style—whether narrative-focused or exploration-driven—there inevitably comes a point when blades are drawn, bows are strung, and spells are unleashed.

 

While combat across editions of D&D shares broad similarities, each version emphasizes different priorities and mechanical approaches. In First Edition Advanced Dungeons & Dragons (AD&D), poor organization and convoluted wording often make the combat rules difficult—and sometimes frustrating—to understand as written. As a result, misunderstandings are common, even amongst experienced players.

 

This article presents a detailed, step-by-step walkthrough of the First Edition combat process, using a sample dungeon encounter to illustrate how surprise, initiative, spellcasting, movement, and combat resolution function in play. Where appropriate, notes identify the specific rulebook sections from which each procedure is drawn.

 

Wherever possible, this walkthrough adheres closely to the rules as written (RAW). However, due to contradictions, ambiguities, and omissions within the First Edition combat rules, strict adherence to RAW is ultimately impossible. The rules cannot account for every situation, and significant gaps remain where only the Dungeon Master’s (DM) judgment can determine intent. In the text, important rules and concepts are accompanied by citations and footnotes that identify where each rule appears in the rulebooks and note any important clarifications or considerations related to its use.

 

While the sample combat covers many aspects of play, it does not address every possible situation. In actual gameplay, additional rules, rulings, or exceptions may apply depending on the circumstances. Finally, it is important to note that this example is not intended to demonstrate the most tactically effective way to conduct a melee encounter. Inevitably, some character decisions may appear poor. Optimal play is not the point; the example merely illustrates one of many possible outcomes.

 

So follow along. Perhaps these rules are already familiar. Perhaps they will be entirely new. Regardless of experience level, First Edition AD&D always contains overlooked nuances waiting to be discovered.

 

Note: First Edition AD&D recognizes two distinct forms of combat: melee combat (often referred to simply as “melee”) and missile combat. These correspond to hand-to-hand fighting and combat involving fired or hurled weapons, respectively. Within the rules, each term has a specific mechanical meaning, and the two are not interchangeable.



For additional analysis of combat rules in First Edition AD&D, please see the following articles, which make excellent companion pieces to this one.

 


Download a PDF of this article.



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Party A — The Adventurers


This adventuring party consists of the following characters and hirelings.

Name

Race

Class

Level

hp

S

I

W

D

C

CH

AC

MV

THAC0

Rhelos

Dwarf

Cleric/Fighter

4/4

32

14

6

13

11

16

10

3

3”

17

Regga

Halfling

Thief

4

14

13

9

15

16

10

10

6

9”

20

Razzo

Human

Fighter

3

22

17

10

10

12

12

13

3

12”

18

Rumark

Human

Paladin

2

16

14

17

18

11

15

17

0

6”

19

Roose

Elf

Magic-User

4

12

9

17

11

16

13

10

6

12”

20

Man-at-arms #1

Human

n/a

0

9

10

13

14

10

16

9

6

9”

20

Man-at-arms #2

Human

n/a

0

7

9

8

9

13

11

13

6

9”

20

Man-at-arms #3

Human

n/a

0

5

15

7

13

12

10

8

6

9”

20

 

Weapons, Armor, & Magic-Items Carried

Rhelos: Splint mail, small shield, hammer +1, cleric scroll (dispel magic cast at 7th-level usage).

Regga: Leather armor, short sword +1, short bow, quiver of 12 arrows, potion of healing.

Razzo: Chain mail +1, buckler, bastard sword +2, dagger.

Rumark: Plate mail, large shield +2, battle axe, footman’s mace.

Roose: Dagger +2, cloak of displacement.

Men-at-arms: Each has ring mail, a small shield, a long sword, and a dagger.

 

Rhelos has prayed for the following spells:

First Level: command, cure light wounds x2, remove fear

Second Level: hold person, silence 15’ radius


Roose has memorized the following spells:

First Level: shocking grasp, shield, sleep

Second Level: Melf’s acid arrow, stinking cloud



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Party B — The Enemies


This group, led by an Evil magic-user, consists of the following NPCs and monstrous minions.

Name

Race

Class

Level

hp

S

I

W

D

C

CH

AC

MV

THAC0

Zerem

Human

Magic-User

5 (6)*

17 (19)

10

18

16

17

13

8

5** or 7

12”

20 (19)

Zallo

Half-orc

Fighter

4

23

16

6

13

9

13

9

2

9”

17

Zyzzk

Imp

--

2+2 HD

14

--

--

--

--

--

--

2

9”/18”

16

* Zerem’s imp familiar, Zyzzk, grants him the following abilities: [1]

  • One experience level (range 1 mile). When functioning as a 6th-level magic-user, he has a 19 THAC0, an extra 2nd- and 3rd-level spell, better saving throws, and 19 hit points.

  • A telepathic link between Zerem and his familiar, allowing the sharing of the imp’s sensory impressions (range 1 mile).

  • Regeneration at a rate of 1 hp per round while the imp remains (range 1”).

  • 25% magic resistance (range 1”).

** With armor spell precast on himself.

 

Seven hobgoblins accompany the group. Each has 1 + 1 Hit Dice, resulting in a THAC0 of 18.

 

Hobgoblin #1 & #2: AC 5; MV 6”; hp 7 each; scale mail, small shield, broad sword.

Hobgoblin #3, #4, & #5: AC 6; MV 6”; hp 5 each; scale mail, guisarme.

Hobgoblin #6 & #7: AC 6; MV 9”; hp 6 each; studded leather, composite long bow, quiver of 14 arrows, short sword.

 

Weapons, Armor, & Magic-Items Carried

Zerem: Quarterstaff +1.

Zallo: Plate mail +1, two-handed sword, hand axe.

 

Zerem has the following spells memorized:

First Level: burning hands, charm person, jump, magic missile

Second Level: ESP, mirror image, ray of enfeeblement

Third Level: clairvoyance, haste



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Confrontation Setup combat example first edition AD&D

Whilst exploring a dungeon located under a ruined tower, a Good-aligned adventuring party (Party A; shown on the maps with blue tokens) enters a chamber occupied by an Evil Thaumaturgist and his henchmen (Party B; shown on the maps with red tokens). The 50’-wide, 60’-long room is decorated with brightly tiled floors and black pillars carved with leering sculptures. Wall torches set in pillar-mounted cressets illuminate the area. Two doors and a raised dais are placed on the opposite wall from the passage through which Party A enters. The map below shows the position of both parties at the moment of contact when the DM calls for a surprise roll.



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SURPRISE ROUND


STEP 1. SURPRISE DETERMINATION

Following the Combat Sequence, [2] the first step is determining surprise. [3] Party B has two hobgoblin guards (#6 and #7) on watch, and their Lawful Evil discipline ensures vigilance; therefore, they are surprised only on a roll of 1 on 1d6. Party A, for similar reasons, is surprised on a roll of 1–3 on 1d6. [4] (Under standard rules, each side is normally surprised on a 1–2.) [5]

 

The DM rolls a “3” for Party B, meaning they are not surprised. Party A rolls a “1” and is therefore surprised for a total of 2 segments (3 – 1 = 2). Party B thus gains 2 segments in which to act before Party A may respond. [6]


STEP 2. DISTANCE DETERMINATION

The two hobgoblin guards stand 20 feet from Party A, [7] partially concealed by pillars. [8] Only they may act during the surprise segments. The remainder of their company is more than 30 feet away and cannot engage until Round 1 begins.



