Mapkey
- Scale
1 hex = 10.5 yards or 34'. Snowshade is a small village scattered throughout
the valleys surrounding Crystalmeer Castle.This map covers the heart of
the village located in hex 1516 on the Crystalmeer Castle Trimphant Grand
Tactical map. The village supports a population of just over 1,800 souls.
Ice ships traveling the only route navigable by Ice Ships to East Spear
village, stop here for rest and minor repairs. In addition the village
supports the Crystalmeer military represented by Barbarian Clans, Wizards,
and Clerics that are stationed at Crystalmeer Castle. There is one Temple
in town, with clerics representing Frigga, the wife of Odin, an excellent
freshwater supply and bath house, The Firewatch Inn, The Endfast House,
a tavern, a feed, seed, and dry goods store, a moneychanger, an alchemy
shop, barracks for off-duty troops of the local lord, and a market hall
where people from the region congregate to trade, exchange news, and gossip.
The village is secured, being in the shadows of Crystalmeer Castle. Crystalmeer
Castle is the primary stronghold that guards the southern ice ship trade
routes in this region. The population is mostly composed of the Valir Ice
Barbarians, with a minority of Ice Elves, and a handful of residents that
are of other races.
A- |
Palingtons'
Feed, Seed, & Dry Goods Store. Thurgir Hjalkvi "Hothead" is the
proprietor, a Valir tribesman who traveled south in his youth and was educated
in the Great Kingdom of Merthyr. After working for many years as a translator,
guide, and scout, he took his savings and traveled south, buying goods
from merchants in Northern Tefi. He returned to the village of his youth,
Snowshade, and set up a dry goods store. Lvl: 7 AC:9 HD: 7+1 Htk: 30 Aln:
LN Str-10 Int-15 Wis-8 Con-15 Dex-12 Chr-11 Thurgir has a +2 Longsword,
and a +3 Harpoon. and in addition to his store inventory, he has a chest
concealed under the floorboards in his shop containing 350 gold coins,
and two diamonds worth 250 g.p. each. Thurgir is married, and his wife
Zeeva helps him run the store.
Zeeva Ac:9
HD:2 Htk:9 Mve: 12 Dmge/Attk: +2 Dagger 1d4+2. Str-5 Int-11 Wis-10 Con-12
Dex-11 Chr-9
In addition
Thurgir has hired two clerks and a scribe / accountant. Clerks: Otgir the
Elder, AC:9 HD4 Htk: 16 Mve:10 Dmg/Attk: Club 1d6 and Landi the Boy, AC:9,
HD:1 Htk:5 Mve:12 Dmge/Attk 1d6 Club. The Scribe is named Gunnar Cutzoan,
he is an adept of Frigga AC:9 HD: 2 Htk:8 and knows the following spells:
Cure Light Wounds, Detect Evil, Protection From Evil, and may cast one
of these spells each day. Str-12 Int-8 Wis-13 Con-7 Dex-12 Chr-11. There
are two silos out behind the store, one contains oats for horses, the other
contains hay for cattle and other herbivorous pack animals. In addition,
The following goods are available 95% of the time in the store: Note that
bolts of cloth are 1 x 20 yards and prices are for a single item unless
otherwise noted.
