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Dragonslayer RPG v1.0 (2024) - Minus some art, to comply with the file size limit.

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Published by Capn_Ragnar, 2024-02-14 01:16:06

Dragonslayer RPG

Dragonslayer RPG v1.0 (2024) - Minus some art, to comply with the file size limit.

Keywords: Dragonslayer,RPG,TTRPG,OSR,B/X

211 Potions A potion is a one-use liquid that provides a single imbiber with short-term magical ability. Potions can be found in vials, beakers, or flasks of any material (crystal, steel, and clay are common). Potion vials are unlabeled. Potions of the same type are typically the same color (subject to the discretion of the Maze Controller). Unless otherwise noted, potions take effect immediately and last for 4 turns. Potions cannot be swallowed in half or partial doses but can be sipped to potentially reveal their nature. Potions are crafted by druids, clerics, monks, illusionists, and magic-users. Potion of Animal Control: The consumer of this potion can manipulate and command specific animal types. The type and number is determined randomly by consulting the table below, alongside the following general size categories: wolf-sized or smaller (5d4), medium-sized (3d4), any large animal to a maximum of 1,000 pounds (1d4). 1d20 Animal Type 1-4 Mammal or Marsupial 5-8 Avian 9-12 Reptile or Amphibian 13-15 Fish 16-17 Mammal, Marsupial, or Avian 18-19 Reptile, Amphibian, or Fish 20 All the above The imbiber can only communicate basic emotions unless s/he speaks the animal’s language. This potion has no effect on humanoids. Intelligent animals may save (Spell) to negate the effect. Potion of Clairaudience: The imbiber can hear through the senses of any mammal to a maximum distance of 60 feet. A lead barrier obstructs the effect of this potion. Potion of Clairvoyance: Through this potion the drinker can see through the eyes of any mammal to a maximum distance of 60 feet. A lead barrier obstructs the effect. Potion of Climbing: The imbiber can Climb Walls as per a thief with a 99% skill level. A Potion of Climbing lasts for one turn plus an additional 4d5 rounds. An armor penalty applies: Penalty Armor Type 1% Magic Armor (any type) 1% Leather (Light) 2% Studded Leather (Light) 4% Ring Mail (Medium) 7% Chain Mail (Medium) 8% Half-Plate (Heavy) 10% Plate Mail (Heavy) Potion of Delusion: This potion convinces the drinker the potion is a different type (90%). For example, the imbiber may be convinced the potion to be Clairaudience and can hear sounds that do not exist. Potion of Diminution: The imbiber shrinks to six inches tall. The PC can hide in any environment (90%). Potion of Dragon Control: A Potion of Dragon Control allows the imbiber to charm a single dragon (type determined below). The imbiber may control the dragon within 60 feet for 5d4 rounds. 1d10 Dragon Type 1-2 Black 3 Blue 4-5 Green 6 Red 7-9 White 10 Brass, Bronze, Copper, Silver, or Gold Potion of ESP: This potion provides ESP as per the spell for 5d8 rounds. Potion of Extra-Healing: Imbibing this potion replenishes 3d8+3 hit points of damage. Unlike most potions, potion may be consumed in thirds to heal 1d8+1 points. Potion of Fire Resistance: The consumer is immune to mundane fire for 1 turn. The potion provides a +2 save bonus against magical fire and also reduces damage (-2 per die, minimum one point of damage) from magical fire-based attacks. Potion of Flying: This potion provides the spell-like ability to Fly as per magic-user spell. Potion of Gaseous Form: This potion transmutes the imbiber into Gaseous Form, as per the magic-user spell, for the duration of the potion.


212 Potion of Giant Control: The drinker of this potion can control 1 or 2 giants as per Charm Monster for 5d6 rounds. The targets receive a saving throw to negate (if the imbiber targets one, the save is -4. If two, both save at +2). For the giant type affected, roll the chart under Potion of Giant Strength. Potion of Giant Strength: The drinker gains the strength of a giant. Use the table below to determine the potion type. The increase in strength corresponds with the giant boulder-throwing ability and does not stack with other magical strength enhancements. 1d20 Giant Strength Attack/Damage Mod 1-6 Hill 19 +3/+4 7-10 Stone 20 +3/+5 11-14 Frost 21 +4/+6 15-17 Fire 22 +4/+7 18-19 Cloud 23 +5/+8 20 Storm 24 +6/+9 Potion of Growth: The consumer of this potion doubles in height, weight, and strength (+2 to a maximum of 18). See the spell Enlarge. Potion of Healing: Imbibing this potion heals 1d8+1 hit points of damage. This is a one-use potion. Potion of Heroism: This potion can only be imbibed by a fighter, barbarian, paladin, or ranger. The quaffer is bolstered and receives temporary levels of experience if below Level 10. The imbiber receives all commensurate abilities and temporary hit points are deducted first prior to the PCs base hit points. Fighter Level Levels Gained 0 4 1-3 3 4-7 2 8-10 1 Potion of Human Control: This potion bestows the ability of Charm Person to the imbiber for 5d6 rounds. Humanoids affected include: humans, cyclopsmen, elves, dwarves, gnomes, half-elves, half-orcs, halflings, and monstrous humanoids (two hit die or under, maximum 32 hit dice/levels). When determining the number affected beings, only full hit dice are calculated. Potion of Invisibility: The drinker is granted Invisibility as per spell of the same name. Any direct combat action dispels the effect. See the spell Invisibility. Potion of Invulnerability: This potion makes a fighter (or subtype) impervious to all non-magical weapons wielded by non-magical beings fewer than four hit dice. The potion also provides the imbiber with +2 on all saving throws and an armor class bonus of +2. Potion of Levitation: When consumed, the imbiber can Levitate, as per spell, for the potion’s duration. Potion of Longevity: This potion rejuvenates and makes the consumer younger by 1d12 years. The potion restores years from either natural aging, monster, or magical effects. With each potion consumed, a 3% cumulative probability exists that the imbiber ages 1d12 years. Oil of Etherealness: Rather than imbibing this potion, the user applies it to their body and equipment. As a result, the user turns ethereal. The oil requires three rounds to produce the effect. While in ethereal form, a player character is considered invisible and may also pass through material objects. Oil of Piercing: Oil of Piercing appears as a jar of normal weapon oil. However, when added to a sword blade or hammer head (etc.) before combat, it adds a +1 bonus to a normal weapon or an additional +1 to an existing magical weapon. Oil of Slipperiness: Like Oil of Etherealness, the PC must apply the potion to his/her body. The player character is immune to all forms of physical restraint. This includes, but is not limited to, binding ropes, chains, cuffs, grappling, or manacles (magical or otherwise). The user can coat objects or a floor surface. In either case, there is a 95% probability of slipping and falling. The application of alcohol dissolves the oil in one round. Potion of Love: The drinker falls in love with the next being or creature s/he sees. The potion is identical to the spell Charm Person. The potion lasts for 4+1d3 turns. Potion of Plant Control: Through this potion the imbiber can control plants or plant-like beings (including molds and funguses) within a 20 foot area and up to 90 feet away (maximum of 3d6 hit dice). This potion duration is 5d4 rounds. Plants and plant-like beings obey within their means and ability. For example, the imbiber can command sentient plants (i.e., order vines to entangle targets). The potion provides intelligent plant-based beings with a saving throw (Spell) to negate the effect. Like all Charm-like spells, the imbiber cannot command intelligent plant-based beings to act against their alignment, etc.


213 Potion of Poison: This potion is typically odorless and black in color. The poison requires ingestion and results in death. The imbiber receives a save (Poison) at -2 to negate the effect. Potion of Polymorph: This potion provides spell-like ability to Polymorph Self as per the magic-user spell. Potion of Speed: This potion doubles his or her movement rate and attacks for 5d4 rounds. The potion does not double the Cleave Ability for fighters, paladins, or rangers, merely the number of attacks. The potion does not speed spell-casting. The strain of the potion ages the imbiber one year permanently. Potion of Super-Heroism: This elixir is a greater variant of the Potion of Heroism. Only a fighter, barbarian, paladin, or ranger may use this potion. The quaffer is strengthened and receives temporary levels of experience if below Level 10. Note that temporary hit points are deducted first if wounded. Fighter Level Levels Gained 0 6 1-3 5 4-7 4 8-10 3 11-12 2 Potion of Sweet Water: This potion purifies a maximum of 100,000 cubic feet of polluted water. This effect includes turning salt water into drinkable fresh water or 1,000 cubic feet of acid into water. The potion has a sweet taste if sipped and will further neutralize any form of poison into consumable liquid. Sweet Water effects are irreversible. Liquids affected will resist taint or corruption for 5d4 rounds. Potion of Treasure Finding: Through this potion the consumer can perceive treasure (not less than 100 gems or 100gp in precious metals) within 240 feet for 5d4 rounds. The potion allows the imbiber to sense the direction but not the exact distance. Only lead or magic can hinder the effect of the potion. Potion of Undead Control: This potion provides the imbiber the ability to control 3d6 hit dice of undead. The potion is limited to undead of four hit dice or lower with a 5d4 round duration. Potion of Water Breathing: This potion grants the spell-like ability of Water Breathing. The duration is 6 turns plus 1d10 rounds. There is a 50% probability the potion contains four doses and a 25% chance it contains two. Scrolls Scrolls are rolled parchments imbued with magical power such as a spell or spell-like effect. They are often found in tubes made of bone or metal. These scripts are potent and require verbal pronouncement to activate their enchantment. Some scrolls may be read and used by any class and others have restrictions. All scrolls except Treasure Maps require Read Magic to identify. Spell Scroll As a treasure item, spell scrolls contain one to seven spells. Spell scrolls are written in Black Speech (for arcane spell-casters) or in Ancient Common (for divine spell-casters). In either case, spell-users must cast Read Magic (Arcane or Divine, respectively) to decipher and employ the spells inscribed on a scroll. Spell-casters may only cast spell levels from a scroll they can currently cast by level restriction. Once a spell is cast from a scroll, it disappears from the page. Roll 1d100 to randomly to determine the class of a spell scroll: Cleric: 1-30%, Druid: 31-50%, Illusionist: 51-70%, Magic-User: 71-100%. As a general guide, the Maze Controller should select spells at or below the current casters in the adventuring party. Treasure Map Treasure maps are left to the discretion of the Maze Controller. The Maze Controller constructs the map and treasure in advance. Maps tend to lead to remote barrows, crypts, dungeons, or caverns. The amount of treasure provided should be commensurate with party level and difficulty. The treasure should be guarded by either monsters, riddles, or traps, as desired. A treasure map may require Read Magic. Treasure could include level-appropriate coins, gems, jewelry, art objects, or magic item(s) but not less than 100gp per PC (per level). Cursed Scroll A cursed scroll imposes a curse on the reader. The Maze Controller possesses latitude regarding the effects of a curse. These include, but are not limited to, blindness, deafness, weakness, sickness, gangrene, leprosy, exhaustion, etc., or even a Quest or Geas. The Maze Controller should be reasonable and judicious. A Remove Curse will normally dispel the affliction. The Scroll of Stammering provided below is an example of a cursed scroll:


214 Scroll of Stammering (Cursed): This cursed item appears as either a divine (50%) or arcane (50%) scroll. When examined closely, the reader will find runes that disappear when read. The reader has been cursed. S/ he can speak normally, but any attempt at spell-casting will result in an inability to articulate (and thereby ruin) the spell. This condition can only be removed by Dispel Magic followed by Remove Curse. Scroll of Protection Protection scrolls are written in Common (50%, any class), Ancient Common (25%, Divine), or Black Speech (25%, Arcane). All classes literate in the written language may use the scroll once Read Magic is cast upon it. Once read, the magical script disappears (one use only) and a 10 foot globe of protection appears centered on, and moves with, the reader. The globe bars the warded monster type from physically entering the sphere of protection, but excludes missile attacks and spells. The globe of protection lasts for 5d4 rounds, until dismissed, or until anyone in the sphere makes a melee attack against the protected monster type. Protection from Demons: This scroll protects against all demon types. Protection from Devils: This scroll protects against all devil types. Protection from Elementals: This scroll protects against elementals. To determine type, roll 1d4: 1) Air, 2) Earth, 3) Fire, or 4) Water. Protection from Lycans: This scroll wards against all lycans. The protective sphere repels a number of lycans determined by hit dice. If the lycanthropes possess three or fewer HD, the scroll affects 1d10. If they possess four or five HD, it repels 1d8. If they possess six hit dice or above, the scroll wards against 1d4 lycans. Protection from Magic: This scroll protects all spells cast at the user and effects from spell-like devices. Protection from Undead: This scroll protects against all types of undead. The protective sphere repels undead determined by hit dice. If they possess three or fewer HD, 1d10 are rebuked. If HD: 4-5, 1d8 are repulsed. If the undead possess HD: 6 or greater hit dice, then 1d4 are affected. Rings Unless otherwise stated, all character classes may use magic rings. Player characters must wear a magic ring on the thumb or fingers of the hand. No more than two magical rings may be worn at any time. If three are worn they all fail to function. Rings function at 10th level of magic use. Some magic rings are finely decorated, and others appear plain. Subject to the dweomer, the wearer may (or may not) immediately know its function. Ring of Animal Command: Once each turn, the wearer may control 1d6 animals or a single giant animal. The ring has no effect on intelligent or magical animals. The bearer may maintain control as long as s/he concentrates and takes no other action. At the conclusion of the enchantment, animals will run away (50%) or be antagonistic (50%) toward the ring bearer. Ring of Delusion: The bearer of this cursed ring believes s/he wears a random magical ring (decided by the Maze Controller). Remove Curse required to unequip. Ring of Fire Resistance: This ring provides the bearer with immunity to all forms of normal fire. The ring also reduces damage from magical fire by 2 points per die (to a minimum of one). The wearer receives a +2 on saves versus magical fire. Ring of Free Action: This ring allows the bearer to move freely. The wearer cannot be constrained or hindered by means of spell or immersion in substances that might otherwise have a slowing effect (water, mud, etc). Instead, the wearer always moves at their normal movement rate. Ring of Human Influence: This ring provides the bearer the spell-like ability of Charm Person. Humans totaling six hit dice may be charmed (a save versus Spell at –2 negates). The ring bearer can release the charm as desired. A Dispel Magic also dismisses the effect. Ring of Invisibility: This ring provides the bearer with Invisibility as per the spell of the same name. The ring does not make the bearer inaudible. Ring of Jumping: Once per day, the bearer can jump 10 feet up, 30 feet forward, or 10 feet backwards. Ring of Plant Command: The ring-bearer can control plants or plant-like monsters in a 20 foot radius and to a distance of 60 feet. This includes fungi and molds. Plants and plant-like beings will obey to the best of their ability and within their alignment. For example, the wearer can command vines to entangle targets and insist intelligent plants obey his/her orders.


215 Intelligent plant-based beings are provided a save (Spell) to negate. Like other charm-like abilities, plant-based beings cannot be commanded to harm themselves. The ring’s power remains in effect until the wearer ceases to concentrate or takes another action. Ring of Protection: This ring improves the bearer’s armor class. The ring functions with normal armor but provides no additional bonus with magical armor (although it will add its plus to saving throws). Only one ring of protection will function at a time. If a player character wears more than one, the greater value is used. Roll the following table to determine the strength of the ring’s enchantment: 1d100 Armor Class Bonus 01-80 +1 81-91 +2 92-97 +3 98-99 +4 00 +5 Ring of Regeneration: This ring allows the bearer to regenerate one hit point per round. The ring cannot restore fire or acid damage. If slain, the ring does not bring the bearer back to life. Body parts may be regenerated. Small appendages (fingers) take one day to regrow. Larger ones, like a limb, take 1d2 weeks. The PC must be wearing the ring at time of dismemberment. Ring of Shooting Stars: Through this ring the bearer causes sizzling, crackling sparks to leap forward in an area of effect 25 feet across and 10 feet deep (once per day). All those within the area suffer 2d4 points of damage if they are wearing non-metallic armor, or 4d4 points of damage if they are clad in metal armor or possess a metal weapon. A save (Spell) halves the damage. The bearer may also cast Faerie Fire from the ring once per day (see spell). Ring of Spell Storing: This ring stores a maximum of six spells (arcane or divine). On discovery, the ring contains 1d6 random spells determined by the Maze Controller. When placed on a finger, the wearer immediately becomes aware of the spells stored. This is useable by spell-casting classes only. Ring of Spell Turning: This ring deflects 2d6 total spells back at the caster. Once the ring has turned its total number of spells, it becomes useless. Ring of Swimming: The bearer of this ring may swim at their normal movement rate for four hours without exhaustion. The ring also provides buoyancy, regardless of the weather conditions (if desired). In both cases the bearer must be unarmored. Ring of Telekinesis: Through this ring, the bearer may use his/her mind to move objects, as per the spell Telekinesis. The ring has no duration limit. Up to 200 pounds of weight can be moved at a time. Ring of the Ram: The bearer of this ring may emit a phantasmal ram-like force that strikes a single target up to 20 feet away (dealing 1d6 points of damage if one charge is expended, 2d6 points if two charges are expended, or 3d6 points if three charges (the maximum) are used. The target must also save (Spell) or be knocked prone (+4 to hit). A ring will have a maximum of 4d4 charges. It cannot be recharged. Ring of Water Breathing: A Ring of Water Breathing allows the bearer to breathe underwater. The ring does not grant proficiency at swimming or free movement when submerged. Ring of Water Walking: This ring allows the bearer to walk on water like solid land. Ring of Weakness: Upon equipping this ring, the wearer’s Strength drops to three (with concurrent reductions in attack and damage modifiers to -3). Damage is never reduced below one regardless of the penalty. Only a Remove Curse will allow the ring to be unequipped. Ring of Wishes: This ring contains (1d3) wishes. Each Wish functions as per the magic-user spell. After the wishes have been depleted, the ring loses its enchantment forever. Ring of Wizardry: This ring, useable by magic-users and illusionists only, doubles their first level spellcasting ability. Therefore, a magic-user who can cast three first level spells by level restriction, may now cast six first level spells. Ring of X-Ray Vision: Once per turn, the ring-bearer can see through stone up to 30 feet. The bearer can see 60 feet if gazing through wood. The bearer may see hidden rooms, secret doors, concealed traps, etc., through the ring. Using x-ray vision requires concentration for a full turn. Lead or gold blocks the ring’s vision.


216 Runestones Runestones are magical palm-sized stones of various shapes. Runestones possess enchantments akin to potions, magic items, and scrolls. Most runestones are written in dwarvish (70%) as dwarves are most well-known for the practice. Some are written by druids in Ancient Common (30%). Other languages are possible. A runestone either has a cyphered word magically engraved in its center or a series of enchanted symbols that suggest its purpose (see below). Minor and Major Runestones There are four types of runestones: minor runestones function like one-use potions, major runestones function as magic items, spellstones function as scrolls, and wardstones act like scrolls of protection. Unless otherwise stated, runestones must be read (word or symbols) via Read Magic (Divine) to 1) understand their function, and 2) spoken aloud to activate their enchantment. When activated, a one-use stone disintegrates into dust and the effect (if applicable) lasts for 6 turns. Other runestones are permanent magic items (like rings). Some have charges like a staff and these runestones disintegrate when all charges are expended. Once deciphered, the word (or symbols) on a stone are simple. For example, a Runestone of Disintegration may read “Dust.” A Runestone of Curing may read “Aid.” Alternatively, a symbol for a Runestone of Invulnerability might simply be a shield or a Runestone of Heroism might be a heart. The descriptions below provide examples. The Maze Controller may either codify these or vary them, similar to the color of potions, as desired. Spellstones Spellstones are runestones imbued with cleric (70%) or druidic (30%) spells. They appear much the same as other runestones with a single word enchantment or series of shapes carved in the center. Read Magic (Divine) is required to reveal a spellstone’s contents. Spellstones function as per scrolls. Note that dwarven clerics and human druids may carve spellstones like others write spell scrolls (see the Spell Section). If rolled on the Treasure Table, the Maze Controller should select an appropriate spellstone relative to the casting level of the priest(s) in the campaign. Spellstone Number of Spells Spellstone: Level 1 1d4+1 Spells Spellstone: Level 2 1d4 Spells Spellstone: Level 3 1d3 Spells Spellstone: Level 4 1d2 Spells Spellstone: Level 5 1 Spell Wardstones Wardstones appear as typical runestones but offer powerful magical protection. They are one-use magic items and require Read Magic (Divine) to decipher. Once deciphered, they are useable by all classes literate in their carved-language. When the bearer reads the runes, they disappear from the stone. The bearer is surrounded by a globe of protection (10-foot radius) that moves with him/her. The barrier stops melee attacks from the listed creature and prohibits entry into the globe. This excludes missile weapons and spells. A melee attack from anyone within dispels the protection. Wardstones have a duration of two turns. Cursed Runestones Some runestones are cursed and bear a false rune (i.e., Heal, Grow, Aid, Purify, etc.). Casting Read Magic (Divine) may (30% + 10% per level) reveal a curse (the stone will glow red). Minor Runestones Runestone of Climbing: This stone allows the bearer to climb as per a Potion of Climbing (Rune: Climb). Runestone of Death: Upon reading the runes, the bearer must save versus Death or die (Cursed Rune: Death). Runestone of Disintegration: Upon reading the stone’s runes, the bearer must save versus Death or be disintegrated (Cursed Rune: Dust). Runestone of Extra-Healing: This runestone functions as a one-use Potion of Extra-Healing (Rune: Heal). Runestone of Giant Strength: This runestone functions like a Potion of Giant Strength. Roll the chart presented under the Potion of Giant Strength to determine the level of enchantment (Hill, Stone, Frost, Fire, Cloud, or Storm Giant) (Rune: Strength). Runestone of Growth: This runestone allows the bearer to double in size and strength (+2 Strength to a maximum of 18) (Rune: Grow).


