HYPERBOREA
chapter 13 Note that treasure classes are associated with “lair
numbers” of the monster type; i.e., the figure enclosed
in parentheses following the Number Encountered
(#E) statistic for each creature. Of course, an indi-
vidual creature (i.e., not in its lair) might have some
portion of the lair treasure nearby or, in some cases,
on its persons.
TREASURE Each treasure class is listed hereafter on Table 215,
which is followed by secondary tables and subsequent
TREASURE DETERMINATION descriptions. Note the following:
As noted in Chapter 14: Bestiary, each creature cp = copper pieces (50 pieces = 1 gp)
type has an associated treasure class (TC). This sp = silver pieces (10 pieces = 1 gp)
taxonomy signifies the typical wealth that they ep = electrum pieces (2 pieces = 1 gp)
have stored or hidden about their lairs. In some gp = gold pieces
cases, findable treasure might be in a creature’s pp = platinum pieces (each piece = 5 gp)
lair because, sadly, adventuring folk have met It is the purview of the referee to modify treasure
their unfortunate demise there. results to suit his or her campaign; alternatively, the
referee may assign specific items as desired. In this
author’s opinion, preselecting an item or two is fine,
but it’s never a match for what random determination
can produce.
Table 215: Treasure Classes
Class cp sp ep gp pp Gems Jewellery Magical Treasure
×100 ×100 ×100 ×100 ×10
A 3d10 3d10 3d10 5d10 2d10 3d10 3d10 Any 3 (30%)
(25%) (30%) (25%) (40%) (25%) (40%) (50%)
4d10 3d10 2d10 2d10 2d4 1d4 1 armour (15%); 1 shield (15%);
B (50%) (25%) (25%) (25%) — (30%) (25%) 1 sword (15%)
C 3d20 3d10 2d10 — — 1d6 1d4 Any 2 (20%)
(20%) (30%) (10%) (30%) (25%)
4d10 3d20 4d10 3d10 1d12 2d4 Any 2 (20%);
D (10%) (15%) (15%) (50%) — (30%) (25%) 1 potion (25%)
E 5d10 3d20 3d10 4d10 — 2d6 2d4 Any 3 (25%);
(10%) (25%) (25%) (25%) (15%) (10%) 1 scroll (25%)
5d20 3d20 3d20 2d10 3d10 1d12 Any 3, except weapons (30%); 1
F — (20%) (15%) (40%) (35%) (20%) (10%) scroll (30%); 1 potion (30%)
G— — — 2d100 5d10 3d6 1d10 Any 4 (35%); 1 scroll (35%)
(50%) (50%) (30%) (30%)
3d6×10 5d10×10 2d10×10 3d10×10 2d10×10 1d10×10 1d4×10 Any 4 (15%); 1 scroll (20%);
H (25%) (40%) (40%) (55%) (20%) (50%) (50%) 1 potion (20%)
I— — — — 7d6 2d10 2d6 Any 1 (20%)
(35%) (60%) (50%)
4d6
J coins* — — —— — — —
K — 4d4 — —— — — —
coins*
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Table 215: Treasure Classes (continued)
Class cp sp ep gp pp Gems Jewellery Magical Treasure
L ×100 ×100 ×100 ×100 ×10 —
3d4 — —— —
— — coins* — —
1d8 — —
M— — — coins* 1d4+1 —— —
coins* —
N— — — — —— —
—
O 2d10 3d6 — — —— 2d4 potions (40%)
(25%) (20%) — —
3d10 3d4
P — (30%) (20%) — — —
3d6×10 1d4+1
Q— — — — (45%) (50%) —
3d10 2d6
R— — — 4d10 — (60%) (45%)
(40%) —
—
S— — — —
T— — — — — — — 1d4 scrolls (50%)
— 2d4×10 3d10 1 of each magic**,
U— — — — — (90%) (80%) except scrolls and potions (70%)
— 2 of each magic**,
V— — — — — — — except scrolls and potions (80%)
— 3d6×10 2d10 2d4×10 2d20 1 scroll (map) (60%)
W— — 2d10 (60%) (15%) (60%) (50%)
(25%) 1 potion (60%);
X— — — — — — 1 miscellaneous magic (60%)
2d100
Y— — (70%) — — — —
2d10 3d10 1d6×10 3d10
Z 3d6 2d10 (30%) (30%) (50%) (50%) Any 3 (55%)
(20%) (25%)
* Indicates the number of coins per individual; i.e., no multiplying factor is involved. These treasure classes allow for a lair
to have a set amount of treasure stored or hidden and for individual occupants to own personal coinage.
** Roll for each category of magical treasure as listed on Table 220, except scrolls and potions.
How to Use the Treasure Classes Table: The forego-
ing table can produce mixed results; some monsters
will be wealthy, some empty-handed, and others rang-
ing somewhere in the middle. The easiest way to ex-
plain the use of Table 215 is by example. For instance,
if a monster type is noted for treasure class C, then it
has a 20% chance to have 3d20×100 cp, a 30% chance
to have 3d10×100 sp, a 10% chance to have 2d10×100
ep, a 30% chance to have 1d6 gems, a 25% chance to
have 1d4 jewellery pieces, and a 20% chance to have 2
magical treasures. Each treasure type is checked indi-
vidually, so a treasure horde might include copper and
electrum, but no silver, depending on the dice results.
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MONETARY TREASURE When determining treasure, the referee might replace
hundreds of coins with ingots, bars, or “bricks” of
Monetary treasure includes coins, gems, and jewellery. 100-piece value. Thus, an ingot of gold is worth 100 gp,
COINS AND INGOTS and an ingot of silver is worth 100 sp.
The major coin types in Hyperborea are platinum (pp), GEMS
gold (gp), electrum (ep), silver (sp), and copper (cp). Gems as treasure are valued as shewn in the following
Using a gold piece as the standard for measuring the table. If more than one gem is determined to be present
exchange rate, 50 cp equal 1 gp, 10 sp equal 1 gp, 2 ep (in the monster lair or elsewhere), the referee might roll
equal 1 gold piece, and 5 gp equal 1 pp. once for each gem, or roll twice or thrice, dividing the
Coins are approximately two or three pennyweight, cache of gems in halves or in thirds, respectively. For
so a single piece typically weighs 1/100th of a pound. example, if 9 gems are discovered, the referee might roll
three times, with three of each type present.
Table 216: Gems
d% Type Properties GP
Result Value
Deep blue
01–03 Azurite Multi-coloured bands and swirls 10
Pale blue 10
04–06 Banded agate Multi-coloured with concentric “eyes” 10
Grey-black 10
07–09 Blue quartz Deep blue 10
Green, banded 10
10–12 Eye agate Cream with green “mossy” speckles 10
Deep black to blackish green 10
13–15 Hematite Pink or red with white stripes 10
Golden and red-brown stripes 10
16–18 Lapis lazuli Greenish blue 10
Dark green with red flecks 10
19–21 Malachite Orange to brownish red 50
White to grey, or greyish blue 50
22–24 Moss agate Apple-green to olive 50
Yellow, orange, or brown 50
25–27 Obsidian Red, yellow, brown, green, and/or blue; spotted, speckled 50
Pearly blue, green, pink, grey, or white 50
28–30 Rhodochrosite Black with white bands 50
Blue-green to blue 50
31–33 Tiger-eye Clear 50
Red with bands of black and/or white 50
34–36 Turquoise Brownish grey 50
Pale pink to rose red with white “star” centre 50
37–38 Bloodstone Clear with pale blue to blue-green hints 50
Green by daylight, red or purplish red by incandescent light 50
39–41 Carnelian Yellow, orange, to golden brown 100
Pale green to yellow 100
42–43 Chalcedony Reddish pink to deep red 100
100
44–46 Chrysoprase
47–48 Citrine
49–51 Jasper
52–53 Moonstone
54–56 Onyx
57–58 Opal
59–61 Rock crystal
62–63 Sardonyx
64–66 Smoky quartz
67–68 Star rose quartz
69–71 Zircon
72–73 Alexandrite
74–75 Amber
76–77 Chrysoberyl
78–79 Coral
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Table 216: Gems (continued) 153
d% Type Properties GP
Result Value
Red, brown-green, or green 100
80–81 Garnet Green, yellow, or white 100
Deep black, sometimes streaked brown 100
82–83 Jade White, pink, silver, cream, yellow, golden; iridescent 100
Pink, rose, red, blue, green, yellow, or brown 100
84–85 Jet Dark yellow, brownish black, and/or black 100
86–87 Pearl Blue to blue-green 500
88–89 Spinel Charcoal grey to black; iridescent 500
90–91 Tourmaline Deep blue to violet 500
92–93 Roll again: Olive-green 500
01–50 Aquamarine
51–00 Black pearl Golden brown to yellow 500
94–95 Roll again: Deep blue to violet 500
01–50 Deep blue spinel
51–00 Peridot Blue-green to green 1,000
96–97 Roll again: Fiery red, orange, or yellow 1,000
01–50 Topaz Black with multi-coloured speckles 1,000
51–00 Violet garnet Deep purple 1,000
Roll again: Golden orange to yellow 1,000
01–25 Emerald
98 26–50 Fire opal Pale to deep blue 1,000
Deep red with white “star” centre 1,000
51–75 Black opal Pale to deep blue with white “star” centre 1,000
76–00 Oriental amethyst Black with white “star” centre 5,000
Roll again: Clear blue-white with colour hints 5,000
01–25 Oriental topaz Fiery reddish orange 5,000
Light to dark green 5,000
99 26–50 Sapphire Light to deep red 5,000
51–75 Star ruby
76–00 Star sapphire
Roll again:
01–20 Black star sapphire
21–40 Diamond
00 41–60 Jacinth
61–80 Oriental emerald
81–00 Ruby
Most gems in Hyperborea are pebble-sized cabochons Table 217: Gem Value Variability
(shaped and polished as opposed to faceted). The result-
ing form is usually a convex obverse with a flat reverse. 2d6 Value Variability
Some gems are faceted by gem cutters and jewellers. Result
Finely faceted gems can increase the value of the stone.
Gem value is determined by type, size, cut, and other 2 Flawed/damaged stone, −50% value
factors. So, a semiprecious stone that is finely cut and
polished may be worth more than a precious stone of 3–4 Imperfect craftsmanship,
rough craftsmanship. Likewise, an enormous gem may −10% to −40% value (roll 1d4)
be worth as much as ten times its listed value. Also, the
history of a gem may influence its worth. Utilize the 5–9 Base value unchanged
Table 216 above for set values of the various stones or
use Table 217 to introduce value variability. 10–11 Fine craftsmanship,
+10% to +40% value (roll 1d4)
12 Roll a d6: 1–5 result = Master craftsman-
ship, +100% value; 6 = +500% value
HYPERBOREA
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155
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JEWELLERY Table 219: Jewellery Composition and Value
These are bracelets, brooches, crowns, diadems, ear-
rings, necklaces, pendants, rings, and the like, worn for d% Composition GP Value
ornamental, religious, and sorcerous reasons. Typically, Result
they are crafted of precious metals, elaborately de-
signed, engraved, and/or set with gems. Jewellery value 01–08 Pewter 1d10×5
is determined by size, material(s), craftsmanship, and
so forth. When a piece is set with more than one gem, 09–16 Pewter with gem(s) 1d10×5*
it is generally assumed that the stones are of similar
type; of course, the referee is at liberty to adjust this. 17–24 Bronze 1d10×10
The history of a jewellery piece also might factor into its
worth: The golden diadem of a queen, even if somewhat 25–32 Bronze with gem(s) 1d10×10*
tarnished, might be considered of great value.
N.B.: At the discretion of the referee, the category 33–40 Copper 1d10×10
“jewellery” might be used for other objets d’art; exam-
ples include gold- or silver-chased armour, candelabra, 41–48 Copper with gem(s) 1d10×10*
chalices, drinking horns, furs, idols, paintings, plaques,
rugs, bejeweled scabbards, scroll cases, statuettes, 49–54 Silver 1d10×20
tapestries, vases, gem-adorned weapons, and so on.
To determine randomly the type of jewellery found, 55–60 Silver with gem(s) 1d10×20**
first roll d20 on Table 218 to find the object type. Next
roll d% on Table 219 to decide its value and composi- 61–66 Yellow ivory 4d10×10
tion. Disregard incongruous results.
67–72 Electrum 5d10×10
73–78 Electrum with gem(s) 5d10×10**
79–84 Gold 10d10×10
85–90 Gold with gem(s) 10d10×10**
91–93 Jade 1d10×100
94–96 Coral 1d12×100
97–98 Platinum 2d10×100
99 Platinum with gem(s) 2d10×100**
00 Star Metal 1d10×1,000 gp
Table 218: Jewellery Type
d20 Object Weight * The referee may roll on
Result (lbs.) Table 216 to determine the
exact gem or gems present
1 Anklet — in the piece, rerolling results
of 92–00. The gem value is
2 Armband 1 added to the total.
** The referee may roll on
3 Bracelet — Table 216 to determine the
exact gem or gems present
4 Bracer 1 in the piece. The gem value is
added to the total.
5 Brooch — N.B.: The referee is at
liberty to add multiple
6 Chain 1 gem types to certain items
set with gems, increasing
7 Circlet 1 their value appropriate-
ly. For example, a gold
8 Comb — crown set with 4 spinels
and 1 ruby implies a
9 Crown 4 +7,000 gp value to the
piece. Furthermore, some
10 Diadem 2 pieces may be studded
with several “tiny” gems
11 Earring — that together equal the
value of a single peb-
12 Girdle 3 ble-sized gem.
13 Locket —
14 Mask 1
15 Medallion 1
16 Necklace 1
17 Orb 2
18 Pendant —
19 Ring —
20 Sceptre 3
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MAGICAL TREASURE Table 221: Magical Armour (p. 165)
Magical treasure consists of armour, shields, d% Magical XP GP
weapons, scrolls, potions, rings, wands, and other Result Armour Type Value Value
enchanted sundries. This category also includes
technological items of Atlantean, Lemurian, Mu, 01–05 Leather +1 300 1,500
or alien manufacture; note that these too will reg-
ister as “magical” when detect magic is cast. 06–10 Leather +2 1,000 6,000
11–15 Leather +3 1,750 17,500
16–20 Studded +1 400 2,000
Roll d% and consult Table 220 to randomly deter- 21–25 Studded +2 1,250 7,500
mine the category of “Any” magical treasure from
Table 215. Once a category is established, refer to 26–30 Scale Mail +1 500 2,500
the corresponding sub-table to determine the spe-
cific item. If a particular magical treasure is noted 31–35 Scale Mail +2 1,500 9,000
(e.g., treasure class S calls for potions), then refer
directly to the appropriate sub-table. Also, where 36–40 Chain Mail +1 600 3,000
exclusions are noted (e.g., treasure class F has no
weapons), simply reroll if necessary. 41–45 Chain Mail +2 1,750 10,500
46–50 Chain Mail +3 2,000 20,000
51–55 Laminated +1 600 3,000
Each magic item is assigned suggested values for 56–60 Laminated +2 1,750 10,500
experience points (XP) and gold pieces (gp). An
item’s XP value is intended as an award for earn- 61–65 Banded Mail +1 700 4,200
ing or discovering it. If the PC party elects to sell
an item, the gp value is the typical sum derived 66–70 Banded Mail +2 1,750 17,500
from the sale. No additional XP are awarded for
the sale of magic items. 71–75 Splint Mail +1 700 4,200
76–80 Splint Mail +2 1,750 17,500
81–82 Plate Mail +1 800 4,800
Table 220: Magical Treasure 83–84 Plate Mail +2 2,000 20,000
d% 85–86 Plate Mail +3 3,000 30,000
Result
Magical Treasure Category 87 Field Plate +1 1,500 15,000
01–10 Armour (see Table 221) 88 Field Plate +2 3,000 30,000
11–20 Shields (see Table 223) 89 Full Plate +1 3,000 30,000
21–30 Swords (see Table 225) 90 Full Plate +2 5,000 50,000
31–40 Other Melee Weapons (see Table 227) 91–00 Special ——
(see Table 222)
41–50 Missile Weapons (see Table 229)
51–65 Scrolls (see Table 231) Table 222: Special Magical Armour (p. 165)
66–80 Potions (see Table 232) d% Special Magical XP GP
Result Armour Type Value Value
81–85 Rings (see Table 233)
01–19 Atlantean Shell Armour 1,250 12,500
86–90 Rods, Staves, & Wands (see Table 234)
20–38 Cursed Armour — 100–1,000*
Miscellaneous Magic Items
Roll a d6: 39–57 Dæmon’s Bane Harness 5,000 50,000
1 = see Table 235-A
2 = see Table 235-B 58–76 Dagon’s Harness 1,000 5,000
3 = see Table 235-C
91–00 4 = see Table 235-D 77–95 Warlock’s Harness 5,000 50,000
5 = see Table 235-E
6 = see Table 235-F 96–00 Zirconium Suit 10,000 100,000
* Leather (100-gp value), chain mail (500-gp value), plate mail
(1,000-gp value).
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Table 223: Magical Shields (p. 167) 55–60 Sword, Broad +1 450 2,250
61–62 Sword, Broad +2 800 4,800
d% Magical Shield Type XP GP Sword, Broad +3 1,500 15,000
Result Value Value 63 Sword, Long +1 450 2,250
275 2,750 64–69 Sword, Long +2 800 4,800
01–20 Small Shield +1 475 4,750 70–71 Sword, Long +3 1,500 15,000
750 7,500 Sword, Bastard +1 500 2,500
21–35 Small Shield +2 350 3,500 72 Sword, Bastard +2 850 5,000
700 7,000 73–78 Sword, Bastard +3 1,600 16,000
36–45 Small Shield +3 1,000 10,000 79–80 Sword, Two-handed +1 600 3,000
Sword, Two-handed +2 1,000 6,000
46–65 Large Shield +1 —— 81 Sword, Two-handed +3 1,800 18,000
82–87 Special (see Table 226) —
66–80 Large Shield +2 88–89 —
81–90 Large Shield +3 90
91–00
91–00 Special (see Table 224)
Table 224: Special Magical Shields (p. 167)
d% Special Magical XP GP
Result Shield Type Value Value
01-15 Small Shield −1, — 1,000 Table 226: Special Swords (p. 169)
Missile Attraction
16–35 Small Shield +1, Hurling 750 7,500 d% Special Magical XP GP
Result Sword Type Value Value
36–55 Small Shield +1, 500 5,000 1,000
Missile Blocker 01–05 Cursed Sword −2 — 7,500
750 7,500
56–70 Large Shield +2, 1,500 15,000 06–10 Dagger of Eyes 750 10,000
Sea Turtle 1,000 30,000
11–15 Dagger of Venom 3,000 15,000
1,500 15,000
71–85 Large Shield +3, Aegis 2,500 25,000 16–20 Death Soldier’s Muster 1,500 40,000
4,000 45,000
86–00 Large Shield +3, 2,000 20,000 21–23 Defender 4,500 10,000
Ullr’s Siege 1,000 20,000
24–27 Flame Tongue 2,000 10,000
1,000 15,000
Table 225: Magical Swords (p. 169) 28–31 Frost Brand 1,500 12,000
1,200 50,000
d% Magical Sword Type XP GP 32–33 Holy Avenger 5,000 30,000
Result Value Value 3,000
250 1,250 34–35 Howling Dervish 12,000
01–06 Dagger +1 500 3,000 1,200
1,000 10,000 36–39 Laser Dagger 12,000
07–08 Dagger +2 350 1,750 1,200
650 4,000 40–42 Laser Sword 12,000
09 Dagger +3 1,250 12,500 1,200
350 1,750 43–46 Quickthorn 12,000
10–15 Falcata +1 650 4,000 1,200
1,250 12,500 47–50 Selene’s Crescent 12,000
16–17 Falcata +2 450 2,250 1,200
800 4,800 51–55 Serpent Sword 50,000
18 Falcata +3 1,500 15,000 5,000
600 3,000 56 Soul Drinker
19–24 Scimitar, Short +1 1,000 6,000
1,800 18,000 57–59 Sun Blade
25–26 Scimitar, Short +2 350 1,750
650 4,000 60–67 Sword +2,
27 Scimitar, Short +3 1,250 12,500 +4 vs. Dæmons
28–33 Scimitar, Long +1 68–75 Sword +2,
+4 vs. Lycanthropes
34–35 Scimitar, Long +2
36 Scimitar, Long +3 76–83 Sword +2,
+4 vs. OtherworldlyBeings
37–42 Scimitar, Two-handed +1
Sword +2,
43–44 Scimitar, Two-handed +2 84–91 +4 vs. Reptiles
45 Scimitar, Two-handed +3 92–99 Sword +2,
+4 vs. Undead
46–51 Sword, Short +1
52–53 Sword, Short +2 00 Vorpal Sword
54 Sword, Short +3
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Table 227: Other Magical Melee Weapons (p. 172) 63 Quarterstaff +2 500 3,000 159
64–65 Sickle +1 250 1,250
d% Magical Melee XP GP Sickle +2 500 3,000
Result Weapon Type Value Value 66 450 2,250
67–68 Spear, Short +1 800 4,800
01–02 Axe, Hand +1 300 1,500 Spear, Short +2 1,500 15,000
69 Spear, Short +3 450 2,250
03 Axe, Hand +2 600 3,600 70 Spear, Long +1 800 4,800
71–72 Spear, Long +2 500 2,500
04 Axe, Hand +3 1,200 12,000 73 Spear, Great +1 900 5,400
74–75 Spear, Great +2 500 2,500
05–06 Axe, Battle +1 450 2,250 76 Spiked Staff +1 1,000 6,000
77–78 Spiked Staff +2 250 1,250
07 Axe, Battle +2 800 4,800 79 250 1,250
80–81 Tonfa* +1 500 3,000
08 Axe, Battle +3 1,500 15,000 82–83 Trident*, Hand +1 500 2,500
84 Trident*, Hand +2 1,000 6,000
09–10 Axe, Great +1 600 3,000 85–86 Trident, Long +1 250 1,250
87 Trident, Long +2 500 3,000
11 Axe, Great +2 1,000 6,000 88–89 —
90 Whip +1 —
12 Chain Whip +2 800 4,800 91–00 Whip +2
Special (see Table 228)
13–14 Club, Light +1 200 1,000
15–16 Club, War +1 300 1,500
17–18 Flail, Horseman’s +1 300 1,500
19–20 Flail, Footman’s +1 450 2,250
21 Flail, Footman’s +2 800 4,800
22–23 Halberd +1 500 2,500
24 Halberd +2 900 5,400
25–26 Hammer, Horseman’s +1 300 1,500
27–28 Hammer, War +1 450 2,250 * Typically discovered in pairs.