Item |
Price
(Gold Coins) |
Item |
Price
(Gold Coins) |
Item |
Price
(Gold Coins) |
Oats, 50lb
Burlap Bag |
37 |
Carrotseed 1lb bag |
40 |
Lumbermans'
Wool Shirt |
1 |
Hay, Sheaf 25lb |
17 |
Tomato seed 1lb bag |
40 |
Buckskin Gloves |
2 |
Burlap Bags
500 Coin Capacity |
2 |
Mixed Nuts - Pecan, Walnuts,
Chestnuts,
5lb bag |
25 |
Fur Cap |
4 |
Wheat Seeds
10lb Bag |
20 |
Coffee beans, 5lb bag |
15 |
Bear Fur Coat |
95 |
Corn, 50lb Burlap Bag |
19 |
Tea, 5lb bag |
12 |
Deerskin Coat |
14 |
Cornseed 50lb Bag |
25 |
Wool Cloth Bolt |
15 |
Bear Fur Boots |
28 |
Barley 50lb Bag |
15 |
Linen Cloth Bolt |
20 |
Deerskin Boots |
12 |
Twine 10 yards |
2 |
Sail Linen Bolt |
50 |
Woolen Socks |
1 |
Candles (dozen) |
1 |
Flax Linen Bolt |
8 |
Small Rug |
10 |
Oil Lantern |
10 |
Thread 10 yards |
1 |
Bearskin Rug |
125 |
Nutcracker |
1 |
Rope 50' |
2 |
Deerskin Blanket |
10 |
Hand Tools |
Negotiable |
Ivory needles |
1 |
Saddleblanket |
6 |
Wooden Bucket |
2 |
Ivory Sail Needles |
5 |
Horse Blanket |
8 |
Wooden Tub |
5 |
Wooden Eating Utensils |
1 |
Wool Blankets |
4 |
Small Wooden Animal
Trap |
5 |
Large Wooden Spoon |
1 Silver |
Large Wooden
Animal Trap |
12 |
Waterskin |
2 |
Wooden Trencher |
1 |
Snowcat Trap |
40 |
Wood Saw |
4 |
Wooden Bowl |
1 Silver |
Cow Bell |
25 |
Hammer |
5 |
Clay Dish |
4 |
Hoist or Pulley |
25 |
Fine Wool Blankets |
8 |
Iron Pot |
5 |
Hard Candy 1lb |
1 |
Notes: A Horse needs
a minimum of 8-10 lbs of grain a day, plus additional foraging time. Cattle
need 15 lbs of pure seed grain, or at least double that in hay, and sheep
need 10-11lbs of grain a day to remain healthy, and that is in good weather!
Snowcat traps are typically iron cages with a trapdoor ceiling. They are
carefully buried in the snow and a live game animal (bait) is staked over
the trapdoor. Snowcats are semi-intelligent, or intelligent, so once they
have seen a trap in operation 50% prob, are likely to detect the trap (base
45% Prob + 1% every time a Snowcat Trap is encountered). |
|
B- |
Ice
Sailors Guildhouse - Home to the Ice Ship sailors whenever they are
in town, In addition 3d6 local laborers from the cartage guild, and wanna-be
sailors that work for, or are interested in working for, the Ice Ship companies
will be found here at any given time. The Guildhouse contains guest rooms
for ship crew, and will also accomodate passengers that book passage who
have arrived from remote areas outside of town. Guildhouses are often staffed
by older sailors that can no longer withstand the extreme conditions that
are considered normal for a working ice ship crew. In this particular
guild house there is also a meeting hall for guildmembers, and a large
kitchen. Cooking is a bring your own food, do-it yourself affair, but there
is plenty of cookware, plates, bowls, trenchers and utensils, and a roaring
fire always going in this place. The Sailors Guild charges every member
5 gold coins per month guild dues, and every member wears a gold medallion
engraved with their name and the name of the guildhouse. The ship dog that
runs this Guildhouse is named Alvir Tornstag Lvl 6 AC:6 Lvl 6 Htk: 21 Mve:
12 Dmge/Attk: +1 Cutlass 2d4+1.Str-10 Int-11 Wis-13 Con-12 Dex-6 Chr-14.
Alvir has two bodyguards with him at all times AC:4 Lvl 3 Htk: 13,10 armed
with longswords, shields. and crossbows. If unable to negotiate and threatened,
or in a fight, Alvir will dodge out and attempt to round up 4d6 other guildmembers
around town. Treasure in the guildhouse safe: prob 30% of 100-400 Gold
Coins 40% of 200-500 Silver Coins, and 10% chance of 1d4 gems or
jewels, and a 10% chance of a map of some sort. In addition, there are
ten Sailor Guild medallions worth 10 gold coins each in the safe. Individually,
the guildmembers will 60% prob have 1d4x5 (5-20) gold and silver coins
on them. |
C-
|
Temple of
Frigga The Followers of the wife of Odin maintain a wooden temple and
small wooden monastery here. Led by Lady Gydrid Holmsa Lvl-9 Htk:23 AC:5
Dmge/Attk: +2 Staff (1d6+2) Str-13 Int-11 Wis-16 Con-10 Dex-10 Chr-10 Spells:
Cure Lt. Wounds, Charm Person, Detect Evil, Charm Animal, Speak w/ Animals,
Bless, Remove Curse, Cure Disease, Fly, Nuetralize Poison, Quest, Runes
of Warding. The runes of warding are similar to the Glyph of Warding
except that runestones with the glyphs are usually prepared in advance
with a glyph being chiseled as a rune into a stone. The glyph remains visible
and faintly glows. The rune ward is activated with the same word (but not
the word inscribed on the stone) that when spoken, would allow the speaker
to pass the Runes of Warding unharmed. Many wards protect the temple
of Frigga from intruders. There are also two curates, four adepts, and
four acolytes that reside here, dispensing help to the needy, and delivering
people from danger. at any given time 50% of the clerics are away from
the temple leading rescue parties or patrolling with other followers of
Frigga for trouble in the areas around the village. Any of the clerics
will be armed with a staff, the curates carry +1 staffs, and the followers
will be armed with a variety of weapons. 50% of the followers of Frigga
are Valir barbarian warriors. At any given time there are 2d6 followers
of Frigga in the temple. Lady Holmsa keeps all the offerings in the great
hall of the temple. The offerings are protected by 1d4 runewards each and
include the following: A treasure map (scroll), leading to a long lost
Talari (Ice Elf) outpost. A treasure map leading to a shipwreck off the
southern coast. A blue crystal ring of water walking. If somebody attempts
to steal any of the offerings roll on the following table to determine
the effect of each runeward:
Roll 1d10
|
Result
|
1
|
Alarm Chime
9 rds
|
2
|
18 point Firestrike
|
3
|
18 point Lightning Strike
|
4
|
Causes paralysis for 18 rds, 1/2 if save made
|
5
|
Lose 4 Strength
|
6
|
Lose 4 Dexterity
|
7
|
Fear 18 rounds
|
8
|
18 point Acid Shower
|
9
|
Lose 1 level
age 10 years
|
10
|
Will drain 3 charges from any single magic item
|
If offended,
disturbed, or attacked, the justice from lady Holmsa is swift and sure,
and the offender is most likely to be quested to carry a runeward northeast
99 miles into the wilderness to the polar werewolf Skarjald. Lady Holmsa
owes Skarjald her life, but will not risk approaching the lycanthrope as
Skarjald desires only to spread the disease, even to her. She will not
tell the offenders she is sending them to deliver a runeward to a lycanthrope
either.
Temple
of Frigga Map
|
D-
|
The
Cedar Dome, The Alchemists' Shop. Lvri the Alchemist
lives and works here. Lvri is an old bearded sage who specializes in crafting
potions. He is seeking the secret to immortality which causes the other
locals to treat him almost as an outcast, being he doesn't want to go to
Valhalla and all... Nonetheless, the locals will quietly go to him for
advice or counsel when seeking healing in unusal circumstances, or when
unforseen events occur, and especially in regards to potions, metallurgy,
and for advice on transmutation type effects and spells. Lvri Lvl-8,
Htk: 29 Mve:9
Str-11 Int-13 Wis-10 Con-15 Dex-8 Chr-9 Lvri is an accomplished fighter
with a staff and carries a +2 staff given to him by the followers of Frigga
(1d6+2). Lvri also has several special attacks he may elect to make using
the staff including (Staff Sweeps: A successful hit does normal damage
and renders the target prone. Shatter: In which a joint or bone is shattered
and rendered useless by a strike. -2 to hit however a successful hit will
do damage and reduce the targets' mobility. Lvri prefers kneecaps and ankles
with this. Weaponstrike:a successful hit jars an opponent forcing said
opponent to drop his/her/its weapon.(disarm)) Lvri also has 2d4 of
each of the following items, potions and elixers for sale in his establishment.
Prices are in gold coins unless otherwise noted, and Lvri will negotiate,
giving very favorable exchange rates to those who bring knowledge, news,
or other alchemy tools, elixers, utensils, and items for him:
Item |
Price
|
Item |
Price
|
Item |
Price
|
Healing Vial, Cure Lt.