217 Runestone of Healing: This runestone functions as per a one-use Potion of Healing (Rune: Aid). Runestone of Heroism: This stone functions as per a Potion of Heroism (Rune: Courage). Runestone of Invulnerability: This runestone functions as per a Potion of Invulnerability (Rune: Protect). Runestone of Levitation: This stone functions like a Potion of Levitation (Rune: Float). Runestone of Speed: This runestone functions as per a Potion of Speed (Rune: Swift). Runestone of Super-Heroism: This runestone functions like a Potion of Super-Heroism (Rune: Heart). Runestone of Sweetwater: This stone functions as per a Potion of Sweetwater. However, the pieces of the stone must be submerged in the liquid being decontaminated (Rune: Purify). Major Runestones Runestone of Constitution: This stone grants the bearer a +1 to his or her Constitution Ability Score. The stone must be carried on the bearer’s person at all times for the benefit to be realized. Approximately 5% of these stones are cursed and will reduce the Constitution of the bearer by 1 point permanently (Rune: Fortitude). Runestone of Curing: This powerful runestone possess two functions. It can Cure Light Wounds (1 charge) or Cure Serious Wounds (3 charges). The runestone must be held to the wound being healed and may be used three times per day. It has 1d6+15 charges. It cannot be re-charged (Rune: Heal). Runestone of Delusion: Upon touching this runestone, the bearer will believe that it is a random magical runestone. The bearer will be absolutely convinced it possesses the powers s/he thinks it does and cannot be persuaded otherwise. The enchantment can only be lifted with a Remove Curse (Cursed: Random Rune). Runestone of Dwarvenkind: The Runestone of Dwarvenkind is extremely rare. The stone is viewed as one of the greatest gifts a dwarf can bestow on a non-dwarf. This honor is typically reserved for loyal and long-standing allies. The bearer of the stone lowers his Charisma score by one to all non-dwarves but increases the same ability score by two to dwarvenkind. The bearer also can read, write, and speak the dwarven language and receives the additional abilities of darkvision and stone sense (Rune: Beard). Runestone of Galeb: These odd-shaped runestones allow the bearer to summon and control Lesser Galeb Duhrs. A Galeb Duhr looks like a boulder with a face and stubby arms and legs. The Runestones of Galeb are found in three varieties: Small (AC: 4, HD: 3, #AT: 1, DMG: 2d6), Medium (AC: 3, HD: 4, #AT: 1, DMG: 2d6+2), or Largeshaped (AC: 2, HD: 5, #AT: 1, DMG: 3d6). The Maze Controller will determine the random size (1d3). Summoned galeb duhrs cannot cast spells or animate other boulders. They are immune to lightning and normal fire. They take full damage from magical fire (but save at +4) (Rune: Rock). Runestone of Illumination: The Runestone of Illumination possesses the following three functions. First, it can cast Dancing Lights at a cost of 1 charge. Second, it can produce Light at a cost of 2 charges. Third, the stone can issue a Continual Light at a cost of three charges. A Runestone of Illumination possesses 1d6+12 charges. It cannot be recharged (Rune: Light). Runestone of Impact: A Runestone of Impact is a Sling Stone +1 (1d4) etched with powerful enchantments. On impact the stone makes a “thwack!” sound and flashes with magical energy. For each additional point beyond the target “to hit” number, a Runestone of Impact does an additional point of damage. For example, if 15 was the required “to hit” and a total (including all bonuses) resulted in 17, the stone would score an additional two points beyond normal damage. They are often found in bags of 1d4+1. A Runestone of Impact can only be used once (Rune: Force). Runestone of Insanity: On reading the runes upon its surface, the bearer must Save versus Wand or turn insane. A Remove Curse will dispel the enchantment (Cursed: Random Rune). Runestone of Kalbandur: This runestone, identified by the mark of the dwarf Kalbandur, provides the bearer with +1 to hit and damage while also serving as a Ring of Fire Resistance. The wearer must carry or wear the stone (Rune: Dwarven Door). Runestone of Magic Resistance: This runestone provides the bearer with magic resistance. Each such runestone is enchanted as follows (1d6): 1-2 (5%), 3-4 (10%), 5-6 (15%) (Rune: Defense). Runestone of Missile Attraction: The bearer of this cursed runestone attracts 50% of all ranged and missile attacks targeted at the members of the adventuring party. Only a Remove Curse will allow the bearer to discard the stone (Cursed: Random Rune).


218 Runestone of Monstrous Attention: This magical runestone is cursed. The bearer of the stone attracts random monsters at twice the normal rate. In addition, monsters are more likely to attack and pursue the owner. The stone cannot be discarded and, if thrown away, reappears among the bearer’s belongings until a Remove Curse is cast (Cursed: Random Rune). Runestone of Prayer: These stones are commonly found in a small bag or pouch, and occasionally on a necklace. There are three types of prayer stones: Runes of Blessing (Bless), Runes of Healing (Cure Serious Wounds), and the third are Runes of Curing (Disease). A bag or necklace of prayer stones normally includes two of the first two types and one of the third. They are one use magic items (Rune: Ancestors). Runestone of Proof Against Disease: This stone provides 75% immunity to all forms of disease excluding Mummy Rot (Rune: Disease). Runestone of Proof Against Mummy Rot: Possession of this runestone grants the bearer 75% immunity to the rotting curse caused by mummies (Rune: Rot). Runestone of Rejuvenation: The bearer of this stone receives three additional points of healing (per spell, magic item, or potion) used to heal wounds (Rune: Assistance). Runestone of Sharpening: The Runestone of Sharpening, or Whetstone, is a prized magic item among warriors. If used on a slashing weapon like an axe or a sword for 1 turn prior to combat, the Whetstone increases its combat effectiveness. If used on a non-magical weapon it will confer a temporary bonus of +1 for 2d4 rounds. If used on a magical weapon, if will confer an additional bonus of +1 for 1d4 rounds. A Whetstone has 1d4+4 uses (Rune: Axe Blade). Runestone of Steam and Vapor: This stone possesses two functions. The first is a jet of super-heated steam (1 foot wide and 10 feet long). The steam causes 4d6 points of damage in the first round and 2d6 in the second round. Saving throws apply for half damage (Wand). This function has no effect on fire-based opponents. The second is heated obscuring vapor equivalent to a Fog Cloud (10x10x10 feet). The cloud persists for 1 turn unless dispelled by magic or a Gust of Wind. Cold-based creatures caught within the cloud take 1d6 points of damage per round (Rune: Heat). Runestone of Strength: This magic item increases the Strength of the bearer by one point. The stone must be worn against the skin to receive the ability score benefit. This magic item stacks with other Strength enhancing items but may not exceed 24 (Rune: Armstrong). Runestone of Stupidity: Upon holding this runestone the bearer is cursed with an effective intelligence of 3. The stone can only be removed with a Remove Curse (Cursed: Random Rune). Runestone of Wisdom: This stone grants the bearer a +1 to his or her Wisdom ability score. The stone must be carried on the bearer for the benefit to be realized. Approximately 5% of these stones are cursed and will reduce the Wisdom of the bearer by 1 point permanently (Rune: Wise). Runestone of the Stalagmite: This single-use runestone, marked with the holy symbol of the dwarven god Dhurindain, allows the bearer to assume the form of a stalagmite of the same size. A close inspection will not reveal that the stalagmite in question is a magically concealed humanoid. To all normal tests the bearer is a stalagmite. While in stone form, the bearer can observe all that transpires around him or her. The bearer of the stone may remain in stalagmite form for seven days. However, for every 24 hours in stone form the bearer must make a saving throw versus Stone or be petrified (Rune: Meld Stone). Wardstones Wardstone (Acid): This stone serves as a ward against all forms of acid damage. Wardstone (Dragon Breath): This stone serves as a ward against dragon breath. Wardstone (Elementals): This stone serves as a ward against elementals. Wardstone (Gas): This stone protects the bearer from all harmful and/or poisonous gases. Wardstone (Insects): This stone serves as a ward against insects (giant, swarm, or otherwise). Wardstone (Lycans): This stone serves as a ward against lycanthropes. Wardstone (Magic): This wardstone creates a barrier against all spells and devices with spell-like effects. Wardstone (Petrification): This stone makes the bearer immune to petrification. Wardstone (Plants): This stone serves as a ward against plants and plant-based creatures. Wardstone (Undead): This stone creates a barrier against undead.


219 Rods, Staves, and Wands Rods, staves, and wands vary in size. Wands are short and narrow (12-18 inches long), staves are between 5 to 6 feet in length with a two-inch diameter, and rods vary between the two in size. These devices may have class restrictions. Upon discovery, a rod contains 2d6 charges (at 10th level of magic use), a staff holds 3d10 charges (at 8th level of magic use), and a wand has 2d10 charges (at 6th level of magic use) upon discovery. The magic item descriptions below note any exceptions. When activated, rods, staves, and wands expend one charge. They cannot be recharged and multiple charges cannot be expended unless noted in the device description. Command Words: Rods, staves, and wands require a command word (normally etched into its shaft). However, wands require the magic-user or illusionist to use the command word in a rhyme to activate its magic. For example, the activation of a Wand of Enemy Detection might sound like, “Abba-abir! You must appear!” or a Wand of Polymorphing may be activated by the phrase, “Urgaxlog! Be a dog!” Rods Rod of Absorption: This rod absorbs spells when held in-hand. Only those spells directed at the wielder (or his/her equipment) may be absorbed. The rod negates spell effect(s) and stores the spell until released by the wielder. As the device absorbs the spell’s energy, the wielder is made aware of the spell’s level and details. The wielder requires no action to absorb a spell (if inhand) and can cast the absorbed spell at any point thereafter under standard rules if desired (i.e., declared prior to initiative and cast during his or her place in the combat order). The wielder can only discharge spells s/ he may cast by level and class restriction. The player must maintain a list of all spells absorbed. The rod can store 50 spell levels. After which time spells must be discharged. Once the 50 spell levels have been absorbed, and all the spells discharged, the rod loses its enchantment and cannot be recharged. By touching the rod, the wielder is made aware of its ability and spells stored. Rod of Beguiling: This device allows the wielder to Charm 2d4 hit dice of monsters (with a minimum of animal intelligence) within a 20-foot radius for 2d4 rounds. Rod of Cancellation: This rod, through touch or an attack roll, permanently absorbs the power of magic items and renders them ordinary. Major magical artifacts and legendary relics are not affected. The device has 1d4+1 charges. Once the charges are depleted, the rod loses its enchantment. Rod of Lordly Might: This multi-purpose device possesses spell-like abilities and also functions as a magic weapon. The rod has additional functionality. The Rod of Lordly Might is five feet long, metal, and wider than other devices of its type. The rod possesses a mace-head at one end and six studs that operate like buttons along its shaft. The device weighs 10 pounds and requires a Strength: 16 or greater to wield. All those below 16 suffer a -1 penalty (per point of Strength). The rod possesses three spell-like abilities (1 charge): 1. Fear: At the wielder’s command, the rod emanates a Fear radius (60 feet maximum). All those within the radius are allowed a save (Spell) to negate. 2. Paralyzation: Upon touch, or a successful attack, the wielder may paralyze a target. The wielder must indicate this power prior to the attack roll. The target receives a save (Spell) to negate. 3. Drain: The rod may drain 2d4 hit points on a successful attack roll (also indicated prior to initiative) and heal the rod-wielder the same amount. The rod also functions as a magic weapon (no charge): In its standard form, the rod functions as a Mace +2. When the Button One is depressed, a blade emerges from the mace head and the rod lengthens into a Longsword +1 Flame Tongue. When Button Two is pushed, a blade springs forth from the side of the mace-head and the rod becomes a Battle Axe +4. When Button Three is pressed, a shaft and steel tip emerges and the rod becomes a Spear +3. The wielder can choose the length of the spear (up to 12 feet). The rod may be used as a lance, if desired. The rod also has the following functions (no charge): Ladder: Button Four allows the wielder to lengthen the rod to 15 feet. The pole hooks at the top and horizontal bars extend to form a ladder. The rod can bear 4,000 pounds firmly and can retract the ladder and pole by depressing Button Five. In this capacity the wielder can force open doors if the butt of the rod is firmly based (+4 to open doors). By depressing Button Six the rod points to polar north and provides the wielder with an approximation of depth underground.


220 A Rod of Lordly Might cannot be recharged. Once the wielder expends its charges, all functions are lost and it reverts to a simple Mace +2. Rod of Resurrection: This rod allows a cleric to resurrect the dead. The rod is useable once per day as per the spell Resurrection. Use of the rod does not require rest and the device cannot be recharged. The charges to resurrect are subject to the race and class of the player character. See the table below: Race Charges Class Charges Human 1 Cleric 1 Half-Elf 2 Druid 2 Half-Orc 4 Monk 2 Halfling 2 Fighter 1 Elf 4 Paladin 2 Dwarf 3 Ranger 2 Gnome 3 Magic-User 3 Cyclopsman 3 Thief/Assassin 3 Rod of Rulership: This rod looks like a royal kingly scepter. Through the rod, the wielder can command all those within 120 feet (1d4x100 hit dice). Those with twelve or more hit dice, or Intelligence: 15 or greater, receive a save (Spell) to negate the effect. All those ruled serve the wielder as their sovereign king for one turn. The wielder breaks the enchantment if s/he issues a command against the alignment of those ruled. The rod requires one round of activation. Once the wielder expends all charges, the device crumbles to dust. It cannot be recharged. Rod of Smiting: A Rod of Smiting functions as a +3 magic weapon that scores 1d8+3 points of damage. A successful hit against a golem draws one charge and scores 2d8+6 points of damage. An unmodified attack roll of 20 instantly annihilates a golem. This device scores additional damage against demons and devils. On a natural attack roll of 20, the rod draws a charge and inflicts triple normal damage (3d8+9). Staves Staff of Command: A cleric, druid, or monk bearing this staff may command humans, animals, and plants akin to the rings of Human Influence, Animal Command, and Plant Command. Each use requires one charge. Staff of Healing: This staff allows a cleric, druid, or monk to Cure Blindness, Cure Disease, or Cure Serious Wounds (3d8+1 points of damage). The staff may only be used on the same person thrice per day and a total of nine times in 24 hours. Staff of Ozkadoo: Through the Staff of Ozkadoo a cleric, druid, monk, magic-user, or illusionist may summon a ghostly, phantasmal, spiral staircase to a maximum of 300 feet tall. The staircase will only appear for two turns and the bearer of the staff must be the last person to climb the stairway. As the bearer of the staff ascends/descends, the stairs disappear. Staff of Power: This powerful staff, useable by a magic-user or illusionist, can cast Magic Missile, Cone of Cold, Lightning Bolt, and Fireball (for 8d6 hit points of damage) with one charge. Through the staff, the wielder may also cast Continual Light, Globe of Invulnerability, and Telekinesis (250 pound weight limitation) with two charges. The device also functions as a Staff of Striking and provides +2 to armor class. Staff of Striking: A cleric, druid, or monk wielding this staff strikes at +3 for 1d6+3 damage. This expends one charge. The staff scores 1d6+6 if two charges are consumed and 1d6+9 if three charges are expended. The wielder cannot use more than 3 charges per use. Staff of Withering: For a cleric, druid, or monk this staff functions as a Staff +1 and scores 2d4+1 hit points of damage (1 charge). If the wielder uses two charges on a successful attack, the target ages 10 years. If the wielder uses three charges, the staff withers a target’s random limb to uselessness (Spell save negates). Note that subject to the target, the aging effect may slay a creature with a short lifespan. The charges are cumulative. If three charges are employed at once, the target incurs damage, aging, and withering. Staff of Zuul: The Staff of Zuul functions as both a Wand of Cold and a Wand of Lightning Bolts (1 charge each). Once per week the bearer can summon an elemental of his/her choosing as per the Level 5 Magic-User spell Conjure Elemental (5 charges, HD: 8). The staff also functions as a +3 magic weapon and cannot be recharged. The staff is evil-aligned and can cannot be used by good magic-users or illusionists.


221 Staff of the Magi: This staff functions as a Quarterstaff +2 for a magic-user or illusionist and also provides the same bonus on all saving throws. Through the staff, the wielder may cast Detect Magic, Enlarge, Light, and Protection from Evil/Good (no charge). At a cost of one charge, the following spells may be cast: Invisibility, Knock, Pyrotechnics, Web, Dispel Magic, Fireball, Lighting Bolt, Ice Storm, Wall of Fire, and Passwall. At a cost of two charges, the wielder may cast Astral Spell, Conjure Elemental (HD: 8), and Telekinesis. The staff may also be used in a final, desperate, Retributive Strike, if required. The strike shatters the staff and the damage from the impact is contingent on the number of remaining charges. For each remaining charge, the staff explodes in a Fireball that deals eight hit points of damage in a 30-foot radius. The staff is utterly destroyed in the blast. Staff of the Magus: The staff provides +3 protection to armor class and +2 to hit and damage. The staff scores 1d8 as a melee weapon. The bearer may cast Light and Feather Fall once per day. The staff is useable by a magic-user or illusionist only. Staff of the Prestidigitator: This staff is the product of elvish wizardry. On command, it can shed Light in a 20 foot radius. It also functions as a +2 magic weapon. The bearer can cast the following spells once per day: Dancing Lights, Faerie Fire (one charge) or Galaxina’s Scintillating Spark Shower (two charges). Staff of the Pyromancer: The Arch-Mage Pinto the Pyromancer created this red metal staff. The staff can discharge spells but only those the magic-user can currently cast by level. S/he will be unaware that the staff holds additional spells until the appropriate level is reached. The following cost one charge: Burning Hands, Continual Flame, Affect Normal Fires, Faerie Fire, and Pyrotechnics. The following cost three charges: Fireball, Fire Shield, and Wall of Fire. The Staff of the Pyromancer functions as a Quarterstaff +2 in melee and provides +3 on all saves against fire, magical or mundane, when in-hand. All spells are cast at 8th level of magic use. Staff of the Serpent: This cleric, druid, or monk weapon serves as a Quarterstaff +1. The staff does not employ charges. Upon a successful hit, the wielder can order the staff to transmute into a large snake and immobilize the target (AC: 5, HD: 3, HP: 20, MV: 20). The victim must save (Wand) or be constricted (1d4 turns) and unable to act. A target with Strength: 16 or greater may partially act while constrained. On command, the snake changes back into a staff. Any damage absorbed by the snake is healed upon transmutation. However, if slain in snake form, the staff is permanently destroyed. Wands Walsom’s Wretched Wand: Walsom, a HighFell Grand Mage, tried to combine five wands into one. He partially succeeded. The Wretched Wand possesses all the magical properties of the wands outlined below. Each time a magic-user or illusionist uses the wand, a random result occurs. If a six is rolled, the PC may choose the desired effect. 1d6 Wand Type 1 Wand of Water1 2 Wand of Tar1 3 Wand of Oil1 4 Wand of Fog2 5 Wand of Acid3 6 PCs Choice 1Shoots in a 3 inch stream, 20 feet in length (1 person or a 5x5 square). 2As per the spell Fog Cloud. 3As per the spell Aztazibar’s Acrid Finger. Wand of Acid: This wand produces an effect as per the spell Aztazibar’s Acrid Finger. Wand of Cold: The wielder may discharge a chilling Cone of Cold 60 feet long and 30 feet wide at the terminus. All those within the effect take 6d6 hit points of damage (save versus Wand for half). Wand of Conjuration: The user of this wand may cast Unseen Servant (at a cost of one charge). The wielder may also cast Summon Monsters through the wand. The wielder must be of sufficient level to cast the variant desired (I, II, III, IV, V or VI). The conjurer may use a maximum of six charges at one time and may divide the charges as desired. For example, the caster could use four charges on Summon Monsters I and two on Summon Monster II, six charges on Summon Monster VI, or any other distribution. This requires one round. A wand of summoning can create a Prismatic Sphere wall-effect. Unlike the magic-user spell, the wand can produce only a single-color wall per use. The wand can also produce a Darkness Veil (two charges). The veil occupies 60 feet squared or any equal dimension. The veil wards light entirely. Magical effects and mundane objects pass through the darkness normally. The wall and veil effects use two charges each.


