Numenhalla is a Megadungeon campaign, in the old style.

It is important to understand that no background information is required to play. It is included to provide depth to your play experience.

The standard B/X races are available with the following changes.

  • Thief is called Expert and functions slightly differently. They receive a number of “mulligans” equal to their level per session.
  • There is no separate cleric class; they are now a subset of ‘sages’ which level as wizards.
  • Demi-human races are for the most part identical, but are called by in-setting names.
  • There are 4 new classes.
    • Alchemists and Psionicists are available classes for Men.
    • Sylvan Elves are a new class known as the Sidartha.
    • There is also a robot (race as)class known as the Augatic.

The complete information is found in the Player’s Guide. A short list of rule changes is listed below.

Other than changes noted below, other classes are identical to their B/X or LL roots.
Fighter: Gain a fighter talent every level.
Expert: Thieves are now called experts. Instead of percentile skills, they select five skills at first level. They gain these skills at the level of skilled. Each time they gain a level, they may increase a skill by one level (from skilled to expert, or expert to master) or gain a new skill at the level of skilled.
Experts also gain one mulligan per level. This means, during a single session, they have the ability to reroll any one combat, save, or skill roll. They can do this one time per level per session. A third-level Expert has three mulligans he can use during every single session of Numenhalla.
Cleric: There is no cleric in Numenhalla. See Sage.
Alchemist: Class available from Alchemy, forthcoming. Materials available from me if you wish to play this class.
Psionist: As GA1: Psionics
Sage: They require the same experience as wizards, but they must pick a speciality from the following list.

  • Arcanist: General Mage
  • Incantrix: Study of metamagical effects
  • Abjurer: Shielding and protective effects
  • Illusionist: Illusion magic
  • Necromancer: The study of necromancy and death
  • Mistmage: Master of gasses and mists
  • Diviner: Expert at divination magic
  • Lancer: Master of ray magics
  • Elementalist: Mage studying the elements
  • Tenebrist: The manipulation of shadow
  • Enchanter: The study of enchantment and charm
  • Summoner: The mastery of summoning
  • Healer: A study of healing and life magics
  • ( Bindi ): The magical powers of the Bindi (elves)

The spells available to each sage are very limited by their speciality. Sages learn 2 spells a level randomly. They start with two (random) spells and randomly learn two new spells of a level of their choosing that they can cast every time they gain a level. They may not cast any spell not on their list. The sage prepares spells as normal, but when cast spells are not forgotten.

Casting Spells
In order to successfully cast a spell, the caster must roll 2d6. The results of the roll indicates what occurs with the spell. Only one spell may be cast each round. Some spells may be cast instantly or in reaction to an event. This does not remove the one spell a round limitation.

< 3 Failure: cannot cast spell again until the next session
3-5 Marginal Success: spell goes off at end of round, spell cannot be cast again till next session
6-8 Success: Spell goes off at end of round.
9-11 Success: spell goes off at start of round
12+ Superb Success: Spell has maximum effect

This roll is modified by several factors. The most important is that every attempt to cast a spell adds a cumulative -1 to the roll. These penalties dissipate at the end of the session.
The Sage also adds his level to the roll, as well as his intelligence or wisdom bonus (player choice). They subtract one from the roll for every level of the spell.
Special effects
When rolling, certain natural results give special effects. A roll coming up snake eyes (two ones) results in a spell mishap. A boxcar (two sixes) result causes a spell surge, treating your spell as if you were a caster 1d6 levels higher. Doubles cause a wild surge.

Natural 2 – > spell mishap
Natural 12 → spell surge (add +1d6 levels to caster level)
Doubles → wild surge (occurs on natural 12 also, but not natural 2)

Westrador (Dwarves): Automatically receive either Appraisal: skilled or Stone Lore: skilled as a free skill.
Bindi (Elves): Automatically receive either Alchemy: skilled or Arcana: skilled as a free skill
Gretidoten (Halflings): Automatically receive either Stealth: expert or Healing: skilled as a free skill
Augatic: This is a race of immortal golems. See the class description on page 8.
Sidartha: This is a race of wood elves. See the class description on page 8.

Other Rules
Experience is only gained for treasure recovered. Killing monsters provides no experience, though sometimes there are bounties on humanoids and if a monstrous monster corpse is in good enough shape sometimes it can be sold.


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