29 Hammer, War +2 800 4,800
30 Hammer, War +3 1,500 15,000 Table 228: Special Melee Weapons (p. 172)
31–32 Hammer, Great +1 600 3,000 d% Special Magical XP GP
Result Melee Weapon Type Value Value
33 Hammer, Great +2 1,000 6,000
34–35 Javelin +1 400 2,000 01–05 Axe, Hand +2, Hurling 750 7,500
36 Javelin +2 750 4,500 06–08 Axe, Battle +2, 5,000 50,000
Decapitator
37–38 Lance +1 600 3,000
Axe, Great +3,
39 Lance +2 1,200 7,200 09–11 Dæmon’s Thirst 5,000 50,000
40–41 Mace, Horseman’s +1 300 1,500 12–16 Cæstuses +2, 750 7,500
Dæmon Hide
42–43 Mace, Footman’s +1 450 2,250
44 Mace, Footman’s +2 800 4,800 17–20 Chain Whip +2, 2,000 20,000
Scorpion Sting
45 Mace, Footman’s +3 1,500 15,000
46–47 Mace, Great +1 600 3,000 21–24 Club, War +1, 2,000 20,000
Shadow Rattle
48 Mace, Great +2 1,000 6,000
Club, War +1,
49–50 Morning Star +1 450 2,250 25–28 Spider God’s 1,000 10,000
51 Morning Star +2 800 4,800 Flail, Footman’s +2,
Disarmer
52 Morning Star +3 1,500 15,000 29–32 1,500 15,000
53–54 Pick, Horseman’s +1 300 1,500 33–36 Hammer, Great +2, 1,000 10,000
Fomorian Mattock
55–56 Pick, War +1 450 2,250
57 Pick, War +2 800 4,800 37–40 Hammer of Thunderbolts 2,500 25,000
58–59 Pike +1 500 2,500 41–45 Javelin of Lightning (×2d4) 300 ea. 3,000 ea.
60 Pike +2 1,000 6,000 46–50 Javelin of Piercing (×2d4) 300 ea. 3,000 ea.
61–62 Quarterstaff +1 250 1,250 51–54 Lance +2, 2,000 20,000
Cataphract’s Tether
HYPERBOREA
Table 228: Special Melee Weapons (continued) (p. 174) 59–63 Sling +1 200 1,000
64–66 Sling +2 400 2,400
d% Special Melee XP GP 67–71 Arrow +1 (×2d12) 25 ea. 125 ea.
Result Weapon Type Value Value
55–58 Mace +2, Disruptor 1,750 17,500 72–74 Arrow +2 (×2d8) 50 ea. 300 ea.
75–76 Arrow +3 (×2d6) 75 ea. 450 ea.
59–61 Quarterstaff +3, 2,500 25,000 Arrow +4 (×2d4) 100 ea. 1,000 ea.
Telescopic 77
62–64 Sickle +3, Reaper’s 4,000 40,000 78–82 Bolt +1 (×2d20) 25 ea. 125 ea.
65–68 Spear +2, Backbiter — 1,000 83–85 Bolt +2 (×2d10) 50 ea. 300 ea.
86–90 Bullet +1 (×1d10+10) 20 ea. 100 ea.
69–72 Spear, Long +4, 2,000 20,000 91–00 Special (see Table 230)
Cold-Iron — —
73–76 Spiked Staff +2, 1,500 15,000 * 2-in-6 chance that bow is composite.
Lightning
77–80 Spiked Staff +2, 1,500 15,000 Table 230: Special Missile Weapons (p. 175)
Propulsive
d% Special Magical XP GP
81–84 Tonfa +2, 750 7,500 Result Missile Type Value Value
85–88 Defender of the Faith 750 7,500
89–92 2,000 20,000 01–06 Arrow, Orbiter — 1,000
Trident, Hand +2,
Bullseye 07–12 Arrow +3, Dæmon 300 ea. 3,000 ea.
Slaying (×1d3)
Trident, Long +3,
Fish Commander 13–18 Arrow +3, Lycanthrope 300 ea. 3,000 ea.
Slaying (×1d3)
93–96 Whip +2, Shocking 1,000 10,000
Arrow +3, Otherworldly
97–00 Whip +3, 2,000 20,000 19–24 Being Slaying (×1d3) 300 ea. 3,000 ea.
Honest Scourge
Arrow +3, Undead
Table 229: Magical Missile Weapons (p. 175) 25–32 Slaying (×1d3) 300 ea. 3,000 ea.
d% Magical XP GP 33–38 Arrow +3, Yig’s (×1d3) 300 ea. 3,000 ea.
Result Missile Type Value Value
39–42 Arrows, Apollo’s Golden 5,000 30,000
01–03 Bola +1 250 1,250
43–46 Boomerang +2, 1,500 15,000
04 Bola +2 500 3,000 Flawless Returning
05–07 Boomerang +1 250 1,250 47–48 Bow +3, Eldritch Energy 5,000 50,000
08–10 Boomerang +2 500 3,000 49–54 Bullet +2, Tathlum Shot 200 ea. 1,000 ea.
(×3d4)
11–15 Bow*, Short +1 500 2,500
16–18 Bow*, Short +2 800 4,800 55–56 Crossbow, Laser 4,000 40,000
19 Bow*, Short +3 1,500 15,000 57–60 Crossbow, Repeating +1 1,000 10,000
20–24 Bow*, Long- +1 600 3,000 61–64 Crossbow, Repeating +2 1,500 15,000
25–27 Bow*, Long- +2 900 5,400 65–68 Crossbow +3, Accuracy 1,800 18,000
28 Bow*, Long- +3 1,800 18,000 69–72 Frost Ray Gun 2,500 25,000
29–33 Crossbow, Light +1 500 2,500 73–76 Hooked Throwing Knife 1,500 15,000
+2, Flawless Returning
34–36 Crossbow, Light +2 800 4,800
Hooked Throwing Knife
37 Crossbow, Light +3 1,500 15,000 77–80 +2, Witchwere’s Hand 2,000 20,000
38–42 Crossbow, Heavy +1 600 3,000 81–84 Lasso +2, Golden 1,500 15,000
43–45 Crossbow, Heavy +2 900 5,400 85–88 Pistol, Paralyzing 2,500 25,000
46 Crossbow, Heavy +3 1,800 18,000 89–92 Pistol, Radium 2,000 20,000
47–51 Dart +1 (×2d6) 75 ea. 375 ea. 93–96 Radiation Grenade 200 ea. 1,000 ea.
(×5d4)
52–54 Dart +2 (×2d4) 125 ea. 750 ea.
55–57 Hooked Throwing Knife +1 250 1,250 97–00 Sling +2, Giant Killer 600 6,000
58 Hooked Throwing Knife +2 500 3,000
160
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Table 231: Magical Scrolls (p. 180) 13 161
d% XP GP 80–82 Potion of Levitation 250 500
Result Value Value
Magical Scroll Type 1,000 83–85 Potion of 450 900
Super-heroic Action
01–05 Cursed Scroll — — 86–88 500
2,500 89–91 Potion of Super-Speed 250 500
06–15 Map — 10,000 92–94 800
7,500 95–97 Potion of Tree-Man Syrup 250 600
16 Protection: Animals 500 6,250 98–00 100**
5,000 Potion of Water Breathing 400
17 Protection: Dæmons 2,000 12,500
10,000 Slade’s Black Sorcerer Stout 300
18 Protection: Elementals 1,500 2,500
5,000 Witch’s Decoction 50**
19 Protection: Lycanthropes 1,250 6,250
500 + * See description for individual values.
20 Protection: Magic 1,000 100* ** Per casting ability (CA) of witch who brewed decoction.
21 Protection: Otherworldly 2,500 Table 233: Magical Rings (p. 184)
22 Protection: Petrifaction 2,000 d% XP GP
Result Value Value
23 Protection: Plants 500 Magical Ring Type 2,000 12,000
1,000 6,000
24 Protection: Poison 1,000 01–04 Ichthyic Ring
5,000 30,000
25 Protection: Undead 1,250 05–09 Ring of Animal Command
5,000 30,000
26–00 Spell Scroll 100* 10–11 Ring of Elemental
Command (Air) 5,000 30,000
* Per spell level 12–13 Ring of Elemental 5,000 30,000
Command (Earth)
Table 232: Magical Potions (p. 181) 5,000 30,000
Ring of Elemental
d% Magical Potion Type XP GP 14–15 Command (Fire) 1,000 6,000
Result Value Value 1,000 6,000
400 Ring of Elemental 1,000 6,000
01–07 Antidote 200 1,500 16–17 Command (Water) 1,000 6,000
5,000
08 Black Brew 750 600 18–19 Ring of Elemental 5,000 50,000
Command (Wood)
09 Elixir of Longevity 500 800 1,500 15,000
150 900
10–12 Love Potion 300 25–2,000* 20–24 Ring of Feather Falling 1,000 6,000
600 4,000
13–15 Pill of the 400 600 25–29 Ring of Feather Walking 5,000 40,000
Serpent’s Tongue 250 3,000 50,000
600 25–29 Ring of Fire Resistance 2,500 18,000
16–22 Poison — 500 25,000
1,500 30–34 Ring of Free Motion 2,000 3,000
23–25 Potion of Climbing 300 1,000 12,000
800 35–36 Ring of the 1,000 6,000
26–32 Potion of Cure Disease 300 Hyperborean Kings — 6,000
600 500 1,000
33–35 Potion of Delusion — 500 37–40 Ring of Invisibility 4,000 3,000
1,000 4,000 40,000
36–38 Potion of Diminutiveness 300 600 41–45 Ring of Khromarium 40,000
1,000
39 Potion of 750 400 46–50 Ring of Lightning Resistance
Extraordinary Growth 600
700 51–52 Ring of Protection
Potion of 800
40–46 Extraordinary Healing 400 53–54 Ring of Regeneration
47–49 Potion of Fire Breath 300 55–58 Ring of Shooting Stars
50–52 Potion of Fire Protection 250 59–62 Ring of Spell Storing
53–55 Potion of Flying 500 63–67 Ring of Sustenance
56–58 Potion of Gaseous Form 300 68–71 Ring of Telekinesis
59 Potion of Giant Power 500 72–76 Ring of Warmness
60–66 Potion of Healing 200 77–81 Ring of Water Walking
67–69 Potion of Heroic Action 300 82–86 Ring of Weakness
70–72 Potion of Invincibility 350 91–96 Ring of Wind
73–79 Potion of Invisibility 400 97–98 Ring of Wizardry
99–00 Ring of X-Ray Vision
HYPERBOREA
Table 234: Magical Rods, Staves, & Wands (p. 188) Table 235-A: Misc. Magic Items (d6, 1) (p. 194)
d% Magical Rod, Staff, XP GP d% Miscellaneous XP GP wt
Result or Wand Type Value Value Result Magic Item Type Value Value (lbs.)
01–04 200 1,000
01–03 Atlantean Lightning Rod 2,000 10,000 Amulet, 1
05–08 Laudatory 1,250
04–06 Ophisimian Rod 7,000 35,000 Amulet of
Mind Protection
07–09 Rod of Absorption 8,000 40,000 7,500 1
10–12 Rod of Cancellation 3,000 15,000 09–12 Amulet of Nyx 1,500 9,000 1
13–16 Amulet of Proof 4,000 20,000 1
13–15 Rod of Iron Detection 1,500 7,500 17–20 against Detection 200* 500* 1
16–18 Rod of Lordly Might 5,000 25,000 and Location
Amulet of
19–21 Rod of Resurrection 6,000 30,000
Undead Turning
22–24 Rod of Rulership 8,000 40,000
25–27 Rod of Smiting 4,000 20,000
28–30 Rod of Suffocation 4,000 20,000 21–24 Anti-Grav Belt 1,500 9,000 3
25–26 Apparatus of 8,000 40,000 500
31–33 Staff of Curing 6,000 30,000 the Atlanteans
34–36 Staff of Healing 4,000 20,000 Apparatus of the
Dark Kimmerians
37–39 Staff of Life Essence 6,000 30,000 27–30 1,000 6,000 7
31–34 Armband, 1,000 10,000 1
40–42 Staff of the Magus 15,000 75,000 35–38 Golden Ouroboric 250 1,500 1
43–45 Staff of Necromancy 8,000 40,000 Armband of
the Housecarls
46–48 Staff of Power 12,000 60,000
49–51 Staff of the Seeker 5,000 25,000
52–54 Staff of the Snake 7,000 35,000 39–42 Bag of Devouring — 1,000 —
43–46 Bag of Holding 5,000 25,000 —
55–57 Staff of Striking 5,000 25,000 Bead of Force
47–50 250 ea. 1,250 ea. —
58–60 Staff of Stygian Purpose 4,000 20,000 (×1d4+1)
51–54 Beast Mannikin 300 1,500 2
61–63 Staff of Withering 8,000 40,000 55–56 Boat of Folding 8,000 40,000 8
64–66 Wand of Fear 3,000 15,000
67–69 Wand of Fireballs 4,000 20,000 57–60 Boots, Boreal 1,500 9,000 1
61–64 Boots, Winged 2,000 20,000 1
70–72 Wand of Freezing 6,000 30,000 65–68 Boots of Dancing 3,000 1
—
73–75 Wand of Illuming 2,000 10,000
76–78 Wand of Lightning Bolts 4,000 20,000 Boots of
Levitation
79–85 Wand of Magic Detection 2,500 12,500 69–72 2,000 12,000 1
86–88 Wand of Magic Missiles 4,000 20,000 73–76 Boots of the Shark 2,500 25,000
89–91 Wand of Paralysis 3,500 17,500 77–80 Boots of Speed 2,500 25,000 1
92–94 Wand of Phantasms 4,000 20,000 Boots of Striding
and Springing
95–97 Wand of Polymorphing 4,000 20,000 81–84 Bracers, 2,500 25,000 1
85–88 Defensive 600** 3,000** 2
98–00 Wand of Secret Door 5,000 25,000 89–92 Bracers of 2
& Trap Location Defencelessness — 1,500
93–96 Bracers of 3,500 17,500 2
97–00 Undeath 500 2,500 5
Brazier of
Sleep Smoke
* Per level
** Per AC below 9; e.g., defensive bracers AC 7 = 1,200 XP
and 6,000 gp if sold
162
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Table 235-B: Misc. Magic Items (d6, 2) (p. 198) Table 235-C: Misc. Magic Items (d6, 3) (p. 202) 163
d% Miscellaneous XP GP wt d% Miscellaneous XP GP wt
Result Magic Item Type Value Value (lbs.) Result Magic Item Type Value Value (lbs.)
01–04 Broom of Flying 2,000 10,000 3 01–04 Enchanting 500 2,500 —
Castanets
05–06 Carpet of Flying 6,000 30,000 15
Eversmoking
07–08 Chaos Harp 5,000 50,000 5 05–08 Bottle 500 2,500 1
09–10 Circlet of 3,500 35,000 1 09–12 Eyes of the Eagle 3,000 18,000 —
Invulnerability
11–14 Claw of the 3,000 18,000 10 13–16 Fish-Man Coin 400 800
Crab-Men
17–18 Flamethrower 4,500 45,000 65
15–16 Cloak, Aurochs 3,000 30,000 2 19–22 Flask of 700 3,500 2
Plenteous Water
17–18 Cloak of Arachnida 3,000 30,000 2
19–22 Cloak of 3,000 18,000 2 23–26 Fortunate Still 1,000 6,000 5
Displacement
27–30 Gauntlets of 1,000 10,000 —
Cloak of Dextrousness
23–26 Poisonousness — 2,000 2
Gauntlets of
Cloak of 31–34 Ogre Power 1,000 10,000 2
Protection
27–30 1,000* 10,000* 2 Gem of
Brightness
31–32 Cloak of Shadow 3,000 30,000 2 35–38 2,000 20,000 —
33–36 Cloth of 300 1,500 — 39–42 Girdle of — 1,250 3
Two Faces Gender Reversal
37–40 Compulsive 4,000 20,000 18 43–46 Girdle of 2,000 20,000 3
Chariot Giant Power
41–44 Crystal Ball 1,000 10,000 7 47–50 Girdle of Golden 2,500 25,000 3
Serpents
Dæmon’s Bane
45–48 Lotus Petal 300 ea. 600 ea. — 51–54 Girdle of the 3,000 18,000 3
Mountain Lion
(×1d4+1 petals)
49–52 Diadem of 500 5,000 1 55–58 Golden Cone 500 ea. 1,000 ea. —
Strength (×1d6)
53–56 Diadem of Wisdom 500 5,000 1 59–62 Helm, 1,500 9,000 5
Dark-vizored
57–61 Dust of Appearance 250 ea. 500 ea. —
(×1d4+1 doses) 63–66 Helm, Rat 1,000 5,000 5
62–66 Dust of Death 500 ea. 1,000 — 67–70 Helm, Wolf 1,000 5,000 5
(×1d2 doses) ea.
71–72 Helm of 5,000 50,000 5
67–71 Dust of Disappear- 300 ea. 600 ea. — Brilliance
ance (×1d4+1 doses)
73–76 Helm of 2,000 10,000 5
72–76 Dust of Madness 450 ea. 900 ea. — Judgement
(×1d2 doses)
77–80 Helm of Opposite — 1,000 2
Dust of Night- Alignment
77–81 mares and Visions 100 ea. 200 ea. —
81–84 Helm of 3,000 30,000 2
(×1d4+1 doses) Telepathy
82–86 Dust of Paralysis 400 ea. 800 ea. — 85–88 Helm of 3,000 30,000 2
(×1d4+1 doses) Teleportation
87–91 Dust of Sleepiness 300 ea. 600 ea. — 89–92 Horn, Everlasting 700 3,500 1
(×1d4+1 doses) Drinking
Dust of Sneezing — 93–96 Horn of Blasting 1,000 10,000 1
92–96 and Choking 350 ea. 700 ea.
97–00 Horn of Fog 450 4,500 1
(×1d2 doses)
97–00 Egg of Ouranos 300 ea. 600 ea. —
(×1d4+1)
* Per “plus”
HYPERBOREA
Table 235-D: Misc. Magic Items (d6, 4) (p. 205) Table 235-E: Misc. Magic Items (d6, 5) (p. 212)
d% Miscellaneous XP GP wt d% Miscellaneous XP GP wt
Result Magic Item Type Value Value (lbs.) Result Magic Item Type Value Value (lbs.)
01–04 2,000 12,000
01–04 Horn of Valhalla 1,000 10,000 1 05–08 Mask of the 1,000 5,000 1
09–12 Plague Doctor 900 9,000 —
05–08 Horseshoes 2,000 12,000 4 13–16 Mask of Spirit Sight 2,000 20,000 1
of Speed Medallion of ESP 6
17–20 2,000 20,000
09–12 Horseshoes of 1,500 9,000 4 Mirror, 50
the Zephyr 21–24 Kraken’s Reach 3,000 30,000
40
13–16 Hyperborean 500 5,000 1 25–26 Mirror of 4,500 45,000
Compass Life Trapping 40
27–30 100 ea. 500 ea.
17–22 Incense of 100 ea. 1,000 ea. — Mirror of —
Meditation (×2d4) 31–34 Magic Detection 1,500 15,000
1
23–26 Infinity Key 1,000 6,000 — 35–38 Mirror of 1,250 12,500
Mental Prowess 1
27–28 Instant Fortress 7,000 70,000 — 39–42 50* 250*
Moon Tea 1
29–32 IOUN Stone 500 ea. 5,000 ea. — 43–46 (×2d4 packets) — 1,000
(×1d3) 1
47–50 Necklace, 250 1,500
33–36 Iron Toad of 500 2,500 5 51–54 Copper Skull 1,250 12,500 1
Sudden Fate Necklace of 6
55–58 500 1,000
37–40 Knots String 700 3,500 — Adaption 1
59–62 Necklace of 250** 2,500**
41–44 Leng Fodder 300 600 8 63–66 600 or 6,000 or —
67–70 Missiles (—)*** 1,000*** —
45–48 Lens of 900 5,400 — 71–74 Necklace of 1,000 10,000 —
Infrared Vision Strangulation 1,500 15,000 —
75–78 Nizbit’s Handy
49–52 Lens of 900 5,400 — Boot Dressing 1,250 12,500 —
Ultraviolet Vision 79–82 Orb, Overseer’s
Orb of Water 3,000 18,000 —
53–56 Lenses of the 1,250 7,500 — 83–86 Elemental
Hyperborean 87–90 Summoning 2,000 10,000 —
Householder 91–94 Pearl of Power 4,000 40,000 —
95–98 200 1,000 —
57–60 Lotus Diadem 2,000 10,000 — 99–00 Pearl of Wisdom 500 2,000 —
6,500 65,000 2
61–64 Luckstone 3,250 32,500 — Periapt of Health
Periapt of Proof
65–68 Lucky Hat 1,500 15,000 — against Poison
69–72 Lunaqqua’s 1,000 6,000 — Periapt of
Comb Wound Closing
Phylactery of
73–74 Lute of Forbidden 5,000 50,000 5
Knowledge Yig’s Favour
Pipes of
75–76 Lyre of Time 6,000 60,000 5
and Space the Sewers
Portable Hole
77–80 Mantle of 3,000 18,000 4 Quill of Never-
Yoon’Deh
ending Ink
81–84 Manual of 3,500 35,000 3 Ray of Helios
Automaton
Creation Robe of
the Archmagi
85–88 Manual of 4,500 45,000 3
Exercise
89–92 Manual of Health 4,500 45,000 3
93–96 Manual of 4,500 45,000 3
Quickness
97–00 Mask, Heliot 1,250 12,500 1
* Per HD of each missile
** Per max. spell level; e.g., level 1–3 = 750 XP and 7,500 gp
*** If reversed effect
164
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Table 235-F: Misc. Magic Items (d6, 6) (p. 216) MAGICAL ARMOUR
d% Miscellaneous Magic XP GP wt Magical armours are stronger and more durable than
Result Item Type Value Value (lbs.) their mundane equivalents. They are often crafted of
rare, valuable, and exotic materials; a suit of magical
01–04 Robe of Blending 3,250 32,500 2 plate mail, for instance, might be gold-chased steel,
and magical chain mail might be crafted of pure cop-
05–06 Robe of Eyes 4,500 45,000 2 per. Each magical “plus” improves (decreases) armour
2 class, so +1 chain mail provides AC 4 instead of the
07–10 Robe of 2,500 25,000 standard AC 5. Magical armour feels lighter and more
Scintillating Colours comfortable than comparable non-magical armour, but
this does not relax armour restrictions associated with
11–14 Rope of Climbing 1,000 10,000 3 character class.