222 Wand of Enemy Detection: Through this wand, the wielder may locate enemies within a 60 foot radius. This effect surrounds enemies, including invisible and hidden targets, in a momentary red aura to the user. Wand of Fear: On command a cone of energy (30 feet long and 30 feet wide at the terminus) extends from the tip of this wand. All those in the area are subject to Fear for six rounds. A Wand save negates. Wand of Fiery Burning: When the activation word is spoken, a gout of flaming oil spews forth from this wand at a single target to a maximum of 15 feet (with line-of-sight). The flaming oil causes 1d12 points of damage the first round, 1d8 the second round, and 1d4 the third round. The target may save (Wand) for half damage. Fire-based monsters take no damage from this wand. Wand of Fire: A Wand of Fire can emit the following (one per round). Burning Hands (one charge) as per the spell. Any being within the area of effect takes six points of damage. The wand may also produce Pyrotechnics (one charge). The following spell-like effects require two charges: Fireball (as per spell, 6d6 damage to all those within the 30x30 area of effect (save versus Wand for half, a result of one on damage dice is treated as two), Wall of Fire (as per spell). The wielder can form the wall into a 20-foot radius circle, if desired. Wand of Fireballs: This device emits a Fireball spell. The Fireball deals 6d6 hit points of damage. A successful save versus Wand halves the damage. Wand of Frost: A Wand of Frost can emit the following effects (one per round). Ice Storm, as the magic user spell, to a distance of 60 feet, Wall of Ice with a thickness of six inches, but with any surface area up to 30x30 feet. The third requires two charges: Cone of Cold (30 feet in length with a terminal end of 30 feet) that deals 6d6 hit points damage to anyone in the area of effect (save versus Wand for half, a result of one on damage dice is treated as two). Wand of Fog: This wand produces a Fog Cloud. Wand of Illusion: Through the wand, the wielder may cast Phantasmal Force (as per spell). While focusing on the phantasmal effect, the user is reduced to half speed. If successfully attacked, or the wielder’s concentration is broken, the illusion is dissipates. Wand of Light: This wand can emit the following effects at a cost of one charge: Dancing Lights and Light (as per the magic-user spells). The user can expend two charges and cast Continual Light. Finally, by using three charges, the wand-wielder can emit a beam of true sunlight. The blinding beam strikes a single target within 30 feet. The target must save (Wand) or be stunned and blinded for one round. The golden beam of sunlight has a potent effect on undead (6d6 hit points of damage, no save). Wand of Lightning: At the cost of one charge, this wand emits an electrical charge for 1d10 points of damage (no save) within 30 feet and with line-of-sight. The wand can also produce a Lightning Bolt at a cost of two charges as per the spell (6d6 hit points of damage). Target(s) may save (Wand) for half, a result of one on damage dice is treated as two. Wand of Lightning Bolts: This device discharges a Lightning Bolt as per the magic-user spell for 6d6 hit damage (Wand save for half). Wand of Magic Detection: This wand reveals the enchantment of magical items in a twenty-foot radius. Magic items are sheathed in a faint blue aura. The wand does not reveal the nature of the enchantment. Wand of Magic Missiles: Magic missiles discharge from the tip of this wand as per the spell. The missiles score 1d4+1 damage and never miss. Each individual Magic Missile uses one charge and a maximum of two may be used at any time. Wand of Metal Detection: The wand points toward the largest mass of metal designated by the wielder within a radius of thirty feet. Wand of Negation: This wand negates spell effects or the spell-like effects of magical items. The user directs the device at a magic item and a ray of gray light issues forth. The ray never misses. It negates the function of all wands and any other targeted magic item has a 75% chance of negation. Wand of Oil: This wand shoots a 3-inch gout of oil twenty feet long. One charge covers one person or a 5x5 foot square area. Wand of Paralyzation: A cone of dark gray energy emits from this wand in a cone 30 feet long and 30 wide at the terminus. All those within are paralyzed for 5d4 rounds. A successful saving throw versus Wand negates the effect. Wand of Polymorphing: This wand produces effects as per the spells Polymorph Other and Polymorph Self. The wielder chooses the desired effect upon use (a save versus Wand negates the effect). Wand of Secret Door Detection: This wand outlines a secret door within twenty feet in a green aura.


223 Wand of Tar: This wand shoots in a 3-inch stream of flammable tar to a range of 20 feet. One use will cover one target or a 5x5 foot square. Wand of Trap Detection: The device allows the wielder to identify traps in a twenty-foot radius. Traps are highlighted in a red glow (+10% to Remove Traps). Wand of Water: This device emits a gout of water in a 3-inch stream to a range of 20 feet. One use will cover one target or a 5x5 foot square. Wand of Wonder: This device is strange and unpredictable. The wand randomly generates an effect with each use. In some instances, a saving throw may be required. The Maze Controller is encouraged to add new and peculiar results to the list. Use the following chart to determine the random effect: 1d100 Wand of Wonder Random Effect 01-05 Slow target for 3d4 rounds 06-10 1d4x10 gemstones spew forth in a 30-foot stream. Each gem scores one hit point of damage. Only 5d4 score damage (Value: 2gp each) 11-15 6,000 butterflies blind everyone for two rounds (except the wielder) 16-20 All targets grow leaves in a 30-foot radius 21-25 A Thunder cloud appears and rain pours down on the wielder for 1d4 rounds 26-30 Darkness Globe: 30-foot radius up to 30 feet away from wand 31-33 Fireball: As per spell with 6d6 damage 34-36 Gust of Wind (twice the spell’s effect) 37-46 Impenetrable Wall of Thorns emerges (30x2x6 feet tall) 47-49 Lightning Bolt: (70 feet long by 5 feet wide, 6d6 damage) 50-54 Sparks crackle and fizzle from wand tip 55-58 Stinking Cloud (30 foot range) 59-62 Shimmering colors emit in an 30x30 area in front of wand. Those within are mesmerized for 1d6 rounds (Wand save negates) 63-65 Plant Growth (30x30) infront of wielder 66-69 Aztazibar’s Acrid Finger emits from wand 70-79 Summons: Mouse (1-3 on d6), Elephant (4-5), or Mudhorn (6) 80-84 Wielder made Invisible 85-87 Target engulfed in Faerie Fire. 88-90 Target Enlarged if within 60 feet 91-95 The wand-user (50%) or the target (50%) is Petrified. A successful saving throw versus Wand negates the effect 96-97 User (50%) or target (50%) is Feebleminded as per the spell of the same name 98-00 Summon Monsters III


224 Magic Items Albion: The demi-god Herne the Hunter created this legendary blade for his Chosen Son. Albion is a Longsword +3 of Sharpness that can Detect Good and Evil in a 10 foot radius. The runes etched into the blade read, “Herne’s Son is my Master. I Cannot Slay Him.” Legends state that Albion is one of the Seven Blades of Light and Darkness. The others are called: Morax, Solas, Orias, Elidor, Beleth, and Flaures. Albion and the Arrow of Herne are kept in a secret druid grove until Herne calls for aid in a time of great peril. The sword cannot damage his Chosen Son. Alchemy Jug: This stoppered green jug holds a random number of potions (1d4+1). The potions can be decanted once per week. The specific potions are rolled randomly from the 1d100 Potions List by the Maze Controller. The jug holds a total of 1d100+5 potions. Allirass’ Sequined Tuque of Shame: The wearer of this cursed tuque will feel self-conscious and receive a penalty of two on all Charisma and Hireling morale rolls. Only a Remove Curse will allow the hat to be discarded. Amulet of Inescapable Location: This amulet is cursed and appears as an Amulet of Proof Against Detection and Location. However, the device makes the wearer susceptible to these forms of magic. The wearer is twice as likely to be scried and the duration of spells used to detect or locate the wearer are doubled. The amulet cannot be removed without a Remove Curse. Amulet of Magic Resistance: This amulet confers 20% magic resistance on the bearer. Amulet of Proof Against Detection and Location: This amulet wards the bearer from all forms of magical detection, including alignment and scrying. These include spells such as ESP, Clairvoyance, Clairaudience, and magic items with scrying abilities like a Crystal Ball. Amulet of Proof Against Possession: The bearer of this amulet is immune to Magic Jar, possession, or related magics, including demon possession. Amulet of Proof Against Turning: This amulet confers immunity from turning upon the bearer. This device is used by evil priests and acolytes to strengthen undead constructs. Amulet of the Planes: When observed closely, this jetblack circular amulet moves and swirls with magical power. The wearer may plane shift. However, the device is difficult to control. There is a 20% probability that the user may shift him/herself to a random plane of existence in the first 1d4+1 uses. Amulet versus Crystal Balls and ESP: This platinum amulet provides immunity from detection by a Crystal Ball and the spell ESP. Apparatus of the Crab: This strange device looks like an iron barrel. A secret hatch on its side opens to a seat with ten levers. Once seated, the operator can control the contraption. The apparatus possesses the following stats: AC: 0, HP: 200, #AT: 2, DMG: 2d6 (two pincers). The pincer attacks use the operator’s attack value. A second operator can fit inside the cramped device and submerge to a depth of 900 feet. The apparatus has enough oxygen for a single pilot (2d4+2 hours, or half for dual occupancy). The ten levers include: 1) Extend/Retract Legs and Tail, 2) Cover/Uncover Aft Porthole, 3) Cover/Uncover Port and Starboard Portholes, 4) Extend/Retract Pincers and Feelers, 5) Snap Pincers, 6) Move Forward, 7) Move Backward, 8) Open/Close “Portholes” with Continual Light inside/out, 9) Raise/Sink in water (Levitate), 10) Open/Close Hatch. Armature of Palantis: The Armature of Palantis is a magic item created when the Gauntlet, Couter, and Rerebrace of Palantis are combined. The Armature serves as a lawful good +2 magic weapon that scores 1d6 points of damage. The wielder can cast Detect Magic and Cure Light Wounds three times per day, and Cure Disease and Cure Serious Wounds once every other day. The armature provides a +2 bonus to armor class and 15% magic resistance. The cone of light projected by the Gauntlet is increased (25 feet in length and 25 feet at its widest point), and the damage scored against undead increases to 1d10. The Armature of Palantis may be used by lawful good clerics and paladins only. Armbands of Healing: These golden bands provide the bearer with an additional two hit points per healing spell or potion received (may not exceed maximum hit points). Arrow of Direction: This small arrow amulet can be used a maximum of eight times per day. The user holds the arrow in his or her hand, and it spins until it points to the nearest desired location. Examples could include closest dungeon entrance or exit, stairs, caves, passages, and similar generalized areas.


225 Arrow of Herne: Herne’s Arrow is a magical artifact created by the demi-god Herne the Hunter. The arrow is a stylized, good-aligned magic item and not an arrow intended for ranged attacks. The arrow is made of pure silver and decorated in runes of power and Celtic knotwork. Also called the Silver Arrow, the device provides the bearer with Protection from Evil and a +1 to all saving throws, armor class, and +1 to hit/damage with the longbow. The latter bonuses are doubled on a full moon. The arrow may be used to activate and teleport between henge-gates. In the hands of Herne’s Son, typically a favored ranger or druid, the arrow provides Protection from Evil in a 10 foot radius. The Chosen Son may also use the arrow to Speak with Dead once per week and Raise Dead once per year. In the last four examples, the arrow must be held in-hand to channel its magical properties. Aspergillum of Palantis: The Aspergillum of Palantis is a lawful good Mace +3 (1d6) designed to slay undead. Before combat, a vial of holy water may be poured into the top of the weapon. When used in battle, the holy water sprinkles forth for four rounds through small holes in the head that cause undead an additional 1d4+1 points of damage. This weapon was wielded by Palantis, a holy warrior of old, and is useable by lawful good clerics and paladins only. Bag of Bones: A Bag of Bones is a black velvet bag with the stench of death upon it. Inside are 3d4 yellowed humanoid teeth. Within 1d4 rounds of being cast on the ground, Skeletons (see Monster entry) emerge from the earth. The user of the bag may command the skeletons until they are destroyed or dismissed and sprinkle as few, or as many teeth, as desired. Bag of Devouring: This small magical bag, when closed, magically consumes its contents. After 1d3 turns, anything placed in the bag vanishes permanently. Bag of Holding: This device appears like a common pouch, small sack, or bag. The bag opens into a pocket of non-dimensional space where the inside is larger than the outside dimensions suggest. The bag can fit an object no larger than 2x4 feet. The bag can hold a maximum weight of 500 pounds. Bag of Transformation: This magical bag functions like a Bag of Holding for 1d6 days. After the time elapses, the bag transforms its contents. Gemstones become worthless, precious metal becomes lead, and magic items lose their enchantment (no save), etc. Only the magical items with the strongest of enchantments are protected (subject to the discretion of the Maze Controller). Bag of Tricks: This small mundane sack appears empty. Reaching into the bag, the user will feel a ball of fur. If the ball is thrown on the ground, it polymorphs into a random animal. The animal serves the user for 1 turn or until the animal is slain. At the end of 1 turn, the animal departs. No more than a total of 1d10+10 animals can be taken from the bag before its loses its enchantment. For contents, consult the table below: 2d8 Bag Contents 2 Black Bear 3 Cave Bear 4 Wild Boar 5 Camel 6 Lion 7 Tiger 8 Riding Horse 9 Mule 10 Rat Swarm 11 Mudhorn 12 Giant Toad 13 Giant Frog 14 Dire Wolf 15 Wolf 16 Sabre-Toothed Tiger Baltron’s Be-Cursed Beanie: This cursed magical hat despoils all holy water within 30 feet. Only a Remove Curse will allow the hat to be discarded. Basprofo’s Brilliant Bookbag: The wizard Basprofo developed a love of learning, but hated toting heavy books. The Brilliant Bookbag functions like a Bag of Holding but only accepts books and scrolls. In total, it can carry 500 books or scrolls of any shape or size. The bearer need only think of the title of the volume, reach in the bag, and grab it. The bookbag weighs 10 pounds and saves at +5. When found the Brilliant Bookbag holds 1d10+5 random books and scrolls. Book of Chaotic Blackness: This tome is the equal to the Book of Lawful Deeds and intended for evil clerics. Alongside the opposite effects, neutral player characters that touch the book must save (Spell) or have their alignment changed to a Chaotic Evil.


226 Book of Lawful Deeds: Only good-aligned clerics and monks may read this tome. The book requires one week of intense study. This period of study provides insight and raises the cleric’s Wisdom 1 point permanently. The priest also gains enough experience points to advance to the midpoint of the next level. Neutral clerics that touch the book lose 1d4x10,000 experience permanently, and evil clerics are lowered to their previous level plus one experience point. Arcane spell-casters must save (Spell) or lose a point of Intelligence permanently. All those who save lose 10,000 experience points. If an assassin touches the book, s/he must save (Death) or die. All other classes are immune to the book’s magic. Boots of Dancing: These cursed boots appear like mundane footwear. Whenever a player character engages in battle, or attempts to flee from battle, s/he falls under effects of the spell Ool’s Irresistible Safety Dance (no save). Boots of Elvenkind: These supple leather books of elven craftsmanship provide the thief ability to Move Silently with 95% effectiveness. Boots of Levitation: This pair of boots provide the ability to Levitate (as per the spell) with an indefinite duration. Boots of Speed: These boots provide the wearer with the ability to Haste (as per the spell). Using Boots of Speed is exhausting. For each turn the boots are used, the wearer must rest for one hour. Boots of Striding and Springing: These magical boots provide the ability to jump upwards 10 feet or to a distance of 30 feet. In addition, the wearer requires no rest from the strain of ordinary movement in armor. Bottle of Djinni Summoning: This enchanted bottle allows the user to summon a Djinni once per day. The Djinni will do the possessor’s bidding for a 24 hours. Bowku’s Beetle Armor: Bowku’s Beetle Armor is a set of ancient Ebon Platemail +3 with a helm of exquisite craftsmanship. The armor provides four unique abilities and may only be worn by a fighter or paladin. First, the armor is immune to normal missiles. Second, the armor is equipped with wings that allow limited flight (30 feet at a time). Third, the armor is equipped with a second set of arms below the main arms. These allow the use of four single-handed weapons, two two-handed weapons, or two ranged weapons. These attacks do not stack with Hasted or multiple attacks per round. Finally, the wearer may assume the form of a giant flying beetle (approximately seven feet long with five foot long mandibles) once per day for two turns. The giant beetle retains the hit points of the wearer with the following abilities and statistics: Move: 50, Bore: 20, Fly: 30, AC: 3, #AT: 3 (Bite/2 Horns), DMG: 4d4/1d10/1d10. The wearer has six legs (four legs from armor and the wearer’s own legs). Bowl of Commanding Water Elementals: The user can summon one Water Elemental per day (as per Conjure Elemental, HD: 12). The act of summoning takes one round. Once summoned, the conjurer must concentrate exclusively on controlling the elemental. Bowl of Drowning: This cursed bowl is filled with crystal clear water. When a being stares into the water, a hand from the Elemental Plane of Water reaches through the bowl and drowns the observer in 1d4+1 rounds unless a save (Death) is successful. The bowl is ever-full. Bracers of Defenselessness: Bracers of Defenselessness are cursed and result in a penalty to armor class 10. Only using the bracers in combat will determine their cursed enchantment. A Remove Curse will allow Bracers of Defenselessness to be unequipped. Bracers of Defense: These bracers appear as steel forearm greaves. The bracers, when worn, improve the wearer’s armor class. No other armor or shield can be worn (magical or mundane) while wearing Bracers of Defense. However, Dexterity modifiers apply. Bracers of Defense can be combined with other magic items such as a Ring or Cloak of Protection. Roll the table below to determine the base armor class provided: 1d100 Armor Class 01-20 8 21-40 7 41-60 6 61-80 5 81-90 4 91-95 3 96-00 2 Bracers of Deflection: These magical bracers provide a base AC: 4 and allow the bearer to deflect small missiles (specifically arrows, crossbow bolts, darts, and sling stones/bullets, with 90% success).


227 Brazier of Commanding Fire Elementals: This brazier allows the user to summon one Fire Elemental per day (as per Conjure Elemental, HD: 12). The act of summoning takes one round. Once the summoning is complete, the user must concentrate exclusively on commanding the elemental. Brazier of Sleep Smoke: This device appears as a simple brazier. When the command word is spoken, smoke billows forth and fills a 10x10-foot radius. All those in the area must save (Spell) or fall into an indefinite sleep. The brazier then summons a Fire Elemental (HD: 12) in 1d4 rounds and attacks all those within the area. Beings that fall to the curse slumber indefinitely, until slain, or until Remove Curse or Dispel Magic are cast. Broach of Shielding: This broach appears as a small piece of jewelry decorated with a large cairngorm stone. The broach fastens to a cape or a cloak at the shoulder. The stone is enchanted and can absorb Magic Missiles cast by spell, spell-like ability, or magical item. Once the broach absorbs 1d100 (determine randomly when discovered), the stone cracks and is rendered useless. Broom of Animated Attack: This sweeper is identical to any mundane broom. All tests of the broom suggest a Broom of Flying. However, if ridden it performs a loopde-loop that dumps the rider 10 feet from the ground (1d6 damage). Then, the broom engages and attacks the target. The broom attacks four times each round (two with the straw end and two with the handle end). The straw may (1-2 on d6) cause blindness for 1d3 rounds on a successful attack (-4 to hit). The handle strikes for 1d3 points of damage. The broom has AC: 7, HD: 4, and HP: 18. Broom of Cursed Flight: This cursed magical broom appears like any mundane sweeper. Upon activation, the broom flies fifty feet into the air, or to the top of the ceiling (whichever is applicable) and completely loses its enchantment. The broom and the player character fall to the ground and take 1d6 points of damage per 10 feet. Broom of Flying: This legendary magical broom can carry one rider at a speed of 240 feet per turn. The broom can carry two riders but the maximum movement rate per turn is reduced to 180 feet. Caliburn: Caliburn is a sentient Longsword +3. He has Intelligence: 12, Ego: 12, and Will: 29. He can speak Ancient Common and Elvish telepathically and has a lawful good alignment. His special purpose is to destroy undead. Caliburn can cause double-rolled damage (2d8) to undead once per day (for 10 rounds). Caliburn can Bless his wielder once per day as a Level 4 Cleric. Caliburn’s personality is a double-edged sword. He possesses the strongest of righteous ideals and a paladin’s sense of self-importance. To Caliburn, the world exists only in black and white. He will spur on his wielder and be encouraging. On the other hand, he cannot abide the presence of undead and may force his wielder into action if s/he refuses to engage them. He will never agree to flee, but having the right wielder is ultimately more important than his vanity. He is so conceited that he will refuse to communicate with anyone except a paladin or a lawful good cleric (in the latter case he will demand to be taken to the nearest lawful good temple immediately). He may lower his lofty standards to a ranger, subject to the discretion of the Maze Controller. Caliburn should be role-played as smug and sanctimonious - the epitome of paladinhood. Censer of Controlling Air Elementals: This user of this device can summon an Air Elemental once per day (as per Conjure Elemental, HD: 12). The act of summoning takes one round. After the entity arrives, the conjurer must concentrate exclusively on controlling the elemental. Censer of Cursed Summoning: This censer appears like a standard, mundane vessel for burning incense. Once ignited, the censer cannot be extinguished for 1d4 rounds. During each round, the censer summons an Air Elemental (HD: 12) that attacks all nearby beings. Chime of Cannibalism: This chime looks like a handheld gong or bell. When struck all those within 30 feet must save (Spell) or be overcome with ravenous hunger. All those who fail drop everything in hand and attack the closest humanoid available with a bite to the throat (1d4 points of damage). A new save is allowed every round thereafter. In the absence of humanoids, the closest available living creature will be attacked.