Grid battle map labeled "Surprise Round" with blue and red tokens, some in a dotted circle. The text notes a "Protection from Evil" spell.


Surprise Segment 1

Because the hobgoblins have their bows and arrows readied, they may fire at thrice the normal rate, i.e., 6 arrows per segment. [9] All targets are in short range for a composite longbow when used indoors. [10] [11] As a party member is visible, each one is considered a valid target. [12] The DM opts to have each hobgoblin fire two arrows at a single individual each segment, as this is the easiest way to achieve a speedy resolution. [13] The DM rolls a d8 three times for each hobgoblin in each segment. The table below shows the targets, the number of arrows fired at them, the number needed ‘to hit’ the target (including adjustments for composite long bow vs. armor type), the attack die roll, and total damage inflicted, if any.

 

Surprise Segment 1 Results

Target

# of Arrows

# To Hit

Die Rolls

Damage

Rhelos

2

16

10, 4

0

Regga

0

--

--

--

Razzo

2

15

2, 4

0

Rumark

4

20

4, 7, 15, 1 [14]

0

Roose

2

9

3, 16

0*

Man-at-arms #1

0

--

--

--

Man-at-arms #2

2

11

9, 20 [14]

4

Man-at-arms #3

0

--

--

--

* Roose’s cloak of displacement causes the first attack made against him by each enemy to miss automatically. [15]

 

Surprise Segment 2

As Roose and Regga both have a Dexterity of 16, their Reaction Adjustment reduces the number of surprise segments that apply to them. [16] Consequently, both are surprised only during Segment 1; beginning in Segment 2, surprise no longer affects them. The DM therefore rules that any missiles directed at the thief and magic-user are not launched. [17]

 

Surprise Segment 2 Results

Target

# of Arrows

# To Hit

Die Rolls

Damage

Rhelos

0

--

--

--

Regga

0

--

--

--

Razzo

4

15

14, 16, 1, 8

5

Rumark

2

20

7, 1

0

Roose

2

--

--

--

Man-at-arms #1

2

11

15, 11

3

Man-at-arms #2

0

--

--

--

Man-at-arms #3

0

--

--

--

End of Surprise Summary

At the end of both surprise segments, the hobgoblins have scored 4 hits after loosening a total of 20 arrows. They have depleted most of their arrows in these two surprise segments.


PARTY A Current Hit Point Totals

Name

hp

Current hp

Rhelos

32

32

Regga

14

14

Razzo

22

17

Rumark

16

16

Roose

12

12

Man-at-arms #1

9

6

Man-at-arms #2

7

3

Man-at-arms #3

5

5


ROUND 1

 

Action Declaration

Before rolling for initiative, the players announce their characters’ intended actions for the round; spellcasters must also declare the specific spells they are casting. [18] [19] In First Edition AD&D, the DM does not announce enemy actions to the players, however. Here are the adventurer's declarations in this combat example round:


  • Rhelos declares that he casts a hold person at Zerem and Zallo.

  • Regga declares that he will fire arrows at Zerem.

  • Razzo declares that he will charge the Zallo using his bastard sword one-handed.

  • Rumark declares he will charge Zerem.

  • Roose declares that he will cast sleep.

  • All three men-at-arms will charge the hobgoblins.

 

STEP 3. INITIATIVE DETERMINATION

Each side rolls a d6 initiative for this round. [20] Party A rolls a “4”. Party B rolls a “5”. Party B wins initiative.


Because Party B intends to fight, Steps 4.A–4.C of the Combat Sequence are skipped.

 

STEP 4.D DISCHARGE (Party B)

During this phase, all missile attacks, magical device attacks (e.g., wands), spells, and attempts to turn undead occur. [21]

 

The magic-user, Zerem, uses this phase to cast haste on his allies. As a 6th-level caster, haste affects six individuals closest to the caster who are in the spell’s range. [22] Those affected are Zallo—the 3rd-level fighter—four hobgoblins, and the imp, Zyzzk. The spell’s effects are automatic. However, as the imp has magic resistance, that must first be checked. Magic resistance is calculated as 5% × (11 − caster level); in this case, (11 – 6 = 5) × 5% = 25%, which is added to the imp’s innate 25% resistance for a total of 50%. [23] The imp rolls a 7 on a d100, so the spell fails to take hold. The spell’s duration is 9 rounds.

 

Because haste ages its recipients, each affected creature must make a successful System Shock roll or die. [24] [25] Zallo has Constitution 13, giving him an 85% chance of survival. To determine the hobgoblins’ Constitution scores, the DM rolls 3d6 for each: 10, 7, 12, 13. System Shock rolls:

 

Zallo (Con 13 = 85%): 84% — success.

Hobgoblin #1 (Con 10 = 65%): 67% — success.

Hobgoblin #2 (Con 7 = 55%): 40% — success.

Hobgoblin #3 (Con 12 = 80%): 74% — success.

Hobgoblin #4 (Con 13 = 85%): 86% — failure.

 

Hobgoblin #4 fails his System Shock roll; his heart bursts from the strain of the magical acceleration, and he dies instantly.


Hobgoblins #6 and #7 reposition themselves 20 feet back towards Zerem and lob arrows at Roose and Rhelos, respectively. Against the magic-user, a 2 and 4 are rolled, and a 5 and 12 against the dwarf, all missing their targets.

 

Because of his Reaction Adjustment, Regga the halfling thief acts earlier than his companions. He chooses to fire two arrows at Zerem, the enemy magic-user. [26] As his target is within short range for a short bow used indoors (50 feet), both attacks are made at a favorable range. An armor spell protects Zerem and therefore has AC 8 (equivalent to leather armor). [27] For weapon-vs.-armor adjustments, Regga gains +2 (armor type) and +2 from his Dexterity Reaction/Attack Adjustment [28] for a total bonus of +4 to hit. Thus, he requires a 10 to hit AC 8. Regga rolls an 18 and 20 (23 and 25 after modifiers). Both arrows strike Zerem, dealing 6 points of damage. Zerem now has 11 hit points remaining. The armor spell remains intact, as it is dispelled only after taking 14 points of damage.

