Initiative Cards. Monster Set 1.pdf

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Initiative Cards: Monster Set 1
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Initiative Cards: Monster Set 1
by JD Wiker and Marc Schmalz
Credits
Editing: Marc Schmalz
Creative Direction: Marc Schmalz
Proofreading: Rich Redman, Vincent Szopa, & Stan!
Layout and Typesetting: Marc Schmalz
Front Cover Design: Jefferson Dunlap
Cover Artist: Pete Schlough
Special thanks to: the opinionated, helpful members of The Game Mechanics’ message boards for their feedback.
Contents
Requires the use of the Dungeons & Dragons ® , Third Edition Core Books, published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.
The Game Mechanics, Inc
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www.thegamemechanics.com
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used
according to the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.
D UNGEONS & D RAGONS ®, Dungeon Master®, and Wizards of the Coast® are registered trademarks of Wizards of the Coast, Inc.,
and are used with permission.
Initiative Cards: Monster Set I ©2004 The Game Mechanics, Inc. All rights reserved.
For information on the designation of Open Game Content and Product Identity in this publication, refer to the Appendix.
THE GAME MECHANICS and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the
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This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
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Initiative Cards
Monster Set One
Page ii
Introduction
Keeping track of initiative in games using the
d20 System can get complicated. Every GM
has a method that he or she favors, but which
sometimes lacks versatility or utility. Initiative
Cards provide GMs with an easy way to keep
track of initiative and a handy reference for all
the sorts of information a GM sometimes needs
during a game session.
There are two different types of Initiative
Cards: character cards and monster cards.
Character cards contain information about
the player characters and the occasional non-
player character. You can use these cards
for familiars as well. Monster cards contain
information about monsters (though it’s best to
use character cards for monsters that have class
levels). You can use these cards for most animal
companions as well.
The monster cards in Initiative Cards: Monster
Set I provide GMs with over 350
preprinted monster cards for
fantasy d20 System roleplaying
games. All of the necessary
information has already been
filled in—all the GM needs to
do is print as many of each card
as he needs, and use them over
and over again.
Then jot down their initiative numbers, and
place their cards in the proper place in the
initiative order.
If a character or creature delays, or readies an
action, turn that Initiative Card sideways, with
the “Delay/Ready” box showing. If a character
or creature falls unconscious, simply turn the
card sideways facing the other direction, with
the word “Unconscious” visible.
Monster Cards
Use monster cards for monsters that don’t have
classes and levels. You can use one card to
represent multiple monsters of the same type
(one card to stand for three ogres, for example),
or you can use individual cards for individual
monsters. All of the completed cards in Initiative
Cards: Monster Set 1 are monster cards.
NAME: This is the monster’s name. You can
use one card to represent a number of identical
monsters, or use separate cards
for each according to your own
preferences.
ALIGN: This is the monster’s
alignment. Knowing the
monster’s alignment could be
important for spells that key off
of a character’s alignment, such
as protection from evil .
INIT: Leave this space blank
at first. When combat begins,
use it to record the character’s
initiative roll.
Delay or Ready: Turning the
card so this space is showing
indicates the character is
delaying or has readied an
action.
AC: This is the monster’s
armor class, including base AC,
AC for touch a�acks (TCH)—
a�acks that disregard armor—
and AC for a�acks when the
character is flatfooted (FLT).
There is also a box in which you can mark any
temporary changes to the monster’s AC (TMP)
that occur during the course of the game.
FORT, REF, and WILL: This is where you can
find the monster’s Fortitude, Reflex, and Will
saving throws.
SPD: The monster’s base movement is
indicated here. Alternate movement modes,
such as flying speed or swimming speed, are
recorded here as well.
VIS: This area notes any special vision modes
the character might have, such as low-light
vision, darkvision, or blindsight, as well as the
vision mode’s range, if applicable.
GRAP: The monster’s grapple bonus appears
here.
Initiative Cards in Play
Before beginning play, print
and fill out as many character
cards as you need for the
player characters, and print
as many monster cards as
you need for the monsters.
If all the monsters you need
aren’t in Monster Set I, use the
blank monster cards provided.