228 Chime of Opening: A Chime of Opening is a hollow mithril tube 12 inches long. The chime issues magical vibrations when struck that unlocks doors, lids, etc. The device also unlocks gates, bars, chains, shackles, and bolts. A Chime of Opening automatically dispels Hold Portal or the Wizard Lock of a Level 15 Magic-User or lower. To implement the device, the user must point the chime at the locked object. Once the chime emits a single definitive tone, the desired item or object unlocks (a chest lid opens, door unlocks, etc.). The chime unlocks only one item at a time. A Silence spell negates the effect of the chime. Each tone uses one charge. A chime holds 2d4x10 charges prior to losing its magical power permanently. Cloak of Arachnida: This black cloak, embroidered with a web-like pattern, provides the wearer with the effect of the spell Spider Climb. The cloak grants immunity from entrapment by mundane or magical webs and allows half movement in both examples. The wearer may cast Web once per day. The wearer also receives +2 on spider poison saves (Death). Cloak of Displacement: At first glance, this garment appears like a mundane cloak. Once equipped, the cloak immediately distorts light and blurs the wearer. The first successful attack in combat against the bearer is always a miss. Subsequent successful attacks hit normally. The cloak provides an additional +2 armor class bonus, as well as +2 on saving throws versus Stone, Wand, and Spell. Cloak of Elvenkind: This green cloak, sometimes marked with a green and gold leaf broach, is of secret elven manufacture. The cloak grants the ability, if the wearer is completely immobile, to blend into one’s environment with 90% success. If the wearer moves or attempts an attack, the concealment is lost. Cloak of Poisonousness: As soon as this leather cloak is equipped, the wearer must save versus Poison or be slain. A Cloak of Poisonousness can be removed only via Remove Curse and this destroys its enchantment. If this spell is followed by a Neutralize Poison the victim may be revived by a Raise Dead or Resurrection. Cloak of Protection: This enchanted garment looks like an mundane cloak. The garment functions like a Ring of Protection and provides the wearer with armor and saving throw bonuses. Note that +4 and +5 cloaks are reserved for high-level play. A Cloak of Protection’s armor bonus is cumulative with a Ring of Protection and Bracers of Defense. 1d100 Armor Class Bonus 01-80 +1 81-91 +2 92-00 +3 Couter of Palantis: The couter is a platemail elbow articulation designed for the Gauntlet of Palantis. Worn on its own, the couter provides the bearer with 5% magic resistance. However, if worn in conjunction with the Gauntlet its full potential is realized. The wielder can Detect Magic and cast Cure Light Wounds twice per day and Cure Disease once every three days. Armor class is increased by one and the magic resistance is increased to 10%. The damage caused by the cone of radiant light projected by the gauntlet increases to 2d4 points against undead. Crystal Ball: A magic-user or illusionist can use this device to scry and see distant people, places, or things. The user may scry anything for one turn (to a maximum of three times per day). The crystal ball provides no means of interaction or communication. Crystal Ball of Hypnosis: This cursed item appears as a Crystal Ball. All those who attempt to use the ball as a scrying device become entranced by its mystical swirling pattern (Spell save to negate). If failed, the user is implanted with a telepathic Suggestion and believes s/he viewed the location, scene, or creature desired in the ball. Rather, a powerful lich, mage, or otherplanar being, has taken control of the user’s mind. Each additional use brings the gazer further under its control as a thrall. The user is totally unaware of the subjugation. Crystal Ball with Clairaudience: This device possesses the properties of a Crystal Ball, as well as the ability to hear noise, as per the spell. Crystal Ball with ESP: This device possesses the properties of a Crystal Ball, as well as the capacity to her the thoughts of the observed, as per the spell.


229 Cube of Force: This small 4x4x4 inch cube can be made of metal or wood. The item allows the possessor to enact a Wall of Force (10 foot cube) around, and that moves with, the user. The cube provides immunity to the forms of attack described below. A Cube of Force possesses 36 charges that refresh each day. To activate or deactivate its abilities, the user depresses a button on one side of the cube. Each type of immunity consumes a specific number of charges per turn. While using the cube, the wielder’s movement rate is reduced (assumes human). Spells or effects can drain the shield and cost additional charges. The spells listed below may not be cast through the force-shield in either direction: Cube of Force Face Charge /Turn Speed (Feet) Ward Effect 1 1 30 Gases, wind, etc. 2 2 20 Nonliving matter 3 3 15 Living matter 4 4 10 Magic 5 6 10 Everything 6 0 Normal Deactivates Cube of Force Spell Extra Charge Spell Extra Charge Meteor Swarm 8 Fire Storm 3 Prismatic Spray 7 Fireball 3 Horn of Blasting 6 Delayed Blast Fireball 3 Disintegrate 6 Passwall 3 Phase Door 5 Wall of Fire 2 Lightning Bolt 4 Flame Arrow 2 Flame Strike 3 Grelf’s Acidic Arrow 1 Cube of Frost Resistance: This device is activated and deactivated by depressing a cube-face. A 10x10x10 foot energy field is manifest centered on the cube. The temperature inside the cube remains 65 degrees Fahrenheit and negates all cold-based attacks. Upon receiving 50+ points of damage, the device returns to cube-form and cannot be used for 6 turns. Upon absorbing 100+ points of damage in a single turn, the cube explodes in a 6d6 Fireball. Cubic Gate: Each side of this device is attuned to a plane of existence. One side is always keyed to the Prime Material Plane. The Maze Controller keys the remaining sides. When a user depresses a side, the cube opens the desired Gate. An extra-planar being may (10%) decide to pass through an open Cubic Gate. Decanter of Endless Water: This decanter appears like an ordinary stoppered flask. If opened and the appropriate command word is spoken, fresh water issues forth. “Stream” pours out one gallon per round, “Fountain” creates a five foot long stream (five gallons per round), and “Geyser” produces a powerful twenty foot long, one foot wide stream (forty gallons per round). The latter creates significant recoil. The user must brace himself or be thrown to the ground. The force of the geyser-stream will kill small-sized creatures. Deck of Many Things: A Deck of Many Things contains cards both helpful and harmful. A deck is typically found in a small metal or wooden box. A deck consists of thick, hand-sized parchment cards or engraved plaques. Each card is uniquely decorated with magical symbols and glyphs. To draw a card from the deck, a player character must first declare the number of cards s/he intends to draw (maximum four). The character may not draw more cards from the deck than announced. However, if the user draws the Jester card s/he may opt to draw two additional cards. Once a card is drawn, it is replaced at the bottom of the deck and therefore cannot be drawn twice by the same player character. The Jester and Fool cards are the only exceptions and are removed from the deck once drawn. The deck consists of 22 cards. To replicate the effects of the magical cards, ordinary playing cards may be used (see table):


230 Card Glyph Deck Card Effect Balance Two of Spades Alignment Change Comet Two of Diamonds Gain One Level Donjon Ace of Spades Imprisoned Euryale Queen of Spades -3 on all Stone Saves Fates Ace of Hearts Avoid One Consequence Flames Queen of Clubs Enmity Fool Joker II Lose 10,000 XP Draw Again Gem Two of Hearts 25 Gems or 25 Pieces of Jewelry Idiot Two of Clubs Lose 1d4 INT Permanently (Draw Again) Jester Joker I Gain 10,000 XP or Two Cards Key Queen of Hearts Gain Magic Weapon and Treasure Map Knight Jack of Hearts Gain Level 4 Henchman Moon Queen of Diamonds One Wish Granted Rogue Jack of Spades Henchman Betrayal Ruin King of Spades Lose Wealth Skull Jack of Clubs Save versus Death or Die Star Jack of Diamonds Gain +2 in Prime Attribute Sun King of Diamonds Gain Magic Item and 50,000 XP Talons Ace of Clubs All Magic Items Disappear Throne King of Hearts Gain 18 Charisma and a Keep Vizier Ace of Diamonds Gain Response Void King of Clubs Trap the Soul Deck of Many Things: Card Descriptions Balance: The player character alters to the diametrically opposed alignment. If the PC fails to adhere to the new alignment, s/he is struck down and killed by an act of the gods (Lightning Bolt, Flame Strike, etc.) Comet: The character gains enough experience plus one point to advance in level. Donjon: This card means imprisonment - by the spell Imprisonment or by a powerful entity. All spells and equipment are lost. Draw no additional cards. Euryale: This card bestows a curse only the Fates card or a deity can remove. The penalty on Stone saves is permanent (-3). Fates: This card allows the player character to avoid one situation or consequence, as desired. The card unravels and reweaves the fabric of reality. The card keeps a thing from taking place or reverses a past consequence. The reversal functions only for the card drawer. Flames: The Maze Controller decides the being provoked. This could include an abyssal or demonic entity, anti-hero, powerful lich, or vampire. The enmity continues until one or the other is slain. Fool: The experience point deduction and the redraw are required. The Fool is discarded when drawn. Gem: This card provides wealth. The jewelry is worth 1d6x750gp and the gems 1d6x500gp each. Idiot: This card results in the loss of Intelligence (1d4). The second draw is optional. Jester: The Jester is discarded when drawn. The additional card draws are optional. The experience point gain is immediate. Key: The magic weapon materializes in the PCs hand. The player character must be able to use the weapon. The map value is determined randomly (see Scrolls in the Treasure Section). Knight: A Level 4 Fighter appears at the next available opportunity and swears fealty to the player character. He or she is the same race as the player character. Moon: The symbol of a moon adorns this card. The Wish is the same as the Level 9 Magic-User spell. The Wish must be used within 3 turns.


231 Rogue: Once draw, the player character’s henchman, or next henchman hired by the PC, secretly becomes antagonistic. The hostility will reveal itself as a full betrayal at the worst possible juncture for the PC. Ruin: As implied by the card name, the drawer loses all material wealth. Skull: The Reaper of Death appears beside the player character. The PC must save versus Death or die. If failed, the player character dies permanently and cannot be raised or resurrected, even by a Wish. Star: Only one ability score is affected and may not exceed 25. Sun: Roll for a miscellaneous magic item. The Maze Controller should ensure use-value for the PC. Talons: All magical items carried or owned by the player character disappear instantly. Throne: The player character’s Charisma Ability Score raises to 18 and s/he gains a keep or stronghold in a location determined by the Maze Controller. Vizier: The player character gains the ability to consult a divine power to answer a single question in a time of great need. The PC can make the request when desired. Void: Upon drawing this card, the player character may take no additional cards. The PC is imprisoned, as per Trap the Soul on an alternate plane or planetary body. Not even a Wish will bring the player character back, but will determine his/her location. Drums of Deafening: These drums appear like ordinary kettle drums. When struck, all those within 60 feet are stunned and all those within a 10 feet are deafened for 2d4 rounds. A save versus Stone negates the effect in both cases. Drums of Panic: These drums are found as a set and are otherwise unremarkable. If both are sounded, the drums inspire Fear (as per spell) and panic in all creatures within 120 feet. All those within 10 feet of the drums are unaffected. Those affected flee for 1 turn and move at twice their normal movement rate. A saving throw (Spell) negates the effect. Alternatively, the Maze Controller can impose a Morale Check at -2 instead of the saving throw. Dust of Appearance: This powder appears like a fine, metallic dust. The dust, when sprinkled across a 10x10 foot space, renders invisible objects visible. If applied through a tube, the dust covers a cone-shaped area 20 feet long and 25 feet wide at the terminus. The dust negates Mirror Image, a Cloak of Displacement, a Cloak of Elvenkind, or a Robe of Blending. Dust of Appearance is normally found in small one-use powder boxes, sachets, or tubes. In these examples, 1d4+1 are found at a time. The dust lasts for 2d10 turns. Dust of Disappearance: Like Dust of Appearance, this dust is found in packets, sachets, or tubes. The dust renders a being or object Invisible as per the spell. Not even the spell Detect Invisibility will reveal a hidden object or being. Dust of Appearance reveals the invisibility created by Dust of Disappearance. The invisibility endures for 2d10 turns. Attacks made while under the affect of the dust do not break the invisibility. Dust of Sneezing and Choking: This dust is found in packets or sachets. If cast in the air, the dust causes all those in a 20x20 radius to begin sneezing and choking. All those affected must save (Death) or die. A successful save results in incapacitated choking (unable to act) for 5d4 rounds. Efreeti Bottle: This bottle is made of metal (such as bronze or brass) and sealed with eldritch symbols. The bottle contains an Efreeti that, upon opening, will loyally serve the possessor for 66 days and 6 months (or until the Efreeti is slain). On the last day, the Efreeti returns to the Plane of Fire and the bottle loses its magical power. The user may open the bottle once per day. There is a 10% chance (with each use) the Efreeti will turn insane and attack the bottle’s possessor. Eguresel’s Brilliant Beret: This worn wool beret increases the intelligence of the wearer by one point. It does not stack with other magic items that increase intelligence. It can be worn by magic-users and illusionists only. Eguresel’s Key: This oversized silver key radiates magic and bears the mark of Eguresel the Abjurer. The key allows the bearer to pass through force fields, energy barriers, and magical wards that would otherwise be impenetrable. The key also functions as a Knock spell with 1d5+5 charges. Ekintzart’s Eldritch Scroll Tube: This strange item looks like an ornate, bone scroll tube. The tube can hold up to ten scrolls of any size. When grasped, the bearer need only think of the scroll desired and the tube provides the appropriate scroll. When the command word is spoken (Ekintzart, written on a scroll inside), the tube elongates and functions as a Quarterstaff +1. When discovered, there is a 20% chance the tube holds a first


232 level magic-user or clerical scroll with 1d4+1 random spells and a 10% chance of a random protection scroll. Epirus Bow: The Epirus Bow is a legendary, magical longbow made of an unknown black material. The bow has no bowstring until its user attempts to pull an arrow. When the bow is pulled, a magical golden string and arrow materializes and the bow hums with magical energy. The magic of the bow provides two ranged attack options. The wielder can shoot two +1 arrows in one round for 1d6 points of damage each. Alternatively, the wielder can shoot one +1 arrow for 1d8 points of damage. In the latter case only, each round the wielder holds the pull, the arrow gains an additional plus one (to a maximum of +5). Note that to pull a +3, +4, or +5 arrow the wielder must have Strength 16, 17, or 18, respectively. Everburning Candle: An Everburning Candle is a magic item that possesses a Continual Flame cast on it. It provides light akin to a candle in a five-foot radius. Eversmoking Bottle: This metal container, when opened, billows dark black smoke. The smoke obscures vision in a 50x50 foot area in one turn. If the lid is left open, smoke will continue to issue forth (an additional 10x10 foot cube of smoke per round to a maximum of 500 cubic feet). This smoke lingers until the container is closed. The bottle must be stoppered and resealed with a command word. Eyeglass of Appraisal: This single spectacle allows a thief or magic-user to determine the approximate value of a gemstone (1-4 on d6). This requires one round of concentration and the gem must be held in the wearer’s hand. A mis-evaluation results in +/- 50% the gold piece value of the item. Eyes of Charming: This crystal lens fits atop the nose. They can be found as a single (40%) or double lens (60%). The wearer may use Charm Person on any target that meets his/her gaze (one round per attempt). A target that fails a save (Spell) is charmed. The save is rolled at +2 if the bearer possesses one lens, and -2 if the bearer possesses two. Eyes of Magnification: These eyes, like Eyes of Charming, can be found as a single (40%) or double lens (60%). If only one lens is used it stuns the wearer for one round. If both lenses are equipped, the wearer can inspect objects in fine detail, beyond the capacity of the naked eye. These include, but are not limited to, impressions left on parchment, tiny imperfections on precious objects, cracks and crevasses in stone, etc. The wearer can attempt to use a single lens by closing the other eye, but this may result in the stun effect (50%). They also function as an Eyeglass of Appraisal. Eyes of Petrification: These large oversized spectacles rest across the wearer’s eyes. They can be found as single (40%) or double lenses (60%). If equipped, the wearer turns to stone (save versus Stone to negate). One-quarter of these lenses provide a petrification gaze (save to avoid) akin to a basilisk. The wearer must use both lenses to realize any effect. Eyes of the Eagle: These crystal lenses provide the user with sight 100 times greater than normal vision. They are found as single (40%) or double lenses (60%). Wearing only one lens causes vertigo, a stun-like effect, for one round. After the first instance of vertigo, the wearer can cover one eye to avoid the effect. Note: All mismatched “eyes” cause insanity (2d4 turns). Fennril’s Faithful Compass: Fennril’s Faithful Compass will point in the direction of whatever the Maze Controller believes the player character desires most. However, unscrupulous low fantasy tomb-robbers often desire wine and debauchery as often as they do gold (or more often). Each time a PC consults the compass the Maze Controller rolls a d6. On a roll of 1-2 the compass points toward the closest tavern, 3-4 the compass points toward the closest whorehouse, 5-6 the compass will point towards the closest location of treasure. If the Referee believes the PC is confused about what s/he wants the compass will simply spin on its axis. Maze Controllers are cautioned to be judicious in the application of the Faithful Compass. Figurines of Wondrous Power: These small figurines appear as statuettes a few inches tall. When placed on the ground, and the command word spoken, the figurines transmute into living standard-sized creatures (exceptions noted in the descriptions below). The creatures faithfully serve their master. The creatures understand the Common tongue, unless otherwise noted. They revert to a statuette if slain in creature form. Figurines broken in statue form are destroyed forever. Roll the table below to determine the random figurine: 1d8 Figurines of Wondrous Power 1 Brass Griffon 5 Marble Elephant 2 Ebony Fly 6 Obsidian Steed 3 Golden Lions 7 Onyx Wolf 4 Ivory Goats 8 Serpentine Owl Brass Griffon: The Brass Griffon may be used thrice per week for six hours per use (maximum). When the time has elapsed, or the command word uttered, the creature reverts to statuette form. See, Griffon.


233 Ebony Fly: Upon uttering the command word, the Ebony Fly grows to the size of a mule (with the AC, HD, and Movement Rate of a hippogriff but not the attack options). The fly can carry 250 pounds, beyond that weight (to a maximum of 350 pounds) its speed is reduced by two-thirds. The figurine may be used three times each week for a total of twelve hours per use. Golden Lions: These statuettes are found in pairs and enlarge into two male lions. If killed, they cannot be used for one week. Otherwise, they may be used once per day for a one-hour maximum per use. Ivory Goats: These figurines are occasionally found in threes (10%). Note that each of the Ivory Goats may only be used three times before they lose their power permanently. Each goat in the trio has unique abilities: Goat of Traveling: This figurine serves as a mount. The goat is equal to a HD: 4 riding horse with double speed. The goat can be used for a maximum of 24 hours per week, and a maximum of once per day. The creature can attack with its horns twice per round (for 1d8 damage each). Goat of Travail: This figurine transmutes to the size of a massive bull. The goat has AC: 0, HD: 16, and HP: 96. The goat can attack with its sharp hooves for 2d6+2 points of damage each, its prodigious horns (2d6 points of damage each), or a vicious bite (2d4). In addition, the goat can use its horns to charge and score a further 6 points of damage (with each horn). The Goat of Travail can only be animated once each month for a 12 hour time period. Goat of Terror: With the command word, this goat figurine grows to the size of a massive war horse (AC: 2, HD: 8, HP: 48, MV: 50). Its horns attack as +3 weapons for 2d6+3 points of damage and the mount and rider may attack in the same round (as per a war horse). When ridden into combat, the goat inspires Fear in a 30 foot radius as per the spell. The creature can be used for a maximum of three hours once every two weeks. Marble Elephant: Upon speaking one of two command words, the Marble Elephant transmutes into either an elephant (50%) or a mastodon (50%). This figurine is also found as one or the other, as desired. The possessor can use the elephant or mastodon as a mount, a beast of burden, or in combat. The figurine can be used four times a month for 24 hours at a time. See the monster section for further information on each creature type. Obsidian Steed: This figurine looks like a near-shapeless chunk of obsidian. Upon activation, it transmutes into a Nightmare (see Monster entry). The possessor of the figurine can ride the steed. However, if lawful, the steed may (10%) take him/her to the Nine Hells (or the Abyss, if chaotic) and then revert to statue form. The possessor can use the figurine for one continuous 24 hour period per week. When the Obsidian Steed becomes ethereal or undertakes a plane shift, its rider and all accompanying gear are affected. The steed can accommodate two medium-sized riders. Onyx Dog Upon command, the figurine transmutes into a great war dog. The dog possesses Intelligence: 10 and can understand the Common Tongue. The dog has outstanding visual and olfactory senses and can track a scent with 90% accuracy (-10% for each hour passed). The Onyx Dog possesses darkvision (90 feet), can Detect Invisibility (65%), secret doors or hidden objects (80%), and ethereal, phased, or related things (50%). An Onyx Dog may be used for a maximum of 6 hours once per week. The Onyx Dog can also be found as an Onyx Cat (Panther) with the same abilities as those listed above. Serpentine Owl: This figurine can transmute into a normal-sized horned owl (AC: 7, HD: 1, HP: 3, MV: 40, #AT: 2, DMG: 1d2/1d2), or as a giant owl (see Monster entry) subject to the command word used to activate it. The owl has darkvision (90 feet) and can move and fly silently (95%). The owl detects all movement in its immediate area and all Move Silently attempts fail 50% of the time. The owl communicates telepathically with its owner. The figurine may be used once per day for a maximum of 8 hours. However, once the figurine has been activated into giant form three times, it loses all its magical abilities permanently. Filangee’s Propeller Beanie: This winged beanie functions like a Ring of Feather Fall. The wearer must hold on to both sides in flight. Flask of Curses: This item can appear as either a flask, beaker, container, bottle, jug, or decanter. When uncorked, a torrent of obscenities issues forth and curses all those within 30 feet as per the spell (See Remove Curse). The flask then loses its enchantment. Flying Carpet: On command, a flying carpet hovers two feet off the ground and takes flight with passengers. The number of passengers is specific to the carpet size. A carpet 5x5 can carry 200 pounds, a 5x10 400 pounds, and a 10x10 carpet 800 pounds. Regardless of the size the speed remains 50 feet per round.