15–18 Rope of 1,250 12,500 3
SPECIAL ARMOUR DESCRIPTIONS
Entanglement Atlantean Shell Armour: Neither metal nor bone but
lighter and suppler than either, the iridescent material
19–22 Scarab of Death — 2,000 — of this armour most closely resembles mother-of-pearl.
23–26 Scarab of Protection 2,500 25,000 — The secret of its making is lost with the super-science
27–30 2,000 10,000 10 of ancient Atlantis. A suit of Atlantean shell armour
Shining Effigy consists of a cuirass, greaves, and vambraces, though
variations exist. It protects as chain mail (AC 5, DR 1),
31–34 Skin of the 3,000 30,000 2 but can be worn freely by those classes permitted only
35–38 Snake-Men 1,500 9,000 2 light armour.
39–42 Skullcap of 900 9,000 —
Arachnid Reverie
Slippers of
Spider-climbing
43–46 Spear-cast Sail 5,000 35,000 —
47–48 Sphere of 4,000 40,000 —
Annihilation Cursed Armour: Three types of cursed armour are
known. Roll a d6 to determine the type:
49–52 Sphere of Blackness 3,500 35,000 —
53–56 Spoon of Never- 500 2,500 — Table 236: Cursed Armours
ending Gruel
57–60 Stone of the 1,000 5,000 — d6 Result Cursed Armour Type
61–66 Bear’s Heart —* 500 —
67–68 Thaumagorga’s 5,000 50,000 3 1–2 −2 leather armour
Bloodstone
3–4 −2 chain mail
Tome of
Clear Thought 5–6 −2 plate mail
69–70 Tome of Greater 5,000 50,000 3 Regardless of the type, movement is slowed to 20 MV.
71–72 Dæmon Summoning 5,000 50,000 3 If identify is cast, magical armour appears to be of
73–74 Tome of Leadership 5,000 50,000 3 beneficial sort—indeed, seemingly of opposite prop-
erties, so −2 chain mail is perceived as +2 chain
and Influence mail. Once donned cursed armour cannot be removed,
Tome of unless the victim is struck by a natural 20 blow from
a melee weapon, which will destroy the armour and in-
Understanding flict treble damage dice (with any applicable modifiers
added afterwards; this treble damage supersedes the
75–84 Torch, Electric 1,000 5,000 2 optional critical hit system, if used) to the wearer. It
85–88 Torch, Green-Flame 400 800 1 is unaffected by dispel magic or remove curse spells;
89–92 — 1,000 3 sorcery that imparts otherworldly wisdom, however,
Vacuous Grimoire may reveal that one day an enemy combatant might
destroy the armour.
93–96 Wind Fan 500 3,000 —
97–00 Wings of Flying 800 8,000 2
* 300 XP for Thaumagorga followers
165
HYPERBOREA
Dæmon’s Bane Harness: This magnificent yet fright- Dagon’s Harness: This iridescent +1 scale mail fea-
ening looking suit of +2 plate mail may be worn tures a breastplate emblazoned with a rainbow-scaled
only by one who is of Lawful Good alignment; it will fish. Dagon’s harness provides water breathing (as the
unbuckle, fall from, and refuse to be donned by those spell, at CA 9 capacity) once per day. This armour iden-
of any other alignment. Additionally, violation of the tifies the wearer as a follower of Kthulhu to his cultists,
precepts of the Lawful Good alignment will cause the fish-men, and other ichthyoids; they may shew mercy
harness to fall off of the wearer. When combatting or respect to the wearer. However, the wearer also
dæmons, dæmon’s bane harness functions as +4 plate suffers a curse that inspires fealty to Father Dagon
mail, and the wearer gains a +4 to all saving throws (and ultimately Kthulhu); furthermore, the wearer will
related to the sorcery of dæmons. Furthermore, when refuse to allow others to don the armour.
the wearer slays a dæmon (must be the final blow), Warlock’s Harness: This midnight blue +2 scale mail
that one’s nefarious soul is sucked into the armour, un- features fine, overlapping steel scales sewn onto sup-
able to escape to netherworldly realms. As this occurs, ple sheepskin. Affixed to golden epaulettes stylized to
the previously entrapped, tormented souls will screech portray lion heads, a midnight blue velvet cape hangs
and howl with rage and glee. A dæmon’s bane harness to ankle length (adjusts to the height of the wearer).
is noted for the disturbingly realistic dæmonic visages Also, a four-inch-diameter, turquoise cabochon veined
painted all about the armour – evil eyes, toothy maws, with copper is embedded in the centre of the breast,
porcine snouts, and so forth. If one stares at these long set in gold. When the warlock’s harness is worn by a
enough, slight movement may be observed. warlock (or any derivation thereof), its true potential
is realized. For these spell-swords, the following spell-
like powers can be invoked once per day, matching the
warlock’s casting ability (CA) :
Enlargement (self only)
Light
Mirror Image
Fly (self only)
If the wearer of warlock’s harness is struck by a natu-
ral 20 attack roll, there is a 1-in-6 chance that the blow
strikes the turquoise cabochon, breaking the stone and
eliminating the sorcerous powers of the armour; effec-
tively, it is reduced to +2 scale mail.
Zirconium Suit: This artefact of an age undreamt ap-
pears to be an extraordinary suit of full plate armour
composed of thinly plated, silver-grey metal. Every
joint of the 50-pound zirconium suit is finely articulat-
ed, sealed airtight with black leathery material of alien
manufacture; even the great helm with its tinted glass
visor has no openings. The zirconium suit is stylized to
appear as a heavily muscled man, though with peculiar
bosses and odd ridges.
On the back of the left hand is a triangular box from
which a small, red crystalline knob projects. To don
the suit, a trio of buttons under the chin of the helm
must be depressed. This action causes the back to split
open, allowing a person to step within before pressing
the buttons to re-close the armour, which mechanically
conforms to the wearer’s shape. The zirconium suit has
the following special qualities:
Armour Class −2
Damage Reduction 3: Physical damage beyond 3
hp on any individual blow implies that the impact
of the blow harmed the wearer but has not
penetrated the suit.
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Critical Hit Vulnerability: The suit can withstand unless the victim is struck by a natural 20 blow from
50 perfect (natural 20) blows, which must be a melee weapon, which destroys the cursed shield and
tracked. On the 50th such blow, the suit will inflicts treble damage dice (with any applicable modifi-
rupture, lace with fissures, and fall apart. ers added afterwards; this treble damage supersedes
the optional critical hit system, if used) to the bearer.
Energy Absorption: The suit provides its wearer The cursed shield is unaffected by dispel magic or re-
with immunity to radiation and a +4 saving move curse spells.
throw bonus versus fire and electricity. Small Shield +1, Hurling: This small, round, blue
steel shield functions as a +1 small shield for defence,
Acid Vulnerability: Corrosive acid can destroy the but may be used as a hurling weapon that inflicts 1d6+1
suit (item saving throw; treat suit as metal, hard). hp of damage to a range of 50 (feet indoors, yards out-
doors). Furthermore, if the hurling shield strikes true,
Movement: The suit weighs 50 pounds (weight it will ricochet back to the hand of the hurler at the end
class heavy), though allows for medium-weight of the same round it was thrown, so long as the hurler
movement (MV 30). makes the slightest attempt to catch it.
Anti-Gravity: Float up/down at 20 MV, bearing
an additional 500 pounds of weight.
Air-/Watertight: The suit is airtight and water-
tight, allowing the wearer to survive in the frigid
vacuum of the Black Gulf or as deep as 1,000 feet
underwater. Also, the suit provides oxygen so
that the wearer may breathe comfortably for up
to eight hours. The suit recharges its air supply
at a rate of one hour per hour of disuse.
Hydration and Climate Control: The suit cools
and hydrates the wearer so that drinking water
is unnecessary; also, the suit provides a cool,
semi-dry temperature.
Strength: The suit provides its wearer with 18
strength.
Claws: If the fist of the right gauntlet is dou-
ble-clenched, a trio of 15-inch-long blades of blue
steel project from the knuckles. These claws
crackle with electricity and may be used to rake
opponents at +2 “to hit” and 1d6+2 hp damage,
plus a further 1d6 hp electrical damage.
Energy Blast: Once per turn the wearer can
tap the left-hand crystalline knob and release a
blast that is 30 feet long and 5 feet wide at the
terminus. Those in the area of effect suffer 3d6
hp damage (avoidance save for ½).
MAGICAL SHIELDS
Magical shields are stronger and more durable than
their mundane equivalents. Oft they are crafted of
rare, valuable, and exotic materials; a +2 small shield,
for instance, might be composed entirely of polished,
reflective silver. Each magical “plus” improves (de-
creases) armour class, so a +1 large shield decreases
melee AC by 3. Magical shields weigh the same as
comparable non-magical shields.
SPECIAL SHIELD DESCRIPTIONS
Small Shield −1, Missile Attraction: If identified,
this shield will be revealed as a +1 small shield; in
sooth, it is a −1 small shield that curses its bearer
with treble the normal chance to be targeted by ran-
dom missile fire. Once wielded it cannot be removed,
167
HYPERBOREA
Small Shield +1, Missile Blocker: This small heat- Large Shield +3, Ullr’s Siege: These Viking war
er shield is emblazoned with a symbol of Apollo: two shields are worked with the arrows and runes of Ullr.
arrows crossed over a crimson orb. It functions as a Any hurled or propelled missile that misses the bearer
normal +1 small shield, but versus missiles, it func- by a margin of 1 or 2 on the attack roll is returned to its
tions as a +4 small shield. source at full speed, striking at the FA of the bearer of
Large Shield +2, Sea Turtle: Crafted from the shell of Ullr’s siege (a “to hit” roll simply using the FA).
a sea turtle, this magical shield offers an additional +2
bonus to armour class (AC). If a human, humanoid, or
quasi-man straps the shield to their back, he or she will
be transfigured into an anthropomorphic sea turtle with
MV 30 (swim 30) and a base AC 5 (cannot wear armour).
The bearer can move and fight normally underwater
(negating the usual −4 “to hit” penalty). Although the
bearer cannot breathe water, lung capacity is greatly
increased, necessitating a test of constitution but once
per hour whilst submerged. The bearer can remove
the shield and return to normal form at will but risks
a cumulative 1-in-20 chance per consecutive day of use
that the change is permanent. In this instance, the car-
apace fuses to the bearer’s vertebrae, and their skin
takes a glaucous pigmentation.
Large Shield +3, Aegis: This round, goat-skin cov-
ered iron shield is dyed with a red symbol of Helios.
From the edge of the shield hang tassels of gold thread.
Once per day the first attack that would normally hit
the bearer will automatically miss. This also applies
to aimed, targeted spells, but not area of effect spells.
Otherwise, it functions as a +3 large shield.
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MAGICAL SWORDS
Most magical swords are forged of steel, some of bronze, and others of rare or exotic materials, such as silver,
gold, crystal, or meteoritic rock. They are extraordinarily balanced and honed. Each “plus” is applied both to
attack and damage rolls. Many magical blades radiate light (10-foot radius for daggers, 20-foot radius for swords);
typically, the sword must be unsheathed for its light to be shed, though some might remain lightless until a specific
command word is spoken or a stud in the hilt is depressed.
INTELLIGENT MAGICAL SWORDS
Some magical swords are possessed of intelligence, ego, and purpose. Intelligent swords can communicate audi-
bly, telepathically, and/or through vague empathetic connexions. Some intelligent blades command a small selec-
tion of spell-like powers (such as a 10d6 fireball or lightning bolt once per day if the sword is pointed, or perhaps
protection from evil any time the blade is brandished). Any such powers are best determined by the referee.
Many intelligent swords are aligned with Law or Chaos, Good or Evil, or Neutrality; indeed, a sword might
contain the soul of a dæmon, benevolent spirit, or some other agent. A sword is an instrument of death;
hence, some intelligent swords might crave the death of all creatures whose alignment is in opposition to
their own, whereas others might be more specific, such as a sword with the purpose to slay ape-men or orcs.
Even in the hands of a compatible wielder, if the purpose of an intelligent sword is ignored or postponed for
an unreasonable period, the sword will find a way to acquire a new “master.”
Some intelligent swords are strict in their ethe, punishing with electric shocks wielders of dissimilar align-
ment who are foolish enough to unsheathe them. Furthermore, they might urge their wielders to dissociate
from or even destroy allies whose alignments are opposed to the swords’. Some swords may complain about,
protest, or even forbid the use of other weapons or magic items. In extreme conditions, an intelligent sword
might turn on its master, forcing its master to strike him- or herself, or an ally.
SPECIAL SWORD DESCRIPTIONS The moment it is wielded in combat, the sword’s curse
is realized. The weapon imposes a −2 penalty “to hit”
Cursed Sword −2: This blade is revealed as a +2 mag- and damage (minimum of 1 hp damage on a hit). Fur-
ical weapon if identified; in truth, it is cursed. To deter- thermore, the user can wield no other weapon until
mine a cursed blade type roll a d10 on the following table: the cursed sword is destroyed—no other sword, mis-
sile weapon, or the like may be employed. The sword
Table 237: Cursed Swords Cursed Sword Type will seem to spring to the hand of the accursed, who is
d10 Result dagger forced to fight with it when a threat presents. Spells
1 falcata cannot be cast, nor may the user take any other action
2 that does not involve immediately fighting with the
3 short scimitar cursed blade in a combat situation.
4 long scimitar This cursed blade can be dropped quickly following a
5 two-handed scimitar remove curse spell. Also, it is destroyed if an opponent
6 short sword scores a natural 20 attack roll versus the wielder. The
7 broad sword blade will attract this critical blow, and the wielder of
8 long sword the cursed blade is not be harmed by the blow. Struck
9 bastard sword thusly, the cursed weapon will explode into dozens
0 two-handed sword of shards, causing one last deleterious effect: 3d6 hp
damage to all within a 20-foot radius, with no saving
throws allowed.
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Dagger of Eyes: This +2 dagger has a hilt carved Flame Tongue: The blade of this +2 broad sword is
with images of open eyes. When the dagger strikes an forged of red star metal, its hilt of blue steel. Its wield-
opponent on a natural 19 or 20 attack roll, the victim er is protected as if wearing a ring of fire resistance.
must make a sorcery saving throw. If the save is failed, When a command word is spoken, the blade will ignite,
the victim’s eyes immediately wither in their sockets, sheathed in tongues of fire. These flames can be used to
causing blindness; directly, another eye appears on the ignite oil, burn webs, or light other combustibles such
dagger’s hilt. Blind creatures always lose initiative and as cloth, paper, parchment, and wood. The weapon’s
suffer −4 “to hit,” armour class, and saving throws. fire delivers an extra 1d6 hp damage, or an extra 1d8
Cure blindness or remove curse will reverse the effect. hp damage versus cold-based creatures and undead.
Frost Brand: The blade of this +2 broad sword ap-
Dagger of Venom: This double-edged +2 dagger fea- pears to be carved of ice, its hilt of copper and set with
tures a bronze hilt that is hollowed and may contain a white or blue sapphire. It sheds a pale blue lumi-
six doses of penetrative poison. On a successful hit, nance when unsheathed, the radius of which extends to
the poison is released from the blade’s tip. To replace 60 feet in subfreezing temperatures. The frost brand
the poison, the wielder must unscrew the pommel to functions as a ring of warmness when held. Also, at
access the hollow. Whilst the efficacy of penetrative the will of the wielder, it can absorb any normal fire
poisons is finite when coated on other blades, in the within 60 feet; when the sword is plunged into a mag-
dagger of venom, its efficacy is preserved. ical fire, such as a wall of fire, the fire likewise is dissi-
Death Soldier’s Muster: This razor-sharp +1 falcata pated. The weapon provides an additional +6 damage
has a bone hilt, and from its lower grip a talon projects versus fire-based creatures.
from a thumb-like extension. The blade is grooved with Holy Avenger: The blade of this magical +2 long
deep fullers that never are completely free of dried sword is of polished steel, its hilt of gem-encrusted
blood. The death soldier’s muster is a +1 weapon, but gold. In the hands of a paladin, it is a +5 long sword
when wielded by a death soldier (a necromantic war- that inflicts double base damage versus Chaotic Evil
lock), it performs as a +2 falcata and adds 3 to the opponents (with modifiers applied afterwards). Fur-
death soldier’s dexterity for determining who strikes thermore, when a paladin wields a holy avenger a
first when initiative is tied. Any human killed with this five-foot radius of sorcery resistance is provided. This
blade by a death soldier will rise in 1 turn as a zombie resistance is on a chance-in-20 equal to the paladin’s
that serves for 24 hours before crumbling and decaying. level of experience and functions versus spells, magical
abilities, and all sorcerous devices. Sorcery resistance
Defender: This adamantine weapon functions as a +4 should be checked before a saving throw is rolled.
broad sword. Its blade is graven with ancient, magical Howling Dervish: The blade of this +3 two-handed
runes that spell “DEFENDER.” The weapon’s “to hit”/ scimitar is of polished steel, its hilt of bronze, and its
damage bonus can be allocated to defence when wielded pommel set with lapis lazuli. After this sword is used in
against opponents bearing melee weapons (axes, flails, melee combat for 3 consecutive rounds, it will leap from
hammers, maces, spears, swords, etc.). Each round the the hand of the wielder, dancing in midair and continu-
defender is employed, the user may subtract from the ing to fight on its own for 3 rounds. Once the sword be-
attack and damage bonus and apply that subtraction gins to dance its dervish, the wielder at once may draw
to AC (e.g., a fighter wielding a defender may use the another weapon and continue to fight; the howling der-
sword as +2 “to hit” and damage, +2 to AC; or perhaps vish always stays near the wielder, attacking the same
+1 to attack and damage, +3 to AC). The user must targets as its master at an identical attack rate. It will
declare the preferred usage before initiative is rolled. whirl about, howling wildly for 30 seconds (3 rounds),
Defenders are intelligent blades aligned with Law. and then drop to the ground with a rueful sigh.
Laser Dagger: This weapon of ancient Atlantean
origin appears as a bladeless dagger hilt composed
of light, durable metal and set with geometrically ar-
ranged crystals. The hilt has a triggering mechanism
(button) that causes a 12-inch beam of solid energy
to spring forth. The laser dagger provides a +2 “to
hit” and inflicts 2d6 hp damage. It is effective versus
opponents damaged only by magical weapons. These
weapons are created with 100 charges; each successful
hit drains 1 charge.
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Laser Sword: This weapon of ancient Atlantean origin Soul Drinker: The black blade of this +3 two-handed
appears as a bladeless sword hilt composed of light, sword appears to be forged of the very stuff of the
durable metal and set with geometrically arranged terrifying Black Gulf, a slice of the night sky within
crystals. The hilt has a triggering mechanism (button) which can be glimpsed the winking of distant stars and
that causes a 24-inch beam of solid energy to spring haunting nebulæ. The hilt is forged of dull grey star
forth, equivalent to a short sword. The laser sword metal that is cold to the touch. When a natural 20 is
provides +2 “to hit” and inflicts 2d10 hp damage. It is rolled, the victim’s body (if living) will wither as their
effective versus opponents damaged only by magical soul is sucked into the blade; furthermore, the victim’s
weapons. These weapons are created with 100 charges; remaining hit points will be transferred to the sword
each successful hit drains 1 charge. On a natural 20 at- wielder (a temporary boost if the transferral results
tack roll, the target must make an avoidance saving in more hit points than the wielder normally would
throw or lose an extremity. For humans, humanoids, possess). After draining 666 victims, the blade breaks
and quasi-men, roll a d8 to determine the effect: apart, the contained souls wailing as they stream forth
to the Black Gulf. The referee must determine how
1–4 = hand removed, 5–6 = arm removed at elbow, many souls have been drunk previously by the respec-
7 = leg removed at knee, 8 = head removed tive black blade. Soul drinkers are intelligent blades
aligned with Chaos, though indifferent to Good or
For other targets, the referee should devise similar Evil. They may speak in dæmonic, grating whispers,
probabilities, which might include tails, tentacles, and extolling entropy, violence, and destruction.
so forth; note that limb removal is not applicable versus Sun Blade: This +2 bastard sword has a ruby-studded
some creatures (e.g., elementals, green slimes, grey bronze hilt and a blade of red gold (copper and gold al-
oozes). Obviously, most decapitated victims are killed loy). The sun blade is said to be blessed by Helios. When
outright; otherwise, limb removal causes an additional wielded against creatures composed of negative energy,
2d10 hp damage. shadow, the stuff of the Black Gulf, or versus undead
Quickthorn: This +2 short sword is composed of a rare creatures, it becomes a +4 weapon that delivers double
wood, strong as steel, originating from Saturn. Its pommel
is set with green meteoritic iron. When melee is engaged, base damage (with other bonuses added afterwards).
the quickthorn wielder always makes the first attack Furthermore, when this weapon is swung, it sheds
regardless of initiative results. In the case of a wielder scarlet light, illuming a 10-foot radius around the
with multiple attacks, this boon applies only to the first wielder and spreading 5 feet per round for as long
swing. One-in-six of these weapons is a falcata. as the sword is swung, until it reaches a maximum
Selene’s Crescent: This silver filigreed +2 long radius of 60 feet. After 1 turn, the light will fade.
scimitar shines with the pale radiance of Selene This power may be used thrice per day; during sub-
when full, providing moonlight in a 25-foot radius. sequent battles, the sword radiates ruddy light, but
If used to sacrifice an aurochs to Lunaqqua un- only in a five-foot radius.
der the fullness of Selene, it gives the wielder
a +2 bonus on all saving throws until Selene Sword +2, +4 vs. Dæmons: The blade of this long
next is darkened (approximately 23 days); if sword is composed of goshenite (a clear crystal),
the sacrifice is conducted during the festival
week of Bealltainn, this benediction persists its hilt of gem-encrusted silver. In the presence
for one full year. In either case, the bonus is of dæmons (120-foot range), the sword glows
forfeit if the wielder parts with the weapon. crimson.