 

STEP 4.E–4.H CLOSE & ATTACK (Party B)

Zallo and the remaining three hobgoblins, now moving at twice normal speed, can easily close the 50-foot distance to Party A and attack. [29]

 

Zallo chooses to charge the cluster of men-at-arms. As the men-at-arms have less than 1 Hit Die, [30] a 3rd-level fighter is entitled to make three attacks per round against them. [31] As this is a multiple-attack routine, the DM rules that he attacks before and then after Party A’s turn. [32] Each attack routine consists of three attacks, giving him a total of six attacks this round. Zallo wields a two-handed sword (1d10 damage vs. man-sized opponents) and has a THAC0 of 17, using the +1-per-level fighter progression in the Dungeon Masters Guide (DMG). [33] Against AC 6, he needs an 11 to hit. The charge gives him a +2 ‘to hit’, [34] and a two-handed sword vs. AC 6 is another +3. [35] He needs to roll a 6 or better on a d20 to hit. The DM makes three attack rolls, each against a different man-at-arms: 3, 4, and 9. The roll of 9 hits man-at-arms #3. With Zallo’s +1 Strength bonus, he deals 9 damage, slaying the man-at-arms #3 (5 hp).


Meanwhile, the four hobgoblins charge and attack the rest of the party. Being intelligent creatures, they recognize Roose as a magic-user beginning to cast a spell, and two hasted hobgoblins move to attack him. Because of positioning, only hobgoblin #1 can strike at Roose, who is in the midst of casting a spell. Because this is its first attack against the cloak of displacement, its strike automatically misses.


Hasted hobgoblin #2 turns to attack Rumark the paladin. Its broad sword is –3 against plate mail and shield (AC 2), and the paladin’s protective circle gives the Evil humanoid –2 ‘to hit’. [36] [37] The hobgoblin must roll a natural 20 to hit the paladin (effectively AC –5 vs. this weapon). [38] He rolls a 5—no dice.


The DM randomly determines that hasted hobgoblin #3 attacks Rhelos the dwarf, who is preparing a hold person spell. Because Rhelos is casting, he cannot use his shield, reducing his AC to 4. The hobgoblin needs a 14 to hit AC 4, but its guisarme imposes a –1 penalty to hit, and the paladin’s aura adds another –2. It now needs 17 ‘to hit’ and rolls a 17. The polearm inflicts 6 damage, spoiling the dwarf’s spell. [39] The cleric now has 26 hp remaining.

 

The non-hasted hobgoblin #5, wielding a guisarme, moves 40 feet to attack Razzo the fighter. [40] He receives the attack penalties of –1 (guisarme) and –2 (circle of protection). Needing an 18 total, it rolls a 19, hitting and inflicting maximum damage (8 points). Razzo now has 9 hit points remaining.

 

Zerem’s imp familiar, Zyzzk, moves to strike the paladin. However, the paladin’s circle of protection (i.e., a continuous protection from evil, 10’ radius) prevents the extraplanar creature from approaching and making bodily contact within its bounds. [41] Zerem therefore directs the imp toward another target—Regga the thief. [42] Zyzzk swoops in and attacks with its poisonous tail stinger, treated as a dagger for attack purposes. Against leather armor, it gains a +1 to hit. The imp needs an 8 to hit the halfling but rolls a 2, missing.

 

Now it is Party A’s turn to act.

 

STEP 4.D DISCHARGE (Party A)

Roose casts sleep, targeting the hobgoblins (#1, 2, 3, & 5) directly before him. Sleep affects 2d4 creatures of 1 + 1 to 2 Hit Dice; Roose rolls 5. [43] The four hobgoblins within range automatically fall asleep (no save allowed). One creature remains to be affected. The only other viable target within range is Rumark, the 2nd-level paladin, who likewise falls asleep. The spell has a 20-round duration.

 

Rhelos, having had his spell disrupted, loses the spell, but can take no other action this round. He may now use his shield, as he is no longer casting.

 

STEP 4.E–4.H CLOSE & ATTACK (Party A)

Razzo the fighter, though wounded, is committed to his stated action of attacking one-handed with his bastard sword +2. (He opts to cancel his charge as his enemies charged first.) He moves to attack hasted hobgoblin #3, who has AC 6. He needs only a 9 to hit (12 needed to hit, +2 for the sword, +1 for Strength, +0 vs. armor type). He rolls a 4 and misses.

 

The two remaining men-at-arms, each with shield and spear, attack Zallo. As 0-level humans, suffering a –1 penalty for spear vs. plate mail, they require a natural 20 to hit their AC 2. They roll 3 and 10—both misses.

 

Rumark continues snoring on the floor.

 

End of Round Attacks

Because Zallo is hasted and delayed in completing his attack routine, he now delivers his remaining attacks against the two men-at-arms near him. As his charge is no longer in effect, he needs 8s to hit. He rolls a 12 against one man-at-arms and 20 against the other. The first deals 11 hp of damage, and the second, 7 hp. Both hirelings are slain.

 

End of Round Summary
  • Zallo and three hobgoblins are hasted.

  • Rumark and four hobgoblins are asleep.

  • Haste: 8 rounds remaining.

  • Sleep: 19 rounds remaining.

 


Grid map titled "End of ROUND 1." Highlighted squares with blue, pink, and yellow bands show spell effects and positions. Dotted line circle.


ROUND 2

 

Action Declaration

This round, the players declare the following actions for their characters:


  • Rhelos declares that he is casting light into Zallo’s eyes.

  • Regga declares that he will attempt to awaken the sleeping Rumark.

  • Razzo declares that he will drink his potion of healing.

  • Roose declares that he will cast shield upon himself.

 

STEP 3. INITIATIVE DETERMINATION

Party A rolls a 1, and Party B rolls a 3. Party B acts first.

 

Pre-Initiative Attacks

Because he is hasted, Zallo acts first among Party B. [44] He advances to attack Rhelos, who is beginning to cast a spell and is therefore at AC 4. Zallo rolls a 10; with his +2 sword bonus, +2 vs. splint mail, and –2 for being inside the circle of protection, the attack totals 12. As he requires a 14 to hit, the blow misses.

 

STEP 4.D DISCHARGE (Party B)

Zerem casts a mirror image spell. He rolls percentile dice to determine the number of images, resulting in a 68. Adding 6% per caster level, the final percentile result is 74, yielding three images. [45] The spell lasts 12 rounds.

 

STEP 4.E–4.H CLOSE & ATTACK (Party B)

Ammunition now mostly spent, the two hobgoblin guards (#6 and #7) drop their bows and rush to awaken their sleeping comrades. Each hobgoblin can rouse one ally with a full round of vigorous shaking. [46]

 

The imp attacks Regga, striking with its venomous tail stinger. It rolls a 14; with the +1 adjustment for attacking leather armor, the modified result of 15 is more than sufficient to hit AC 7. Regga suffers 1 point of damage, leaving him with 13 hp. Because the stinger delivers deadly poison, Regga must save vs. Poison. As a 3rd-level thief, Regga’s base saving throw vs. Poison is 13. As a halfling with Constitution 10, he gains a +2 bonus, lowering the required result needed to 11. [47] The player rolls a 9. Regga fails his save and dies instantly. [48]

 

Party A’s Turn

 

STEP 4.D DISCHARGE (Party A)

As a spellcaster, Rhelos acts first in the sequence. He directs his light spell at Zallo’s face. Zallo is entitled to a saving throw vs. Spells to avoid the blinding effect. [49] He rolls a 19, easily succeeding. The spell has no effect.