234 Folding Boat: A folding boat is a wooden box measuring about 12x4x3 inches. When prompted with a command word, the box transforms into a boat measuring 12x4x3 feet or a longship measuring 24x8x6 feet. The boat / ship include an anchor, oars, mast, and a sail in its smaller form, while the larger ship features a deck, anchor, rowing benches, oars, rudder, deck cabin, mast, and a rectangular sail. The boat comfortably accommodates four people, while the ship can carry a maximum of fifteen. To revert the vessel back into a box, a third command word is necessary, which may be visibly (or invisibly) etched onto the box. Folding Boat of Flying: The Folding Boat of Flying looks like a wooden box with a handle. However, when the command word is spoken, the box unfolds into a boat 24 feet long, 8 feet wide, and 6 feet deep. When the command word is spoken again, swanlike wings unfurl and the boat takes flight in the direction steered. The boat travels 25 miles per hour and cannot fly in inclement weather. It has AC: 10 and HP: 20. Fount of Law: The Fount of Law is a white orb constructed by clerics of law for the specific purpose of closing an open gate to the Abyss or the Nine Hells. The orb appears lifeless and dull to neutral or chaotic characters, but in the hands of a lawful good PC the orb will brighten and glow with a soft white light. The Fount of Law provides a lawful good character with Protection from Evil as well as +1 on all attacks and saves for a period of one month. As the orb is brought closer and closer to an abyssal or infernal gate, its light grows in intensity. Throwing the orb into a gate will close the portal and cause a blinding flash that will leave all those within a 40 foot area stunned for 2d4 rounds. Gaidenmorden’s Furry Mongol Helmet of Discontent: The wearer of this cursed helmet complains bitterly about jobs and tasks and is generally unhappy and mal-contented. Only a Remove Curse will allow the hat to be unequipped. Gauntlets of Geddinthor: Gauntlets of Geddinthor are enchanted mithril-mail gloves reinforced with plates. They are immune to all rust and heat/cold effects. The wearer of a Gauntlet of Geddinthor, if unarmed, can punch for 1d6 points of damage. If wearing two gauntlets, the wearer can punch twice for 1d6 points damage each. Single gloves are found 70% of the time. Gauntlet of Palantis: The gauntlet is an elbow-length iron-plated glove. If worn by a lawful good cleric or paladin it allows the bearer to Detect Magic and Cure Light Wounds once per day. In addition, on a successful turn attempt (once per day) the gauntlet will project a white cone of holy light (15 feet in length, and 15 feet at its widest point) that causes all undead 1d6 points of damage. Gauntlets of Fumbling: These gauntlets are of the finest leather (or heavy protective material suited for chain or plate mail). The gauntlets have no function until the user is in combat or a life-threatening situation. In these instances, the cursed nature of the gloves is revealed. The wearer has a 50% probability of clumsily fumbling anything held in-hand and his/her Dexterity Ability Score is reduced to three. The gloves can only be unequipped via a Wish or Remove Curse. Gauntlets of Ogre Power: Made of thick leather and decorated with iron studs, these gauntlets provide the wearer Strength: 18, with all the benefits and bonuses to hit and damage (+3/+3). These bonuses may be stacked with a Girdle of Giant Strength. Gaxiluke’s Corinthian Helm of Free Action: This hat functions like a Ring of Free Action. Gaxiluke’s Reptile-Eye Headband: This headgear functions as a Gem of Seeing. Gem of Brightness: This object looks like a long, crystal prism. The gem emits three different magical effects subject to the use of its command word. The gem possess charges to power its effects. The first brightens the gem to the radius of a lantern (40 feet) and does not use a charge. When the command word is repeated, the Gem of Brightness discharges a light beam at a single target one foot wide and 50 feet long. The ray causes blindness for 1d4 rounds and uses one charge. A save versus Spell negates. Repeating the command word three times, causes a tremendous burst of light in a 15-foot cone (15-feet wide at the terminus). The burst of light is momentary, but any being within must save (Spell) or be blinded for 1d4 rounds. The blindness is permanent (Cure Blindness or Heal will dispel the effect). This expends five charges. All forms of magical darkness neutralize the gem’s abilities. The device has 1d4x10+15 charges. The gem darkens permanently when all its charges have been expended.


235 Gem of Seeing: This exquisitely cut gemstone appears like an ordinary jewel. When used as a lens, the gem provides True Sight (as per the spell). Using it for longer than a round, results in dizziness. For each round after the first, there is a 10% probability (cumulative) the user will hallucinate for 1d4 rounds. Gir-Shaul’s Conical Cap of Eyes: The Cap of Eyes is a lesser version of the Robe of Eyes. Eyes of various types adorn the entire cone. When placed on the head, the bearer can see through the eyes in a 360 degree radius and cannot be surprised (unless from above). This cap can be worn by magic-users and illusionists only. Girdle of Femininity/Masculinity: This cursed belt changes the sex of the user. The belt cannot be unequipped without a Remove Curse. It appears as a Girdle of Giant Strength. Girdle of Giant Strength: A Girdle of Giant Strength is a broad leather belt that grants tremendous power. Belt strength is determined in relation to giant type (see the table below). The belt also allows the wearer to hurl boulders for 2d8 points of damage at a range of 100 feet. The bonuses provided by the girdle stack if combined with Gauntlets of Ogre Power. Giant Strength Attack/Damage Bonus Hill 19 +3/+4 Stone 20 +3/+5 Frost 21 +4/+6 Fire 22 +4/+7 Cloud 23 +5/+8 Storm 24 +6/+9 Globus Cruciger of Antioch: The Globus Cruciger of Antioch is a hand-held silver and gold orb. A tab, depicting a cross, projects from the top of the sphere. After the cleric pulls the tab, and counts to three, s/he may throw the device up to 40 feet away. On the count of five, the device explodes in a brilliant explosion (10x10 foot area of effect) for 3d6 points of damage or 6d6 points of damage against undead. The Globus may be used by a lawful good cleric, monk, or paladin. Gloves of Dexterity: These gauntlets provide the wearer a bonus of +2 if his or her Dexterity is 14 or lower and +1 if 15 or higher. The user can also Pick Pockets like a Level 4 Thief. If worn by a thief, they provide +10% to this ability. Gloves of Swimming and Climbing: These gloves provide the wearer the ability to swim 50 feet underwater or 60 feet on the surface. The gloves also grant the ability to climb (95%). Both gloves must be equipped to realize their enchantment. Grabthar’s Golden Gauntlets: These golden-hued steel gauntlets are designed for plate mail armor. A single gauntlet provides a +1 to hit and damage. However, when both gauntlets are worn together, they bestow Strength 18 on the wearer and provide +3 to hit and +3 to damage. They also allow the wearer to carry 50 extra pounds of additional weight. The gauntlets may be worn by any dwarf, or a fighter, barbarian, paladin, ranger, or cleric. The gauntlets are engraved with Grabthar Goldhelm’s house sigil, an eye within a diamond, on the back of the hand. Grabthar’s prowess on the battlefield was matched by his ability as a master armorer and weaponsmith. Most dwarves will recognize his mark immediately (75%). The runes glow a pale blue when the bearer is in possession of both the gauntlets and any of Grabthar’s weapons of power. Grabthar’s Great Hammer: Grabthar’s Great Hammer (1d8) is a fearsome two-handed weapon. The hammer provides a +1 attack and damage bonus and +2 versus spell-casters. The hammer can cast Stonebeard on its wielder once per day if the following command phrase is uttered, “By Grabthar’s Hammer, by the Sons of Warvan, You Shall be Avenged!” The bonuses of the hammer stack if used with Grabthar’s Golden Gauntlets. Grabthar forged the hammer during the Second Goblin War. His cousin Warvan lost both his sons to the wicked spells of a goblin shaman. Grabthar crafted the great hammer to exact revenge. His house sigil, the eye within a diamond, adorns both sides of the hammer and it glows when combined with the gauntlets. His house symbol is recognizable to most dwarves (75%). Great Helm of the Juggernaut: This helmet allows the wearer to make a single free head-butt attack once per combat for 1d4 points of damage plus strength bonus. This helm functions for the fighter class and subtypes. Grelf’s Dented Metal Cone: This dented metal cone functions akin to a Pearl of Power for magic-users and illusionists only. Grigby’s Woolly Owlbear Cap: This cap functions like a Ring of Warmth.


236 Halabaster’s Hat of Hornets: This hat looks like a hornets’ nest and hornets constantly buzz around the wearer. Upon command the wearer can summon 1d4 hornets to attack a single opponent. Their impact is akin to a dart (1d3 hit points of damage). There are only 1d20+6 hornets in the hat when found. Once emptied, the hat loses its magical properties. This item is usable by magic-users and illusionists only. Helm of Brilliance: The helm is constructed of the finest mithril silver and set with magic gemstones. The gemstones include 10 Diamonds, 20 Rubies, 30 Fire Opals, and 40Opals. When caught by light, the helm brightens and gleams. When the wearer dons this helmet and states the command word, the power of the device is realized. The magic jewels possess the spelllike powers outlined below: Gem Helm of Brilliance: Gemstone Powers* Diamond Prismatic Spray (as Level 14 Illusionist) Ruby Wall of Fire (as Level 10 Druid) Fire Opal Fireball (as Level 6 Magic-User) Opal Light (as Level 2 Cleric) *The helm wearer may use its spell-like abilities once per round. Each gemstone performs its function once and then darkens. Gems cannot be removed or replaced. When the final gemstone is discharged, the helmet loses its magical power. A Helm of Brilliance possesses the following powers while it retains its enchantment: The helm glows with a bluish light in the presence of undead (30 foot radius). This effect inflicts 1d6 damage per round to undead (except zombies or skeletons). The wearer may also command any weapon held in-hand into a Flame Tongue. This ability stacks with all existing weapon abilities but requires one round. The helm grants the equivalent of a double Ring of Fire Resistance. This resistance does not stack with fire protection from other spells or items. The helmet bearer can also Produce Flame as a Level 5 Druid. If the helm wearer fails a save against a fire-based attack, the helm detonates in a tremendous explosion. In this context, 1d4 Prismatic Sprays target random beings in range (including the bearer), rubies explode into Walls of Fire extending outward randomly, and Fire Opals explode as Fireballs centered on the wearer. Helm of Comprehending Languages & Reading Magic: A Helm of Comprehending Languages allows the wearer to understand the spoken tongue of any being, read written script in any language, or read magical writing (as per Read Magic: Divine or Arcane). The latter does not include spell-casting ability. Helm of Opposite Alignment: This helmet appears like any mundane helm. The helm is cursed and immediately changes the wearer’s alignment to the diametric opposite, when equipped. The original alignment can only be regained by a Wish or Atonement. After the helm functions, it loses all magical properties. Helm of Telepathy: The helm’s wearer can read thoughts within a 30-foot radius at-will. While reading a being’s mind, s/he can transmit a message telepathically. This allows communication back and forth between both parties. This helm requires the complete concentration of the wearer. No other movement or action is possible. Helm of Teleportation: Any being wearing this helmet may Teleport three times per day (as per the spell). Helm of Underwater Action: This helmet allows the wearer to see and breathe underwater. Through a command word, small lenses extend over the bearer’s eyes and allow sight underwater five-times greater than normal. The sight excludes natural obstructions (such as weeds, etc.). If the command word is spoken a second time, the helmet manifests a globe of air allowing the helmet-bearer to breathe normally. Hitzemun’s Blue Tuque: This cursed headgear allows the wearer to speak normally, but any attempt at spellcasting will result in stammering and an inability to articulate, and thereby ruin, the spell. This condition can only be removed by a Dispel Magic followed by a Remove Curse. Horn of Blasting: This horn appears like a war horn. When sounded (once per turn) the instrument deals 2d6 points of damage in a cone 15 feet long and 15 feet wide at its terminus. All those in the area of effect must save (Spell) or are stunned for two rounds, deafened for four, and take 1d10 points of damage. A successful save results in being stunned for one round and deafened for two. The horn may also be used to deal structural damage (destroy a hut, collapse a section of a wall, etc.) at the Maze Controller’s discretion.


237 Horn of Valhalla: When sounded, this great horn summons Viking berserkers into battle for the summoner. This magical horn is found in four varieties that relate to the number of berserkers summoned. If the wrong class sounds the horn, the berserkers attack the summoner. The warriors fight until slain or seven rounds have passed. The horn can be sounded once per week. The berserkers have AC: 4, and 6 hit points per die. They are armed with Broadswords and Spears (50%) or Battle Axes (50%). Roll the table below to determine the type summoned: 1d20 Horn Type Berserkers Required Class 1-8 Silver 2d4+2 (Level 2) None 9-15 Brass 2d4+1 (Level 3) Cleric, Fighter, Thief 16-18 Bronze 2d4 (Level 4) Cleric, Fighter 19-20 Iron 1d4+1 (Level 5) Fighter Horn of the Dead: This horn appears similar to a Horn of Valhalla and functions in a related fashion (insofar as it can summon allies to fight for its possessor). Specifically, this horn summons undead northmen who emerge from the ground infront of the summoner. Once the battle is over, the undead immediately turn on the blower of the horn and attempt to kill him or her. The undead cannot be turned until the blower of the horn is slain. This horn can be used once per week. 1d100 Undead Summoned 01–75 4d10 Skeletons 76–80 2d10 Zombies 81–85 1d10 Ghouls 86–90 1d6 Ghasts 91–95 1d4 Wights 96–00 Vampire Horseshoes of Speed: When all four horseshoes are affixed, they double an animal’s movement rate. Horseshoes of Zephyr: These iron shoes allow a horse to gallop four inches above the ground. Movement is possible over unstable, liquid, or amorphous surfaces. In either case, the horseshoes leave no tracks. All four shoes must be worn by the same animal for the enchantment to be realized. Incense of Meditation: These appear as mundane blocks of pleasant-smelling incense. A cleric or druid who spends eight hours in meditation, while the incense burns, will cast all his/her spells with a maximum effect and duration. Thus, a Cure spell, for example, will heal at maximum. All spells where the target is allowed a saving throw are at -1. Each block burns for an eight hour period, and the effect continues for a day. The incense blocks are found in 2d4. They are recognizable to a Level 5 Cleric or higher. Incense of Obsession: These cursed blocks appear like mundane incense cubes. If a cleric or druid conducts prayer with the incense burning nearby, s/ he will develop a sense of confidence and superiority with regard to his or her spell-casting ability. The user will be so confident that s/he will seek to cast spells even if unneeded. The user remains preoccupied with his or her spell-casting ability until all spells have been cast, or 24 hours have passed. The blocks are normally found in bags or boxes of 2d4.


238 Ioun Stones: These fascinating, tiny crystalline stones circle slowly around the head of the user. When first acquired, the player character must hold the stone at the forehead for a moment, and then release it to set it into orbit just above the forehead. The user may grasp and store a stone at any time (while sleeping or to protect it, etc.), but loses the stone’s benefit. Ioun stones have AC: -4 and HP: 10. When discovered, 1d2 stones are typically found (10% of all stones are found burned out and dull gray in color). Stone Color Shape Use Clear Spindle Sustains without food/water Dusty Rose Prism Protection +1 Deep Red Sphere Dexterity +11 Incandescent Blue Sphere Wisdom +11 Pale Blue Rhomboid Strength +11 Pink Rhomboid Constitution +11 Pink and Green Sphere Charisma +11 Scarlet and Blue Sphere Intelligence +11 Vibrant Purple Prism Stores 1d4 Spells2 Iridescent Spindle Sustains without Air Pale Lavender Ellipsoid 1d4x10 Spell Levels Absorbed3 Pearly White Spindle Regeneration (As per the Ring) Pale Green Prism Level +1 Lavender and Green Ellipsoid 2d4x10 Spell Levels Absorbed4 118 Maximum 2As per a Ring of Spell Storing. 34th level or lower. 48th level or lower. Javelin of Lightning: This weapon allows the wielder to hit creatures only struck by +2 weapons but provides no bonus to hit or to damage. When thrown, the javelin transmutes into a lightning bolt (5 feet wide and 30 feet long). All those struck by the bolt take 1d6+20 hit points of damage (save versus Spell for half). The javelin cannot be retrieved and is consumed in the attack. Although these weapons can be found alone, under normal circumstances they are tied together in a cluster of 1d4+1. This weapon is useable by the fighter, barbarian, paladin, or ranger classes. Javelin of Piercing: This javelin is marked with a command word. The javelin is not thrown, rather, upon uttering the command and pointing, the javelin launches itself at a target. The javelin strikes at +6 to hit for 1d6+6 points of damage with a range of 60 feet. Normally 1d4+1 javelins are found. They are one-use magic weapons. This weapon is useable by the fighter, barbarian, paladin, or ranger classes. Jewel of Monster Attraction: This gem possesses a cursed enchantment. The possessor draws the attention of wandering monsters at twice normal rate (1-2 on d6). In addition, monsters will actively target and/or pursue the gem’s possessor. The item cannot be unequipped or thrown away, and always reappears within the user’s possessions. A Remove Curse will allow the bearer to discard the gem. Kazzibal’s Exotic Canterbury Cap: The wearer of this cursed cap believes the hat allows him or her to detect traps. Only a Remove Curse will allow the hat to be unequipped. Kuato’s Feather Token: These small tokens possess a magical enchantment and serve unique functions. Each token is useable once. Consult the list below: Anchor: This token allows the user to anchor a watercraft for one day. Bird: The bird token conjures a Giant Eagle (see Monster entry) for battle or as a mount. Fan: This token creates a massive fan. The fan generates enough power to propel a ship. The wind does not stack with current wind speeds. The token can reduce existing wind, to create a calm or light wind. The fan has no effect on a storm’s wave size. The fan can be implemented for a maximum of eight hours. Swan Boat: This token forms a swan-like boat that can propel itself on water with a Movement Rate of 80 feet per round. The boat can hold 32 medium-sized humanoids, eight horses and gear, or any equivalency as determined by the Maze Controller. The boat may be used for one day only. Tree: A tree token causes a massive red oak to grow into being (5 foot diameter trunk, 60 feet in height, and a 40 foot canopy). Whip: This token creates a leather whip. The wielder may use the whip in combat as a +1 weapon (1d6). All those struck by the whip are entangled for 1d6+1 rounds (save versus Spell negates). The whip lasts for a maximum of six turns. The whip functions as per a Sword of Dancing (Level 9 Fighter).


239 Libram of Dark Magic: Reading this tome in one week elevates an evil-aligned magic-user or illusionist to the next level of experience plus one point. Goodaligned magic-users and illusionists take 3d4 hit points of damage from reading it. The libram may be used once and the text disappears. Ironically, these books are often white in color. Libram of White Magic: Reading this volume over a period of one week provides insight into the nature of magic such that a good-aligned magic-user or illusionist will advance to the next level of experience plus one experience point. Evil-aligned magic-users or illusionists take 3d4 hit points of damage from reading it. The libram is a one-use magic item. These books are often black in color. Lyre of Building: If the musician strikes the appropriate chords, this magical instrument can dig mines, construct buildings, excavate ditches, etc., once per week. The effect in three turns is the equivalent to the labor of 100 humanoids in three days. There is a 5% probability that, if played incorrectly, the new construction will collapse in 1d4 turns (10% chance). The lyre can also reverse or negate attacks on inanimate construction such as walls, roofs, and floors within 300 feet. These include, but are not limited to, the effects from a Horn of Blasting, Disintegrate spell, or siege weapon. The user can also strum the lyre in this manner once per day and provide a ward against structural damage for six rounds thereafter. Manual of Bodily Health: This thick tome contains knowledge of physical fitness and bodily health. The user must spend 24 hours over a three-day period to read the book. The exercise instructions must be followed for four weeks. At the conclusion, the reader gains +1 to his or her Constitution Ability Score permanently. Once complete, the pages turn blank and the book’s enchantment is lost. A PC may not benefit from the manual a second time. Manual of Gainful Exercise: This thick book functions as per a Manual of Bodily Health but with a corresponding increase of +1 in Strength. Manual of Golems: This magical tome contains the instructions and procedure to construct a golem. The user must reference the book throughout construction. Once completed, the book disintegrates to dust which must be applied to the golem to complete the animation. Roll the below to determine the manual type: 1d00 Type Cost Time 01-10 Amber 75,000gp 2 Months 11-20 Bone 40,000gp 4 Months 21-30 Bronze 125,000gp 4 Months 31-50 Clay 65,000gp 1 Month 51-60 Flesh 50,000gp 2 Months 61-70 Iron 100,000gp 4 Months 71-80 Stone 90,000gp 3 Months 81-00 Wood 10,000gp 1 Month Manual of Quickness of Action: This great libram holds instruction on bodily coordination and balance. The book functions as per a Manual of Bodily Health but with a corresponding increase of +1 in Dexterity. Matoowb’s Instant Fortress: When the command word is spoken, this 28mm scale model tower transforms into a full-size watchtower (20 feet square and 30 feet high) complete with arrow slits and a battlements. The steel walls extend 10 feet into the ground and anchor the tower in place. On the user’s command, a small door opens at the base of the fortress to allow access. The Instant Fortress transmutes in one round. Bystanders must be mindful to avoid the fortress’s dramatic growth, which causes 10d10 points of damage. The fortress (HP: 200) can only be repaired via Wish (this restores 10 points of structural damage). Mattock of the Titans: The Mattock of the Titans is a 10-foot long magical digging tool used for sieges. When used by a giant-sized humanoid, it can damage earthwork defensive structures (10x10x10 foot cube per turn) and demolishes rock (20x20x20 foot cube, also per turn). If used in combat by a giant-sized humanoid, it serves as a +3 weapon (5d6 points of damage). Maul of the Titans: This huge mallet is eight feet long and weighs ten stone. If used by a giant-sized humanoid in combat, it strikes as a +2 weapon for 4d10 points of damage. The wielder can smash poles two feet thick into the ground, or demolish doors two inches thick, with a single stroke.