Wounds 1d8 |
199 |
Flask, Ice Dragon
Spittle 3d4 |
1199 |
5lb bag of
iron ore |
2 |
Vial, Rusting Agent |
229 |
Flask,
Kings water |
899 |
Healing Flask, cure moderate
wounds 2d8 |
499 |
Flask, Oil |
2 |
1 lb bag Salt -
yellow flame when burnt 1d2 |
1 |
Vial, Magnesium powder
bright white flame 1d6 |
149 |
Vial, Mercury
(quicksilver) |
129 |
1 lb iron bar |
4 |
Flask of White Phosphorus
dmge:1d6 + 2d6 |
375 |
Flask of Acid,
1d6 + 2d6, etc. |
179 |
Vial, Fulminating Silver
damage: 3d6 |
419 |
Flask, herring skin water
- glows in the dark |
19 |
Flask of Alkali
1d6 + 2d6, etc. |
199 |
Flask, Fulminating Gold
damage: 3d6 |
299 |
Phosphorescent Lantern |
39 |
Vial of Copper Dust - green
flame 1d2 |
5 |
Vial of Copper Chloride
- blue flame 1d2 |
15 |
Vial of Celestite
Crystals - burns crimson red 1d2 |
15 |
Notes: Ice Dragon
spittle freezes instantly when exposed to air. The Rusting Agent will completely
rust through a 1/2" iron chain in 1d4 hours, and will corrode steel weakening
it in 4d6 hours. Mercury is poisonous, Magnesium, when ignited, continues
to burn, even underwater, or without air, until completely oxidized. White
Phosporous is kept in water and automatically ignites when exposed to air.
Phosporous burns so hot it can melt bone. Acid is corrosive and will continue
to do damage every round until the acid is neutralized or washed away with
plenty of water. Fulminating Silver is a liquid, or powder, that explodes
violently with the slightest percussion. Alkali is a corrosive that will
continue to do burn damage until nuetralized or washed away. Alkali and
acid nuetralize each other. Fulminating Gold, stable when a fluid, should
never be allowed to evaporate as it is also highly explosive when dry,
and shock sensitive as well, but not as sensitive as fulminating silver.
Phosphorescent Lantern - Illuminates a 15' radius, activated by being shook
up, provides Red, Green, or Blue illumination for 1d4+8 hours. Copper Dust
(or barium, a metal) burns with the flame an emerald green color, and copper
chloride burns deep blue. Celestite crystals look like ordinary crystal,
but burn with a bright crimson flame when ignited. Kings Water dissolves
gold! The gold can later be recovered from the Kings Water' with a cyanide
(poisonous) gold-plating extraction process. The Cure Light Wounds elixer
will heal over a period of one hour, and the Cure Moderate Wounds elixer
will heal over a period of 1d4 hours. |
|
E-
|
Vardor the
Moneychanger If you need coinage, Vardor, a dogmatic, but honest man,
is the man to see.
Vardor Lvl-5
AC:9 Htk: 15 Mve:12 Dmge/Attk: +1 Dagger Str-9 Int-13 Wis-11 Con-8 Dex-9
Chr-9 By appointment only! He will trade using the following currency exchange
rates, and they are fixed non-negotiable rates. Vardor will not buy gems
or jewels under any circumstances. In addition to a pair of Runewards protecting
his home and shop, Vardor has 2d6 hired Valir bodyguards, 33% prob that
they will be around at any given time, and 100% when moneychanging operations
are underway. Valir Bodyguard AC:7 Lvl: 8,5,3,3,3,2,2,2,2,1,1,1 Htk: 36,19,
8, 8, 6, 11, 9, 8, 6, 4, 3, 3 Mve:12 Dmge/Attk 1d8 bone longsword
or, 1d6 Ivory bone-tipped javelin. Each bodygaurd carries 1d6 bone javelins
and a longsword, The leader of the bodyguards, Reykvir Asgi is a 7'+ giant
with extraordinary strength. Reykvir wields a +2 Mattock Dmge/Attk: (1d12+6).
Vardor is unavailable most of the time, with one of the bodyguards in the
shop making appointments for him.