Serpent Sword: This gold filigreed +2 long sword Sword +2, +4 vs. Lycanthropes: The blade of this
has a straight, narrow, double-edged blade etched to long sword is composed of silver, the pommel of its
portray a snake. The serpent sword is blessed by Yig. copper hilt set with a moonstone. In the presence
Once per day, on its first successful strike, the blade— of lycanthropes (120-foot range), its moonstone
in a nearly imperceptible flash—will take the form of a glows.
snake, delivering venom with its “bite.” The target must
make a death (poison) saving throw or suffer an addi- Sword +2, +4 vs. Otherworldly Beings: The
tional 3d6 hp damage. If the first successful strike is on entirety of this long sword is forged of star
a natural 19–20 attack roll, then the target must make a metal (meteoritic iron). Its black blade is
death (poison) saving throw or instantly be paralyzed— etched with strange geometric shapes and curvi-
flesh bloating and blueing, froth foaming at the lips, and linear designs, and its pommel is set with a rune-grav-
finally, death 1d3 rounds later. Subsequent successful en ball of lead. In the presence of otherworldly beings
attacks on the same day are as a normal +2 long sword. (120-foot range), the sword vibrates and drones.
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Sword +2, +4 vs. Reptiles: The blade of this long sword head. Dæmon’s thirst is a conduit to a dæmon-haunted
is composed of red copper with a curious patina of green netherworld of uncertain proportions, where the souls
veins. The pommel of its silver hilt is set with a blood- of the foulest and most depraved individuals languish.
stone. In the presence of dangerous reptiles (120-foot On a natural 20 attack roll, the victim must make a
range), the bloodstone glows. This warning also applies death saving throw at a −3 penalty, or their body will
to lizard-men, snake-men, troglodytes, and the like. be surrounded by a coruscating field of electricity that
Sword +2, +4 vs. Undead: The rune-graven blade and discharges from the axe. This energy channels a pur-
hilt of this long sword are composed of cold iron. In ple stream of cackling dæmonic visages that rip out the
the presence of undead (120-foot range), its runes glow victim’s soul and suck it through the axe to the Hadean
purple. netherworld, leaving behind a withered husk of a body;
Vorpal Sword: This steel blade appears as a normal no resurrection or reincarnation is possible.
+3 broad sword. Its true power is realized when a Cæstuses +2, Dæmon Hide: This pair of dull grey,
natural 20 is rolled, for the target of such a blow is dæmon hide thongs will wrap themselves around the
beheaded cleanly if their neck is within reach of the hands of the wielder and graft themselves to the palm
blade. Obviously, most decapitated victims are killed and knuckles via netherworldly sorcery. Dæmon hide
outright; some creatures, however, will prove unaf- cæstuses provide a +2 “to hit” and damage to pum-
fected by such a blow (e.g., automata, elementals, melling attacks, a form of unarmed combat. (The dam-
grey oozes, shoggoths). Vorpal swords are intelligent age bonus subsumes the standard +1 damage bonus
blades aligned with Law, though indifferent to Good associated with cæstus wielding.) When a successful
or Evil. They may speak (some verbally, some tele- punch is landed, they also deliver an electrical shock to
pathically), extolling the virtues of eliminating Chaos, the target for an additional 1d4 hp damage. A remove
protecting Law, and seeking justice. curse spell causes the cæstuses to fall from the hands
of the wielder. If the pair is broken up, they cease to
OTHER MAGICAL function, each one shrinking and decaying.
MELEE WEAPONS Chain Whip +2, Scorpion Sting: This glossy, black,
nine-foot-long chain features a smooth ebony handle at
Magical melee weapons are extraordinarily balanced one end and a heavy, pyramidal, black stone dart at the
and honed. Each “plus” is applied to both attack and other end. In the hands of a skilled wielder, once per
damage rolls. Most are forged of steel, some of bronze, day the first successful hit delivers a sting not unlike
and others of rare or exotic materials, such as silver, that of a giant scorpion, requiring a death (poison)
gold, crystal, or meteoritic rock. Few will emanate save. Failure results in an immediate loss of speech
magical light, and if so, the radius is usually no greater (if applicable), followed by paralysis 1 round later, and
than 10 feet; fewer still present with intelligence, ego, finally death in 2d4 rounds. The scorpion sting takes 24
and purpose, similar to intelligent magical swords. hours to recharge its mystical venom.
Club, War +1, Shadow Rattle: This fearsome totem
SPECIAL MELEE WEAPON DESCRIPTIONS is comprised of a blackened skull mounted upon a stout
Axe, Hand +2, Hurling: This +2 hand axe is shaft of oak. The skull’s eyes are stopped with obsidian
composed entirely of steel, perfectly balanced and and lead, and a horn of unknown provenance is mount-
razor-edged. It can be hurled to a range of 60 with no ed in its centre. Inside the empty brain case, bits of
penalty to the attack roll; at its maximum range, how- bone and stranger substances rattle to ancient inhu-
ever, it halts in midair and simply drops to the ground. man rhythms that chill the blood and threaten to strip
Axe, Battle +2, Decapitator: This weapon appears as away the thin veneer of human meaning that covers a
a normal +2 battle axe (though 1-in-6 is a great axe). more ancient, uncaring world.
Its true power is realized on a natural 20 attack roll, for The shadow rattle functions as a +1 war club for most
the target of such a blow is beheaded cleanly. Obviously, wielders; it is a +2 war club for any shaman. Once per
most decapitated victims are killed outright; some crea- day any wielder can shake the rattle to cast darkness
tures, however, will prove unaffected by such a blow with a 60-foot range (120 feet if used by a shaman). Once
(e.g., automata, elementals, grey oozes, shoggoths). per day a shaman can use the shadow rattle to summon
Axe, Great +3, Dæmon’s Thirst: This rare weapon 1d6 shadows that take the shape of his or her totem
appears as a great axe bound to an ironbound haft of animal. They serve for the duration of one combat, but
dark, alien wood. It is double-bitted on one side (sin- if the shadows do not completely drain one human or
gle cheek with two perpendicular bits), opposed by humanoid of strength and take the new shadow back
a flaring, spiked butt, and is topped by a stout spear to their realm, then the shaman must submit to being
drained 1 point of strength from each surviving shadow.
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If the shaman is reduced to 0 ST, then he or she will be- of 60 (with no range penalties) and will slay any moun-
come a shadow and will be taken back to the darkness. tain ape, cyclops, fire giant, frost giant, or hill giant
Club, War +1, Spider God’s: In their deep forests and on contact, with no saving throw allowed. When hurled,
hidden canyons, the debased tribes of Picts that worship the hammer sounds a thunderclap upon striking an en-
Tlakk-Nakka craft these war clubs at the height of their emy, stunning all within a 20-foot radius of the stricken
vile rituals. The savage weapons are constructed of hu- creature unless transformation saves are made.
man bones bound with the webs and chitin of the giant The hurled hammer will return to its wielder in 1 round,
ogre-faced spider. On a natural 20 attack roll, the club so it may be hurled every other round. However, the
will wrap a Small or Medium opponent in a sticky web wielder will be exhausted after three such hurls and
net. Escaping requires a number of rounds equal to 19 must attempt an extraordinary feat of constitution. If
minus the ensnared creature’s strength (ST) score. successful, the wielder may make another throw; ad-
Against Large opponents, the web causes the subject ditional extraordinary feats may be rolled thereafter,
to be hindered for 1d4 rounds. N.B.: The referee must each at a cumulative −8% penalty. If an extraordinary
determine the strength of certain monsters and NPCs; it feat fails, the wielder must rest for a minimum of 1
may be assigned or diced for using 3d6, or 4d6 (drop low). turn, panting, exhausted, no running possible.
Flail, Footman’s +2, Disarmer: This weapon appears Javelin of Lightning: This rune-graven copper jav-
to be a normal +2 footman’s flail; however, it is spe- elin can be hurled as far as 80 feet. Upon release it
cially enchanted to rip melee weapons from enemy transforms into a 5 × 30-foot bolt of lightning. It af-
hands. On a natural 17–20 attack roll (that also quali- fects all in its path to its terminus, delivering 6d6 hp
fies as a hit) the target’s weapon is ripped away unless damage, with avoidance saves allowed for half dam-
a test of strength is made. If the opponent is disarmed, age. If a wall, tree, or other obstacle prevents the bolt
the weapon will fly 6d6 feet away in a random direc- from reaching its terminus, it will rebound, striking
tion. N.B.: The referee must determine the strength the same targets—and possibly the hurler, if they are
of certain monsters and NPCs; it may be assigned or foolish enough to hurl this dangerous weapon in tight
diced for using 3d6, or 4d6 (drop low). quarters. This weapon disappears after one use. Jave-
Hammer, Great +2, Fomorian Mattock: The pitted lins of lightning are discovered in sheaves of 2d4.
iron head of this crushing pick-adze is bound to a shaft Javelin of Piercing: This weird weapon is not hurled; the
of solid oak marked by proto-Keltic runes that damn wielder merely points at the desired target and speaks
the works of mankind. The smell of turned earth and a command, and the javelin of piercing launches itself
shattered stone surrounds the enormous mattock. (usually from some type of quiver) to a range of 60 (with
Horses and birds will avoid whomever carries the fo- no range penalties). It attacks at the fighting ability (FA)
morian mattock, shying away or fleeing in terror. of its wielder with a +6 bonus, and it inflicts 1d6+6 hp
Employing this artefact requires a minimum 16 damage. The weapon can be launched in any direction
strength. It functions as a normal +2 great hammer. (vertically, horizontally, or diagonally). It withers to ash
Once per week, in one mighty blow, the wielder can on a successful hit; otherwise, it can be recovered normal-
breach or knock down one structure no larger than a ly. Javelins of piercing are discovered in sheaves of 2d4.
small house, such as a gate, a menhir, a statue, a wall, Lance +2, Cataphract’s Tether: This 12-foot steel
or a shrine. After this use, the wielder will enter a lance of superior craftsmanship is bedecked with
berserk rage (see Vol. I, Chapter 4: Classes, berserk- the feathers of flightless birds from the Kimmerian
er)—however, in the absence of enemies, the chance of steppes. For most wielders it functions as a normal
attacking allies is 2-in-6. After the berserk rage ends, +2 lance. Only a cataphract can evoke its true powers:
the wielder must rest for 6d4 turns, unable to do any- a base damage of 1d10, rising to 1d12 when wielded
thing but stare at his or her hands in utter confusion from atop a heavy warhorse.
and despondency; berserkers are subject only to their Moreover, the cataphract’s tether weaves its subtle
normal recovery period. enchantment over a cataphract’s mount. So long as the
Hammer of Thunderbolts: This +3 great hammer lance is carried, the warrior’s horse will be protected
is so large and heavy that it can be wielded only by a if left behind (outside a dungeon or cave, for example).
fighter (or fighter subclass) of 18 strength. Forged by No wandering monsters will assail the mount, fodder
dwarfish slaves of Ymir, this magical hammer delivers will be plentiful, and horse thieves will wander fruit-
double damage dice on any hit (i.e., 4d6 plus any appli- lessly elsewhere. When the cataphract emerges, his or
cable modifiers). If the wielder wears gauntlets of ogre her horse will be nearby and comes when called. The
power and a girdle of giant power (qq.v.), further ef- cataphract must carry the lance, though, and cannot
fects are realized: The hammer can be hurled to a range stow it as baggage during the underground sojourn.
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HYPERBOREA
Mace +2, Disruptor: This +2 footman’s mace Forged from star stones that pounded Old Earth in
(1-in-6 is a great mace) may be wielded only by one of the epoch of the snake-men, this artefact appears to
Good alignment. A Neutral or Evil creature attempting be nothing more than a 10-inch-long, 2-inch-diameter
to use it will be shocked for 3d6 hp damage per round. bar of crudely formed iron that is graven in the Old
The disruptor mace possesses minimal intelligence Norse tongue to read Valkyrieström. In the hands of
and conveys through empathy its relentless desire to a Viking woman (minimum 50% Viking blood), when
slay the undead and dæmonkind. On a hit against such the word “Valkyrieström” is uttered, the cold-iron bar
a creature (though only once per creature per day), the transforms to a +4 long spear that grants the ability to
weapon attempts to turn undead with TA 12 capacity. invoke control winds (CA 9) once per day, as the spell.
Even if such a target is not turned or destroyed, the The spear has a lozenge-shaped head and an 8½-foot-
disruptor mace inflicts double damage dice against long shaft that is composed of a fine-grained ash. In its
these creatures. fully realized form, further runes on the shaft describe
Quarterstaff +3, Telescopic: This silver-shod the unquenchable fury of Ymir’s Valkyries.
+3 quarterstaff of six-foot length emanates sil- Spiked Staff +2, Lightning: This great spiked staff
very-green light in a 10-foot radius. Per the will of the is made of oak and blued steel, deeply etched with
wielder, the quarterstaff can shrink to an 18-inch ba- runes of power sacred to Boreas, the mad north wind;
ton with all the properties of a +3 boomerang or can some of the power of that god is bound within it.
extend to an unbreakable yet flexible 10-foot pole—a Thrice per week the end of this weapon can be struck
must for any seeker. firmly against the ground to generate a lightning bolt
Sickle +3, Reaper’s: This enchanted weapon severs (as the spell) from the jagged spike at the tip, at a
heads like so much chaff. When a natural 20 is rolled, casting ability equal to the wielder’s level (min. CA 5).
the target is beheaded cleanly; in the hands of a nec- Spiked Staff +2, Propulsive: This spiked staff of
romancer, death soldier, shaman who practices necro- ebony, shod with a single iron spike, appears to be a
mancy, or a cleric or priest of Mordezzan, a natural 19 normal +2 weapon. However, if the wielder scores a
or 20 suffices. Obviously, most decapitated victims are natural 19 or 20 (and such a roll qualifies as a hit), the
killed outright; some creatures, however, will prove target—no matter what size—is propelled 1d20+10
unaffected by such a blow (e.g., automata, elemen- feet away. If a tree, a wall, or another firm obstruction
tals, grey oozes, shoggoths). This baleful weapon lies betwixt the target and the destination point, an
sends the souls of decapitated victims to the service additional 1d6+2 hp damage is suffered. In any case,
of Mordezzan, the lord of dead, for the sickle whispers all such victims must make avoidance saving throws
his name as beheading transpires. or fall prone for 1 round as well.
Spear +2, Backbiter: This cursed short spear appears Tonfa +2, Defender of the Faith: Carved from the
to be a +2 weapon upon identification, and indeed it heartwood of a dead tree-man and infused with holy
does function as such. However, each time it is used, ghosts, these white, wooden tonfa with distinctive
the referee must make a secret d8 roll. If a 1 is rolled, grain patterns function as +2 magical weapons for
the weapon will fly from the wielder’s hands and pen- most combatants. However, in the hands of a cleric
etrate his or her back for 1d10+10 hp damage. Fur- or cleric subclass, when two defenders of the faith
thermore, the spear will be embedded and cannot be are actively wielded, they also impart a +4 AC bonus
loosed unless a remove curse spell first is cast on the (this magical bonus subsumes the standard +1 AC
victim; subsequently removing the spear causes an bonus versus melee attacks). These weapons typically
additional 2d6 hp damage. Remove curse, however, will are found in pairs.
not harm the cursed spear; it must be cast in lava to be Trident, Hand +2, Bullseye: Typically discovered
destroyed. For every 24 hours this cursed weapon re- in pairs, these rune-graven silver weapons function
mains lodged, the victim must make a trauma survival as +2 hand tridents when wielded alone. When du-
check or go into shock and die; on day two, this check is al-wielded (requires 13 DX; see Vol. I, Chapter 9:
made at cumulative −5% penalty per day. Combat, advanced combat actions) versus humans,
Spear, Long +4, Cold-Iron (Valkyrieström): In the humanoids, quasi-men, or giants, however, their true
hoary depths of Underborea, vile and odious dwarfs potential may be revealed: a natural 20 attack roll
will sometimes adjourn from their routine debauchery results in automatic assassination, a vital organ pene-
to work impossible forges, cræfting weapons and ar- trated and severed; instant death.
mour of wondrous properties. Cold-iron spears were Trident, Long +3, Fish Commander: This +3 long
long ago cræfted for Ymir’s fiercest shield maidens, trident is especially useful on sea and underwater
the Valkyries, but in post-Green Death Hyperborea, expeditions. Any aquatic creature (e.g., fish, reptile,
most examples are lost.
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water-breathing mammal) of animal intelligence with- SPECIAL MISSILE WEAPON DESCRIPTIONS
in 60 feet of the wielder must make a sorcery saving Arrow, Orbiter: This cursed missile appears to be a
throw or become completely docile. Such creatures will +2 arrow if identified. It is often found mixed with
not attack the wielder or anyone else. They are under other, beneficial magical arrows. When shot, it always
the empathic command of the wielder; i.e., the wielder misses its target and appears to be gone. The arrow
can convey emotions such as anger, fear, hunger, or continues on an orbital path, entering the Black Gulf
sadness. Furthermore, one can compel the creatures and circling the whole of the realm. Twenty-four hours
to move in any direction desired. Even creatures that later, the arrow will strike the shooter (so long as he or
make their saving throws will not come within 10 feet she is still in the same dimension), delivering 3d6+2 hp
of the wielder. The fish command power can be used no damage. Once removed, it crumbles to splinters.
more than 20 times, after which the weapon becomes a Arrow +3, Dæmon Slaying: This cold iron +3 arrow
simple +3 long trident. is fletched with vulture feathers, its shaft engraved
Whip +2, Shocking: These 15-foot, black leather with a death rune designed to slay dæmons. If the ar-
whips once were wielded by Atlantean taskmasters, row hits a dæmon, the creature is at once slain, and the
though it is believed they were invented and employed arrow destroyed.
by the snake-men ages before. Shocking whips are
charged with potent electrical energy. When a hit is Arrow +3, Lycanthrope Slaying:
scored, the whip causes a bonus 3d6 hp of lightning This silver +3 arrow is fletched with
damage, with no saving throw allowed. If, however, the hawk feathers laced with wolfsbane, its
electrical discharge scores the maximum 18 hp dam- shaft engraved with a death rune designed
age, the whip fizzles to ash, and the wielder sustains a to slay lycanthropes. If the arrow hits a ly-
jolt of 1d6 hp damage. canthrope, the creature is at once slain, and
Whip +3, Honest Scourge: These copper-handled the arrow destroyed.
whips are relics from the height of the sorcerous sci- Arrow +3, Otherworldly Being Slaying:
ence once practiced on the Floating Island of Paradox- This hemlock +3 arrow is fletched with
on. The twisted leather lash is braided from the skins goose feathers, its shaft engraved with a
of eldritch horrors that drift from the Black Gulf onto death rune designed to slay otherworldly be-
that strange island. The distilled power of these beasts ings. If the arrow hits an otherworldly being,
forms invisible barbs that line the scourge. the creature is at once slain, and the arrow
If the honest scourge is used to entangle a foe, all destroyed.
attempts to escape entanglement are considered ex- Arrow +3, Undead Slaying: This ivory +3
traordinary feats of strength or dexterity. Further, a arrow is fletched with eagle feathers, its
paladin wielder can ask an entangled creature as many shaft engraved with a death rune designed
as three questions. The creature is compelled to tell to slay the undead (Undead Type 0–12).
the truth, though a device saving throw allows the If the arrow hits an undead monster, the
target to answer evasively or incompletely; the save is creature is at once slain, and the arrow de-
modified by willpower adjustment, if applicable. stroyed.
Arrow +3, Yig’s: This magical arrow does
MAGICAL MISSILE WEAPONS not appear to be an arrow at all; rather, it
appears as a snake that is thin as an arrow
These weapons provide a bonus both to attack and dam- and unnaturally stiff. If Yig’s arrow strikes
age rolls. Many are crafted of rare or exotic materials, its victim, it releases a deadly venom. The
such as alien wood or metal, crystal, gold, ivory, or silver. victim must make a death (poison) saving
In cases where the launcher is magical and the missile throw or die instantly. If the save is made,
mundane, the attack still qualifies as magical when the venom still inflicts 2d6 hp damage. If the
considering those creatures harmed only by magical arrow misses its target, it transforms into a
weapons. Enchanted arrows and bolts magically con- shadowy serpent that slithers back to the
form themselves to the optimal size and weight for the shooter.
mechanism that fires them, but magical ammunitions are Arrows, Apollo’s Golden: In the aftermath of the Green
considered single-use items; they are destroyed on a suc- Death, when the tribes of mankind warred over the lands
cessful hit. If the target is missed, magical ammunition abandoned by the Hyperboreans, Apollo gifted sets of
might be recovered on a 3-in-6 chance, though common these golden arrows to his champions. But Chaos, death,
sense should prevail: Recovering a magical sling bullet
outdoors is impossible short of a detect magic spell.
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and the torpor of Xathoqqua were the only true victors, ly that it may be thrown every round. Furthermore,
and the champions of Law were cut down and lost in it can be hurled to its maximum range of 60 without
the far reaches of the Hyperborean lands. In tombs and suffering range penalties.
caves, atop windswept cairns, and lost in the towers of Bow +3, Eldritch Energy: This weapon, restricted to
Khromarium, sets of Apollo’s holy missiles still persist. fighters (and their subclasses), appears as an unstrung
Each set of Apollo’s golden arrows is imbued with the composite longbow crafted of yew, mammoth sinew,
power of the golden god: one each of death, distance, and aurochs horn. When the wielder motions their
terror, and awe. Each arrow can be fired but once, draw hand in the manner that would normally nock an
its power then dispersed back to the god. Each arrow arrow, a glowing yellow string appears, as well as an
gains an additional +2 “to hit” if fired by a paladin, arrow seemingly composed of energy. The eldritch en-
cleric, or priest dedicated to Apollo. ergy bow is a +3 weapon that shoots arrows of 1d6+3
Arrow of Death: Acts as a +4 weapon. Any creature hp damage; strength bonuses never apply to damage
struck by the arrow must make a death saving throw from these magical bows. Because they do not require
with a −4 penalty. A failed save spells instant death reloading, they are also faster to discharge than nor-
for the victim, consumed from within by the god’s mal bows, increasing the archer’s rate of fire by one
overwhelming light. Even if the save is successful, the step; i.e., 3/2 = 2/1, 2/1 = 5/2, 5/2 = 3/1. The eldritch
arrow of death inflicts double base damage (i.e., 2d6 energy bow conforms to the same range categories as
hp, with modifiers added afterwards). a normal composite longbow; each energy arrow dis-
Arrow of Distance: Functions as a +2 weapon and un- appears at the 240 long-range maximum.
erringly will teleport the shooter to wherever the arrow Once per day, an eldritch energy bow can shoot an en-
hits, depositing him or her in the most advantageous ergy rope of up to 60-foot length. The end entwines
position. That is, if the arrow is shot at a narrow ledge around a targeted object, persisting for 6 turns (1
on a sheer cliff, the shooter will be teleported to a safe hour). This rope also can be used to subdue an enemy
position atop it; if shot at the tossing spar of a ship, the target of Small or Medium size. The target must be
shooter might be sitting athwart the beam. If it is fired within 60 feet, and no other energy arrows can be shot
at a creature, the arrow causes damage as normal and on the same round. On a natural 16–20 attack roll (that
brings the shooter into immediate melee range, with au- also qualifies as a hit), the target is bound for 6 turns
tomatic initiative on the following combat round. Only (1 hour), unless it makes a successful avoidance saving
the shooter is affected by the arrow’s power. throw. Only a dispel magic spell can free the ensnared.