You can also use the blank
character cards for any NPCs
you might need.
When combat begins, ask the
players to roll initiative while you roll initiative
for any opponents and non-player characters.
Set aside any cards for characters or creatures
that are surprised. One by one, go around
the table and ask each player for his or her
character’s initiative result. Write their initiative
numbers down in the space marked “INIT” on
the cards. Then do the same for all the initiative
rolls you make. Use a pencil—you’ll be erasing
and rewriting these numbers fairly o�en.
Then simply begin at the top of the stack,
moving each card to the bo�om when that
character or creature has concluded its turn.
When you once again reach the first card in
the initiative order, if anyone has not yet rolled
initiative, ask them to roll for initiative now.
The Monster Card
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Initiative Cards
Monster Set One
Page iii
Skills: The monster’s skills and total skill
modifiers (skill rank + ability modifier +
miscellaneous modifiers) are listed here. Unlike
those on Character Cards, the skills listed here
vary from monster to monster.
A�acks: The monster’s a�acks appear here.
The information listed includes A�ack (#) (the
method of a�ack, such as “Bite,” “Claw (2),”
or “Sword”); Bonus (the a�ack modifier); Type
(the type of damage: “P” for piercing, “B” for
bludgeoning, and “S” for slashing); and Damage
(the damage caused by the
a�ack). On these pre-filled
cards, a�ack entries that are
not indented are primary
a�acks, while indented entries
are secondary a�acks used
with the primary a�ack above.
HP: Use this space to keep
track of the monster’s hit
points.
Special/Notes: Use this space
to record any temporary effects
on the monster, such as spells
or the special a�acks of other
monsters, and to keep track of
the duration of such effects.
The information in these fields
can be highly condensed—
please refer to “Reading
the Cards,” below, for more
information on this space.
Unconscious: Turning the
card so this space is showing
indicates the monster is
unconscious.
Character Cards
Use character cards for player characters, non-
player characters, familiars, and monsters
that have classes and levels. A sheet of blank
character cards is included at the end of the
monster card set for your convenience.
NAME: Record the character’s name here.
ALIGN/RACE: Record the character’s
alignment and race here. The former may be
useful for spells that work off of a character’s
alignment, such as protection from good ; the la�er
is useful for spells, effects, and situations that
take the character’s race into consideration. If
you’re using the character card to represent a
familiar, record the animal’s species (cat, hawk,
rat, weasel, etc.) here.
INIT: Leave this space blank at first. When
combat begins, use it to record the character’s
initiative roll.
AC: Record the character’s base armor
class here, including AC for touch a�acks
(TCH)—a�acks that disregard armor—and for
a�acks when the character is flatfooted (FLT).
There is also a box in which you can mark any
temporary changes to the character’s AC (TMP)
that occur during the course of the game.
CLS/LVL: Record the character’s classes and
levels here. If the character has several classes,
you might want to use abbreviations: Brb for
Barbarian, Clr for Cleric, or Wiz for Wizard, for
example.
Delay or Ready: Turning the card so this
space is showing indicates the character is
delaying or has readied an action.
STR, DEX, CON, INT, WIS,
and CHA: Record the character’s
ability scores and ability
modifiers here.
FORT, REF, and WILL:
Record the character’s
Fortitude, Reflex, and Will
saving throws here.
SPD: Record the character’s
base movement here.
VIS: Record any special
vision modes the character
might have, such as low-
light vision, darkvision, or
blindsight. If the vision mode
has a range, make sure you
note that, such as “Dark 60.”
Skills: Record the total skill
modifiers (skill rank + ability
modifier + miscellaneous
modifiers) here. This area lists
only those skills for which the
GM should regularly make
skill checks on the player’s
behalf (see DMG v3.5, Chapter 1, Determining
Outcomes). In addition to their use for recording
skills that are not already included, the blank skill
spaces can be used to record other score-based
information, such as Spell Resistance.
Languages: Record the languages the
character knows here. This could come in handy
when the characters encounter speech or writing
in a language other than Common. (You can
check which of the characters might understand
without having to ask the players which
languages each character knows.)