Vardor's Coin Exchange Rates
|
He will pay
|
Selling to you
|
7 Silver Coins for 1 Gold
|
1 Gold for 11 Silver
|
8 Copper pennies for 1 Silver
|
1 Silver for 11 Copper
|
72 Gold Coins for 1 Platinum
|
1 Platinum for 105 Gold
|
Gems, Jewels, Mithril, Mithral, Adamantine, or Adamite,
or Adamanite -- Will not buy
|
Not selling Mithril, Mithral, Adamite
Adamantine or Adamanite. May sell -- 25% Prob Gems, or
Jewels
|
|
F-
|
Firewatch
Hall (Inn) The Firewatch Hall is a Valir Great House converted into
an Inn and Tavern. The story goes that the Inn is so named, as even before
the place was converted to an Inn, the owner Giltree Angbjold provided
shelter and food for the volunteers that made up the village fire
watch. Being a generous host, Giltree indulged the volunteers with food
and drink, and especially drink. One night, a fire did break out, burning
a good portion of the village to the ground. The fire watch was so inebriated,
all they could do that night was watch the fire. Afterward, Giltree was
charged by the local clans and villagers to maintain a round the clock
firewatch at his own expense. He has hired three fire wardens that live
in the Firewatch Hall, they work in shifts and roam the village serving
to alert the locals in case of fire. The name stuck. The Inn serves Ice
ship passengers, travellers passing through, and locals that come to town
from the surrounding wilderness for a time. Prices are somewhat high, but
this is the only Inn in the village.
Giltree Angbjold
9th lvl, AC:7 Htk:29 Mve:12 Dmge Attack: +2 Double-Bladed Battleaxe (1d8+2)
Str-13 Int-10 Wis-7 Con-15 Dex-11 Chr-8 Giltree wears a silver +2 Ring
of protection inlaid with a black opal that grants him an improved armor
class as well as a +2 bonus to saving throws. He has 1,345 Gold Coins,
221 Silver coins, and 1d12 gems stashed in his home in the village.
Hoskyr Vingmark
8th Lvl Ranger AC:6 Htk:41 Mve:12 Dmge/Attk: +2 Longbow (1d6), +2 Crystal
Longsword (1d8+2), +1 Long Dagger (1d4+1) 30 +1 Arrows (1d6+1), 20 +2 Arrows(1d6+2),
20 Arrows (1d6). +1 Leather Armor.
Hoskyr is a
guardian of the Firewatch, and can be found there (prob 40%) at any given
time. An experienced tracker and hunter, Hoskyr will attack any type of
Gnoll on sight, and often leads hunting, and rescue parties into the wilderness.
In addition he often hires out as a guide. Hoskyr is a good skier, and
an accomplished Snowcat rider. He has a trained white Snowcat mount, Tamberlyn
AC:4 HD:6 Htk:18 Mve:20 Dmge/Attk: Claw1d6/Claw1d6 Bite;1d8 Int:8 Hoskyr
is cautious and vengeful remembering slights and insults for a long time.
"Stub-toe"
Helgholm 5th Lvl AC: Htk:27 Mve:12 Dmge/Attk: +1 Broadsword (2d4+1),
"Trollslayer" Longsword +1/+3 Vs. Trolls(1d8+1/+3) Aln:LN Int:10 Ego:9
Trollslayer is an intelligent sword with the ability to speak in the Valir
and Common tongues. In addition, the sword has the following abilities
it grants to the user - Detect Trolls in a 60' radius, Detect Evil in a
10' Radius, and also detects precious metals, amount, and type, in a 30'
radius. Helgholm is Giltrees' right-hand man, providing security for the
Inn, and throwing out rabble, and breaking up fights. Loyal and Honest,
a long-time friend to Giltree. Helgholm also earns extra money occassionaly
hiring out to adventuring parties and to prospectors for a time. The blade,
Trollslayer, is imbued with the spirit of a Wizard whose keep was overrun
by Trolls, before he died, the Wizard worked diligently to create this
unique weapon. If the Sword hears about a Troll sighting in the area it
will use all the persuasive force available to urge Helgholm to investigate,
and over the years the man and his sword have created such a bond that
Helgholm usually drops whatever he is doing and investigates. Helgholm
has more than eight Trollslayings to his credit and is well respected in
the village.
Vutland Svirgist
3rd Lvl Firewarden AC:7 Htk:14 Mve:12 Dmge/Attk:Longsword (1d8) Str-12
Int-16 Wis-11 Con-14 Dex-9 Chr-9 Vutland can be found in the Inn in the
Late Afternoon, and at night, at other times he is patrolling the village.
Urul Hruald
6th Lvl Firewarden AC:7 Htk:26 Mve:12 Dmge/Attk:+1 Longsword (1d8-1) Str-6
Int-8 Wis-7 Con-10 Dex-15 Chr-10 Urul can be found in the inn in the late
afternoon, and at night. In the morning he is on duty as Firewarden.