 

Roose moves away from the melee to cast shield. [50] [51] As a 4th-level caster, the spell lasts 20 rounds.

 

STEP 4.E–4.H CLOSE & ATTACK (Party A)

Razzo drinks his potion of healing, restoring 2d4+2 hit points. The player rolls a 6, bringing Razzo back up to 15 hp.

 

Rumark continues to snore loudly on the floor, while Regga’s soul departs for the afterlife.

 

End of Round Attacks

Zallo then takes his second attack of the round against Rhelos. He rolls a 1 and misses badly.

 

End of Round Summary
  • Regga is dead.

  • Two hobgoblins (#2 and #3) awaken from the sleep spell.

  • Haste: 7 rounds remaining.

  • Mirror image: 11 rounds remaining.

  • Sleep: 18 rounds remaining.

  • Shield: 19 rounds remaining.



Grid map titled "End of ROUND 2" with colored squares marked H1-H7, C, P, F, MU, Imp. Dotted lines show spells. Gray circles on grid.


ROUND 3

 

Action Declaration
  • Rhelos declares that he will cast silence, 15’ radius on Zerem.

  • Razzo attacks Zallo using his bastard sword one-handed and a buckler.

  • Roose moves back and prepares to cast stinking cloud on a cluster of hobgoblins.

 

STEP 3. INITIATIVE DETERMINATION

Party A rolls a 5, and Party B rolls a 5, resulting in a tie. All actions occur simultaneously. However, as some are under the influence of a haste spell, they act first.

 

Pre-Initiative Attacks

Zallo turns from Rhelos to take his first attack on Razzo. He needs a 15 to hit (+2 weapon adjustment against AC 4; –2 for circle of protection). He rolls a 9, which misses.


The now-awakened hobgoblins #2 and #3 move to attack Roose, who is preparing a spell. His shield spell improves his AC to 4 vs. frontal attacks. [52] He now has an AC of 2 (+2 for the cloak, no Dexterity bonus as he is casting). With a +2 adjustment for broad sword and –1 for guisarme vs. no armor, they need a 14 and 17, respectively, to hit the magic-user. They roll a 3 and a 13, both missing.

 

STEP 4.D DISCHARGE (Party A)

(As multiple spells are being cast simultaneously and may affect one another, the DM resolves them in order of fastest casting time—those with the lowest segment counts occur first.)

 

Zerem will cast a ray of enfeeblement (2 segment casting time) at Razzo. As Zerem is 35 feet distant and the spell has a 24-foot range, he must move closer to use it. Razzo is allowed a saving throw vs. Spells to negate the effect. He rolls a 19, and the spell fails to take hold. [53]

 

Roose’s stinking cloud (2 segment casting time) fills a 20’ × 20’ section of the chamber, engulfing four hobgoblins and the imp. The cloud remains in that spot for 4 rounds. [54] Each hobgoblin is allowed a saving throw vs. Poison to avoid the effects, requiring a 17 or better:

 

Hobgoblin #2: 4 — fail.

Hobgoblin #3: 7 — fail.

Hobgoblin #6: 19 — success.

Imp: Because it has 25% magic resistance, this is checked first, which is 60% versus a 4th-level caster. The imp rolls a 53, so the spell fails to penetrate its magic resistance.

 

The hobgoblins who fail their saves are overcome by nausea for 1d4+1 rounds, during which they may take no actions. Despite having made its saving throw, hobgoblin #6 is helpless for the rest of this round. The DM rolls a duration of 2 rounds. The cloud itself will last 4 rounds.

 

Rhelos’ silence 15’ radius (5 segment casting time) targets Zerem. As the Evil magic-user’s imp familiar is more than 30’ away, he gains no benefit from its lent magic resistance. Since Zerem has three mirror image duplicates, the DM rolls a 4 to determine which image is affected, designating the real Zerem as #4. The roll is a 4, indicating the actual magic-user. Zerem is entitled to a saving throw vs. Spells to prevent the silence from adhering to him. As a 6th-level magic-user, he requires a 10 or better. The DM rolls a 10—exactly what is needed. While momentarily deafened, the spell does not adhere, and Zerem is not silenced. However, that area of the chamber is now silenced for the duration of the spell.

 

STEP 4.E–4.H CLOSE & ATTACK (Party B)

The hobgoblin #6 staggers out of the stinking cloud and lies on the ground helplessly.

 

Razzo strikes back at Zallo. His bastard sword, used one-handed, is treated as a long sword and thus incurs a –1 penalty against plate armor. Razzo gains a +2 bonus to hit from his magical weapon and +1 from Strength 17, for a total bonus of +3. He needs a 13 or better to hit and rolls a 15—a hit. He rolls 7 damage; adding +3 for weapon and Strength, the total damage is 10. Zallo’s hit points drop from 23 to 13.

 

Zyzzk the imp flies out of the stinking cloud to attack Roose with its tail stinger. Now that his spell is complete, Roose can gain his Dexterity Defensive Adjustment, making his AC 0 with the shield still in effect. However, the DM must first determine whether the imp observed the magic-user’s cloak of displacement during the surprise round. The DM does this by having it make an Intelligence check. Imps possess an Intelligence range of 8 to 10. The DM determines that this imp has an Intelligence of 8. A roll of 19 on a d20 indicates failure; the imp does not know the cloak’s magic. As a result, its first attack against the magic-user automatically misses.

 

End of Round Attacks

Zallo misses Razzo with an attack roll of 4.

 

Hobgoblin #7 enters the stinking cloud to attack Roose. He rolls a 10 for his saving throw and succumbs to the stench.

 

End of Round Summary
  • Hobgoblins #2, #3, and #7 are incapacitated by the stinking cloud for 1 more round.

  • Haste: 6 rounds remaining.

  • Mirror image: 10 rounds remaining.

  • Shield: 18 rounds remaining.

  • Silence 15’ radius: 7 rounds remaining.

  • Sleep: 18 rounds remaining.

  • Stinking cloud: 3 rounds remaining.



Grid-based game map labeled "End of Round 3." Icons show spells and effects like Silence, Stinking Cloud, and characters marked H1-H7, C, P, F, MU.


ROUND 4

 

Action Declaration
  • Rhelos moves to awaken the sleeping paladin, Rumark.

  • Razzo continues battling Zallo, using his bastard sword and buckler.

  • Roose backs up into the paladin’s circle of protection to cast Melf’s acid arrow.

 

STEP 3. INITIATIVE DETERMINATION

Party A rolls a 4, and Party B rolls a 2. Party A wins initiative and acts first.

 

Pre-Initiative Attacks

Because he is hasted, Zallo attacks first despite Party A winning initiative. He attacks Razzo (15 to hit; +2 weapon adjustment against AC 4; –2 for circle of protection). Zallo’s first attack roll is a 9, which nonetheless misses.