Arrow of Terror: Functions as a +2 weapon. Upon Bullet +2, Tathlum Shot: These large sling stones
impact, wherever it strikes, the arrow will unleash were crafted by the Kelts when they came to Hyper-
the overwhelming terror of mortals confronted by the borea and were used to drive away the Evil giants that
divine. This effect is similar to the spell fear, though it sought to force the early Kelts from the Gal Hills. The
fills a 30-foot radius. All creatures of 6 or more HD in tathlum shots were made from the brains of the Kelts’
the area of effect are allowed sorcery saving throws, enemies and wrought with powerful enchantments. A
modified by willpower adjustment, if applicable; oth- successful hit instantly slays any cyclops, or scores
erworldly beings receive a +4 bonus. double damage against dæmons, giants, and other-
Arrow of Awe: Meant to be fired straight up into the worldly beings. A natural 20 attack roll results in an
air, this arrow strips away the veil before the eyes of explosion that causes 2d4 hp damage to all in a 50-foot
mortals and exposes them to the chastening power of radius (or 4d4 hp damage versus the aforementioned
the god. All creatures within 60 feet of the shooter will enemies of the ancient Kelts). Typically, 3d4 tathlum
be overwhelmed by awe. Creatures of 6 or more HD shots are found in a soft leather pouch.
are allowed sorcery saving throws, modified by will- Crossbow, Laser: Originally of alien design, this metal
power adjustment, if applicable; otherworldly beings crossbow later was reproduced by Atlantean and Am-
receive a +4 bonus. This awe effect elicits an immedi- azon engineers, though presently its manufacture is a
ate reaction roll at a +4 bonus in regard to the shooter; lost science. It looks much like a light crossbow, except
any result of 12 or more acts as a charm monster spell, that it lacks a string and is not loaded with traditional
though no further saving throws are permitted. crossbow bolts. A magazine is loaded into the hollow
Boomerang +2, Flawless Returning: This +2 boo- butt of the stock. Each magazine contains 30 charges.
merang is carved of yellow ivory and graven with These weapons have a range of 225 feet, regardless of
shamanic runes. When hurled, the boomerang always environment, with no range penalties applicable. They
returns to the hurler (even if a hit is scored) so rapid- are equipped with laser scopes that grant a +4 “to hit”
bonus, a small red dot marking the target. They can be
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fired at a 3/1 attack rate, each laser inflicting 1d6+6 hp Hooked Throwing Knife +2, Witchwere’s Hand:
damage (considered fire damage). A laser crossbow is These hooked throwing knives have centres made of
not a magical weapon; notwithstanding, it can damage blackened, rune-scored wood and flanges composed of
creatures only harmed by such. N.B.: Typically, one or the petrified severed fingers of witches. A witchwere’s
two spare magazines are found in the weapon’s proximity. hand bonds with a new owner over the course of one
full night (i.e., sunset till sunrise)—a long process in-
Crossbow, Repeating +1: This magical weapon has a deed during the lightless year of Nightfall. During this
12-bolt magazine and provides +1 “to hit” and dam- period, it will not allow itself to be hurled.
age. This weapon never jams. Upon striking a target, the witchwere’s hand remains
Crossbow, Repeating +2: This magical weapon embedded in its victim. Each round thereafter it inflicts
has a 12-bolt magazine and provides +2 “to hit” and an additional 3 hp damage as the taloned fingers dig and
damage. This weapon never jams. twist in the wound. Furthermore, the wound quickly
Crossbow +3, Accuracy: This crossbow provides +3 puffs and oozes pus; it cannot be healed unless cure dis-
“to hit” and damage rolls. Furthermore, all ranges are ease is cast. The victim can spend a round attempting to
considered short range; i.e., no range penalties apply. wrest the malefic weapon from the wound. This attempt
Most of these weapons are light crossbows; 1-in-6 is a requires a device saving throw at a cumulative −1 penal-
heavy crossbow. ty per round embedded; e.g., after 2 rounds, the saving
Frost Ray Gun: This armament of ancient Atlantean throw is rolled at a −2 penalty. Neither the victim nor
manufacture is composed of transparent crystal within anyone but the owner can wield the witchwere’s hand;
which runs a coil of thin copper tubing. The weapon once dislodged, the hand will roll and flop obscenely as
can be wielded with one hand and fired at a 1/1 attack it makes its way back to its keeper.
rate. When the trigger is squeezed, the gun releases a Lasso +2, Golden: Created by the Amazons of a for-
frosty blue ray that is 30 feet long and 10 feet wide at gotten age, this 25-foot-long lasso is woven from the
the terminus. This ray of cold delivers 3d10+3 hp dam- mane of the fabled golden aurochs. It has the look of
age to any creature in its path, with avoidance saves pure gold and the feel of silk. The golden lasso sheds a
allowed for half damage. If shot, fresh or salt water 15-foot radius of golden light and can be used to rope
freezes solid to the ray’s limit. creatures of any size (save the truly gargantuan). Fur-
Modern sorcerer-scientists have failed to unlock the thermore, it can augment certain extraordinary feats
riddle of the frost ray gun’s creation. This weapon, of strength (as deemed appropriate by the referee) at a
which is prized by cryomancer societies, can be fired 66 +12% chance of success. The golden lasso can be sev-
times before crumbling to crystal shards and copper ered neither by brute strength nor mundane weapons;
bits. The referee may roll 1d6×11 to determine how however, magical edged weapons have a 10% chance
many charges a found ray gun contains. per “plus” to cut and thus destroy it. It is immune to
Hooked Throwing Knife +2, Flawless Returning: mundane fire but is subject to magical fire (see item
This hooked throwing knife has a distinctive star saving throws) at a +4 saving throw bonus.
shape. It features five curved, bladeless prongs that
radiate from a central hub forged of rune-graven
bronze. When the centre of the hub is depressed, five
curved blades spring from the prongs, each blade of
five-inch length. When hurled, the missile always re-
turns to the hurler (even if a hit is scored) so rapidly
that it may be thrown every round. Note that standard
range penalties apply.
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Pistol, Disintegration: This armament of mi-go man- Radiation Grenade: This bomb is of a forgotten age.
ufacture is crystalline with a 12-inch-long barrel of Its proliferation was at one time significant, but the
1-inch diameter. The pistol’s laser beam is quite narrow, device is impossible to replicate today (a lost science,
requiring a standard attack roll. If the beam hits, the as it were). Cases of 5d4 bombs may be discovered, the
target must make a death save or be disintegrated to a encasements etched with Atlantean runes. A radiation
smoking pile of ash; if the save is successful, damage is grenade is a two-pound, egg-shaped metal cylinder
3d6 hp (a grazing shot). A typical mi-go disintegration topped by a stem through which a small lynchpin is
pistol holds a 28-charge clip (when full). inserted. When the pin is pulled free, the wielder must
Pistol, Paralyzing: This armament of ancient Atlan- hurl the bomb within 1 round or it will detonate in hand;
tean manufacture is composed of transparent crystal i.e., it explodes on impact if hurled, but if gently placed
housing a network of tightly wound copper wires and or held, a 1-round delay elapses before it detonates.
tiny, glowing filaments. The weapon can be wielded
with one hand and fired at a 1/1 attack rate, with a +1 A radiation grenade can be thrown to range 30/60/90.
“to hit.” When the trigger is squeezed, the entire gun The wielder must designate a target or target area. If
glows orange and then releases a spherical spark of the target is missed, the bomb lands 3 feet away for
energy, about three inches in diameter, to a maximum every point missed on the d20 attack roll; the direc-
range of 60. If the spark strikes its intended target, the tion should be determined randomly by the referee.
victim must make a death saving throw or be paralyzed A radiation grenade issues a 20-foot-radius blast that
for 1 turn. If the saving throw is successful, the victim causes 5d4 hp damage to all within the area of effect
is slowed (as the spell) for 1d4 rounds. This weapon (avoidance saves allowed for half damage). Even if
contains a maximum of 18 charges; the method by saves are made, exposure to the blast also poisons its
which it is recharged is a lost science. victims: Make death (radiation) saves or suffer a wast-
Pistol, Radium: This armament of ancient Atlantean ing disease that kills victims in 1d12+12 days, unless
manufacture features a 12-inch-long barrel of steel- cure disease or neutralize poison is cast. This weapon
blue metal, a crystal gun sight, and an energy cell also can be used to blast open doors, destroy small
magazine that slots into the handle. A typical magazine structures, and so forth; inanimate objects require
holds 20 charges. The weapon can be wielded with one item saving throws to avoid destruction.
hand and fired at a 1/1 attack rate. When the trigger Sling +2, Giant Killer: This weapon appears to be
is squeezed, the gun releases a radioactive blast 50 nothing more than a frayed strap of aurochs leather. In
feet long and 10 feet wide at the terminus. The blast fact, it is a +2 sling that, when used against a moun-
delivers 5d6 hp damage (avoidance save allowed for tain ape, cyclops, fire giant, frost giant, or hill giant,
half damage). N.B: When discovered, a radium pistol has a chance to kill on any successful hit. The target
might have 1d3 spare magazines in its proximity; too, must make a death saving throw or drop dead from a
the loaded magazine holds 1d20 charges. perfect blow that strikes the centre of the forehead,
then penetrates the skull and pierces the brain.
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MAGICAL SCROLLS possibly magical—of the
referee’s device. The map
Most scrolls are contained in cylinders of bone, crystal, may reveal secret or con-
ivory, metal, or wood. They oftest are writ on paper, cealed doors and other
parchment, or the skin of some exotic creature, even a mysteries, but it may con-
dæmon. In other instances, a scroll might be graven on tain inaccuracies. Some
a clay or stone tablet, or perhaps a piece of bark. maps may lead to a trap or
N.B.: Cursed scrolls and protection scrolls are not other misfortune.
created by player characters. The former generally Protection Scroll: These scrolls can be utilized by a
are associated with dæmons, NPC witches, and their literate character of any class and level. They are at
ilk, and the latter are gifts from benevolent deities and once identifiable, even by non-sorcerers, because they
spirits. are writ in the Common tongue of mankind. Each pro-
tection scroll creates a circle of defence that radiates
MAGICAL SCROLLS DESCRIPTIONS 10 feet around the reader and lasts for 6 turns (1 hour).
Some proscribe a specific effect type, such as magic or
Cursed Scroll: This item’s curse is invoked the mo- petrifaction. Other scrolls prevent a specified creature
ment the first word, rune, character, diagram, or type from entering the circle’s radius; likewise, none
geometric shape is glimpsed or traced. The reader is of the specified creature’s powers can penetrate the
cursed, similarly to the bestow curse spell (the reverse circle. If such creatures are within a 10-foot radius of
of remove curse). Roll a d10 on Table 238 to determine the reader when the scroll is invoked, they are pushed
which effect is unleashed: away. (Exception: non-hostile animals and plants are
unaffected.)
Table 238: Cursed Scrolls Animals are defined as natural wildlife (bears,
lions, rats, sharks, etc.), including giant forms.
d10 Curse Dæmons include all greater, lesser, and sublu-
Result nary dæmons, hell hounds, and nightmares.
Elementals and lycanthropes include all variet-
1 Victim transformed into a frog, mouse, ies described in Chapter 12: Bestiary.
pig, or like inoffensive animal Magic prevents all spells and spell-like abilities
from penetrating the circle; however, spells
2 50% chance to drop held items per round cannot be cast from within the circle, either.
of combat Otherworldly beings include all varieties de-
scribed in Chapter 12: Bestiary. (This scroll
3 All attack rolls at −4 “to hit” evokes the mystic sigil of a flaming eye in a
pentagram.)
4 −4 penalty to all saving throws Petrifaction defends against being turned to
stone by a basilisk, cockatrice, or gorgon, as
5 Armour class penalized (increased) by 2 well as the flesh to stone spell (reverse of stone
to flesh), but it does not prohibit those creatures’
6 One attribute reduced to a score of 3 other attack forms.
Plants include all vegetal monsters, as well as
7 Victim reduced to a drooling imbecile sorcery like the entangle spell.
(intelligence 1) Poison defends against all forms of poison and
venom.
8 Disease manifests, deadly after 1d8 weeks Undead includes all creatures of Undead Type
unless death save made 0–12, but not Undead Type 13 (dæmons).
9 Explosive runes (as the spell)
Reader and all within 10 feet transport-
0 ed to Saturn, Yuggoth, or the cavernous
depths of Underborea
Most effects are permanent unless a remove curse
spell is cast. Curses #6 and #7 also can be reversed
with a restoration spell, and curse #8 with cure dis-
ease. Curses #9 and #0 effect their mischief instan-
taneously and are not subject to negation. Of course,
the referee is encouraged to devise his or her own
diabolical curses as deemed appropriate, expanding or
replacing the above list as desired.
Map: This is a dungeon or wilderness map, scrawled
on paper or parchment, that shews the location (or
perhaps former location) of a valued treasure item—
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Spell Scroll: Eight different magical spell schools are SPELL BOOKS
used in Hyperborea, each with its own distinct runic al- It is conceivable that the player characters re-
phabet, diagrams, and weird geometric shapes. How- cover a spell book (or prayer book that contains
ever, similarities and overlap do exist, so practitioners spells) during the course of adventure. The gold
of one school might be able to utilize the spell scroll piece value of such books might be as much as
of another school. For example, a magician’s ice storm 500 gp + 100 gp per spell level, but this value is
scroll can be utilized by a cryomancer, because the spell contingent on finding a buyer who practices the
is on the cryomancer’s list. This overlap, however, ex- type of sorcery contained in the tome. XP value
tends only to the two larger divisions of sorcery: thau- is another matter. In this author’s opinion, the
maturgical and ecclesiastical. Thaumaturgical scrolls discovery of a spell book should not result in an
(magician, cryomancer, illusionist, necromancer, XP award. If a sorcerer recovers a spell book, and
pyromancer, witch) are unlike ecclesiastical scrolls he or she later goes on to successfully learn new
(cleric, druid). A cleric, for example, cannot utilize the spells from said book, an award of 100 XP per spell
light scroll of a magician, but she can utilize the light level might be provided, per referee discretion.
scroll of a druid, as they are both ecclesiastical practi-
tioners of sorcery. Regardless, a sorcerer must employ MAGICAL POTIONS
the scroll use ability to comprehend the contents of a
spell scroll. When randomly generating a scroll, roll Potions generally are contained in ceramic, crystal,
a d% to determine the scroll type, as indicated in the glass, or metal phials; unless otherwise indicated, each
below table. contains a single dose. The potions noted hereafter are
but a small sample of possibilities. Unless differently
Table 239: Spell Scroll Type noted, a potion’s standard duration is as follows:
1d4+6 turns if fully quaffed
d% Result Spell Scroll Type 1d4 turns if half quaffed
Identifying a potion can be tricky business.
01–20 Magician (thaumaturgical) Magicians, magician subclasses, warlocks,
and legerdemainists can identify a potion
21–30 Cryomancer (thaumaturgical) by taste alone, but this practice can be
hazardous. Other classes might fathom
31–40 Illusionist (thaumaturgical) a vague idea of a potion’s properties fol-
lowing a taste, but accurate identification
41–50 Necromancer (thaumaturgical) is a dubious proposition.
51–60 Pyromancer (thaumaturgical) PILLS AND AMPOULES
Esteemed as the most advanced alchemists of
61–70 Witch (thaumaturgical) Hyperborea, the abhorrent snake-men have
developed lozenge-shaped pills that contain all
71–90 Cleric (ecclesiatical) the properties of potions. Some specialists have
learnt the painstaking methods involved with this
91–00 Druid (ecclesiatical) sub-science of alchemy; notwithstanding, discover-
ing such a pill is a rare occurrence. The snake-men
Next, determine the spell level by rolling a d10. also concoct highly concentrated potions contained
in ampoules, tiny, sealed glass capsules, which can
Table 240: Spell Scroll Level be injected subcutaneously with a syringe. If an
ampoule is drunk, the imbiber must make a test of
d10 Result Spell Scroll Level constitution or vomit violently, ejecting the liquid
before its properties take hold; if successful, the
1–3 Level One potion is effective. N.B.: Although but one pill is
presented in the potions section of this chapter, the
4–5 Level Two referee may turn just about any potion into pill or
ampoule form, if desired.
6–7 Level Three
8 Level Four
9 Level Five
0 Level Six
The precise spell contained in a scroll must be selected
or randomly determined by using Tables 93–100. Unless
the referee decides otherwise, the default casting ability
(CA) of a spell scroll is the sum of 2d6, or 1 level above
that required to cast the spell, whichever is greater.
N.B.: A shaman casts both thaumaturgical and ec-
clesiastical spells, so the referee should be careful to
distinguish between their cleric/druid scroll spells and
their magician/necromancer scroll spells.
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MAGICAL POTION DESCRIPTIONS gains a +2 bonus to any reaction rolls whilst under
the pills’ effects. Alas, this dosage is mildly hazardous
Antidote: This putrid-smelling potion is green and to humans, requiring a death (poison) saving throw to
clumpy. It functions as the neutralize poison spell, stave off headaches and nausea for 1d4 days thereafter.
detoxifying a poison victim. The entire potion must be
imbibed for the antidote to prove efficacious; this task Poison: This highly toxic liquid comes in two basic
may prove challenging if the sufferer is incapacitated. forms: penetrative and ingestible. For a complete
Black Brew: This gruesome swill typically is concoct- understanding of poison types and their application,
ed by a witch or shaman. It consists of tannin-rich bog refer to Vol. I, Chapter 7: Sorcery, alchemy. To de-
water that contains ground rattlesnake bones, bat’s termine which poison type is discovered, roll d%; gold
blood, dew from a nighthawk’s wings, black lotus pol- piece value accords with poison type.
len, and mushrooms grown from the corpse of a sor-
cerer. These ingredients must be stirred in a copper Table 241: Random Poisons
vessel whilst a forbidden incantation (passed down
orally) is sung aloud. d% Result Poison Type GP Value
Any male who dares drink this potion must make a
death (poison) saving throw or die instantly, his jellied 01–20 penetrative I 25
brain melting out his ears, nose, and mouth. A female 50
who drinks the brew becomes a bizarre form of free- 21–30 penetrative II 100
willed zombie known as a zuvembie. If a black brew is 500
administered to a woman who is unwilling to become 31–35 penetrative III 1,000
a zuvembie, she must make a transformation save to 50
resist conversion; otherwise, the change occurs over 36–40 penetrative IV 100
the next 1d6 turns (death followed by undeath). 500
Elixir of Longevity: Drinking this entire potion 41–45 penetrative V 1,000
reduces one’s age by 2d6 years. However, a 1-in-20 2,000
chance exists that the opposite occurs. Additionally, if 46–65 ingestible I
more than one such potion is quaffed in one’s lifetime,
the chance-in-twenty increases by one (+1), cumula- 66–80 ingestible II
tively; thus, the third such potion consumed carries a
3-in-20 chance of the opposite effect. 81–90 ingestible III
Love Potion: This potion causes the drinker to be-
come charmed (as the charm person spell) by the first, 91–95 ingestible IV
or most prominent, intelligent creature viewed. If the
object of the drinker’s adoration is of similar race or 96–00 ingestible V
species, the drinker will become completely enam-
oured of that individual. The charm effect persists for Potion of Climbing: This potion allows the drinker to
the standard potion duration; however, if the drinker climb with ability commensurate to the spider climb
becomes enamoured, the effect is permanent unless spell, except using the standard potion duration.
dispel magic is cast.
Pill of the Serpent’s Tongue: Alchemists without peer, Potion of Cure Disease: This potion is hard to swallow,
the insidious snake-men craft these lozenge-shaped burning and tingling the imbiber from toes to finger-
capsules to empower themselves to speak the languag- tips and causing profuse sweating. It remedies nearly
es of mankind. Swallowing one of these pills grants all forms of illness if fully consumed. The subject is
a human, humanoid, or quasi-man the benefit of a alleviated of all debilitating effects within 1d6 rounds.
tongues spell for 1d4+6 turns. The effect is imperfect,
however: The speaker’s accent may betray him or her Potion of Delusion: To even the most discerning tast-
as an outlander, and always there are certain words er, this potion appears to be a potion of healing or
and phrases unpronounceable to alien maxillæ. extraordinary healing. In fact, it does nothing of the
Swallowing two of these pills endows the consumer sort, though the imbiber will believe they are healed. A
with the ability to prevaricate, as the indiscernible lie potion of delusion is revealed for what it is if an iden-
spell (reverse of discern lie). The consumer further tify spell is cast. The referee must inquire subtly as to
what the player thinks his or her character’s hit point
total is after drinking it. For instance, a fighter with 9
hp drinks what she believes to be a potion of healing
and so believes she has gained 7 hp, for 16 hp total. If
that fighter later suffers 9 or more hp damage, she will
in sooth be rendered unconscious (or worse).
Potion of Diminutiveness: When half this potion is
consumed, the drinker and all gear are reduced to
50% of normal size. If the entire potion is quaffed, the
drinker is reduced to six inches in height. An unwilling
imbiber is allowed a sorcery saving throw to resist the
effect.
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Potion of Extraordinary Growth: Drinking half this damage bonuses. Furthermore, tests of strength are at 183
potion grows the imbiber to a height of 1d4+11 feet. a 5-in-6 chance, and extraordinary feats of strength at
Such a person gains all the benefits associated with a a base 40%. This potion cannot be “stacked” with other
potion of giant power. A nonhuman creature admin- strength-enhancing sorceries.
istered half this potion grows to 150% size and inflicts Potion of Healing: Drinking half this potion re-
×1.5 damage (as the enlarge spell). Consuming the en- stores 1d4 hp. If the entire potion is quaffed,
tire potion enlarges the imbiber to a height of 1d6+24 2d4+2 hp are restored.
feet. Such a person gains the same +3 attack bonus Potion of Heroic Action: This potion is effective sole-
as for a potion of giant power, but all attack damage is ly on fighters (and their subclasses) whose level is less
4d6. Enlarged monsters are doubled in size and inflict than 10th, including 0th-level mercenaries. It increases
double damage dice, though an unwilling imbiber is the drinker’s fighting ability (FA) on a sliding scale ac-
allowed a sorcery saving throw to resist the effect. cording to level, as shewn below. Hit dice and hit points
Potion of Extraordinary Healing: Drinking this en- also are increased temporarily (using the appropriate
tire potion restores 3d8+6 hp. Alternatively, it can be HD type); any damage sustained is subtracted from
consumed in thirds for 1d8+1 hp of healing per dose. the temporary total first.