240 Mazakala’s Antlered Faluche: This hat makes the wearer immune to disease. Mazakala’s Cursed Cowl: The wearer of this cursed cloth hood will grow a prodigious, ground-length, white beard. Remove Curse required to unequip. Medallion of ESP: This medallion provides ESP ability (as per the spell) to the bearer once per day. Medallion of Thoughts: This medallion appears as a necklace with a broad silver, bronze, or copper disc. By concentrating for one round, the user may read the thoughts of a single being within 30 feet. A save (Spell) negates the effect. The wearer can move at half rate while using the medallion, but cannot cast spells or engage in combat. There is a 1 on d6 chance the user unknowingly projects his or her thoughts to all beings within the radius. Medallion of Thoughts (60 Feet): This medallion functions as per a Medallion of Thoughts, but with a range of 60 feet. Mermomodel’s Conical Wizard Cap: This magic item functions like a Wand of Wonder with 2d20 charges. Metznward’s Golden Coif of Protection: This piece of headgear increases the armor class of the wearer by three points. Useable by all classes. Mirror of Life Trapping: This large crystal mirror (4x4) is often framed in wood or metal. A Mirror of Life Trapping has twenty extradimensional compartments. All medium-sized or smaller beings that gaze into the mirror must save (Spell) or be trapped. Trapped beings are imprisoned in a cell and retain their equipment. All those within are sustained and need not consume food or water. Once fully occupied, the mirror ceases trapping. By calling a trapped being’s name, one can communicate without being imprisoned. All those trapped in the mirror are freed, if the mirror is destroyed. Mirror of Mental Prowess: This mirror appears like broad bedroom mirror approximately four feet tall and two feet wide. The mirror functions like a Crystal Ball with Clairaudience. Through the murky mist of the mirror, and with the correct command word(s), the possessor can scry locations and read the thoughts of anyone reflected in the mirror. The user, through the power of the mirror, can also understand unknown languages. The mirror’s ability extends to the Abyss and the Nine Hells but only if previously familiar with the location. The mirror has a personality and will willingly answer one question per week. Answers are provided as riddles and the information gained is akin to Legend Lore. Mirror of Opposition: This item appears as a normal mirror four feet long and three feet wide. Any being that peers into the mirror is immediately duplicated. The simulacrum then steps out of the mirror and attacks the user. The duplicate possesses all the powers of original being including spells. Once the duplicate has either slayed the original (or been slain), the simulacrum and its equipment dissolve into a puddle of goo. Monk’s Habit: This garment appears as a simple brown monk’s robe. Despite its basic appearance the habit is magical and provides a base AC: 5. In addition, the wearer can resist extreme heat or cold (from 100 degrees to –50 degrees Fahrenheit). The magical garment is useable only by clerics, druids, and monks. Mystic Jewel of Koweewah: The Mystic Jewel of Koweewah is an exquisite, hand-sized ruby. The jewel possesses a fragment of Koweewah’s consciousness (a magic-user of the ancient world). The jewel has a neutral alignment, Intelligence: 9, Ego: 11, Will: 24, and can commune with its bearer (Ancient Common). By gazing deeply into the ruby the bearer may draw upon its powers. The jewel functions as a Gem of Seeing, a Medallion of Thoughts (60 Feet), and a Wand of Wonder. It can also Detect Gemstones within 30 feet. The jewel will only commune with a magic-user, illusionist, cleric, or druid. The jewel has the capacity to learn and teach languages instantly to its bearer (subject to a successful Intelligence Check. Intelligence Modifier applies). It knows 1d20+3 languages. Necklace of Adaptation: This thick, heavy necklace ends in a large medallion. The necklace allows the wearer to breathe fresh air at all times. The wearer can thereby survive under water and is immune to the harmful effects of vapors and poisonous gases. The necklace functions for a continuous seven day period, twice a month. Necklace of Missiles: This necklace appears like cheap copper necklace with small round beads. If a bead is detached and thrown (maximum 60 feet) it explodes in a Fireball (as per spell). There are 1d4+3 beads attached when the necklace is discovered. The hit dice of the Fireball is determined randomly at the time of use (1d6): 1-3 (3d6), 4 (HD: 4d6), 5 (HD: 5d6), and 6 (6d6). Necklace of Prayer Beads: The necklace contains beads that, when removed, possess magical properties. Most necklaces have at least two Beads of Blessing (Bless), two Beads of Healing (Cure Serious Wounds), and a Bead of Turning (+1 to turn attempt and hit dice affected) when found.


241 Necklace of Strangulation: This cursed item looks like a valuable piece of gold jewelry encrusted with rubies and opals. When equipped, the necklace constricts and causes six points of damage automatically per round. The necklace can only be removed if a Remove Curse is cast prior to death by strangulation, a Limited Wish, or a Wish. The necklace remains tight to the neck even after death and only loosens when the victim’s body decays to a skeleton. Necro-Crown of Zadukalu: The wearer of this magic item must make an immediate save versus Death or die. If the save is successful, the wearer can turn undead as a Level 1 Cleric once per week. Nesting Golems: Nesting Golems appear as a unique set of 1d4+2 roughhewn nesting dolls. A Nesting Golem is activated by separating one doll from the rest, placing it on the ground, and speaking the command word. The doll will grow into a golem of the size listed below and will heed the bidding of the user until destroyed. Use the following chart to determine the height, HD, and damage of each golem in the set: Nesting Golems 1d6 Height Hit Dice AC Attacks/DMG 6 8 Feet 6 (HP: 30) 2 2d6/2d6 5 7 Feet 5 (HP: 25) 3 1d10/1d10 4 6 Feet 4 (HP: 20) 4 1d8/1d8 3 5 Feet 3 (HP: 15) 5 1d6/1d6 2 4 Feet 2 (HP: 10) 6 1d4+1/1d4+1 1 3 Feet 1 (HP: 5) 7 1d4/1d4 Net of Entrapment: This magical net can be throw 20 feet away and entrap a single opponent. The net is extremely strong (Strength: 19 required to escape). The net is immune to weapon damage. The user can also place it on the ground and the net will Entangle (10x10) as per the spell on the use of the command word. Net of Snaring: This net functions as an underwater Net of Entrapment. When command word is uttered, the net will throw itself at an opponent to a distance of 30 feet and trap a single opponent. Ointment of Healing: This pungent cream is found in small pots or jars with five doses each. When used on a wound, it heals 1d4+8 hit points of damage. The ointment also cures disease and neutralizes poison. On discovery, 1d4 jars may be found. Ool’s Rusty Corinthian Helm: Once per day, the bearer of this ring may jump 10 feet up, 10 feet back, or 30 feet forward. Pearl of Power: This standard size pearl is a potent item for magic-users and illusionists. Once per day, the possessor may recall a single spell previously cast. The mage can then cast the spell again. The level of the recalled spell is subject to the power of the pearl. See the table below to determine the enchantment. 1d100 Spell Level Recalled 01-25 1st 26-45 2nd 46-60 3rd 61-75 4th 76-85 5th 86-92 6th 93-96 7th 97-98 8th 99 9th 00 Two Spells: Roll 1d6 for Levels A small number of these pearls are cursed (5%). These pearls cause the mage to forget a spell instead of recalling a spell. These pearls may only be discarded via a Wish or Remove Curse. Pearl of Wisdom: This magical pearl grants a cleric, druid, or monk +1 Wisdom. The priest must always carry the pearl to realize its enchantment. A small number of these pearls are cursed (5%) and reduce the ability score by one point. A cursed pearl cannot be discarded or removed short of a Wish or Remove Curse. Periapt of Foul Rotting: This dark gem appears of little value and is craved with eldritch runes. If the periapt remains in possession for a 24 hour period, the bearer contracts a rotting, flesh-eating affliction that reduces Dexterity, Constitution, and Charisma by one point per week, permanently. Only a Remove Curse, followed by a Cure Disease and then Heal, Limited Wish, or Wish will discard the gem and cure the affliction. This includes powdering a Periapt of Health and sprinkling the dust on the afflicted player character. When the affliction is broken, the gem disintegrates into dust.


242 Periapt of Health: This gem appears like any other valuable gemstone, but provides immunity to disease, including supernatural diseases like Mummy Rot. Periapt of Proof against Mummy Rot: This periapt is a green skull-shaped gem that hangs on a black chain. It provides the bearer with 75% immunity to the rotting curse caused by mummies. Periapt of Proof against Poison: A finely cut black gem hangs from a thin silver chain. The device provides partial immunity to poison (30%). The immunity is rolled prior to a Death save from poison. Periapt of Wound Closure: A small ruby hangs from the end of a platinum chain. The wearer’s normal healing rate is increased by two. The magical stone also allows the wearer to heal unnatural wounds that do not heal under normal circumstances. The periapt negates automatic damage caused by bleeding. Phylactery of Faithfulness: A phylactery is a small book filled with scripture. A long cord extends from the book and may be wrapped around the arm. The bearer immediately recognizes any action that may adversely affect his or her alignment or deity standing. The item must be worn to determine its function. Phylactery of Long Years: While in possession of these ancient and profound magical scriptures, a player character only ages at 75% of his or her normal rate. This includes exposure to magical or monster-specific aging effects. Phylactery of Undead Turning: While in possession of this wee book, a cleric may turn undead one level higher on the Turning Undead Table. Pigface Bascinet: The Pigface Bascinet is a magical helm useable by fighters, barbarians, paladins, and rangers. The helm provides a +1 bonus to armor class and grants the wearer the same benefits as a Necklace of Adaptation (on command). Pinto’s Conical Cap: This cap once belonged to Pinto the Pyromancer - a secretive magic-user. Little is known of Pinto other than he spontaneously combusted during the casting of a modified Fireball. Pinto’s apprentice hat appears as a simple blue conical magician’s cap decorated with silver stars and moons. The cap is worthless to any non-wizard. However, in the hands of a magic-user or illusionist this item provides +1 AC and serves as a Bag of Holding (250gp). Once per day, the wearer can pull a white rabbit out of the hat. The rabbit is particularly useful when fleeing, as unintelligent monsters will stop, chase, and eat the rabbit instead of maintaining pursuit. Effects on semiintelligent and intelligent monsters are subject to the Maze Controller’s discretion. Pipes of the Sewers: These wooden pan-pipes appear ordinary. However, if played the musician can summon normal rats 3d6x10 or giant rats 1d6x10, but only if they are within 400 feet. For each 50 feet the rats must travel, there is a delay of one round. The piper must play continuously for the duration required. The rats are 95% likely to obey the user’s telepathic commands if the music remains constant. Once the music ceases, the rats disperse immediately. If summoned again within a 24 hour period, they are 70% likely to follow commands. If not, they turn and attack the musician. If the rats are commanded by another being, there is a 30% chance (per round of playing), the piper may overtake control. Once established, the musician has a 70% chance of maintaining control each round. Portable Hole: This magic item appears like a circle of black cloth and is often mistaken for a handkerchief. When unfolded, the cloth expands to a hole six feet in diameter. The hole opens to an extradimensional pocket (10 feet deep) that serves as portable storage space. Regardless of how much weight is placed in the hole, the item never weighs more than a handkerchief. The hole only contains enough oxygen for one turn. If a Bag of Holding is placed in a Portable Hole (or vice versa), a rift opens to the Astral Plane. The hole, its contents, and the bag are lost to the void forever. Raldurin’s Runehammer: Raldurin Ironforge, Son of Raldaggan, was a dwarven hero and weaponsmith of old. As he neared his death, he crafted a mighty great hammer and, with the help of dwarven clerics, imbued his essence into the weapon. Raldurin’s Runehammer is a sentient Great Hammer +2 (1d8). The weapon head is engraved with his face, bracketed with runes of power, with a spiked hammer-head. The wielder may attack opponents with the spiked tip for 1d4 damage. Raldurin’s Runehammer has Intelligence: 9, a Ego: 9, and Will: 21 and a Lawful Good alignment. Raldurin communicates with his wielder via vibration. One vibration for yes, two for no, and three for maybe. He can also shorten or elongate vibrations to communicate enthusiasm or disgust. Raldurin only understands dwarvish. Raldurin prefers a dwarf wield him. He may try to control other races until he finds a dwarven warrior worthy of his name. The runehammer’s special purpose is to slay orcs (and black orcs). Against these enemies, Raldurin’s eyes glow a pale blue and the weapon strikes for 1d10 points of damage. The hammer can also Detect Orcs within 50 feet and Detect Gemstones within 30 feet.


243 Personality: Raldurin was old by dwarven standards when he transferred his essence into the runehammer. He is courageous and wise, an expert weaponsmith, and proud of his noble house. More than anything, Raldurin loved the companionship of his fellow dwarves and the sound of hammer chants sung in the meadhall. He has a dark and typically dwarvish sense of humor. Upon the slaying of his three nephews by orcs at the Battle of Illefarn, he swore an oath to destroy their race. Rerebrace of Palantis: The Rerebrace is an upper-arm plate designed to attach to the Couter and Gauntlet of Palantis. The Rerebrace includes a pauldron for protection of the neck. The rerebrace provides +1 to armor class and 5% magic resistance. Both are stackable with the couter. If the Gauntlet, Couter, and Rerebrace are combined, they will form a new magic item - the Armature of Palantis. Robe of Blending: Upon donning this robe, the wearer intuitively understands its magical properties. The robe enables the wearer to blend into his or her surroundings like a chameleon with 90% success. Those with above average Intelligence (12+) possess a 10% chance to detect the hidden subject. Robe of Eyes: This robe is decorated with eye-like patches of various sizes and creatures. When equipped, the robe allows the wearer to see in 360 degrees simultaneously and gains outstanding darkvision (120 feet). The robe also allows the wearer to see displaced, phased, or invisible beings, and grants the ability to track as a Level 12 Ranger. Note that a Light spell cast on the robe will blind the wearer for 1d3 rounds and Continual Light for 2d4 rounds. Robe of Powerlessness: This cursed robe appears mundane but with red velvet trim. When a PC dons this garment, his or her Strength and Intelligence are reduced to three. All memorized spells are lost. The robe may be removed. However, only Remove Curse and Heal will restore the ability scores. Robe of Scintillating Colors: From this robe the wearer can emit pulsing and dazzling patterns of brilliant color in a 40 foot radius. Those who behold it stand enraptured and mesmerized for 1d4+1 rounds (save versus Spell negates). Each round of continual glare provides the wearer with additional protection. All combat rolls against the wearer begin at -1 and increase with each round to -5 (maximum). After two rounds of continuous activation, the wearer may act normally (move, attack, use spells, etc.). The robe wearer cannot move than 10 feet away from the original point of robe activation. Robe of the Archmagi: This mundane looking mage’s robe is aligned by color: white, red, or black (good, neutral, or evil, respectively). Only a magic-user or an illusionist can wear this garment. The robe possesses the following powers: Base AC: 5, +2 on saves versus Spell and Wand, and a +1 on all others. If the wearer casts a Sleep, Charm, Hold, Polymorph, or Suggestion spell, a -2 penalty is applied to the save. Any wizard that dons a robe contrary to his or her alignment loses 10,000 experience points and takes 4d10 hit points of damage. Robe of Useful Items: A Robe of Useful Items appears as a plain robe. However, the inside is adorned with innumerable small patches. The patches appear blurry until the robe is equipped. The wearer will notice the patches come into focus and depict an array of items. When detached (one per round) the patches become physical items. A newly discovered Robe of Useful Items will possess two patches from the following list: Dagger, Lantern (lit and filled), Mirror (polished steel 2x4), Pole (10 Feet), Rope (50 feet), and a Sack (Large). The robe does not allow replacement patches. In addition, there are 4d4 random patches: 1d100 Robe of Useful Items 01-08 Bag of 100gp 09-15 Silver Coffer with 500gp 16-22 Door (10x10 feet): Attaches/hinges itself. 23-30 Sledgehammer 31-44 Ladder (24 Feet) 45-51 Mule with Saddle Bags 52-59 Pit (10x10x10 feet) 60-68 Potion of Extra-Healing 69-75 Scroll with One Random Spell 76-83 War Dogs (2) 84-90 Holy Water 91-96 Vial of Acid 97-00 Roll Twice. Ignore this result. Rope of Climbing: This 50 foot coil of rope will move like a snake and attach itself where commanded. The rope can move along the ground, up, or down, at a speed of 10 feet per round. On command, the rope will loosen and coil itself. In order to activate the enchantment, the user must hold the tail of the rope. The rope always fastens itself securely.


244 Rope of Entanglement: A Rope of Entanglement appears like any other mundane cord of rope. On command, the rope will strike forward 20 feet (or upwards 10 feet) and entangle a maximum of eight medium-sized beings. The MC can divide the number by treating smaller beings as half and larger beings as two. The rope possesses AC: -2 and HP: 25. The rope regenerates one hit point every six turns. The rope is permanently destroyed when it loses its hit points. Similar to a Rope of Strangulation, only a spectator can attack the rope to free the entangled. Rope of Strangulation: This magical cord looks like a plain coil of rope. When activated by command word, the rope lashes out suddenly and strangles the user’s throat and 1d4 other beings within 10 feet. A save versus Spell avoids the rope. It immediately chokes all those who failed and inflicts 2d6 damage each round. Those strangled cannot cast spells and cannot extricate the strangulation by any means. The rope has AC: -2 and HP: 25. Like a Rope of Entanglement, only a onlooker can attack the rope to free its victims. Sagnala’s Purple Velvet Fez: This worn velvet fez increases the intelligence of the wearer by one point. It does not stack with other magic items that increase intelligence (magic-users and illusionists only). Sandals of Kicking: These magical sandals allow the wearer to make one extra attack per round for 1d6 points of damage plus strength modifier (if applicable). The sandals are only useable by clerics, druids, monks, magic-users, and Illusionists. Sandals of Spider Climbing: These sandals allow the user to walk on vertical surfaces or on the ceiling. The sandals (Movement Rate: 20 feet per round) allow the wearer free use of his/her hands. The sandals provide no purchase on slippery surfaces (iced, wet, or slick). Nor do they offer traction on oiled or greasy surfaces. The slippers may be used for a total of six turns per day. Scarab of Death: This wee pin appears like an amulet, broach, or scarab. When held in the hand, or carried by a living being for one round, it transmutes into a burrowing beetle-creature. The beetle cuts through cloth and leather to get to flesh. It then burrows to the heart and kills its target in one round. The beetle then re-emerges and returns to scarab form to await its next victim. A Scarab of Death is normally contained in a wood, ceramic, or lead box for storage as it cannot penetrate these materials. Scarab of Proof Against Fear: These small, palm-sized scarabs are often attached to necklaces. They provide immunity to all forms of fear, magical or otherwise. Scarab of Protection: This pendant is often found in the shape of a beetle. When held in the palm of the hand, the user immediately becomes aware of its magical properties. The scarab provides +1 on all saves versus Spell. The device absorbs nine energy drain attacks, death attacks, or death spells. Note that a drain of two levels equals two absorptions from the device. Seax of Beagnoth: The Seax of Beagnoth +2 is an ancient and storied magical weapon of dwarven manufacture. The weapon is larger than others of its type: three inches wide and fifteen inches long. The blade is made of mithril and engraved in dwarven geometric designs and runes that spell Beagnoth inlaid with gold. A deep medial groove separates the runes from the blade edge. The weapon strikes for 1d6+1 points of damage and was designed to slay goblinkind. It glows with a faint white radiance when goblins, hobgoblins, orcs, black orcs, bugbears, or norkers are within 50 feet and it deals 2d4+2 points of damage against the racial enemies of the dwarves. Sferenop’s Shimmering Sea Shell: Sferenop’s Shimmering Sea Shell functions similar to a Rod of Absorption. The shell absorbs a total of twelve spell levels before breaking and losing its magical properties. The user can hold the shell to a door and increase the chance to hear noise by an additional 1-2 on d6. Shadred’s Leather Headband of the Bat: Through this magic item, the bearer can hide in darkness with 90% success and hang from the ceiling with the same percentage. The bearer also possesses darkvision (30 feet). The headband does not provide the ability to fly. Spear Predestined: The Spear Predestined is a lawful good magical weapon with powers akin to a Holy Avenger and a Sun Blade. The spear is made of an unknown alloy. In combat, the Spear Predestined functions as a +2 weapon (1d8). However, when fighting evil-aligned opponents, its true potential is realized. The spear becomes a +4 magical weapon and can inflict double rolled damage against undead once per day for 10 rounds. The wielder of the spear may also twirl the weapon above his or her head and create a bright glowing light equal to daylight (10 foot radius, useable once per day). The light expands 10 feet per round if continuously twirled, to a maximum radius of 30 feet. Sphere of Annihilation: A Sphere of Annihilation is an orb of absolute darkness. The sphere is, effectively, a void - a tear in the fabric of reality. All matter than touches the orb is instantly obliterated. The sphere is static but can be moved by mental discipline. A magicuser or illusionist may gain control of the sphere. The base chance of success is 20% plus 5% for every two