 

STEP 4.D DISCHARGE (Party A)

Because Roose is casting a spell, any enemy attempting to disrupt the casting may attack him before the spell is completed. The imp is therefore permitted to strike the magic-user on segment 4 rather than segment 2, even though its side lost initiative. The imp moves to attack Roose from the flank. Because the attack comes from the side, Roose does not benefit from his shield’s AC bonus. The imp must hit AC 8. Roose’s cloak of displacement does not cause an automatic miss, as this imp has previously observed its effects. The imp requires an 8 or better to hit with its tail stinger. It rolls a 6 and misses.

 

Roose falls back into the paladin’s protective circle and releases Melf’s acid arrow at the imp. (Because he falls back, the imp does not receive a free attack on the magic-user. [55]) The spell requires a successful attack roll using a fighter’s THAC0. In this case, Roose must hit AC 2, requiring a 15. With a Dexterity score of 16, he gains a +1 bonus to hit with missile attacks, reducing the required roll to 14. Roose rolls a 16, successfully striking the target.

 

The acid arrow must now overcome the imp’s magic resistance before taking effect. Against a 4th-level caster, the imp’s effective magic resistance is 60%. The DM rolls a 62, so the spell penetrates its resistance. As Melf’s acid arrow specifies that it can strike creatures such as imps—which normally require a +1 or better weapon to hit—the spell affects the target normally. The arrow inflicts 5 points of damage, followed by an additional 5 points of acid damage in the following segment. The imp is reduced to 4 hit points.

 

STEP 4.E–4.H CLOSE & ATTACK (Party A)

Razzo responds to Zallo’s attack with a roll of 12, just short of the 13 needed to hit.

 

Party B’s Actions


STEP 4.D DISCHARGE (Party B)

Zerem moves out of the silence and unleashes a volley of three magic missiles at Roose. Fortunately, Roose’s shield spell negates all of them, stopping the missiles harmlessly.

 

End of Round Attacks

Zallo attacks Razzo once more (15 ‘to hit’; +2 weapon adjustment against AC 4; –2 for circle of protection). He rolls a 10, which misses.

 

End of Round Summary
  • Rumark the paladin is now awake.

  • The stinking cloud‘s nausea effect wears off the three hobgoblins caught in it, though they remain helpless the next round.

  • The imp regenerates 1 hp (now at 5 hp).

  • Haste: 5 rounds remaining.

  • Mirror image: 9 rounds remaining.

  • Shield: 17 rounds remaining.

  • Silence 15’ radius: 6 rounds remaining.

  • Sleep: 17 rounds remaining.

  • Stinking cloud: 2 rounds remaining.



Grid map showing "End of ROUND 4" with characters and spell effects. Text labels: "Silence 15' radius," "Stinking Cloud," and spell keys.


ROUND 5

 

Action Declaration
  • Rhelos will cast cure light wounds on Razzo.

  • Razzo continues to attack Zallo, now wielding his bastard sword two-handed. Without the buckler, his AC worsens from 4 to 5.

  • Rumark attacks Zallo with his battle axe.

  • Roose will cast shocking grasp and attempt to touch a hobgoblin.

 

STEP 3. INITIATIVE DETERMINATION

Party A rolls a 3. Party B rolls a 1. Party A acts first.

 

Pre-Initiative Attacks

Still hasted, Zallo attacks before Razzo (14 ‘to hit’; +2 weapon adjustment against AC 4; –2 for circle of protection). He rolls a 15, hitting and dealing 10 points of damage. Razzo is reduced to 5 hp.

 

STEP 4.D DISCHARGE (Party A)

Rhelos advances and casts a cure light wounds on Razzo. The player rolls 1d8 and gets an 8, the maximum result. Razzo regains 8 hit points, bringing him to 13 hp.

 

Roose completes his shocking grasp spell and steps forward to touch hobgoblin #6, but rolls a 2 and misses. [56]


STEP 4.E–4.H CLOSE & ATTACK (Party A)

Razzo swings at Zallo, wielding his bastard sword two-handed against plate mail (no weapon adjustment). Needing a 13 to hit, he rolls a 14 and inflicts 8 points of damage. Zallo is reduced to 5 hp.

 

Rumark, now finally able to act, steps in and attacks Zallo. His battle axe suffers a –2 penalty vs. plate mail, requiring a natural 20 to hit. He rolls a 17 and misses.

 

Party B may now take its actions.

 

STEP 4.D DISCHARGE (Party B)

Zerem casts charm person, targeting Razzo. Because Razzo is standing within the paladin’s circle of protection, the DM allows Intelligence checks to determine whether Zerem understands the situation. First, a check is made to see if Zerem recognizes Rumark as a paladin. If successful, a second check—at a –4 penalty—is required to determine whether he understands how the paladin’s protective circle functions. The first Intelligence check is a 16, which succeeds given Zerem’s Intelligence score of 18. However, the second roll is a 20, indicating that while Zerem recognizes Rumark as a paladin, he is unaware of the specific effects of the paladin’s protective aura.

 

Razzo’s player then makes a saving throw vs. Spells, modified by the caster’s Magical Attack Adjustment. With a Wisdom score of 10, Razzo has a +0 adjustment. However, because he is within the paladin’s circle of protection, he gains a +2 bonus to his saving throw. Even with this bonus, the save still fails by rolling a 5, and the spell takes effect. Razzo now regards Zerem as a trusted friend for the spell’s duration of three weeks. [57]

 

Zallo then takes his second attack against Razzo. He needs a 13 to hit AC 5 and gains a +3 bonus from his weapon vs. AC 5, reducing the required roll to 10. However, as an Evil creature attacking within the paladin’s protective circle, he suffers a –2 penalty, raising the needed roll to 12. Zallo rolls an 18, hitting and inflicting 5 points of damage. Razzo is reduced to 3 hit points.

 

STEP 4.E–4.H CLOSE & ATTACK (Party B)

Hobgoblin #6 breaks away from Roose to go and awaken sleeping hobgoblin #1. This allows the magic-user another attack as the humanoid flees, this time from the rear (+2 ‘to hit’). [58] The player rolls a 16, 18 with the bonus and discharges the spell into his foe for 1d8+1 hp per level of the caster. [59] For damage, the player rolls a 5, with the level bonus, 9 points of damage. As there is no saving throw for this spell, hobgoblin #6 dies.

 

Hobgoblins #2, #3, and #7, no longer nauseated, crawl out of the stinking cloud, but cannot take an action this round.

 

The imp withdraws and hovers near its master, Zerem.

 

End of Round Attacks

Zallo throws a second swing at Razzo, missing with a 9.

 

Just before the round ends, Roose’s Melf’s acid arrow inflicts 4 additional points of acid damage before expiring. The imp is reduced to 1 hit point.

 

End of Round Summary
  • Hobgoblin #6 dies.

  • Zerem regenerates 1 hp (now at 12 hp).

  • The imp regenerates 1 hp (now at 2 hp).

  • Haste: 4 rounds remaining.

  • Mirror image: 8 rounds remaining.

  • Shield: 16 rounds remaining.

  • Silence 15’ radius: 5 rounds remaining.

  • Sleep: 16 rounds remaining.

  • Stinking cloud: 1 round remaining.