Sven Huskulf
6th Lvl Firewarden AC:7 Htk:21 Mve:12 Dmge/Attk: (+2 Broadsword (2d4+3)
Str-15 Int-10 Wis-9 Con-8 Dex-10 Chr-8 Ssven is the nightwatch firewarden.
In the daytime, he can be found sleeping in the common sleep area or in
the kitchen.
Islif Reygnir
2nd lvl Cook AC:9 Htk:9 Mve:12 Dmge/Attk: Iron Skillet (1d6), or Butcher
Knife (1d4+1) Str-7 Int-5 Wis-14 Con-8 Dex-12 Chr-10 Islif is in the cellar
kitchen early in the morning, and at sunset. In the middle of the day,
he may be at the market hall buying Inn supplies.
Ashi Vingmark
7th lvl, Innkeeper, Wife of Giltree Angbjold AC:9 Htk:27 Mve:12 Dmge/Attk:
+ 2 Short Sword (1d6+3) Str-14 Int-12 Wis-9 Con-12 Dex-11 Chr-17 Ashi will
be with Giltri most of the time (prob 70%).
Sigri Selinde
2nd lvl Inn Waitress & Servant AC:9 Htk:7 Mve:12 Dmge/Attk: +1 Dagger
(1d4+1) Str-10 Int-11 Wis-16 Con-11 Dex-12 Chr-8 Sigri works six days a
week at the Inn from the early morning to the late hours of the night.
Katli Thor
1st lvl Inn Waitress & Servant AC:9 Htk:5 Mve:12 Dmge/Attk: Club
(1d6) Str-11 Int-9 Wis-14 Con-13 Dex-11 Chr-14 Katli works four days a
week from dawn till after sunset, usually on the weekend at the Inn. All
the servants with the exception of Hoskyr (who is a friend) are paid 20
gold coins a month plus room and board. All the money the waitresses earn
goes into a tip jar, and the tips are split evenly between Katli and Sigri
at the end of every week.
The great hall
consists of a large open area, with an enormous vaulted ceiling that rises
approximately 70' from the ground level. Along the west wall are private
dining and meeting rooms, and a stairwell that leads down to the cellar.
On the North wall is a large hearth big enough to roast two full sized
game animals, used for heating the hall, and cooking. The center of the
hall is filled with long tables. In the Northeast and Northwest corner
of the hall are stairways leading to the second level, where there are
private bed rooms, and a common sleeping area. The Cellar contains
ale and wine barrels, dry food stores, the main kitchen, and a chute where
goods and firewood are delivered. Dimensions: 75' x 50' x 70' (LWH) Firewatch
Hall Map
Firewatch Hall Rates
Unless otherwise noted, all rooms include meals
|
Room / Night
|
Price
|
Room / Night
|
Price
|
Meal
|
Price
|
Common Area |
5 Silver |
Private 2 people |
4 Gold |
Breakfast, Bread, Fruit, Butter, Fish |
5 Silver |
Private 4 person |
7 Gold |
private 1 person |
1 Gold |
Lunch, Bread, Fish, Venison Stew |
1 Gold |
Cellar |
3 Silver |
Private / Hour |
1 Gold |
Dinner |
2 Gold |
Cellar Storeroom |
1 Silver
(No meals |
2 Adjoining Rooms |
12 Gold |
All / Day |
2 Gold, 5 Silver |
|
G-
|
Snowshade
meeting hall |
H-
|
Noblemans'
Home - Alvir "The Rider" Sigval, a 17th Level Valir guide (retired)
lives here with his extended family. AC:0 Htk: 51 Mve: 12/18 (mounted).
Alvir is armed with a +4 Blue Crystal Scimitar, a +2 Clear Crystal Battleaxe
(+4 vs. Goblins & Orcs), and a +2 Longbow "Fannuk". Also carries 20
+2 arrows, and 30 regular arrows. |
I-
|
The Marketplace |
J-
|
The
Bath Cradle (Freshwater pumphouse, wells, and baths) Atler the Waterman, |
K-
|
Garrison
Hall |
L-
|
The Endfast
House (Tavern) |
Notable Personalities include
the Wizard Drenia. The Ice Elven Children
Notes - NA = Number Appearing,
HD = Hit Dice, MU = Magic User, AC = Armor Class, Htk = Hits to kill, h.p.
= hit points ALN = Alignment (LWH) = Length, Width, Height (DH) = Diameter,
Height, Int = Intelligence prob = Probability (expressed in percent). |