Potion of Fire Breath: This scarlet, swirling potion
effuses a sweet, cinnamon scent, but it is not for 0th level = +4 FA/HD
drinking; rather, it is stored in one’s cheeks and blown 1st through 4th level = +3 FA/HD
out in a burst of vermillion flames equivalent to the 5th through 8th level = +2 FA/HD
breathe fire spell. Much like the spell, if the potion is 9th level = +1 FA/HD
not expelled in 1 turn (10 minutes) it will explode in the Potion of Invincibility: This potion is useable only by
mouth of the imbiber. Drinking this potion is a death fighters (and their subclasses). The entire potion must
sentence, for it will explode in the imbiber’s stomach, be consumed. It provides the drinker with invulnera-
vermillion flames erupting from every possible orifice bility versus opponents of 3 HD or fewer unless such
and melting the imbiber’s innards to bubbling goo. opponents wield magical weapons. Furthermore, it
Each potion has enough liquid for two applications. provides a +2 AC bonus and a +2 bonus to all saving
Potion of Fire Protection: This potion provides the throws. This potion lasts but 3d6 rounds.
drinker with invulnerability to normal heat and fire. Potion of Invisibility: Drinking this potion produces
Against magical fire, the imbiber gains a +4 bonus on an effect identical to the invisibility spell, except using
all saving throws; furthermore, any damage sustained the standard potion duration.
from magical fire is reduced by −2 per die Potion of Levitation: Drinking this potion produces
(potentially negating all damage). an effect identical to the levitate spell, except using the
Potion of Flying: This potion allows standard potion duration.
the drinker to fly as the spell, except Potion of Super-heroic Action: This potion is effec-
using the standard potion duration. tive solely on fighters (and their subclasses) whose
Potion of Gaseous Form: This potion level is less than 12th, including 0th-level mercenaries.
transforms the imbiber and all gear It increases the drinker’s fighting ability (FA) on a
into a transparent and insubstantial sliding scale according to PC level, as shewn below. Hit
gas able to drift at 20 MV. The gaseous dice and hit points also are increased temporarily (us-
form can see, hear, and smell, but cannot com- ing the appropriate HD type); any damage sustained is
municate. It can slip through tiny cracks and holes, subtracted from the temporary total first.
under doors, and so forth. The gaseous form can be 0th level = +6 FA/HD
propelled by a strong wind, but otherwise can slip 1st through 4th level = +5 FA/HD
around or through a light breeze. 5th or 6th level = +4 FA/HD
Potion of Giant Power: This potion provides the 7th or 8th level = +3 FA/HD
drinker with the raw strength of a hill giant. 9th or 10th level = +2 FA/HD
In melee combat, the drinker gains +3 “to 11th level = +1 FA/HD
hit” and damage (not cumulative with the Potion of Super-Speed: Drinking this potion produces
drinker’s ST attack modifier and damage an effect identical to the haste spell, including ageing
adjustment, if applicable), and base weapon the drinker by one year. The duration is but 5d4 rounds.
damage is 2d6 for WC 1 weapons or 3d6 for
larger weapons. Weapon mastery and/or
magical weapons may enhance attack and
HYPERBOREA
Potion of Tree-Man Syrup: This sweet, minty, aro- MAGICAL RINGS
matic potion is brown and sticky. Brewed from the sap
of tree-men and the dust of star stones, quaffing this Magical rings typically are crafted of copper, silver,
potion grants the drinker barkskin for 6 hours (half gold, or platinum; others are of crystal, stone, wood,
bottle consumed) or 24 hours (full bottle consumed). or animal materials. They are often etched with tiny
runes (command words, in some cases) and set with
Potion of Water Breathing: Drinking this foamy, gems of great worth. Other magical rings are deceiv-
pearly blue potion produces an effect identical to the ingly simple in appearance, such as a plain band of
water breathing spell. This potion has three doses; for copper or tarnished silver. Magical rings will fit them-
each third consumed, the duration is 1d4+6 turns. selves exactly to the wearer’s finger. Only one may be
worn on each hand. Except for the ring of wizardry,
Slade’s Black Sorcerer Stout: When consumed, this all rings can be worn by any character class.
refreshing brown beer heals 1d8+1 hp and increases the
imbiber’s strength by +1 for 24 hours. If the strength LOST AND MISLAID RINGS
score is already 18, an additional +1 “to hit” bonus is A peculiarity is known to bedevil many possessors
gained, as well as an additional +8% chance of success of magical rings: Despite the most fastidious at-
for extraordinary feats of strength. (Strength bonus not tention and care of their owners, many rings have
cumulative if more than one stout is imbibed.) a penchant for becoming lost, even if worn. The
referee is encouraged to implement, on occasion,
Witch’s Decoction: This is a decoction typically a 1-in-20 chance that any given magical ring pos-
brewed by a witch. Roll a d6 to determine the type. sessed by a character becomes lost.
Table 242: Witch’s Decoction MAGICAL RINGS DESCRIPTIONS
Ichthyic Ring: Wearing this ring
d6 Result Decoction of silver fish scales enables the
owner to breathe and move nor-
1 hallucinogen mally underwater. The wearer can
swim at full normal MV and may
2 nauseate use any weapon without restriction.
Ring of Animal Command: This ring is fashioned from
3 opaakkigen rune-etched leather. It allows the wearer to control un-
intelligent animals (normal and giant) totalling no more
4 paralytic than 20 HD. These creatures must be from the animal
kingdom, neither monsters nor supernatural beasts;
5 philtre furthermore, animals of elevated intellect are unaffected.
The animals must be within 120 feet of the wearer, who
6 soporific simply points the ring and issues mental commands of
simple meaning. The animals will obey without question,
Next, determine the CA of the witch who brewed the even to their deaths if so directed. The ring wearer must
decoction by rolling 2d8−4 (minimum result of 1). Last- continuously concentrate on directing the beasts (i.e., no
ly, for the decoction’s proper description, refer to Vol. fighting or other actions besides basic movement and
I, Chapter 4: Classes, witch. N.B.: A philtre can have brief words); otherwise, they will resume their normal
interesting results because the subject becomes enam- activity, wander off, or potentially become aggressive.
oured of the brewer of the decoction if the save fails.
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Ring of Elemental Command (Air): This silver ring Ring of Elemental Command (Wood): This ring 185
is set with a blue sapphire. When it is worn, air ele- is carved of ash wood. When it is worn, shambling
mentals and their kin cannot attack or approach with- mounds, tree-men, and like vegetal monsters cannot
in 10 feet of the wearer. However, the wearer’s saving attack or approach within 10 feet of the wearer. How-
throws versus gases (poisonous or otherwise) are at ever, the wearer’s saving throws versus fire are at
−2 penalties. The wearer can invoke the following −2 penalties. The wearer can invoke the following
spell-like powers, one at a time, each at CA 12 capacity: spell-like powers, one at a time, each at CA 12 capacity:
entangle (1/per day)
fly (1/per day) tree shape (1/per day)
gust of wind (1/per day) wall of thorns (1/per day)
invisibility (1/per day) warp wood (1/per day)
wall of force (1/per day) liveoak (1/per week)
wind wall (1/per day) repel wood (1/per week)
control winds (1/per week) Ring of Feather Falling:
Ring of Elemental Command (Earth): This ring is This silver ring is engraved
composed of marble and studded with tiny diamonds. with a pair of feathered wings.
When it is worn, earth elementals and their kin cannot When worn, it automatically
attack or approach within 10 feet of the wearer. However, activates a feather fall spell at
the wearer’s saving throws versus petrifaction effects CA 10 capacity if the wearer
are at −2 penalties. The wearer can invoke the following falls five or more feet.
spell-like powers, one at a time, each at CA 12 capacity: Ring of Feather Walking:
feather fall (1/per day) This pewter ring is etched with
passwall (1/per day) a repeating feather motif. When
stone shape (1/per day) worn, it allows the wearer to move
wall of stone (1/per day) silently at a base 8-in-12 chance, though armour re-
move earth (1/per day) strictions apply (see Vol. I, Chapter 4: Classes, thief).
stone to flesh (1/per day) If worn by a character who has the move silently abil-
Ring of Elemental Command (Fire): This ring pres- ity at this level or better, then the chance-in-twelve is
ents as a simple brass band etched with a fire rune. When improved by one (+1).
it is worn, fire elementals and their kin cannot attack Ring of Fire Resistance: This golden ring is set with
or approach within 10 feet of the wearer. However, the a prominent ruby and etched with tiny runes that
wearer’s saving throws versus cold and water are at −2 symbolize fire and the deity Helios. The wearer is un-
penalties. The wearer enjoys the protection of a ring of harmed by heat or normal fire. The wearer also gains
fire resistance (q.v.) and can invoke the following spell- a +2 saving throw bonus versus magical fire and sus-
like powers, one at a time, each at CA 12 capacity: tains −1 hp per die of magical fire damage (potentially
burning hands (1/per day) negating all damage).
flaming sphere (1/per day) Ring of Free Motion: This ring is crafted of eel skin.
pyrotechnics (1/per day) It provides the wearer with freedom of action. Any
wall of fire (1/per day) spell that would hinder or inhibit movement (e.g., en-
flame strike (1/per week) tangle, forest of bones, hold person, slow) is ineffective.
Ring of Elemental Command (Water): This bulky The wearer can pass through dense growth unimped-
ring is carved of jade. When it is worn, water elemen- ed. Furthermore, in water, the wearer is as slippery as
tals and their kin cannot attack or approach within 10 an eel, able to move freely and use any weapon without
feet of the wearer. However, the wearer’s saving throws restriction; the ring does not, however, provide wa-
versus electricity are at −2 penalties. The wearer is ter-breathing capability.
provided with constant water breathing (as the spell) Ring of the Hyperborean Kings: This golden ring is
and can invoke the following spell-like powers, one at a set with a large, brilliant-cut ruby. Once per week it
time, each at CA 12 capacity: can be used to summon elemental (as the spell) at CA
air-like water (1/per day) 10 capacity. If the ring is worn by a non-Hyperborean,
create water (1/per day) the summoned creature will turn against the wearer
wall of ice (1/per day) on a base 1-in-8 chance. If the wearer is Hyperborean,
water walk (1/per day) the elemental never betrays the summoner, and con-
control water (1/per week) centration is not required to maintain control. If the
HYPERBOREA
ring is worn by a true Hyperborean sorcerer whose Ring of Shooting Stars:
casting ability is 7 or greater, the summoned elemental This ring is forged of ore
will be class II; if the wearer’s CA is 10 or greater, the extracted from a star stone.
elemental will be class III. Its dweomers are rare and
Ring of Invisibility: This ring is but a simple gold peculiar. In the outdoors,
band. When placed on the finger, it functions as per during the darkness of night,
the invisibility spell at CA 10 capacity. It can be used it provides the following spell-like
once per day. powers (at CA 10 capacity, where relevant):
Ring of Khromarium: Those born amidst the ball of lightning: Once per day release one to
time-haunted towers and teeming slums of Khrom-
arium are marked invisibly and indelibly with the four balls of lightning, the number selected
strange and eldritch history of that city. An indefinable by the wearer. Each ball can strike one target
élan marks the meanest beggar, shiftiest footpad, or within 120 feet. Targets gain device saving
cruellest sorcerer as a child of Khromarium, another throws for half damage. If four balls are fired,
link in the ancient chain that binds and protects that each inflicts 2d4 hp damage; if three are fired,
haunted place. A portion of that essence is distilled each inflicts 3d4 hp damage; if two are fired,
and enchanted into this silver signet ring. The ring of each inflicts 5d4 hp damage; and if one ball is
Khromarium serves to indicate to all Khromari that fired, it inflicts 4d12 hp damage.
the bearer is also from there. All reaction rolls with dancing lights (1/per day)
denizens of Khromarium are made at a +2 bonus for moonlight (1/per day)
the bearer. Further, by a combination of uncanny luck ultraviolet vision (1/per day)
and accommodating connexions, the ring halves the shooting star: Once per week release a shooting
time needed for all research tasks in Khromarium. star, a quasi-meteor of fire with a 75-yard range.
Ring of Lightning Resistance: This ring is wrought It strikes its target for 1d12+24 hp damage,
of cold iron. The wearer is unharmed by normal elec- with a device saving throw allowed for half
tricity or lightning. The wearer also gains a +2 saving damage. Creatures within 10 feet of the target
throw bonus versus magical electricity and sustains are in the burst radius, so they too sustain 24
−1 hp per die of magical electricity damage (potential- hp damage each, though are also allowed device
ly negating all damage). saving throws for half damage (i.e., 12 hp).
Ring of Protection: This ring is forged of polished steel, In lightless or dimly illumed subterranean environs, the
its inner surface etched with a pentagram set within a ring can be used at any time of day, but its powers are
magic circle. If donned, it encircles the wearer with a different (likewise at CA 10 capacity, where relevant):
field of eldritch energy equivalent to +1 plate mail (AC færie fire (1/per day)
2, DR 2). Furthermore, all saving throws are provided a infrared vision (1/per day)
+1 bonus. The benefits of this ring cannot be “stacked” spark shower: Once per day emit a shower of
with any other armour or magical protection. sparks in a 20-foot-long cone, 10 feet wide at the
Ring of Regeneration: This large ring is carved of terminus. Any creatures in the area of effect
hematite, roughly hewn and at first uncomfortable and sustain 2d4 hp damage (no saving throw allowed),
unwieldy. If worn, it heals the wearer of 1 hp damage or 4d4 hp damage if clad in metal armour.
per turn until fully restored. It also regrows lost limbs starlight (1/per day)
and even raises the dead, so long as the deceased was Ring of Spell Storing: This rune-graven silver ring is
not slain by fire, acid, poison, or disease (the effects of set with a tiger-eye stone. The ring contains 1d4+1 ma-
which cannot be regenerated). Despite the benefits of gician spells, which the wearer can cast once per day as
this ring, it also comes with a curse of sorts: The wearer a CA 7 sorcerer. First, determine how many spells the
cannot remove the ring. It bonds with one’s finger bone ring contains. Next, for each spell, roll a d6 on the table
and must be destroyed by a crushing blow if removal is below to ascertain what spell levels are contained with-
desired. A ring of regeneration can be recovered from in. Once the spell levels are known, the referee may se-
a previous wearer only if that one perished of natural lect appropriate spells, or randomly roll for them. N.B.:
causes, fire, acid, poison, or disease. 1-in-10 of these rings instead contains illusionist spells.
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Table 243: Ring of Spell Storing Ring of Wind: Oft referred to as the “mariner’s ring,”
this magical ring is carved of smoothly polished coral
d6 Result Spell Contained and graven with symbols of the deity Boreas. When
pointed at the sails of a vessel, its enchantment causes
1–3 level 1 magician spell them to belly with power equivalent to a strong breeze
(+33% MV, 5% chance of torn sail and/or fouled rig-
4–5 level 2 magician spell ging). Use of this item can be exhausting, however, for
the wielder is affected by kickback pressure and must
6 level 3 magician spell struggle to keep the ring arm steady.
Ring of Sustenance: The wearer of this unembellished For every point of constitution, the wielder can main-
brass ring can survive without food and water for as long tain this dweomer for 3 turns (½ hour). For every ad-
as seven days. Too, the wearer requires little sleep; a ditional 3 turns, an extraordinary feat of constitution
mere two hours’ repose per night provides refreshment must be rolled. Furthermore, the user must rest for an
(of mind and body) equivalent to eight hours of normal amount of time equal to the time used, or suffer pen-
rest. After seven days, the wearer must eat heartily alties of −4 “to hit,” damage, and saving throws. N.B.:
and then sleep for 18 uninterrupted hours; if not, the Try as they might, allies cannot buttress the stamina
ring’s dweomer will not function, and the wearer will be of the ring wearer.
haggard, suffering −2 penalties “to hit,” damage, and
saving throws. A ring of sustenance must be worn for Ring of Wizardry: This
one week before its benefits are realized. If removed for shining golden ring may
any reason, this stricture again must be observed. be wielded by magicians
and their subclasses. It
Ring of Telekinesis: This ring is carved of amethyst. doubles the base number
It contains the power of telekinesis (as the spell), ex- of spells one can memorize
cept with a pre-set maximum weight limit. Roll a d6 to per day (not including bonus
determine the maximum weight moved. The ring may spells). One or more spell levels are affected. To
be used twice per day. determine, roll a d10 on the following table:
Table 244: Ring of Telekinesis
d6 Result Weight Moved
1–2 25 lbs. Table 245: Ring of Wizardry
3–4 50 lbs. d10 Result Spell Level(s) Doubled
5 100 lbs. 1–3 level 1 spells
6 250 lbs. 4–6 level 2 spells
Ring of Warmness: This golden ring is set with a fire 7–8 level 3 spells
opal. To its wearer it confers warmth so that one never
grows cold—even in subfreezing temperatures. It also 9 level 1 and 2 spells
provides a +2 bonus on all saving throws related to
cold damage, and it reduces each die of cold damage by 0 level 1, 2, and 3 spells
−1 (potentially negating all damage).
Ring of X-Ray Vision: This ring is crafted of ruby.
Ring of Water Walking: This silver ring is set with When pointed at a door, wall, floor, or ceiling, the wear-
an aquamarine. When worn, it functions as the water er can see through as if the obstruction were transpar-
walk spell at CA 10 capacity. ent and normal (red) light were present on the opposite
side. The range is 10 feet, and a 10-foot circular view-
Ring of Weakness: If a sorcerer casts identify on this ing area is provided; i.e., if the wearer wishes to see
ring, it will be revealed as a strength enhancer. It may through a stone wall, he or she must approach within
be fashioned of any precious metal and may be set with 10 feet of said wall and point the ring. The ring of x-ray
a precious stone. Roll a d10: 1–9, the ring is cursed, vision cannot penetrate more than three feet of wood,
decreasing strength by 50% (round down, min. 3); 0 one foot of stone, or three inches of metal; neither can
indicates a reversed, non-cursed version, providing a it pierce any thickness of lead or gold. This ring may
50% strength increase (round down, max. 18). Neither be used once per day, for a maximum of 1 turn. After
version can be taken off unless remove curse is cast. using the ring, the wearer will experience dizziness
The ring of weakness can function differently for each and nausea; if combat occurs within 1 turn, the wearer
wearer; i.e., if either version is removed from one’s suffers −2 “to hit” and saving throws.
finger, and another person dons it, a d10 again must
be rolled.
187
HYPERBOREA
MAGICAL RODS, MAGICAL ROD, STAFF,
STAVES, AND WANDS AND WAND DESCRIPTIONS
Atlantean Lightning Rod: This three-foot-long, slightly
Rods, staves, and wands are magical devices, each with tapered device is composed of a curious blue metal with
their own distinctions. Invoking one of these devices a ribbed finish. A knoblike protuberance surmounts the
may require one or more spoken or mental command tip, and a faint seam transects the rod’s circumference at
words, though for some the activation is physical, such about the midpoint. The thicker half of the rod is treated
as pressing a stud or tracing a rune. Rods, staves, and with a warm, spongy, tacky substance that moulds to the
wands are of finite existence, fashioned with 1d20+40 user’s grip. The rod sounds and feels hollow.
charges; the referee is at liberty to reduce this total Twisting the knob at the tip anticlockwise activates the
as judged appropriate, because discovered items may rod, whereupon it emits a faint hum. By pointing the rod
have seen extensive use. at a target within 40 feet and flicking one’s wrist (as if to
Rod: Rods are wrought of metals such as brass, bronze, crack a whip), the wielder can discharge from the rod’s
copper, gold, iron, platinum, silver, and steel, typically tip an arc of electrical current that strikes the target for
of three- to four-foot length and ½-inch thickness. Oft 2d6 hp damage. A device saving throw is allowed for half
they are topped with skulls (stylized or real), animal damage. Each such usage drains 1 charge. Turning the
head sculptures, or alternate designs; other rods might knob clockwise returns the rod to quiescence.
be set with gems, crystals, or meteoritic stones. Rods Additionally, if both halves of the rod are gripped and
typically weigh 3–5 pounds. the entire upper portion turned widdershins, a sharp-
Staff: Staves are carved of rare woods, typically of five- ened metal point extends from the rod’s tip, converting
to six-foot length and 1½-inch thickness. Their lengths the whole into a well-balanced javelin. Twisting the
may be straight or twisted, smooth or gnarled, stained weapon clockwise retracts the javelin tip and returns
or natural; they might be shod in bronze, iron, steel, or it to rod form. The javelin form can be wielded in melee
perhaps a precious metal. Some are etched or burnt combat as a +1 javelin.
with runes, symbols, and geometric shapes; some also If hurled, the javelin transforms into a 5 × 30-foot bolt
are tipped with crystals or gems. Staves shod in metal of lightning (cf. javelin of lightning). Base damage to
may be treated as quarterstaves for purposes of com- all in the bolt’s 80-foot path is 1 hp per charge remain-
bat; if not shod in metal, however, they deliver but 1d4 ing in the device (e.g., a fully charged rod hurled in
hp damage. Staves typically weigh 3–5 pounds. javelin form would inflict 60 hp damage to each crea-
Wand: Wands are of about 1- to 1½-foot length and ¼-inch ture it strikes). Avoidance saves are permitted for half
thickness. Typically, they are crafted of bone, ivory, or damage. This usage irrevocably destroys the rod.
wood, and their tips are set with crystals or gems. Some Ophisimian Rod: These sorcerous artefacts demon-
wands are designed elaborately, whereas others appear strate Hyperborean contempt for other intelligent
quite plain. Wands typically weigh about ½ pounds. species. The ophisimian rod is made of lead shaped to
the form of an amphisbæna and worked with titanium
details. From one leaden serpent mouth emerges the
head and torso of a screaming great ape; from the oth-
er, the ape’s squat and bowed legs.