Grid map indicates "End of ROUND 5." Labels show spell areas: Stinking Cloud, Silence. Various character tokens with colored bands.


ROUND 6

 

Action Declaration
  • Rhelos will cast dispel magic from a scroll, targeting Zerem.

  • Razzo, now using his buckler again, attacks Zallo.

  • Rumark, recognizing the difficulty of injuring Zallo, uses his lay on hands ability on Razzo.

  • Roose, now critically low on spells, hurls his dagger at the imp.

 

STEP 3. INITIATIVE DETERMINATION

Party A rolls a 5. Party B rolls a 4. Party A acts first.


Pre-Initiative Attacks

Zallo attacks Razzo once more (15 ‘to hit’; +2 weapon adjustment against AC 4; –2 for circle of protection). He misses with an 8.

 

Hasted hobgoblins #2 and #3 are now active. #2 moves to attack Rhelos. As he is on the dwarf’s rear facing, he gains a +2 ‘to hit’. He rolls a 5 and misses.

 

Hobgoblin #3 attacks the paladin from a flanking position (no shield bonus). He misses with a 9.

 

STEP 4.D DISCHARGE (Party A)

Back to Party A, Rhelos casts dispel magic from a scroll. Cast at 7th-level usage, the spell has a 55% chance to remove Zerem’s mirror image and the haste spell, which are cast at 6th-level. [60] All opponents other than the imp and hobgoblin #2 are within the spell’s 30’ cube area of effect. The DM rolls for each spell effect.

 

Mirror images: 94 — fail.

Charm person: 68 — fail.

Haste: 27 — success. Zallo and hobgoblins #1 and #3 are no longer hasted.

 

However, dispel magic is nondiscriminatory; it also affects those spell effects cast by the dwarf and his allies in range, including his own silence spell. The DM must also roll for each of these spell effects. Against these, the spell has a 65% chance of success (7 – 4 = 3 x 5% + 50% = 65%).

 

Silence, 15’ radius: 15 — success. Rhelos’ silence spell is dispelled.

Shield: 07 — success. Roose loses his shield spell.

Sleep: 68 — fail.

 

Rumark’s lay on hands restores 4 hit points to Razzo, bringing him to 9 hp.

 

Roose, keeping his distance but wisely staying within the paladin’s protective circle, throws his dagger +2 at the imp. From medium range, suffering a –2 penalty to hit, he rolls a 16, which narrowly misses the imp’s AC 2.

 

STEP 4.E–4.H CLOSE & ATTACK (Party A)

Razzo then strikes at Zallo, rolling an 18 and inflicting 8 points of damage. As Zallo has only 5 hp remaining, he collapses to the ground, dying.

 

Party B Actions


Zerem closes with Roose and casts burning hands. [61] The spell inflicts 5 points of damage (no saving throw allowed), reducing Roose to 7 hp.

 

In addition, Roose’s flammable equipment must be checked for damage from the flames. [62] Against “magical fire” on the Item Saving Throw Matrix, [63] the cloak of displacement is treated as “cloth” and normally has a saving throw of 16 vs. Magical Fire. The cloak grants its wearer a +2 bonus to all saving throws. The DM further rules that, as a magical item, it gains an additional +2 bonus. Because the cloak is worn on the back of the magic-user—shielded from the brunt of the flames—a further +4 bonus applies. Thus, the required saving throw is reduced from 16 to 8. The player rolls a 13, and the cloak is undamaged.

 

Hobgoblin #7 wakes up hobgoblin #1, and the imp hides behind a pillar for cover.

 

End of Round Summary
  • Zallo dies.

  • Hobgoblin #1 is awake.

  • The imp regenerates 1 hp (now at 3 hp).

  • Haste, shield, and silence 15’ radius have been dispelled.

  • Mirror image: 7 rounds remaining.

  • Sleep: 15 rounds remaining.

  • Stinking cloud: 1 round remaining.



Grid map titled "End of ROUND 6" with blue and red markers. Green "Stinking Cloud" area. Dotted outlines and game symbols visible.


ROUND 7

 

Action Declaration
  • Rhelos attacks a hobgoblin with his hammer +1.

  • Razzo attacks with his bastard sword, one-handed.

  • Rumark attacks with his battle axe.

  • Out of spells, Roose goes on the defensive to stay out of the fight.

 

STEP 3. INITIATIVE DETERMINATION

Party A rolls a 2. Party B rolls a 6. Party B acts first.


STEP 4.E–4.H CLOSE & ATTACK (Party B)

Out of spells, Zerem pulls out his quarterstaff +1 to bash Roose. This weapon vs. no armor is +1. Needing an 11 or better, Zerem rolls an 18. Inflicting 5 points of damage (4 on a d6 +1 for the magic), Roose now has 2 hp remaining.

 

The hobgoblins attack:

#1 swings at the Rhelos, rolling an 8. Miss.

#2 also attacks the cleric, rolling an 18 and inflicting 4 damage with its sword. Rhelos is reduced from 26 to 22 hp.

#3 strikes at Rumark with its guisarme. He rolls a 19. Since he has –2 weapon adjustment against AC 2 and –2 for circle of protection, he must roll a natural 20 versus the paladin’s AC 0. It misses.

#7 attacks Roose from the rear with a short sword and rolls a 2, missing.

 

Party A’s Actions


Rhelos turns so his back no longer faces an opponent and swings his hammer +1 at hobgoblin #2. Gaining a +2 ‘to hit’ vs. weapon adjustment and its magical bonus, he needs an 11 or better to hit. The dwarf rolls a 12, inflicting 3 points of damage. Hobgoblin #2 now has 4 hp.

 

Razzo attacks hobgoblin #3. He easily hits, rolling a 16, and 10 points of damage slays his opponent.


Rumark opts to strike at hobgoblin #7, who just attacked the vulnerable magic-user. He needs to roll a 15 or better to strike AC 5. He rolls 16, hitting. Inflicting 7 damage, he slays that one.

 

End of Round Summary
  • Hobgoblins #3 and #7 die.

  • The imp regenerates 1 hp (now at 4 hp).

  • Mirror image: 6 rounds remaining.

  • Sleep: 14 rounds remaining.

  • Stinking cloud expires.



Grid map labeled "End of ROUND 7" shows icons for spells and positions. Dotted circle for protection, pink for sleep spell, white dots for mirror images.


ROUND 8

 

Action Declaration
  • Rhelos attacks hobgoblin #2 with his hammer +1.

  • Razzo attacks hobgoblin #1 with his battle axe.

  • Rumark attacks Zerem with his bastard sword, one-handed.

  • Roose moves away from the melee.

 

STEP 3. INITIATIVE DETERMINATION

Party A rolls a 4. Party B rolls a 5. Party B acts first.

 

STEP 4.E–4.H CLOSE & ATTACK (Party B)

Seeing that this battle is lost, Zerem and his imp flee out through a chamber door.


Seeing their master flee, the remaining two hobgoblins (#1 and #2) attempt to escape as well. Because Rhelos is locked in melee with one of them, he gains a free attack at the humanoid’s rear as it breaks from combat. The dwarf rolls a 16, striking true and inflicting 4 points of damage. With only 4 hit points remaining, the hobgoblin collapses lifeless to the floor, while its companion vaults over the fallen body and flees.