245 levels beyond fifth level. If successful, the wizard may levitate the sphere 30 feet (plus 10 feet per level, also beyond the fifth). Control must be rerolled each round. If control fails, the orb rolls 10 feet for 1d8 rounds in the direction it travelled. If two or more wizards vie for control of the same Sphere of Annihilation, the one with the greater percentage receives the first attempt. Stone of Controlling Earth Elementals: This small rough-hewn rock summons one Earth Elemental (as the spell Conjure Elemental, HD: 12) per day. The summoning requires one round of concentration. Once summoned, the conjurer may perform no other action and must concentrate on controlling the elemental. Stone of Good Luck (Luckstone): This polished green jade improves the luck of the bearer. The bearer receives a +1 bonus on all saves. Stone of Weight (Loadstone): This cursed magic item is a heavy, hand-sized chunk of peridotite. While in combat, in any form, the stone-bearer is affected by a Slow spell. Once touched, the bearer cannot unequip or dispose of the stone. The stone instantly reappears in the possession of its bearer if throw away. Only a Remove Curse may allow the stone to be discarded. Talisman of Pure Good: Through the potent magic of this medallion, a lawful good cleric may open a flaming Gate to the Abyss underneath the feet of a chaotic evil cleric up to 100 feet away. The gate opens like a crack and tremendous heat and fire emerges from it. The target is then pulled down and the gate closes. The talisman wielder my be of lawful good alignment. Further, the wielder must be of pure of heart and soul or the evil cleric receives a save (Death) to escape the gate. A Talisman of Pure Good has three charges and cannot be recharged. The talisman radiates a palpable aura of good within 10 feet. A neutral or evil cleric takes 6d6 damage merely from touching the device. Talisman of the Dead: This talisman is an evil magic item that allows the wielder to cast Animate Dead 1/ day. The device will not function for good-aligned PCs. Talisman of the Sphere: This talisman grants a wizard +10% to control a Sphere of Annihilation. Once the wielder achieves control of the Sphere, further control checks are made after every other round. If the wielder fails, the sphere moves toward the talisman-bearer. The talisman’s magical effect can be dampened or outright dispelled by negation. Note that negation spells and magic item effects are ineffective against a Sphere of Annihilation. Only magic-users and illusionists may use this small talisman. All other player characters that touch the device take 5d6 damage. Talisman of Ultimate Evil: The Talisman of Ultimate Evil functions as per Talisman of Pure Good, except it may target lawful good clerics. Tartan Tam of Sustenance: This hat sustains the wearer for seven days without food and drink. After seven days the magic ceases to function and cannot be used again for seven more days (while wearing the cap, the player character must speak with an accent or the magic fails). Teknar’s 10-Foot Pole: This unique piece of dungeon exploration equipment was crafted by Teknar the gnomish smith and magician. Teknar, often stuck with the difficult task of carrying (or retrieving) his party’s wooden 10-foot pole, decided to craft a new magical item to make the task easier. Teknar created a short magical steel rod that, with the press of a button, would expand or contract by two feet in length (to a maximum of ten feet). Although the pole is magical, it can still be damaged by stone or other means (use the wielding character’s unmodified save (Death) in such instances). Tome of Clear Thought: This thick libram contains instructions on intellect and logic. The user must spend 24 hours over a three-day period to read the tome. The mental exercise regime contained therein must be followed for four weeks. At the conclusion, the reader gains +1 to his or her Intelligence Ability Score permanently. Once read, the pages turn blank, and the book’s enchantment is lost. A PC may not benefit from the manual a second time. Tome of Knowledge: This book can be found in three different types: good, neutral, and evil. When a magicuser or illusionist of the corresponding alignment reads the tome for one week, s/he gains enough experience points to advance to the mid-point of the next level. Upon use, the writing fades and book loses its enchantment. If a wizard of a different alignment reads a Tome of Knowledge, s/he suffers 5d4 points of damage and must save versus Spell or be permanently Confused (Remove Curse negates the effect).


246 Tome of Leadership and Influence: This large book details strategies for inspiration and persuasion. The tome functions as per a Tome of Clear Thought but increases Charisma by +1 permanently. Tome of Puissant Martiality: When a fighter (or subtype) studies the book uninterrupted for one week, s/he gains enough experience points to advance to the mid-point of the next level of experience. Upon use, the writing fades and the book loses its enchantment. If a wizard reads a Tome of Puissant Martiality, s/he suffers 5d4 points of damage and must save versus Spell or be permanently Confused (Remove Curse negates). Tome of Stealth: This book functions identically as a Tome of Puissant Martiality for the thief class. The assassin subclass is excluded. All other classes that read the book are subject to the same penalty as outlined in the aforementioned entry. Tome of Understanding: This massive tome, also called a Tome of Divine Comprehension, contains deep insight into the nature of spirituality. The book functions are per the Tome of Clear Thought but the reader increases his or her wisdom score by one point permanently. Uzeron’s Unguent: This ointment heals 2d8 hit points of damage and cures both disease and poison. A jar holds 1d4+1 doses. Vitharia’s Cold Conical Cap: The wearer of this cap receives a +4 on all saving throws against cold-based attacks and spells. Vomael-Pa’s Adamantine Coif of Protection: This adamantine coif provides +2 to armor class. Useable by monks, magic-users, and illusionists. Wasp Darts: These small yellow ringed darts multiply in the air when thrown. An attack roll must be rolled for each dart. All attacks must be directed against a single target. Each dart scores 1d3 points of damage plus its magical bonus. They are found in boxes of 1d3+1: Type Number of Darts +1 1d8 +2 1d6 +3 1d4 Well of Many Worlds: This eldritch device looks like a black handkerchief and can be mistaken for a Portable Hole. All items placed into the well are immediately thrown into a random plane of existence. The well can be folded, picked up, or rolled like a Portable Hole. If left open, objects and creature from other planes may emerge (5%). Winged Helmet of Halgritte: This helmet allows the user to Levitate once per day (as per the spell at fifth level of magic use). The wearer also receives a +1 bonus to his or her armor class. Wings of Flying: Wings of Flying may appear as pieces of cloth, a cloak with wing-like decorations, or a cape of feathers. Upon speaking the command word (normally hidden inside the garment), it turns into wings (bird or bat) that enable flight. The activity is physically taxing and may only be used for two turns followed by rest for six turns. Zaflazna’s Steel Skullcap: This steel skullcap increases the hit points of the wearer by three when equipped. It can be worn by magic-users and illusionists only. Magical Swords, Weapons, and Armor Magical weapons and armor are useable by class and race restriction, similar to their mundane counterparts. Weapons possess a “+” bonus which improves their ability to hit on a d20 attack roll, or an armor “+” bonus lowers (and thereby improves) the armor class required to hit. Therefore, a Dagger +1 provides a +1 to hit and damage rolls. A suit of Leather Armor +1 improves the armor class of the wearer (from AC: 8 to AC: 7). Some magical weapons and armor are cursed, just like magic items. They possess a negative value penalty (such as a Dagger -1 or Leather Armor -1). These would decrease the attack roll to hit or worsen the wearer’s armor class, respectively. These items may only be discarded by a Remove Curse spell. Moreover, due to the curse, a negative weapon or a suit of armor will always be the bearer/wearer’s preferred choice.


248 Magic Swords The entries below indicate the +/- of each sword to attack and damage rolls. In some instances, swords become stronger when attacking select monster types and possess unique magical abilities. Self-explanatory swords referenced in the Treasure Tables with no other magical powers, are not detailed below. Maze Controllers are encouraged to select a sword type used by existing player characters. To determine sword type randomly, use percentage dice on the table below: 1d100 Magic Sword Type 01-20 Longsword 21-60 Broadsword 61-70 Shortsword 71-80 Scimitar 81-90 Bastard Sword 91-00 Two-Handed Sword Sword +1, Dancing: The wielder must fight with this sword in-hand for four rounds. Each round adds +1 to its magical bonus. At the beginning of the fifth round, the sword leaps from the wielder’s hand and attacks independently for four rounds with the bonus decreasing from +4 to +1 each round. The sword is considered in the “hand” of the attacking character with respect to hit and damage rolls (and any relevant bonuses of the player character). The sword takes up a standard 5x5 foot space relative to attacking adjacent foes. At the end of the four rounds of independent combat, the sword falls to the ground. Sword +1, Flame Tongue: This red-bladed sword grows in power subject to the opponent type. The sword has a base +1 bonus, but strengthens to +2 versus regenerating monsters, +3 versus cold-using, inflammable, or avian monsters, and, finally, +4 versus undead. When the sword-wielder speaks the command word (typically carved on the blade), the sword ignites in flame. The flame sheds the equivalent of torchlight and ignites flammable materials. Sword +1, Life Drinker: This sword drains one level of experience (or hit die) on a successful hit and when the command word is spoken. This sword possesses 1d4+4 charges. Each use costs one charge. Once completely drained of charges, it loses its abilities and performs as a Sword +1. Sword +1, Luck Blade: The wielder of this sword receives +1 on all saving throws. Sword +1, Wish Blade: This sword acts as a Sword +1, and contains 1d3 Wishes as per the spell. Once drained of wishes, it performs as a Sword +1. Sword +1, Wounding: The keen edge of this razorsharp mithril blade opens wounds that cannot be healed by spells, regeneration, or any magical means. Only a Wish or natural healing, will close wounds from this blade. Moreover, for 10 consecutive rounds after a successful attack with a Sword of Wounding, the target takes an additional 1 point of damage. Binding wounds may (50%) negate the extra damage. Sword +2, Berserker: This cursed sword, when used in battle, impassions the wielder into a berserk rage. The wielder always attacks the nearest being and fights until unconscious, dead, or no living creature remains within 60 feet. While enraged, the wielder has a -2 armor class penalty. Sword +2, Giant Slayer: This is a +3 blade against giants, including the cyclops, ettin, ogre, ogre mage, or titan. Against true giants (Cloud, Fire, Frost, Hill, Stone, or Storm) the sword scores double damage. Sword +2, Nine Lives Stealer: This sword drains life from an opponent. On an unmodified, natural 20 attack roll the target must successfully save (Spell) or die. If successful, the sword’s life-stealing ability fails and no drain is expended. The weapon can drain nine lives before it reverts to a simple +2 magic blade. Sword +2, Sun Blade: This blade is a +2 weapon that enhances to +4 weapon against evil-aligned creatures. Against undead, the sword deals double rolled damage for 10 rounds. The wielder of the sword may twirl the weapon above his or her head and create a bright glowing light equal to daylight (useable once per day). The light initially extends in a 10-foot radius and expands 10 feet per round that the weapon is twirled, to a maximum radius of 30 feet. Sword +3, Frost Brand: The blue blade of this sword is freezing to the touch. The sword serves as a +6 weapon against creatures that live in hot environments or employ a fire-based attack form. The blade sheds the equivalent of torch-light when below zero degrees Fahrenheit. The light cannot be concealed or dimmed. The sword offers its wielder the same protection as a Ring of Fire Resistance. This weapon extinguishes mundane fires in a 10 foot radius. Sword +3, Sharpness: This mithril sword is so keen and sharp, it can sever a body part. On an unmodified attack roll of 20, the blade severs (1d10): Hand (1- 5), Arm at the elbow (6-7), Arm (8-9), Head (10). On command, the sword provides torchlight equivalency.


249 Sword +3, Skewering: This +3 magic weapon may impale, or skewer, a humanoid opponent to death: Opponent Modified Score to Skewer* Medium-sized 20–23 Large-sized 22 Stone or Metal 23 *This roll includes the sword’s bonus only. Sword +4, Defender: The wielder may, from round to round, distribute the weapon’s +4 bonus to attack/ damage or armor class. The bearer may, for example, apply +1 to hit/damage and +3 to armor class at the beginning of one round or +3 to hit/damage and +1 to armor class the next, as desired. Sword +5, Dragonslayer: The hilt of this mighty Sword +2 depicts a jeweled dragon. Against a dragon, the sword is fully +5, scores triple damage, and provides +3 on Breath saving throws. Roll randomly to determine the sword’s dragon type (d10): Black (1-2), Blue (3-4), Green (5-6), Red (7-8), White (9-10). Sword +5, Holy Avenger: In the hands of a paladin, this +2 holy sword becomes fully +5. If wielded by a paladin, the blade grants magic resistance of 50% and may Dispel Magic (cast as magic-user of the same level) in a five-foot radius at-will. When used against chaotic evil opponents, the sword provides an additional +10 to damage rolls. Sword, Intelligent: See Intelligent Swords. Magic Weapons Magic weapons function as per magic swords in terms of their attack and damage bonuses. Some are stronger against select monster types and possess unique magical abilities. Self-explanatory weapons referenced in the Treasure Tables, with no other magical powers, are not presented below. Maze Controllers are encouraged to select weapon types used by existing player characters, or use the following table to randomly determine type: Weapon Weapon Type Axe Hand Axe (60%) or Battle Axe (40%) Bow Shortbow (30%) or Longbow (70%) Club Club (75%) or Great Club (25%) Crossbow Light (75%) or Heavy (25%) Flail Flail (75%) or Great Flail (25%) Hammer War Hammer (60%), Spiked War Hammer (20%), or Great Hammer (20%) Mace Mace (75%) or Great Mace (25%) Polearm Halberd (40%), Military Fork (40%) or Awl Pike (20%) Note the Battle Axe, Great Club, Great Flail, Great Hammer, Great Mace, and all polearms, bows, and crossbows, are two-handed weapons. All polearms score 1d10 damage. Arrow or Bolt +3, Slaying Arrow: This arrow or bolt +3 (50%/50%) slays a particular monster type. If the arrow strikes the designated opponent, it dies instantly (no save). The arrow functions as a simple +3 missile against any other monster. These missiles are typically engraved or decorated with runes or symbols that imply the specific type of monster. Use the list below to randomly generate the monster type. The Maze Controller may edit the list as required: 1d20 Arrow of Slaying 1 Demons 11 Spiders 2 Devils 12 Goblinoids 3 Chimeras 13 Vampires 4 Dragons* 14 Mummies 5 Giants* 15 Titans 6 Elementals* 16 Avians 7 Fighters 17 Wolves 8 Magic-Users 18 Dinosaurs* 9 Reptiles 19 Oozes* 10 Golems* 20 Anything Arrow* *Determine exact type. The Anything Arrow slays any opponent. The target must be specifically designated immediately prior to the ranged attack roll. Axe +2, Thrower: This Hand Axe +2 can be thrown 30 feet and returns to the hand of the wielder. Crossbow of Accuracy: All ranges are considered short for this +3 crossbow.


250 Crossbow of Speed: This crossbow +1 cocks itself and allows double the normal rate of fire (light crossbow twice per round and heavy crossbow once per round instead of every other). When the wielder has surprise, s/he may fire twice (at the beginning and end of the surprise round). Sling Stone +3, Slaying: This bolt functions as per an Arrow or Bolt of Slaying. Dagger +1, Venom: This black-bladed Dagger +1 has a saw-toothed edge. On an unmodified attack roll of 20, it delivers a dose of lethal poison (save or die). The hilt contains up to six doses and may be refilled. Dagger, Long Point: The Long Point Dagger functions akin to any magical dagger. The bonus of the dagger can vary from +1 to +2 for low and mid-level campaigns to +3 to +5 for higher levels (determined randomly). The Long Point Dagger can act as a reach weapon and allows the bearer to attack the second rank of an enemy. Half of these daggers are Seax Knives. Dagger, Stoutblade: To a human, elf, or dwarf, the Stoutblade appears as a fine double-sided Dagger +1. However, in the hands of a gnome or halfling the weapon’s full potential is realized. For the wee folk, this dagger will function as a Shortsword +2 and inflicts 1d6 damage. The weapon may also be used to backstab. Hammer +3, Dwarven Thrower: This weapon serves as a War Hammer +1. In the hands of a dwarf, this hammer gains special abilities. For the mountain folk, the hammer serves as a +3 weapon and can be thrown with a 60-foot range. When thrown, it scores triple damage against giantkind, cyclops, ettins, ogres, ogre magi, trolls, and double damage against any other monster type. A Dwarven Thrower can also be found as a hand-axe. Hammer, Thunderbolt: The mighty War Hammer of Thunderbolts must be wielded by a being over six feet in height and with a minimum Strength: 16. In this context, the hammer serves as a +3 magic weapon and scores double damage. However, if wielded with Gauntlets of Ogre Power and a Girdle of Giant Strength its full potential is realized. Whether swung or thrown, the hammer acts as a +5 magical weapon, deals double damage, and stacks with the bonuses provided by the Gauntlet and the Girdle. The weapon strikes dead any giant with a single blow with a terrifying clap of thunder that stuns all those in 10 feet for one round. The hammer can only be thrown once every other round. After combat, the wielder must rest for one turn. Mace +1, Disruption: A Mace of Disruption +1 is a lawful good holy weapon that scores double damage to undead. Any undead monster, or demon, struck by the mace must roll on the Turning Undead Table (as if turned by a Level 12 Cleric). If unsuccessful, the target is completely obliterated. Any evil being that touches a Mace of Disruption suffers 5d4 damage. Mace +2, Shattering: This powerful two-handed Great Mace +2 (1d8) is crafted of mithril and engraved with runes of power. This blunt weapon possesses a special ability akin to sharpness or skewering. With each successful hit on an armored opponent, the target’s armor class is raised by one as the suit becomes dented, dinged, and damaged. When a suit of armor is raised to armor class 10, it shatters into pieces and rendered useless. Each hit on magical armor is allowed a save to avoid the effect using the target’s unmodified Death save (armor bonuses apply). Sling +2, Seeker: This sling treats all ranges as short distance and improves sling damage from 1d4 to 1d6. Spear +3, Skewering: This spear functions as per the Sword of Skewering. Spear, Arrow, or Bolt, Back-Biter: This cursed spear, when thrown, loops in a circle above the thrower and strikes the back as a +3 weapon. Note that the target’s armor class does not receive the benefit of a shield or Dexterity. After the weapon is used, it loses its enchantment. Trident +1, Fish Command: This six-foot-long trident allows the wielder to command aquatic mammals, crustaceans, fish, aquatic reptiles and monsters, in a 60-foot radius (save versus Spell to negate). Those that save successfully will remain 10 feet distant from the weapon. Fish Command expends one charge. The trident normally has 14+1d6 charges on discovery. The wielder may also communicate with the aforementioned animal types as if using Speak with Animals. Trident +2, Warning: This +2 trident allows the wielder to ascertain the number, type, and approximate depth of underwater enemies within a radius of 240 feet. A Trident of Warning must be grasped, pointed, and requires one round of concentration.


251 Magic Armor Magical armor is created from the finest quality materials and is lighter in weight than mundane armor (+100 coins encumbrance). The Magic Armor Table and the descriptions below are primarily for early and mid-level play. The Maze Controller is advised to modify the table for higher level adventuring by replacing +1/+2 with +3/+4 enchantments. See the Equipment Section for details and armor details. Use the table below to determine the type of armor discovered: 1d100 Armor Type* 01-40 Leather 41-60 Studded Leather 61-75 Ring Mail 76-87 Chain Mail 88-92 Half-Plate Mail 93-97 Plate Mail 98-00 Mithril Chain *There is a 1 on d6 chance that any magical suit of armor will include a magical shield (d6: 1-4, +1, 5-6, +2). Armor -1 or -2: This armor is double the normal weight of its mundane armor type and cannot be unequipped without a Remove Curse. Armor +2, +4 versus Missiles: This armor functions as +2 and provides +4 against all ranged attacks. Armor +3, Dragon Scale: This is armor is fashioned from dragon scales. Roll randomly to determine the specific dragon type (1d6): 1) Black (Acid), 2) Blue (Lightning), 3) Green (Gas), 4) Red (Fire), or 5-6) White (Cold). The armor provides +3 on saving throws against the rolled spell or spell-like effect and +5 on saves against the dragon breath weapon specifically. Helm +1 to +3: A helm improves armor class and is useable by fighters, barbarians, rangers, paladins, clerics, and druids. See the Equipment Section for details and armor descriptions. Use the table below to determine the type of armor discovered as treasure: 1d8 Helm Type 1 Corinthian 5 Pigface Bascinet 2 Barbute 6 Imperial Gallic 3 Bucket Helm 7 Vendel 4 Norman 8 Dwarven Battle Shield -1 or -2, Missile Magnet: This shield is double the normal weight of its mundane counterpart. The bearer will be the sole target of all ranged attacks fired at the party. The shield cannot be discarded short of a Remove Curse. Shield +1: Shields vary in type and style and may include round, heater, wankel, oval, kite, scutum, etc., specific to the campaign. Shield +2, +4 versus Missiles: This shield functions as +2 and provides +4 against all ranged attacks. Shield +3, Dragon Scale: Akin to Dragon Scale Armor, this shield is fashioned from a single dragon scale. Roll randomly to determine the dragon type (1d6): 1) Black (Acid), 2) Blue (Lightning), 3) Green (Gas), 4) Red (Fire), or 5-6) White (Cold). The shield provides +3 on saving throws against the rolled spell or spell-like effect and +5 on saving throws against the dragon breath weapon specifically. Shield of the Golden Hawk: The Shield of the Golden Hawk is a steel shield of magnificent craftsmanship. The shield possesses the image of a golden hawk on a purple field - the heraldic device of an ancient order of paladins. The shield provides +2 to armor class. In the hands of a lawful good paladin, the shield may emit a great hawk screech, akin to the magic-user spell Zozomir’s Stentorian Shout, once per week. Mithril Chain: Also called Dhurinium, or DwarrowSilver, mithril gleams with a radiance that outshines all other metals, particularly in moonlight. Mithril garments and armor, especially chainmail, are as supple as linen, cold as ice, and harder than steel. Only the dwarves know the secrets of forging mithril weapons and armor - and they are jealously guarded. Mithril armor is exceptionally durable. It is resistant to fire, cold, corrosion, and is non-conductive to electricity (+5 on all saving throws). In addition, mithril armor is half the thickness and only 25% the weight of its steel counterparts (+200 coins of encumbrance). The secrets of creating mithril chainmail are known to only the oldest dwarven smiths. A mithril hauberk is so fine and light that it can be worn underneath clothing and provides no encumbrance. Enchanted mithril chain is exceedingly rare and worth ten times its value in gold. This armor is useable only by classes that can wear chainmail and thieves. The armor does not restrict thief abilities. Some dwarves may harbor resentment, or outright hostility, if they see non-dwarves wearing armor or carrying weapons made of their sacred metal.