Activating the power of the rod discharges a narrow,
60-foot coppery beam that changes any simian into a
snake of the same hit dice, or vice-versa; a device sav-
ing throw is allowed to resist this transfiguration. For
most normal snakes and apes, this effect also stuns for
1d4 rounds. For ape-men and snake-men, however,
the change of form also evokes a new and fully formed
personality with class, abilities, levels, memories—and
seething anger. The ophisimian rod’s power can be
activated only once per day; each use drains 1 charge.
When they made these devices of cruel humour, the
Hyperboreans had yet to consider the other races of
humanity worthy of passing notice. The rod was meant
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to chastise actual pretenders to intelligence, as the Rod of Absorption: This rod is useable by magicians
Hyperboreans saw them. Therefore, its effects on hu- and clerics (and their respective subclasses). The rod
mans are unpredictable. Any human targeted by the of absorption draws hostile sorcery into it, in effect
ophisimian rod is entitled to a device saving throw with nullifying and storing each spell. The holder of the rod
a +2 bonus. If the save fails, roll d8 and consult the must be the target of the enemy spell, or within its area
following table. of effect. Each absorbed spell level costs 1 charge, so a
level 3 spell would drain 3 charges.
Table 246: Ophisimian Rod The wielder of the rod of absorption knows at once
the level of the spell being cast in their presence. The
d8 Effect player must announce the invocation of the rod right
Result away. After the spell is absorbed, the wielder knows
exactly what the spell is, including at what CA level it
Polymorph other into (roll d10): was fired. The wielder of the rod then can discharge
1–2 = albino ape; 3 = albino ape superior; a stored spell at a time of their choosing; this latter
1 4–5 = carnivorous ape; 6–7 = mountain ape; function costs no charges.
Rod of Cancellation: This rod may be wielded by any
8–9 = ape-man; 0 = ape-man alpha character class. When touched to another magic item,
it permanently drains all the properties of that item.
Polymorph other into (roll d10): To make contact, an attack roll versus the opponent’s
2 1–2 = asp; 3–4 = python; 5–6 = rattlesnake; armour class must succeed, with a +2 “to hit” bonus due
to the magical properties of the rod. If successful, the
7–8 = spitting cobra; 9–10 = viper rod drains the item and is itself destroyed; if the attack
misses, additional attempts may be made.
Polymorph other into (roll d10): Rod of Iron Detection: This heavy rod of dull black
1 = naga; 2–3 = giant asp; 4–5 = gi- iron has a knobby, mace-like head and a narrow, cross-
3 ant python; 6–7 = giant spitting cobra; hatched haft of 18 inches. It is useable by any character
class. The rod functions as a +1 footman’s mace. At
8–9 = giant water snake; 0 = snake-man the top of the handle is a single button. If the button is
pressed, the rod can detect the presence of iron and/or
One arm is transformed into the mighty steel to a depth of 50 feet. The head of the rod begins to
thews of a carnivorous ape, burly and hairy; shake and then points in the direction of the metal for 1
the other becomes a snake (see result #2, turn. The rod will not distinguish a single small object,
and roll d10 to determine snake type). The but it will locate a mass of such. When its final charge is
4 ape arm can claw for 1d6+1 hp damage or expended, the rod disintegrates to rust particles.
grasp with 17 strength, but it cannot use tools
or weapons; the snake arm has no intrinsic
loyalty to the victim, but if it is venomous, the
victim is immune to its poison.
Face and head become that of a carnivorous
ape (−4 charisma); hair becomes a mass of
venomous snakes like that of a gorgon, but
5 these snakes have no intrinsic loyalty to the
victim (who is mercifully immune to their
poison).
Subtle pheromonal changes make the target
anathema to simians and ophidians alike.
6 Unintelligent kinds will attack the target
immediately; those of higher intellect will
hate and plot to destroy the victim.
Target grows obvious fangs that function
like those of a viper (−2 charisma) and must
7 eat only live food (e.g., birds, frogs, lizards,
rodents), engorging on such at least once
per week.
Target becomes an albino ape, gaining that
creature’s size, AC, and natural attacks, but
retaining HD and class abilities; likewise,
intellect and personality are retained, but
8 the victim is subject to the black moods of
the beast from time to time. This transfor-
mation is not a polymorph effect and cannot
be dispelled.
189
HYPERBOREA
Rod of Lordly Might: This rod, useable only by fight- Button #6: Activates rod to indicate magnetic
ers (and their subclasses), is wrought of heavy, alien north, the rod pulling until pointed in correct di-
ore. It is four feet long and two inches thick, capped rection. In Hyperborea, the rod points to Mount
by a flanged ball. The haft is lined with six small studs Vhuurmithadon, the true centre of the realm.
that function as buttons. In its natural form the rod of This button also allows the wielder to intuit an
lordly might is equivalent to a +2 great mace, with accurate approximation of underground depth.
spell-like, at-will functions:
Paralysis: Requires successful melee attack, The rod of lordly might does not disintegrate upon
expenditure of its final charge; rather, it loses all its
with device save allowed to resist. The effect spell-like functions noted above, and buttons #1–5
persists for 2d6 turns. A hit costs 1 charge; no cease to function, in effect leaving a +2 great mace
charge is expended if the attack roll misses. that indicates magnetic north in the wielder’s mind.
Hit Point Drain: Requires successful melee Rod of Resurrection: This rod can be used only by a
attack; no saving throw allowed. The rod cleric (or cleric subclass). It allows the wielder to resur-
drains the victim of 2d4 hp and confers them rect any deceased person, so long as they have not been
to the wielder. Hit points beyond the wielder’s dead for more than 100 years. The remains (bones, ash-
maximum are temporary; once subtracted, they es, or the like) must be touched by the rod. Of course,
cannot be restored. A hit costs 2 charges; no the resurrected person must make a trauma survival
charges are expended if the attack roll misses. check. Each use of this item drains 1d4 charges. If the
Circle of Fear: Rod must be raised prominently. rod is drained to 0 charges, it will wither; if it is drained
All viewers within 50 feet of the wielder must to negative charges, the wielder must make a death sav-
make device saves or flee in panic for 2d4 rounds; ing throw or permanently lose one point of constitution
the saves are modified by willpower adjustment, (unless undone by a restoration spell).
if applicable. This function costs 3 charges. Rod of Rulership: This rod of bronze with stylized sa-
bre-tooth head can be wielded by any character class.
The six buttons are numbered with Hellenic numerals. When the wielder grips the item with two hands, holds
Each one has a different function: it high overhead, and shouts “Obey!”, (1d4+1)×100 hit
Button #1: Transforms rod into flame tongue dice of creatures within 120 feet will succumb to the
rod wielder’s rulership. Creatures with 15+ intelli-
(a magical broad sword, q.v.). gence and/or 9+ HD are allowed device saving throws
Button #2: Transforms rod into +3 battle axe. to resist; the saves are modified by willpower adjust-
Button #3: Transforms rod into +2 short spear, ment, if applicable.
Those vulnerable to the effect will obey the wielder,
+2 long spear, or +3 great spear, depending on treating him or her as a worthy overlord to whom they
how long button is depressed. are loyal vassals. Commands are obeyed without ques-
Button #4: Transforms rod into iron ladder tion. Even allies within range are subject to the wielder’s
capable of extending up to 50 feet in length will. The effect persists for as long as the wielder grips
(depending on how long button is depressed). the rod with two hands, at a cost of 1 charge per turn.
If the rod is held against a wall when this func- Rod of Smiting: This iron rod is the equivalent of a
tion is used, spikes emerge at five-foot intervals, +3 footman’s mace and may be used by any character
allowing for a stable, vertical ladder drilled class able to employ such a weapon; it does not look like a
into a surface area as hard as granite. Button mace, but rather a heavy iron sceptre topped with a styl-
#4 remains at the bottom of the device. If the ized skull. When the rod of smiting strikes an automaton
button is pressed again, the ladder shrinks until (or other like construct), the target must make a device
reverting to rod shape. saving throw or be destroyed; no saving throw is allowed
Button #5: Makes the ladder extend down on a natural 20 attack roll. If the automaton makes its save,
as opposed to extending up. After the ladder treble damage is delivered (damage dice trebled, with
extends, button #5 remains at the top of the modifiers added afterwards). Likewise, when a natural 20
ladder. With button #4 at the bottom and button attack roll is scored against any other creature, the rod au-
#5 at the top, the wielder may extend the ladder tomatically delivers treble damage. A charge is expended
up or down and then collapse it once the desti- any time an automaton is struck by this item and any time
nation is achieved. N.B.: Either button #4 or a natural 20 attack roll is achieved versus other creatures.
button #5 can be used to force open a door with Once all charges are spent, the rod of smiting is reduced to a
18-strength capacity. +3 footman’s mace with no additional properties.
190
Volume II: Referee’s Manual 13
Rod of Suffocation: Pressing the bronze Staff of the Magus: This staff can be wielded by magi- 191
stud at the base of this sleek, grey-black cians (and their subclasses). It provides a +2 bonus on
metallic rod releases two silver coils that fly sorcery saving throws and has the following spell-like
toward the mouth of a targeted human, hu- powers, each cast at CA 12 capacity and useable but once
manoid, or quasi-man target within 30 feet. per day. Note that each spell permitting a saving throw
Directly the wriggling coils cut into the vic- uses the device category, regardless of spell description.
tim’s face and fill their mouth and throat, detect magic (0 charges)
cutting off the oxygen supply. The victim enlargement (0 charges)
may make a device saving throw (modified hold portal (0 charges)
by defence adjustment) to avoid suffocation. light (0 charges)
Once the coils are attached, the victim suffers protection from evil (0 charges)
1d8 hp damage per round. After 3 rounds, dispel magic (1 charge)
the victim must make a test of constitution or fireball (1 charge)
asphyxiate, sustaining further cumulative dam- invisibility (1 charge)
age. Once a victim lapses into unconsciousness, knock (1 charge)
the coils slither back to the rod and reinsert lightning bolt (1 charge)
themselves. (A clever victim may win freedom pyrotechnics (1 charge)
by playing dead.) The victim and/or a nearby web (1 charge)
ally may make an extraordinary feat of strength ice storm (2 charges)
to tear the coils away. This desperate measure passwall (2 charges)
deals 2d4 hp damage to the victim and renders summon elemental (2 charges)
the coils inert until they are reinserted manual- telekinesis (2 charges)
ly into the rod. Each use of this rod drains 1d4 wall of fire (2 charges)
charges; if insufficient charges remain for the control winds (3 charges)
final usage, then the wielder becomes the tar- Strike of Retribution: To invoke this terrible power, the
get. For this reason, the referee should never sorcerer must with great purpose snap the staff over
reveal the precise charges of the rod. his or her knee, releasing a 30-foot-radius globe of de-
Staff of Curing: This staff can be wielded by struction. The power of this globe is predicated on how
clerics (and their subclasses). It contains curative spells, many charges the staff has remaining. All creatures
though it can be used but once per person per day: within 10 feet suffer 8 hp damage per remaining charge;
cure blindness (1 charge) creatures within 11–20 feet suffer 6 hp damage per re-
cure deafness (1 charge) maining charge; and creatures within 21–30 feet suffer 4
cure disease (3 charges) hp damage per remaining charge. A device saving throw
cure madness (3 charges) halves the damage sustained. The sorcerer who breaks
Staff of Healing: This staff can be wielded by clerics the staff has a 3-in-6 chance to be teleported to Saturn; if
(and their subclasses). By touch, it heals 2d4 hp damage not, he or she is incinerated by the explosion.
per charge. It can be used only once per day on a partic- Staff of Necromancy: The exterior of this gnarled, twist-
ular creature, so the amount of charges expended must ed staff is charred black, its top formed about the skull of
be announced in advance; e.g., 3 charges for 6d4 healing. the human sacrifice used to craft the device. It is useable
Staff of Life Essence: This seven-foot-long wooden by magicians, clerics, necromancers, witches, priests, and
staff looks to be a large, twisted branch with the small- shamans, of Neutral or Evil alignment; Neutral charac-
er branches chopped away and each end shaved to a ters will exhibit Evil tendencies with prolonged use. A
dull point. It may be wielded offensively as an over- Good character who touches the staff suffers a jolt of neg-
sized +1 quarterstaff, +3 vs. undead by anyone of ST ative energy for 5d4 hp damage. The staff of necromancy
13 or higher. Steeped in shamanistic potions, the staff has the following powers, all exercised at CA 11 capacity.
also has the following spell-like powers, usable only by Note that each spell permitting a saving throw uses the
clerics (and their subclasses) at CA 11 capacity: device category, regardless of spell description.
cure light wounds (1 charge) cudgel of bone (0 charges; staff transforms)
cure disease (3 charges) detect undead (1 charge)
perform exorcism (4 charges) ray of enfeeblement (1 charge)
When the final charge is expended, the staff crumbles vampiric touch (1 charge)
to rotted wood shavings. animate dead (2 charges)
gelatinize bones (3 charges)
finger of death (5 charges)
HYPERBOREA
Staff of Power: This seemingly unspectacular oaken Staff of the Snake: This wavy, six-foot staff of green
staff is shod in iron. In the hands of a magician (or ma- yew is carved to the likeness of a python. It can be
gician subclass), it functions as a +2 quarterstaff and wielded by clerics, cleric subclasses, and necroman-
provides a +2 bonus to AC and saving throws. When cers. Although unshod, it is treated as a +2 quarter-
the staff is used as a melee weapon, the wielder can staff. Upon delivering a successful attack, the wielder
choose to expend 1 or 2 charges upon a successful at- can release the staff whilst commanding it to transform
tack roll, respectively doubling or trebling the damage into a quasi-python. At once the snake will coil around
dice (with bonus damage added afterwards). a victim of Small or Medium size; this usage costs 1
charge. The victim is allowed a device saving throw. If
This staff has an array of spell-like powers, each re- the save fails, the victim is taken to the ground, trapped
leased at CA 11 capacity, though some must be ran- for 1d4 turns unless the wielder commands the snake
domly determined in advance of the item’s discovery. to let go. When the duration is met, the snake will slith-
Note that each spell permitting a saving throw uses er back to the wielder. If attacked, the snake has AC 5,
the device category, regardless of spell description. HD 6, and 30 hp, though it does not fight back. If the
Furthermore, this device shares the strike of retribu- snake form is destroyed, the staff is broken. If the staff
tion power of the staff of the magus. runs out of charges, it will not wither to dust; rather, it
reverts to a snake and slithers away.
cone of cold (d6: 1–4) or fireball (5–6) (1 charge) Staff of Striking: This rune-graven staff can be
continuous light (1 charge) wielded by magicians and clerics (and their respective
darkness (1 charge) subclasses). It functions as a +3 quarterstaff. When
levitate (1 charge) a hit is scored, the wielder may use 1 charge to double
lightning bolt (d6: 1–2) or magic missile (3–6) the damage dice, or 2 charges to treble the damage
dice (with bonus damage added afterwards). When
(1 charge) the final charge is expended, the staff reverts to a
paralyze (1 charge) +3 quarterstaff with no special powers.
ray of enfeeblement (1 charge)
shield (1 charge)
globe of invulnerability, lesser (2 charges)
globe of invulnerability, greater (3 charges)
Staff of the Seeker: This straight, five-foot staff of
shore pine is stained with the blood of succubi. It can
be wielded by magicians (and their subclasses). When
the staff is discharged at a single opponent within 60
feet, a blue-green ball of energy (the “seeker”) shoots
forth. The seeker has a streaming, curling tail that
emits firefly-like motes of energy. Cunningly it will
seek its prey, circling around allies, obstacles, or other
hindrances until striking its target. Its effects, howev-
er, are variable; roll a d6 on the table below.
Table 247: Staff of the Seeker
d6 Seeker Effect
Result
1–2 inflict blindness (see cure blindness)
(1 charge)
3–4 inflict deafness (see cure deafness) (1 charge)
5 paralyze (2 charges)
6 disintegrate (3 charges)
Each effect functions at CA 11 capacity. Note that
each spell permitting a saving throw uses the device
category, regardless of spell description. If an effect is
evoked that costs more charges than the staff contains,
the staff will function, but then explodes, causing 2d6
hp damage to the wielder, scorching hands and blister-
ing skin. Otherwise, if drained to 0 charges, the staff
crumbles to burnt pine shavings.
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Volume II: Referee’s Manual 13
Staff of Stygian Purpose: This staff is crafted from a vice. In the hands of a pyromancer, every 1 result on
perplexing, glistening black stone, always cold to the the damage dice can be rerolled once. This wand can
touch, even in oppressive heat. Nauseous to behold, be used once per turn; each use costs 1 charge.
the staff has a perturbing, unearthly geometry. Eerily, Wand of Freezing: This sapphire-tipped wand can be
those in the same room oft feel scrutinized by an un- used by magicians (and their subclasses). It contains
seen watcher, inducing mild paranoia. The owner of the the cone of cold spell, released at CA 9 capacity, except
staff, if a magician or cleric (or one of their respective the saving throw for half damage is versus device. In
subclasses) can wield the following powers at CA 6 ca- the hands of a cryomancer, every 1 result on the dam-
pacity (CA 9 if the wielder is a witch): age dice can be rerolled once. This wand can be used
darkness (1 charge) once per turn; each use costs 1 charge.
detect undead (1 charge) Wand of Illuming: This wand is tipped by an amethyst
levitate (2 charges) brilliant. It can be used by magicians (and their sub-
ray of enfeeblement (2 charges) classes). It has the following powers, invoked at CA 9
vampiric touch (3 charges) capacity, each useable once per turn. Refer to the appro-
The staff emanates an overwhelmingly hateful and priate spell for the first four powers; the fifth is unique.
repellent presence to any characters not of Neutral or continuous light (1 charge)
Evil alignment. The staff also is cursed, and anyone who dancing lights (1 charge)
claims it never will wish to part with it. During Saturnalia, light (1 charge)
at the moment of twin totality, anyone touching the staff pyrotechnics (1 charge)
must make a device saving throw (modified by willpower burst of sunshine: Invoked is a sudden eruption
adjustment, if applicable) or succumb to madness.
of luminous, blue-green light that emanates blaz-
Staff of Withering: This thin staff of rhododendron ing, golden-orange rays. Burst of sunshine has
wood appears charred and weak. However, in the a 120-foot range and occupies a 40-foot-diameter
hands of a cleric, cleric subclass, necromancer, or witch, area of effect. Undead caught in the burst sustain
it functions as a +1 quarterstaff. When a successful 6d6 hp damage, with no saving throws allowed.
hit is scored, the wielder may expend 2 charges to age Creatures within or facing the burst must make
the target by 13 years; a device saving throw must be device saves or be blinded and stunned for 1 round.
made to resist the sorcerous ageing. If 3 charges are This function drains 3 charges.
expended, a randomly determined limb withers to a Wand of Lightning Bolts: This rune-graven copper
shrivelled, charnel thing, likewise pending a device wand can be used by magicians (and their subclasses).
saving throw. Ageless creatures, dæmons, and undead It contains the lightning bolt spell, released at CA 9
are unaffected by this item. Each function may be used capacity, except the saving throw for half damage is
once per day. Once the final charge is spent, the staff versus device. This wand can be used once per turn;
crumbles to dust. each use costs 1 charge.
Wand of Fear: This wand can be wielded by magicians Wand of Magic Detection: This golden wand can be
and clerics (and their respective subclasses). When used by magicians (and their subclasses). It contains
the command word is spoken, a cone emanates, 60 feet the detect magic spell. This device can be used as oft as
long and 30 feet wide at the terminus. Creatures in the preferred; each use costs 1 charge.
area of effect must make device saving throws or flee in Wand of Magic Missiles: This silver wand can be used
panic for 1d3 turns; the saves are modified by willpow- by magicians (and their subclasses). It contains the
er adjustment, if applicable. The victims run as swiftly magic missile spell, released at up to CA 9 capacity;
as possible, and any held items are dropped. This wand i.e., the wielder can opt to release 1, 2, 3, 4, or 5 magic
can be used once per turn; each use costs 1 charge. missiles. This device can be used as oft as preferred;
Wand of Fireballs: This carnelian- or ruby-tipped each missile costs 1 charge.
wand can be used by magicians (and their subclasses).
It contains the fireball spell, released at CA 9 capacity, Wand of Paralysis: This wand, carved from the rib of
except the saving throw for half damage is versus de- a dæmon and topped with a black sapphire, is useable
by magicians (and their subclasses). It emits a ray that
is 60 feet long and 10 feet wide at the terminus. Crea-
tures in the area of effect must make device saving
throws or become paralyzed for 2d6 turns. This wand
can be used once per turn; each use costs 1 charge.
193
HYPERBOREA
Wand of Phantasms: This pearl-tipped brass wand Amulet of Nyx: This palm-sized, round golden amulet
can be used by magicians (and their subclasses). It contains a large, embedded gem that swirls with black
contains the spectral phantasm spell, released at CA bile. The amulet usually is worn on a chain around the
9 capacity, except the saving throw is versus device. neck, providing protection from physical attacks. It pro-
This wand can be used once per turn; each use costs vides a +2 AC bonus to the wearer. Further, any blow
1 charge when used by an illusionist, or 2 charges for the wearer sustains shatters the gem on a 1-in-4 chance,
other sorcerers. unleashing two spell effects: darkness (as the spell, but
Wand of Polymorphing: This wand of carved soap- with a 30-foot radius centred on the wearer) and conta-
stone can be used by magicians (and their subclasses). gion, affecting the one responsible for breaking the gem.
When invoked, it emits a green ray, thin as a finger, Even after the gem is broken, the amulet retains its other
with a 60-foot range. The target is surrounded by protective qualities
motes of green-blue sparks and must make a device
saving throw or become polymorphed into a tiny, inof- Amulet of Proof against Detection and Location:
fensive creature such as a frog, mouse, newt, snail, or This golden, gem-encrusted amulet protects the wear-
toad, as the polymorph other spell. The transmogrifi- er from any species of sorcery that mentally would
cation includes any gear carried. N.B.: The victim is detect or locate their presence, including the spells
subject to a trauma survival check if reverted to its clairaudience, clairvoyance, extrasensory perception,
natural shape via sorcery or other means. and mirror, mirror, as well as crystal balls or any oth-
Wand of Secret Door and Trap Location: This wand er scrying devices.
may be wielded by any character. When held, it glows
green and points in the direction of any concealed or Amulet of Undead Turning: This silver amulet is
secret doors within 20 feet, or it glows red and points in anathema to the undead. When worn, it glows blue
the direction of any trap (magical or mundane) within when undead are within 30 feet of the wearer, unless
20 feet. For every concealed/secret door or trap detect- one inch of lead or five feet of stone obstructs such
ed, 1 charge is expended. creatures from the wearer. It also provides the wearer
with the ability to turn undead as a cleric. However,
MISCELLANEOUS MAGIC ITEMS amulets are of variable potency; roll a d8 to determine
turning ability (TA):
This grouping is reserved for various items that do not
fit in any of the prior categories. Unless otherwise noted, Table 248: Amulet of Undead Turning
these devices can be used by any character. Short of an
identify spell, the properties of individual items must be d8 Result Turning Ability
discovered through research, use, and experimentation.