Special/Notes: Use this space to record any
temporary effects on the character, such as spells
or the special a�acks of monsters, and to keep
track of the duration of such effects.
Unconscious: Turning the card so this space
is showing indicates that the character is
unconscious.
Reading the Cards
First, remember that Initiative Cards are not
supposed to replace the MM or any other
sourcebook. They are meant to organize
combat and reduce the need to refer to check
The Character Card
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Initiative Cards
Monster Set One
Page iv
sourcebooks during play, but are not meant for
independent use.
The Special/Notes field on the card contains
shorthand for the skills and abilities most
commonly used during combat, and are not a
complete record of the monster. For example,
consider the night hag. This monster’s Special/
Notes field has the following:
The creature’s spell-like abilities are all
abbreviated as well. The spell and ability
abbreviations match those used in Wizards of
the Coast products and are usually obvious,
but the MM can be referenced if there is any
confusion. Limits or changes to a common spell
are detailed parenthetically, as are save DCs for
resisting the effects of the ability.
The only possessions listed are those with
stats or effects not included elsewhere on the
card. Magic armor would be included in AC
calculations, for example. The night hag’s
heartstone is listed because it has abilities that
may affect combat.
In some cases, a complex creature (such as a
dragon) will require additional card space to
detail all of its abilities. Such creatures are noted
by the presence of “MORE>>” in the lower right
corner of the Special/Notes field. The remaining
information is contained in a special card near
the end of the set.
Dragon Cards
Initiative Cards: Monster Set 1 contains a number
of monster cards for dragons. These unique
creatures were created by the staff at The Game
Mechanics, and are not found in any other
sourcebook. To use these cards, you should
download the complete stat blocks for these
dragons from the Freebies section of The Game
Mechanics’ website
Example of Play
A combat begins in Rich’s game—the characters
encounter a group of five orcs led by an ogre,
who also has a black bear for a pet. Rich tells
the players to roll initiative for their characters,
while he rolls for the monsters. Since Rich has
already printed out the monster cards for the
orcs, ogre, and bear in advance, all he has to
do is pull out the cards, check the initiative
modifiers, and roll 1d20 each for each. For
convenience, Rich is using a single initiative
roll for all five orcs. This also lets him track
them using just one card. The orcs get a total
of 14, the ogre gets a 19, and the bear gets
only a 2. Rich puts these in order, from
highest to lowest: the ogre, the orcs, and
the bear.
The players tell Rich what they rolled
for initiative: Wendy, playing Kessa, gets a
9; Joanna, playing Alwyn, gets a 23; Alex,
playing Tyrian, gets a 24; and JD, playing
Cromagh, gets a 13. As the players tell Rich
their initiatives, he puts them in place, so
the final initiative order looks like this:
Tyrian (24), Alwyn (23), the ogre (19), the
orcs (14), Cromagh (13), Kessa (9), and
finally the bear (2).
Evil, extraplanar traits; nat wpns mag for
DR; DR 10/cold iron & mag; imm fire, cold,
charm, sleep, fear; SR 25.
Feat: Mount Cbt.
Disease (Ex): See MM.
Spell-Like Abilities: At will—det chaos, det
evil, det good, det law, det magic, mag missile,
pmorph (self only), ray enfeeble (DC 12),
sleep (DC 12). CL 8. At will—etherealness (w/
heartstone). CL 16.
Possessions: Heartstone (auto cure disease ,
+2 on all saves, see MM).
The night hag’s “evil traits” note indicates
that it has the evil subtype. While this means
the creature overcomes damage reduction as if
its natural weapons and any weapons it wields
were evil-aligned, the full details are not spelled
out in the limited space of the card. Damage
resistance, spell resistance, and a number of
other common d20 terms are also abbreviated in
this summary of creature’s traits.
The night hag also has the Alertness feat, but it
is unnecessary to list it since the creature’s scores
are adjusted accordingly and Alertness does not
otherwise affect combat.
The night hag’s disease has an incubation
period of one day. It’s noted so the GM can track
characters who have become diseased, but the
details of the
disease are
unimportant
during a
standard
combat, so
they are not
included.
Initiative Cards in play
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