 

Seriously worn down after eight rounds of combat, the adventurers choose not to pursue the escaping foes. Instead, they slay the last hobgoblin (#5) as it lies sleeping, then gather what treasure they can from their fallen enemies. After recovering the bodies of their slain comrades and laying them to rest, the party withdraws from the area to find a place to rest, recover spells, and tend their wounds.



Grid map titled "End of ROUND 8" with labeled squares: H5, MU, C, P, F. Dotted circle and purple band indicate spells. Gray circles as obstacles.




Citations & Footnotes


[1] Gary Gygax, Advanced Dungeons & Dragons Monster Manual (TSR, 1977), p. 54. See “imp” description.

[2] Advanced Dungeons & Dragons Dungeon Masters Guide (TSR, 1979), p. 61. This page presents the six-step Combat Sequence and its eight sub-steps.

[3] Dungeon Masters Guide, p. 61. See the “Surprise” section for a full explanation of surprise determination.

[4] Surprise is normally determined using a d6. Some monsters that are more difficult to surprise may instead roll a different die type (such as a d8), as noted in their descriptions.

[5] Dungeon Masters Guide, p. 62. The “Factors Contributing to Surprise” subsection discusses situational effects that may modify a surprise roll. No specific modifiers are listed; instead, the text states that such adjustments are left to the DM’s judgment on a case-by-case basis.

[6] Dungeon Masters Guide, pp. 61–62. See the “Lost Segments” and “Surprise Effects” tables. Example 2 on p. 62 demonstrates surprise segment determination in play.

[7] Dungeon Masters Guide, p. 62. Surprise normally occurs at a distance of 1″ to 3″, i.e., 10–30 feet indoors or 30–90 feet outdoors.

[8] If attacked, the hobgoblins would gain an Armor Class bonus from intervening pillars. See Dungeon Masters Guide, p. 64.

[9] Dungeon Masters Guide, p. 62. Example 2 states: “Even if distance prevents striking with weapons, the discharge of arrows, bolts, or hand-hurled weapons is permissible at three times the normal rate, providing the weapon/missiles are ready.” The normal rate of fire for a bow is two attacks per round.

[10] Advanced Dungeons & Dragons Players Handbook (TSR, 1978), p. 38. As noted here: “Armor Class Adjustment is based on the weapon or missile being discharged at short range. adjust by –2 at all medium ranges, –5 at all long ranges.”

[11] Players Handbook, p. 39. The “Distance” section notes: “For purposes of the game distances are basically one-third with respect to spell arid missile range from outdoors to indoors/underground situations. Thus most ranges are shown as inches by means of the symbol “, i.e. 1“, etc. Outdoors, 1” equals 10 yards. Indoors 1” equals 10 feet.”

[12] In First Edition AD&D, opponents suffer no penalty to Dexterity or Armor Class during surprise segments, nor do attackers receive any bonus to hit against surprised targets.

[13] Dungeon Masters Guide, p. 62. As noted in the “Missile Discharge” section, individual opponents cannot be singled out when firing into a group of opponents engaged in melee combat. In such cases, the DM must randomly assign targets for each volley, including allies. In the present example, Party A is not in melee, and the hobgoblins are intelligent; therefore, they may choose their targets.

[14] First Edition AD&D uses neither critical hits nor critical misses. A natural roll of “1” or “20” is not an automatic miss or hit.

[15] Dungeon Masters Guide, pp. 140–141. “Any attack by missile or melee strike which is aimed at the wearer will automatically miss the first time. This can apply to first attacks from multiple opponents only if the second and successive attackers were unable to observe the initial displacement miss.”

[16] Players Handbook, p. 11. See the “Dexterity” section.

[17] Dungeon Masters Guide, p. 62. The “Dexterity Reaction in Surprise” section states: “If the Dexterity bonus applies, the individual negates that many segments of surprise as far as the individual only is concerned.” The rules do not clearly define what this means in practical game terms. However, the “Example of Melee” section (p. 71) provides clarification, showing a character who is surprised for one fewer round. In that example, the opponent loses their second round of surprise attacks against that character.

[18] Dungeon Masters Guide, p. 65. Under “Spell Casting During Melee,” the text notes: “Spell casters must note what spell they intend to cast at the beginning of each round prior to any knowledge of which side has initiative.”

[19] Dungeon Masters Guide, p. 71. Under “Actions During Combat And Similar Time-Important Situations” it says: “The activity of player characters and player character-directed creatures must be stated precisely and without delay at the start of each melee round or before the appropriate divisions of other situations where exact activity must be known.”

[20] Dungeon Masters Guide, p. 62. Under the “Initiative” heading: “It is otherwise determined when an encounter occurs and at the start of each combat round. It indicates which of the two parties will act/react. Again, a d6 is rolled, and the scores for the two parties are compared.”

[21] Dungeon Masters Guide, p. 61. Spellcasting occurs before melee attacks under the Combat Sequence list.

[22] Players Handbook, p. 74. As noted in the “haste” spell description.

[23] Monster Manual, p. 5, details the method used to determine and apply magic resistance.

[24] Dungeon Masters Guide, p. 13. Those under the influence of a haste spell are aged one year.

[25] Players Handbook, p. 12. As noted under the Constitution section: “System Shock Survival states the percentage chance the character has of surviving the following forms of magical attacks (or simple application of the magic): aging, petrification (including flesh to stone spell), polymorph any object, polymorph others.”

[26] Because Regga has a Dexterity of 16, granting him a +1 Reaction Adjustment, his missile weapon attacks occur one segment earlier—on segment 5 instead of segment 4. In this case it occurs simultaneously with Party B’s attacks. As noted in the Dungeon Masters Guide (p. 64) under “Dexterity Penalty and Bonus Considerations,” this adjustment “applies to the initiative die roll for the individual only. Thus, it may allow the concerned individual to discharge a missile prior to an opponent’s attack, even though the opponent has otherwise gained the initiative—or vice versa.”

[27] Advanced Dungeons & Dragons Unearthed Arcana (TSR, 1985), pp. 51–52. See “armor” spell description.

[28] Players Handbook, p. 11. Any bonus or penalty from high or low Dexterity applies to missile/hurled weapon attack rolls.

[29] Dungeon Masters Guide, p. 66. See the “Close to Striking Range” section. When an attacker is within Striking Range of an opponent—usually 1” (10 feet indoors, 30 feet outdoors) or less—the attacker may move to engage the target.

[30] Dungeon Masters Guide, p. 30. As noted in the “Mercenary Soldier” section, “regular soldiers are 0 level men-at-arms with 4-7 hit points each”; DMG, p. 85, notes that men-at-arms are equal to 1 – 1 Hit Dice.

[31] Players Handbook, p. 25. Note: This excludes melee combat with monsters (q.v.) of less than one hit die (d8) and non-exceptional (0 level) humans and semi-humans, i.e. all creatures with less than one eight-sided hit die. All of these creatures entitle a fighter to attack once for each of his or her experience levels.”