Amulet, Laudatory: Fashioned of withered flesh and 1–2 TA 3
twisted herbs, this talisman instils in its bearer unflag-
ging confidence. In combat situations, the bearer gains 3–4 TA 4
the benefit of a bless spell (i.e., +1 bonuses “to hit,”
morale checks, and saving throws vs. fear effects). The 5 TA 5
amulet may be invoked thusly only thrice. The fourth
time it is called upon, the bearer is wracked with self- 6 TA 6
doubt, suffering a blight instead (i.e., −1 penalties “to
hit,” morale checks, and saving throws vs. fear effects); 7 TA 7
thereafter the amulet is useless.
Amulet of Mind Protection: Shaped like an open hand, 8 TA 8
this pewter pendant depends from a simple iron chain.
Despite its nondescript appearance, it is a powerful ward The wearer need not speak the commandments of
against sorcery. The amulet provides its wearer a +4 their faith as a cleric would; rather they simply must
bonus to saving throws against charm person spells and hold aloft the amulet. If this amulet is worn by a cleric
similar forms of beguilement, fear, and mind control. (or a subclass with the turn undead ability), the higher
turning ability is used; at some point the amulet will
not be of use to the advanced cleric.
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Volume II: Referee’s Manual 13
Anti-Grav Belt: This wide belt of ancient Atlantean Apparatus of the Dark Kimmerians: These con-
manufacture is composed of dun-grey metal squares traptions serve the subterranean Kimmerians in the
hinged together, each set with a black oval stone from exploration of their dangerous, benighted realm. A
Yuggoth. The buckle is a metal clasp with two crys- harness clings to the wearer’s shoulders, supporting
tal buttons, vertically aligned. When the top button is a tight-fitting, metal-and-leather helm in the shape of
pressed, the wearer floats up at a rate of 30 MV; when a horse’s head. Held by a stiff mane atop the helm is a
the bottom button is pressed, the wearer floats down at small cage in which dwells a most uncanny “canary.”
the same rate. The wearer can carry up to 300 pounds The bird’s feathers house symbiotic algæ said to origi-
of additional weight; any more will ground him or her. nate from Ganymede, which glow with strong but ghast-
Apparatus of the Atlanteans: This item presents as ly green radiance and provide effective light in a 20-foot
a large bronze barrel of curious make. In æons past, radius. These algæ completely protect the bird from not
Atlantean explorers used these devices to probe the only thirst and hunger, but also the extremes of heat and
ocean depths. A secret button opens a hatch at the aft cold (excluding sorcerous effects). If exposed to toxic
end, allowing for the entrance of one or two passen- gases, the tiny creature will die, but this event triggers
gers. Within are 10 small levers, each of which controls the apparatus to clamp shut its equine jaws. The wearer
a function of the device: will be able to breathe stale, recycled air for a full day
Extend/retract legs and tail cycle before needing to replenish the apparatus’ stores.
Open/close port porthole (The bird’s corpse continues to provide illuminance for
one day.) The Guild of the Pierced Breast in Krimmea
(10-inch-diameter, heavy glass window) can replace the bird and restore the apparatus of the
Open/close starboard porthole dark Kimmerians to full functionality.
Armband, Golden Ouroboric: This blessed artefact
(10-inch-diameter, heavy glass window) of Yig, a golden armband intaglioed to the likeness of
Extend/retract two sets of pincers snake, must be clasped around one’s upper arm. The
Turn and squeeze pincers tail must be snapped into the head; at once the armband
Move forwards (left, right, straight) firmly grips the wearer’s upper bicep. It cannot be re-
Move backwards (left, right, straight) moved whilst the wearer lives, unless remove curse is
Open “eyes”: round, 10-inch-diameter, heavy cast. The armband provides most wearers with a +1
damage bonus on melee attacks; on the arm of a fighter
glass windows that project 120-foot light beams (or fighter subclass), however, it provides a +2 damage
Ascend or descend (underwater), up or down bonus. This boon comes at a price: The wearer will not
Open/close aft hatch attack snakes or willingly do anything that would bring
The device can descend to an ocean depth of 1,000 feet harm to a snake or snake-man. The wearer need not be
and can provide six hours of air for one person, or three so zealous as to defend ophidians, however. This restric-
hours for two. As the thing moves about, it appears to tion does not stop ophidians from attacking the wearer.
be a giant, mechanical lobster with a barrel-like body.
The lobster-like pincers can extend up to five feet; they
can be used to attack with FA 6 capacity, each pincer
delivering 2d6 hp damage. They also can be utilized for
fine manipulation underwater by a skilled user.
The apparatus travels at 30 MV (land or sea) and is
AC 0. Once it has sustained 90 hp damage, it will spring a
leak, if underwater; passengers have 2d4 turns to escape.
If the device sustains 120 hp damage, a whole side caves
in, and the device implodes, destroyed beyond repair.
195
HYPERBOREA
Armband of the Housecarls: These wrought-gold Beast Mannikin: These 10-inch-tall, articulated dolls
armbands are Viking work and imbued with their of amber are carved to resemble the bestial vhuurmis.
powerful runes. Deep in the cunning patterns of gold Once the vhuurmis ruled the lands beyond the North
work, two warriors can be discerned standing back-to- Wind, but by the time the Hyperborean sorcerers rose
back, swords raised. The various curls and branches of to their eldritch power, the vhuurmis had sunken to
gold that partially obscure these figures can be broken degenerate bestiality, only distantly recalling their
off as hack gold and given to henchmen and hirelings lost glories. It was cruel delight in this fallen state that
to improve their loyalty. When initially donned, the prompted the Hyperboreans to craft and enchant the
armband shews as many golden gifts as the wearer’s beast mannikins to mock those they had displaced.
maximum number of henchmen (see charisma). Each This item may be used once per day. When tossed to the
bit of hack gold would be worth only 20 gp normally ground, it will begin to flop and tumble, for 12 rounds
but will fetch 100 gp for the retainer to whom it is gift- (2 minutes) executing flips and rolls with affecting pa-
ed. Further, the base loyalty of the retainer increases thos—indeed, an adventurer in dire need easily could
by one step on the Henchmen and Hireling Loyalty pick up a few coppers entertaining a festival crowd
table (see Vol. I, Player’s Manual: Table 124). When with the mannikin’s antics. But for the vhuurmis, the
all useable pieces have been removed, the magic leaves tumbling construct evokes the distant memory of the
the armband, but it can be sold for about 1,000 gp. majesty they have lost. All vhuurmis within 30 feet of an
Bag of Devouring: This cursed bag appears to be a active beast mannikin are affected as per the confusion
normal large sack. It radiates magic, and if peered spell for 1 turn (device saving throw negates), with all
within or identified, it will seem to have all the prop- effects of that spell accompanied by hooting wails and
erties of a bag of holding. However, it contains an gnashing of their bestial teeth. The flip-flops do have
extra-dimensional beast that sages posit might have one other useful effect: The dolls always gravitate to
some relation to Kraken. This beast consumes anything true north, cavorting toward Mount Vhuurmithadon.
placed within, a process that requires 2d6 turns. Only Boat of Folding: This item presents as a small wood-
magical fire can destroy a bag of devouring, essentially en box, measuring approximately 12 × 6 × 6 inches.
closing the portal to the otherworldly creature beyond. With a command, it can unfold to become a boat.
Bag of Holding: This seemingly ordinary leather sack, A different command word will fold the boat back into a
if peered within, holds extra-dimensional space allowing box, ejecting any additional cargo beyond the contents
for the stowage of 25,000 coins, or items that would oc- listed below. Two varieties exist; roll a d6 to determine
cupy a 10 × 10 × 10-foot area. Filled to capacity, the bag which boat of folding is discovered.
weighs but 25 pounds. The bag holds air for 1 turn if emp- If the d6 result is 1–4, then the boat is 10 feet long,
ty; otherwise, this time is decreased as determined by the 4 feet wide, and 2 feet deep, including an anchor, a
referee. If the bag is kept open, air will flow freely within, mast, a lateen sail, and a pair of oars. This boat can
but items (and creatures, if such is the case) are expelled accommodate four persons. If the d6 result is 5–6, then
after 1 turn; i.e., the bag of holding is not ideal as a shel- the boat is 24 feet long, 8 feet wide, and 6 feet deep.
ter. Furthermore, any sharp objects placed within have a This boat is decked, with five rowing seats, five sets of
1-in-6 chance per day to perforate the bag, destroying its oars, an anchor, a steering oar, a mast, a square sail,
sorcery and causing the contents to erupt from within. and a small deck cabin; it can hold about 15 persons.
Bead of Force: This is a small black ball about ¾ inch- Boots, Boreal: The wearer of these mammoth-fur bus-
es in diameter and as dense as lead. One can be hurled kins can travel across snow and moderate ice at normal
to a range of 30, and if it strikes its target, a blast of movement rate, or slick ice at half speed. A command
force erupts, causing 5d4 hp damage to any creature causes skis to extend from the soles, allowing the wearer
within a 10-foot radius of the target. (To determine the to ski cross-country or down a snowy slope. A second
attack roll needed, refer to Vol. I, Chapter 9: Combat, command causes crampons to extend, allowing for glacier
flask hurling). A miss indicates the bead rolls away and mountain climbing. The wearer of the boreal boots
without detonating (quite possibly lost). Creatures in never leaves tracks behind (in snow and ice), whether
the area of effect are allowed sorcery saving throws. If walking or skiing. Also, the boots provide warmth to the
their saves are successful, they still suffer the damage, wearer as per the ring of warmness (q.v.).
but they are thrown from the blast area. Those who fail Boots, Winged: These bronze-shod, aurochs-hide
their saves are encapsulated in a spherical force field boots appear strong and durable, though somewhat
and trapped for 2d6 rounds; the only known means of worn. When donned they conform perfectly to the
escape are via a disintegrate spell, a teleport spell, or foot size of the wearer. Once per day, when the heels
a rod of cancellation; even dispel magic will not af- are clicked together twice, the boots will sprout white
fect the force field. Typically, 1d4+1 beads of force are
found in a pouch; each is a single-use item.
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feathered wings of one-foot length. The wearer may Boots of Striding and Springing: These black leath-
use these to fly (as the spell) for as long as four hours. er boots are soft, flexible, and durable. They magically
Winged boots require time to master; at first, the in- conform to the foot size of any wearer and convey a
experienced user spins about randomly, out of control. +1 AC bonus. The boots impart striding ability, a base
Boots of Dancing: These finely crafted boots appear movement rate of 40 MV regardless of armour worn
just as boots of levitation (q.v.) and do indeed possess (though encumbrance may reduce this rate). Tirelessly
the same power. When the wearer is engaged in melee and without pause, this speed can be maintained for 12
combat, or attempts to flee such, the true curse of these hours per day if conditions are favourable, so 36 miles
boots is realized: The wearer begins to shuffle and tap per day may be achieved. (Normally a person will trav-
their feet, heel to toe, dancing in triplet patterns, and el no more than 8 hours per day after rest breaks, for
cavorting about like a fool. The wearer can do naught 24 miles per day.) Such long-distance striding increas-
but dance, edging closer to enemies, and any attempt es food and water requirements: The strider must eat
made to speak will instead result in the wearer whis- and drink twice as much as an ordinary person or suf-
tling a happy tune. The armour class of the accursed is fer dramatic weight loss. These boots also allow one to
penalized (increased) by 4, all saving throws automati- spring with preternatural ability. A forward leap of 30
cally fail, and one cannot fight, use a shield, cast spells, feet can be achieved, as can one of 10 feet backwards or
or exercise innate abilities. The wearer must continue 15 feet vertically. If jumping back from melee combat,
to dance until either killed or enemies vanquished the leaper avoids the free attack normally associated
(presumably by allies). The boots can thereafter be re- with fleeing but must make an avoidance saving throw
moved if a remove curse spell is cast, but they cannot or land on their backside; in such a case, the leaper is
be destroyed unless immersed in lava. effectively stunned for 1 round.
Boots of Levitation: These soft leather boots con-
form to the foot size of the wearer. When the heels Bracers, Defensive: This is a pair of metal forearm
are tapped together thrice, they impart the ability to bracers (vambraces), composed of bronze, copper,
levitate (as the spell) at CA 10 capacity. The power of gold, iron, platinum, silver, or steel. They may appear
these boots may be invoked thrice per day. ornamental or plain. When donned, they conform
Boots of the Shark: Crafted from the skin of a great perfectly to the forearm of any person, endowing the
white shark and powdered narwhale horn, these en- wearer with magical protection akin to armour. The
chanted boots enable the wearer to breathe water, benefits of this protection do not “stack” with actual
swim at 60 MV, and move freely underwater. The boots armour, though other magic items, such as a cloak of
must be soaked overnight in salt water at least once protection, may be used in conjunction. Roll a d8 to
per week or they will fail to activate. determine the AC imparted:
Boots of Speed: These fine leather boots conform to
the foot size of the wearer. When donned, they provide Table 249: Defensive Bracers Bracers
supernatural speed comparable to the haste spell. The
wearer can move at double the normal rate and make d8 Result AC 8
twice as many attacks per combat round: AC 7
1/1 = 2/1 1–2 AC 6
3/2 = 3/1 3–4 AC 5
2/1 = 4/1 5 AC 4
5/2 = 5/1 6 AC 3
3/1 = 6/1 7
And so on. The boots also impart a +2 AC bonus. Sor- 8
cery (spells and magical devices) is not hastened in any
way, and the power of these boots cannot be “stacked” Bracers of Defencelessness: These cursed items
with other hastening sorceries. Utilizing these boots appear exactly as defensive bracers, and if identified
does not age the wearer but does risk a potentially they are revealed as such. However, once donned, they
deadly side effect: If worn for more than 1 turn (10 min- actually reduce the wearer to AC 9, regardless of other
utes), the wearer must make a trauma survival check protections (magical or mundane) or natural abilities,
or suffer heart failure and die. For every turn thereafter such as dexterity. This effect is not realized until the
additional checks must be made, each at a cumulative wearer is in mortal combat. From that point forwards,
penalty of −5%. This item may be used once per day. the bracers can be removed only if remove curse is
cast. Furthermore, the bracers cannot be destroyed
unless steeped in corrosive acid or lava.
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HYPERBOREA
Bracers of Undeath: Woven from the bones and dried pounds and can be rolled up tightly. It responds to the
sinew of ghouls, these disturbing vambraces bond with voice of its owner and seems to possess minimal intelli-
the radii and ulnæ of the wearer’s forearms. They gence. For practical purposes, the carpet of flying may
can be removed only via dispel magic, remove curse, be treated as AC 7 with 18 hp. It cannot fly if reduced
or the death of the wearer. The bracers provide AC 4, to 9 hp, and it is destroyed at 0 hp. This item cannot be
as defensive bracers. Bracers of undeath may be used repaired via simple stitching. Spells such as cure light
by any class, but the negative energy with which they wounds must be employed; too, a potion of healing
are imbued comes at a cost: horrible nightmares for may be rubbed into the fabric, effecting positive results.
the wearer. These troubled dreams result in healing a Chaos Harp: This handheld harp may be used by bards
maximum of 1 hp per night’s rest; sorcerers may re- alone. Any other handlers must make device saving
gain but half their normal spells. Excepted from these throws or suffer a confusion effect (as the spell), wan-
penalties are those who cast spells from the necroman- dering away unresponsively for 9 rounds; the saves are
cer school of study (necromancers, death soldiers, and modified by willpower adjustment, if applicable. If the
some shamans). Such a character experiences vivid wielder of the chaos harp is not of Chaotic alignment
and inspiring dreams, allowing for a reroll of any hit (Good or Evil), they soon gravitate to it. If one does not
point recovery roll of 1. Additionally, the sorcerer may submit to Chaos, yet insists on keeping the instrument,
memorize one extra necromancer spell per day. he or she will go mad, suffering 1d3 forms of madness.
The harp is carved of yellow ivory, graven with signs
Brazier of Sleep Smoke: When the enchanted coals and portents of Chaos; its strings are wound of lamia
of this 12-inch-diameter bronze brazier are lit, the hair. It produces haunting vibrations pulled from the
one lighting them has 1 round to flee. After 2 rounds, very centre of the universe, where dwells Azathoth, the
the brazier emits a deep green smoke, and all within burning bedlam spoken of in hushed and frightened
30 feet must make device saving throws or fall into a whispers. Any creature within 40 feet of the harp-pluck-
magical slumber, from which it is impossible to emerge ing bard must make a device saving throw or suffer the
unless dispel magic or remove curse is cast. The coals effects of fear (as the spell); alternatively, the bard may
remain lit for 1 full turn, so any newcomers also are subject all within such range to a hold monster effect (as
subject to the effect. This item may be used six times the spell), unless device saving throws are made. In both
before the coals burn out, and the dish melts to sludge. cases the saves are modified by willpower adjustment,
Broom of Flying: This seemingly normal broom if applicable. Each of these spell effects may be used
is enchanted with flight when a command is issued. once per day, as if by a CA 11 sorcerer. Allies in range
This command usually is engraved somewhere on the are subject to the same effects if they are not instructed
broom. It has 80 MV if it bears one person of 250 pounds to stuff their ears with cloth or wax.
or less; it can carry two people whose total weight does Circlet of Invulnerability: Ages before Atlantean
not exceed 500 pounds, but speed is reduced to 60 MV. scientists developed technological weapons and other
This broom is unintelligent, not bonded with its cre- wonders, they were dweomercræfters of no small abil-
ator as a witch’s magic broom; it cannot fly unless its ity. During the age when their kingdom was ruled by
commander sits upon it. The broom of flying functions barbarian warlords, the Atlanteans carved, smoothed,
but thrice per day, for a maximum of 6 turns (1 hour) and enchanted gemstones with great power. Black
per use. It requires 1 turn to recharge between uses. opals, blue opals, and fire opals were set in circlets of
Carpet of Flying: This dense, finely woven rug mea- gold, to be worn by warrior chieftains in times of war.
sures 6 × 4 feet, of ¼-inch thickness. It can bear two A circlet of invulnerability can be worn by a fighter (or
unencumbered people (or 500 pounds) and fly at 60 MV. fighter subclass) whose charisma is 15 or greater. The
At 600 pounds, its speed is reduced to 30 MV, and any- user cannot wear a helm.
thing heavier will ground it. The carpet itself weighs 15 The circlet is said to induce ancestral dreams, glimpses
into the trials and travails of the wearer’s forebears.
This device grants its wearer immunity to the first
blow sustained during a battle. Furthermore, the de-
vice has a 1-in-6 chance to absorb each subsequent
blow. In each such instance, the attack appears to be
a blow to the head that should crush the skull of the
wearer; rather, it is absorbed entirely by the circlet.
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Claw of the Crab-Men: Gifted sometimes to those Cloak of Arachnida: This cloak appears to be made 199
dæmon-haunted Esquimaux who please their of tattered webbing and reputedly is sewn of fibres
crab-man masters—and sometimes simply left for generated by Tlakk-Nakka. It provides the wearer
the unwary—these chitin-covered limbs will bond with the ability to spider climb (as the spell) at will.
instantly to any human arm inserted into the hollow The wearer is immune to web attacks—consider any
shaft, effecting a biological and sorcerous fusing. Once web-related saving throw an automatic success—and
per round the wearer can attack with the claw for 2d4 once per day can cast a double-sized web spell. Lastly,
hp damage, perhaps in addition to a weapon attack(s) any death (poison) saving throws versus spider bites
with the other hand, or use it as a defensive shield, are made at +2 bonuses.
providing +2 AC. A claw of the crab-men cannot be re-
moved except by casting remove curse, which must be Cloak of Displacement: This eel-skin cloak bends
done within six months; otherwise, the only recourse light waves, making the wearer appear as though one
is amputation. Wearers of the claw are compelled to to two feet away from their actual position. In combat,
obey the commands of crab-men, this item a form of this effect provides the wearer with a +8 AC bonus
submission to those otherworldly masters. versus the first attack in an encounter (though not an
Cloak, Aurochs: This voluminous cloak is made of the entire attack routine) to which the wearer is subject;
hide and horns of an aurochs. It can be worn only by tall for all subsequent attacks, the wearer enjoys a +2 AC
people (6 feet or taller). The thick black fur, imbued with bonus. Spells and other magical effects (e.g., devices,
the fierce spirit of the aurochs, provides a +1 bonus on innate abilities) that are aimed precisely at the wearer
all saves and renders the wearer immune to non-magi- are subject to a +2 saving throw bonus. This latter
cal cold. When worn without armour, it provides a fur- benefit does not apply to area effect spells; typically, it
ther +1 bonus to AC without hampering class abilities. pertains to gaze attacks, breath weapons, and ray- or
Fighters, fighter subclasses, runegravers, and bards cone-shaped spells, abilities, and devices.
can avail themselves of the massive horns that crown
the hood, forgoing weapon attacks to make two gore at- Cloak of Poisonousness: This woollen cloak radiates
tacks for 1d10 hp damage each at one or two opponents magic if detected; if identified, it is revealed as a deadly,
within 10 feet of each other. Other classes must develop cursed thing. If the cloak is donned, the fibres of the
this weapon skill per the usual process. cloak prick the skin of the wearer, introducing a highly
potent toxin. The wearer must make a death (poison)
saving throw at a −5 penalty or instantly die, frothing
and convulsing. The cloak can be removed via a remove
curse spell, which destroys this cursed item. A victim
of this cloak might be saved only if the aforementioned
remove curse spell is followed by neutralize poison
and then raise dead.
Cloak of Protection: This cloak is fashioned of vari-
able materials (e.g., fur, leather, wool) and may be
hooded or cowled. It is enchanted with a protective
dweomer of variable potency. Roll a d6 to determine
which type is found:
Table 250: Cloak of Protection
d6 Result Cloak
1–2 Protection +1
3–4 Protection +2
5 Protection +3
6 Protection +4
This magical protection applies to both armour class
(AC) and saving throw (SV) scores. A cloak of protec-
tion can be worn with defensive bracers, but cannot
be combined with other magical protection enhance-
ments, such as a scarab of protection. The AC bonus
is not cumulative with the bonus provided by magical
armour; rather, the better AC bonus applies. For in-