[32] Dungeon Masters Guide, pp. 62–63. The “Initiative For Creatures With Multiple Attack Routines” section: “When the attack routine may be used twice, then allow the side with this advantage to attack FIRST and LAST with those members of its group who have this advantage.” Therefore, any attacker with a multiple-attack routine who engages one without them always wins initiative.

[33] Dungeon Masters Guide, p. 74. The DM is using an optional rule that allows fighters to gain a +1 bonus “to hit” per level of experience, rather than the standard +2 bonus every two levels. This option is described under “Special Note Regarding Fighters’ Progression”, which states: “If you opt for a per level advancement in combat ability, simply use the table but give a +1 ‘to hit’ bonus to fighters who attain the second level of experience shown in each group of 2 levels, i.e. 1–2, 3–4, etc.”

[34] Dungeon Masters Guide, p. 66. See text under the “Melee At End of Charge” section.

[35] See Players Handbook, p. 38, or Unearthed Arcana, pp. 27–28, for the Weapon vs. Armor Type Adjustments table. Note that these adjustments are always based on the base Armor Class of the armor worn, including a shield if one is used, but excluding all magical bonuses and Dexterity modifiers. Thus, an attack against a character wearing only chain mail uses the AC 5 column, while one with chain mail and a shield uses the AC 4 column.

[36] Players Handbook, p. 44. See “protection from evil” spell description.

[37] Because a natural 20 is not a guaranteed hit in First Edition AD&D, penalties to hit should be applied to the target’s Armor Class rather than subtracted from the attacker’s roll. Otherwise, sufficiently high Armor Classes could become effectively immune to attack in certain situations. See Dungeon Masters Guide, p. 70, under the “Important Note Regarding “To Hit” Adjustments” section.

[38] Dungeon Masters Guide, p. 83. Under the “Progression on the Combat Tables section: “All bonuses accrue only up to and including a total of 20, so that even if a character attacked with a bonus for strength of +3 and a +3 magic sword he or she would have to roll a natural 20 in order to score a hit on any creature normally hit by the second or successive repetitions of 20, i.e. the bonus (+3 in the example) could not exceed a total score of 20 unless an actual 20 is rolled.”

[39] Dungeon Masters Guide, p. 65. Under “Spell Casting During Melee,” it notes: “Any successful attack, or non-saved-against attack upon the spell caster interrupts the spell.” No saving throw is allowed to avoid the loss of the spell.

[40] Dungeon Masters Guide, p. 65. Movement for melee combatants is addressed under “Close to Striking Range.” Although the wording is extremely vague, the rules appear to indicate that movement is permitted: “The base speed is inches, indicating tens of feet in the dungeon or similar setting indoors, tens of yards outdoors. All normal activity and bonuses are permitted when so doing. This action is typically taken when the opponent is over 1ʺ distant but not a long distance away.”

[41] Players Handbook, p. 44. See “protection from evil” spell description.

[42] As his familiar, Zerem has a telepathic link with his imp, Zyzzk.

[43] Players Handbook, p. 68. See the “sleep” spell description. The easiest method for determining how many creatures in a mixed Hit Dice group are affected is as follows: roll 4d4 and divide the result by the Hit Dice of the creatures present within the spell’s area of effect. Drop any fractions. Creatures with the lowest Hit Dice are affected first. When determining the Hit Dice value to use, count n + 1 as the next highest Hit Dice category (e.g., 1 + 1 HD is treated as 2 Hit Dice).

[44] Players Handbook, p. 105. “Slowed creatures always strike last. Hasted/speeded creatures strike first.”

[45] Players Handbook, p. 71. See “mirror image” spell description.

[46] Players Handbook, p. 68. See “shield” spell description.

[47] Players Handbook, p. 17. See “halfling” description for details of their special resistances.

[48] Dungeon Masters Guide, p. 19. Poison in First Edition AD&D usually kills victims outright if they fail a saving throw, as noted in the “Poison Types” section: “The poison of monsters, regardless of its pluses or minuses to the victim's saving throw, is an all-or-nothing affair. That is, either they do no damage, or they kill the victim within a minute or so.”

[49] Dungeon Masters Guide, p. 41. See the light spell notes.

[50] The First Edition rules concerning movement while firing missile weapons or casting spells in melee are profoundly vague. The Combat Sequence (p. 61) list makes no explicit mention of when—or even if—such combatants are permitted to move during melee. Some DMs interpret this to mean that no movement is allowed, requiring a combatant to spend an entire round repositioning. Others conclude that movement may occur after an action is completed, during Step 4.E. The “Example of Melee” section in the Dungeon Masters Guide (p. 71) provides the clearest guidance. In that example, a spellcaster moves forward after casting shocking grasp, demonstrating that movement during melee is, in fact, permitted. See the article, "Confounded Rules! Spotlight: Melee Movement in AD&D" for a full discussion of this topic.

[51] It is specifically noted that a spellcaster is not permitted to move during the act of casting a spell (see “Spell Casting During Melee,” DMG, p. 65). This restriction does not preclude movement before casting, however, as discussed in the preceding footnote.

[52] Players Handbook, p. 68. See “shield” spell description.

[53] Players Handbook, p. 71. See “ray of enfeeblement” spell description.

[54] Players Handbook, p. 72. See “stinking cloud” spell description.

[55] Players Handbook, pp. 104–105. As noted in the “Melee Combat” section: Falling back is a retrograde move facing the opponent(s) and can be used in conjunction with a parry, and opponent creatures are able to follow if not otherwise engaged.”

[56] Players Handbook, p. 68. The shocking grasp spell description states that the magic-user “must only come close enough to his or her opponent to lay a hand on the opponent’s body or upon an electrical conductor which touches the opponent’s body.” What remains unclear is whether this requires a normal attack roll. Some DMs rule that such a “touch” attack needs only to hit AC 10, modified by magical armor or items and the target’s Dexterity Defensive Adjustment.

[57] Dungeon Masters Guide, p. 43. See the charm person or mammal spell notes.

[58] The Dungeon Masters Guide “Breaking Off From Melee” section (p. 70) says, “At such time as any creature decides, it can break off the engagement and flee the melee. To do so, however, allows the opponent a free attack or attack routine. This attack is calculated as if it were a rear attack upon a stunned opponent.” The Players Handbook (p. 105) further reinforces this interpretation: “Fleeing means as rapid a withdrawal from combat as possible; while it exposes the character to rear attack at the time.”

[59] “Dispel Confusion” (Polyhedron, Issue 21, 1984), p. 29, notes that shocking grasp stays in effect until discharged or the magic-user casts another spell.

[60] Players Handbook, p. 47. See “dispel magic” spell description.

[61] Players Handbook, pp. 64–65. See “burning hands” spell description.

[62] Because of the relatively minor damage the spell inflicts, the DM rules that Roose’s magic dagger will not have to save.

[63] Found on p. 80 of the Dungeon Masters Guide.

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