252 Intelligent Swords Some magic swords (and weapons) are imbued with sentience. These swords are extremely rare. The Maze Controller should limit their use, and have a clear vision for the personality of the sword, when introduced into a campaign. Some swords may be hostile toward their wielder due to alignment differences and are always deeply jealous of newly discovered magical swords and weapons. To generate an intelligent sword, follow the process (Intelligence, Alignment, Ego, and Will) outlined below. Sword Intelligence The sword’s Intelligence Ability Score determines its powers. Roll the chart on page 253 (1d6). Swords without the capacity of speech communicate through vibration to the hand of their wielder. The sword will alter its non-verbal communication to deepen its ability to communicate. For example, the sword will make vibrations short or long, weak or intense, to communicate disgust or enthusiasm. The sword may vibrate once for yes, two for no, or three for maybe or “I don’t know” subject to the needs of the Maze Controller. A sword with partial speech produces an audible voice with the same volume as a player character. A sword with partial speech might issue a simple yes, no, or grunt or groan of acknowledgment or displeasure. Verbal speech results in fluent language use. Some intelligent swords possess the ability to Detect Magic as per the spell. Swords have unique personalities. Sword Alignment All intelligent swords possess an alignment and can read the wielder’s alignment by touch instantly. Sentient swords are adamant on the issue. They will outright refuse a wielder of a diametrically opposed alignment. For instance, a chaotic good sword will instantly reject a lawful evil player character. Under these circumstances only, a sword will repeatedly emit a shock for 1d6 points of damage to reject the wielder. Alignment, for non-verbal swords, can only be determined through role-play or the spell Know Alignment. Swords with verbal speech will make their happiness (or displeasure) for their wielder explicit and continuous. Roll on the accompanying table to determine a sword’s alignment: 1d100 Sword Alignment 01-20 Lawful Good 21-40 Neutral Good 41-60 Chaotic Good 61-64 Lawful Evil 65-68 Neutral Evil 69-72 Chaotic Evil 73-82 Lawful Neutral 83-91 Neutral 92-00 Chaotic Neutral Sword Ego and Will Intelligent swords possess an Ego and Will rating. A sword’s Ego is determined by rolling 1d12. The Will of a sword is a combination of its Intelligence and Ego. For each magical +1 bonus and spell-like power, a sword receives an additional bonus to its Will. A sword’s spelllike powers are detailed on the next page. Subject to the swords personality and special purpose, it may choose to dominate its wielder. Under certain situations, this may require an Influence Check. The Maze Controller conducts an Influence Check under the following circumstances: when a player character touches the sword for the first time, the sword’s purpose enters into play, a player character of a alternate alignment touches it, another magical sword is discovered, or its wielder has taken 50% damage. To conduct an Influence Check, the Will of the sword (Intelligence, Ego, and bonuses) and the Will of the player character (Strength and Intelligence) are combined and compared. The highest Will wins. The PC subtracts 1d4 from his total Will if below 50% total hit points. The sword is granted a Will Bonus of 1d4+1 if its alignment varies diametrically from the wielder. If the player character fails, the Maze Controller determines the amount of time the sword remains in control. More than likely, the sword will require the PC to undertake a quest specific to its purpose, return it to a specific location, dispose of an existing weapon (they are jealous), compel the wielder to surrender, or force the wielder into battle to dispose of him/her.


253 1d6 INT Detection Ability Spell-Like Ability Languages Communication Ability 1 7 1 0 1 Non-Verbal Vibration 2 8 1 0 1 Non-Verbal Vibration 3 9 1 0 1 Non-Verbal Vibration 4 10 1 0 1 Partial Speech 5 11 2 1 2 Speech 6 12 3 2 3 Speech & Detect Magic Swords of Special Purpose Only 15% of intelligent swords have a special purpose. These swords are driven by slaying a particular alignment or monster type. Maze Controllers should remind themselves that slaying a particular creature type is the sword’s sole reason for existence and must be role-played accordingly. Special purpose swords always have an Intelligence and Ego of 12. Note swords with a special purpose glow with a faint radiance within 30 feet of its designated monster type and receive an additional +1 to hit and damage: 1d6 Special Purpose 1-3 Slay Opposing Alignment* 4-6 Slay Monster Type** *Neutral swords wish to preserve balance. **Roll the Arrow of Slaying Table (p.249 & ignore 20). Detection Power Detection powers are useable once per day within the range specified. To use these powers, the sword wielder must grip the sword and concentrate for one round. 1d100 Detection Power Range 01-07 Detect Evil 30 Feet 08-14 Detect Good 20 Feet 15-19 Detect Gems 40 Feet 20-24 Detect Invisibility 20 Feet 25-35 Detect Secret Doors 10 Feet 36-45 Detect Magic 20 Feet 46-60 Detect Illusions 20 Feet 61-80 Detect Sloping Passages 10 Feet 81-95 Detect Traps 10 Feet 96-97 Spell-Like Power (1) --- 98-00 Roll Twice Reroll Repeats Spell-Like Power Spell-like powers imitate spell or magic item effects and are useable once per day unless otherwise noted. Like detection powers, the sword wielder must grip the sword and concentrate for one round. 1d100 Spell-Like Power Additional Notes 01-10 Clairaudience As per potion/2 Turns 11-18 Clairvoyance As per potion/2 Turns 19-26 Knock As per spell 27-34 ESP As per potion/2 Turns 35-42 Cure Light Wounds As per spell/Lvl 1 43-49 Regeneration As per ring/10 Rds 50-57 Levitate As per potion/2 Turns 58-65 Growth As per potion/2 Turns 66-75 Telekinesis As per spell (200lbs) 76-80 Flame Blade As per spell/4 Rds 81-85 Free Action As per ring/10 Rds 86-90 X-Ray Vision As per ring/10 Rds 91-95 Roll Twice Ignore repeat results 96-00 Roll Thrice Ignore repeat results


254 Combat The Combat Round consists of four steps: 1. Declaration of Spells 2. Roll Initiative 3. Action: Initiative Winner 4. Action: Initiative Loser At the end of the round, the sequence is repeated until one side defeats the other or flees (see Morale). Surprise If an encounter takes place unexpectedly (for example, an ambush or incidental encounter), the Maze Controller may require a Surprise Check. The MC will call for the monsters, the players, or both (in a simultaneous example of surprise) to roll 1d6. A roll of 1-2 indicates surprise. The side that was not surprised receives a full round of action (defined below) prior to rolling initiative. In some instances, both groups may be surprised or unsurprised. In this example, initiative proceeds as normal with the Declaration of Spells. The Combat Round in Detail 1. Declaration of Spells The Declaration of Spells initiates a Combat Round. All spell-casters (or monsters) that wish to cast a spell must indicate their intent. Player Characters must explicitly identify the spell and any relevant details. 2. Roll Initiative After the Declaration of Spells, each side rolls 1d6 for group initiative. Players should take turns rolling for the party and the Maze Controller rolls for the monsters. The highest roll wins initiative and acts first. The loser of initiative acts last. A tie results in a dice-off and initiative is rerolled until the winner is determined. 3. Action: Initiative Winner The winner of initiative acts first. The PC or monster that acts first is subject to 1) Marching Order, and 2) Order of Action. The winner’s action(s) is considered the tophalf of the Combat Round. Under normal circumstances, Player Characters are organized into two tactical columns called a Marching Order. The Marching Order is numbered from front to back (see the graphic on page 256). The Marching Order normally (but not always) determines the Order of Action (who acts first and in what sequence). In Marching Order, and in the confines of a standard 10 foot passage, the first two PCs may attack. If those in the front rank are short demi-humans (dwarves, gnomes, or halflings), and the second rank are medium-sized (cyclopsmen, humans, elves, half-elves, half-orcs) and possess missile weapons, they can attack overtop shorter party members. If those in the second rank possess spears or polearms, they can attack with reach from the second rank regardless of the size of the front rank. Height and weapon choice are central considerations in the establishment of Marching Order. The Maze Controller will modify the Order of Action subject to combat circumstances. For example, if the party is attacked from the right flank, those on the right side of the Marching Order would attack first. If attacked from the rear, the back rank would be considered the front, and so on. These modifications are common in tight dungeon spaces (and ambushes) but might not be applicable in large rooms or wilderness contexts. If spells were declared, they come into effect during the caster’s position in the Marching Order and/or Order of Action. If a spell-caster is hit while in the midst of casting, the spell is disrupted and fails (as if cast). During a PCs (or monster’s) turn in the combat round, he or she possesses an action. As a general guide, an action consists of any two things. A PC could, for example, move and attack, attack and move, cast and move, move and cast, or double move (run). An attack could be either melee or ranged. Pulling something from a backpack is considered a full action. Dropping or drawing a weapon is considered a free action. The Maze Controller is the final arbiter of all actions. Ranged or missile weapons cannot be used if immediately adjacent to an enemy. Missile range must be a minimum of 5 feet away (also see Point Blank Range, under Weapons). Partial cover from missile attacks confers a +2 to +4 bonus subject to the discretion of the Maze Controller. If a combatant engaged in direct melee shifts, disengages, or turns their back in combat to flee, all adjacent opponents receive a free attack. This will give PCs (or monsters) pause prior to charging into combat. 4. Action: Initiative Loser After the initiative winner, the initiative loser acts in the bottom half of the round as per the instructions outlined above. At the conclusion of their action(s), the first round of combat is over. The second round of combat begins with declaring spells, rolling of initiative, the winner’s action, and the loser’s action. This sequence continues until one side is defeated or flees (see Morale).


255 Player Character Attack To attack, a player must make two declarations. First, the player must identify the specific target of the attack. Second, the player must identify the weapon used in the attack. For example, “I attack the wounded orc with my broadsword.” The base number required to hit Armor Class 0 is 20. As a PC increases in level, their combat skill and proficiency increases as reflected in their Attack Bonus. A player simply rolls 1d20, adds their Attack Bonus, and either their Strength (or Dexterity) Modifier to their roll, and compares the result to the numbers on the bottom of the Character Sheet. If the result is equal to or greater than the Armor Class required to hit, the attack is successful and weapon damage dice are rolled. If lower, the attack is a miss. Player Example: Pardue the Holy Man, a Level 4 Cleric, attacks a Zombie with his mace. The Zombie has an Armor Class of 8. In order to strike AC: 8, Pardue must roll an 12 on 1d20. A Level 4 Cleric has a Attack Bonus of +1 and Pardue has Strength 13 (+1 to hit and damage). Pardue rolls a 5 on 1d20, plus his Attack Bonus and Strength Modifier for a combined +2 to hit. A 7 is a miss against AC: 8. Monster Attack Just like a player, the MC must identify the target and the weapon/attack type (as applicable), prior to the 1d20 attack roll. Monsters attack as Fighters and use hit-dice-as-level to determine Combat Attack Bonus. Monster Example: The aforementioned Zombie (HD: 2) attacks Pardue the Holy Man with its claw. Pardue has AC: 4 (Chainmail and Shield with no Dexterity AC bonus). The Zombie, with HD: 2 attacks as Level 2 Fighter with no Attack Bonus and therefore requires a 16 to hit Pardue. The Zombie rolls a 17. The monster rolls 1d8 for damage dice and scores 3 points of damage. Alternatively, the Maze Controller can use a Target20 Combat Roll. The monster rolls 1d20 and adds its HD and the AC of the target. The monster scores a hit if the result is 20 or higher. Morale Intelligent monsters and monstrous humanoids value their lives. The Maze Controller should check morale when a leader is slain or half their number are killed. To check morale, the Maze Controller rolls 2d6 and compares the result to the monster’s morale score. If the number is less than the morale score, the monsters stand and fight. If the number meets or exceeds their morale score, they flee. If a PC is slain, their henchmen immediately check morale (see Charisma) or flee. Critical Hits and Misses A natural 20 attack roll, called a Critical Hit, is always a hit and scores double rolled damage plus Strength, Dexterity, or other modifiers. A natural roll of 1, called a Critical Miss, is always a miss. Consult the chart below to determine the result of a Critical Miss: 1d8 Critical Miss Result Table 1 Dexterity Check or miss next attack. 2 You attack, slip, and fall prone. 3 Weapon slips and lands behind enemy. 4 Headgear slips, blind until adjusted. 5 Cower in fear of enemy for 1 round. 6 Enemy receives free attack. 7 Hit Closest Ally: Dexterity Check to half the damage. 8 Hit Yourself: Dexterity Check to half the damage. Bind Wounds Immediately after a battle, PCs may Bind Wounds. Binding Wounds heals 1d3 hit points of damage and revives unconscious PCs to 1 hit point but requires 10 minutes of game-time (the Maze Controller must make a Random Monster Check). If Binding Wounds is disrupted, no hit points are gained. Damage and Death When an opponent (PC or Monster) is successfully attacked, they take hit point damage specific to the damage dice of the weapon, spell, or attack form. The damage is subtracted until the opponent reaches zero hit points and is slain. Death and Dying When PCs and monsters reach zero hit points they die. The following optional rule may be used subject to the discretion of the Maze Controller: Hit Points Death and Dying Result 0 Unconscious for 1d6 Rds then revives to 1HP. Monsters may Coup-de-Grace. -1 to -9 Save vs. Death or Die. Save results in unconsciousness for 1d6 rounds and revival to 1 hit point. Failure is Death. -10 or Below Dead, No Save.


256 Abbreviated Combat and Miniature-Lite Rules The following are abbreviations and miniature-lite rules for combat. DragonslayerTM assumes movement on a one-inch-equals-5-feet-grid. This scale is common to role-playing game miniature terrain and the movement rates established in the Armor and Monster sections. For example, a Human Magic-User can move 40 feet per round (or 8 five-foot squares) or can flee (double move) at twice that rate. The below miniature-lite rules apply to both player characters and monsters. Movement squares, whether on a straight line or a diagonal, are counted equally. The Maze Controller is the final arbiter of all miniature rules. Marching Order Melee Combat Flanking Bonus: A bonus of +2 to hit is provided to each flanker if an opponent is attacked from diametrically opposed sides at the same time. Reach: Spears and halberds possess 5 foot reach and may also reach from the second rank. Halberds cannot be used against an adjacent target. Push Past: Player characters can move through spaces occupied by other player characters or allies as long as they are not adjacent to an enemy. Charge: A successful charge-attack (min 20 feet away) scores double rolled damage (fighters & subtypes only). Flee/Disengage: Disengaging from an opponent(s) in melee combat draws an immediate free attack(s). Prone Bonus: An opponent lying prone is +4 to hit. Coup-de-Grace: Attacking an unconscious opponent results in an automatic hit. The target must Save vs. Death plus the damage inflicted or die. High Ground: An attack made on ground higher than an opponent is +1 to hit and +1 to damage. Missile Combat Missile Attacks and Marching Order: Ranged weapons may be used by medium-sized PCs from the second rank overtop dwarves, gnomes, halflings. Missile Attacks: All ranged attacks require a clear line of sight to the target. Missile Attack Minimum Range: Missile attacks must be a minimum of 5 feet way (1 square) from a target. Missile Attacks and Point Blank Range (PBR): Point Blank Range is defined as any missile attack from 5 or 10 feet away and results in +1 to hit and damage. Missile Attacks and Friendly Fire: A player character may fire into (or through) melee combat. A natural low attack roll (1-4 on d20) results in friendly fire and causes weapon damage to the party member.


257 Combat Example The following provides an example of combat: A party of six adventurers are creeping down a 10x10 foot dungeon corridor. The party includes: 1. Brother Binford (Level 1 Human Cleric) 2. “Killer” Kelg Barrelgut (Level 2 Dwarven Fighter) 3. Freelick of Glossimir (Level 1 Elven Fighter) 4. Garum “One-Eye” (Level 1 Dwarven Cleric) 5. Arcus the Arcane (Level 1 Human Magic-User) 6. Drannis the Dragon (Level 1 Human Fighter) The group formed two tactical columns with Binford and Kelg in front, Freelick and Garum in the middle, and Arcus and Drannis in the rear. They see a four-way intersection ahead and agree to turn right (East). As they round the corner, they bump into a group of six bullywugs. The Maze Controller begins by determining surprise. He rolls a 1 for the bullywugs. The party rolls a 5. The result means the bullywugs are surprised. The MC determines that the party receives one free surprise round prior to rolling initiative. The party moves to attack. Given the narrowness of the corridor, the Maze Controller declares only two can attack side-by-side with melee weapons. Brother Binford, with his mace drawn, closes and attacks. The bullywugs have Armor Class 6. Binford needs a 14, he rolls a 16 and hits! Binford rolls 1d6 for 6 points of damage. Binford only has Strength 8 so the penalty adjusts the damage down to 5. The bullywug only had 3 hit points and dies. “Killer” Kelg Barrelgut wades forward beside Bindford and attacks the next bullywug with his hand axe. He rolls a 12. Kelg has Strength 14 for a modified roll of 13. He misses by one. Freelick of Glossimir is armed with a spear. He moves behind Binford and uses the spear’s reach to attack. He rolls a 20! A Critical Hit results in double rolled damage. He has no Strength Modifier. A spear inflicts 1d6 damage. Freelick rolls 1d6 twice for a combined 8 points of damage, and slays the bullywug. Garum “One Eye” decides to throw his war hammer over Kelg’s head. He is throwing into melee and if he rolls a natural 1-4 on a 1d20 he will hit his comrade in the back. He rolls a 2 and Kelg gets whacked in the back of the helmet for 3 points of damage. Arcus stays put and considers whether to cast a spell in the forthcoming round. Drannis turns around with his sword drawn to ensure the party is not attacked from behind. This concludes the surprise round. The Maze Controller then calls for the declaration of spells. Arcus declares he is casting Magic Missile from his prepared spell list. The Maze Controller then calls for initiative. The party rolls a 5 on 1d6 for their group initiative and the Maze Controller rolls a 3 for the bullywugs. The party attacks first in the combat round. Binford attacks with his mace, rolls a 7, and misses. Kelg attacks the next bullywug in line with a 17 and hits for 4 points of damage plus his Strength Bonus of +1 for a total of 5 points of damage. The bullywug only had 4 hit points and dies. Kelg, because he slayed a target, can use his special Cleave ability on an adjacent opponent. The Maze Controller determines that Kelg may Cleave an adjacent bullywug. He rolls a natural 20 (for double rolled 1d6 damage). This results in 10 points plus his +1 Strength Bonus for a total of 11 points of damage. The bullywug dies. Huzzah for Kelg! Freelick of Glossimir decides to throw his spear from behind Binford. Thankfully, he rolls high with a 16 and wounds a bullywug for 1 point of damage. Garum “One-Eye” draws his sling, but decides to pass on his turn. He does not want to hit Kelg again. Arcus’ voice Magisum Sagita! echoes down the hallway as his Magic Missile darts forth from his hand and slams into the chest of a bullywug for 3 points of damage. Drannis continues his watch down the other corridors with his sword drawn. This concludes the top end of the first combat round. The bullywugs, as the losers of initiative, may now act. Given the bullywugs lost 4 of their 6 warriors in the surprise round and the first half of the combat round, and are now largely combat ineffective, the Maze Controller decides to check their Morale. He rolls a 11 on 2d6. The bullywugs have a Morale Score of 7. Therefore, the bullywugs decide to flee by doublemoving away from the party. The combat is over.


258 Saving Throws A saving throw is a 1d20 die roll to avoid the full effect of a spell, magic item, or special attack. Both PCs and monsters make saving throws over the course of a game. If the die roll is equal to, or greater than, the number listed, the roll is successful. If the roll is less than the number listed, the roll failed. A successful saving throw may negate damage entirely, or half the damage, subject to circumstances. In some instances, multiple saving throws may be required. A Breath Save refers to any breath weapon-type attack, such as dragon breath. Death references any effect that may result in death and includes saves against poison. A Stone Save refers to any petrification or paralyzation effect. Wand incorporates all spell effects cast from spell-like devices such as rods, staves, or wands. A Spell Save refers to spells cast directly from clerics, druids, monks, magic-users, or illusionists. Saving Throws: Cleric, Druid, and Monk Level Breath Death Stone Wand Spell 1-3 16 10 13 14 15 4-6 15 9 12 13 14 7-9 13 7 10 11 12 10-12 12 6 9 10 11 13-15 11 5 8 9 10 16-18 10 4 7 8 9 19+ 8 2 5 6 7 Saving Throws: Fighter, Barbarian, Paladin, Ranger Level Breath Death Stone Wand Spell 0 17 16 17 18 19 1-2 16 14 15 16 17 3-4 15 13 14 15 16 5-6 13 11 12 13 14 7-8 12 10 11 12 13 9-10 9 8 9 10 11 11-12 8 7 8 9 10 13-14 5 5 6 7 8 15-16 4 4 5 6 7 17+ 4 3 4 5 6 Saving Throws: Magic-User and Illusionist Level Breath Death Stone Wand Spell 1-5 15 14 13 11 12 6-10 13 13 11 9 10 11-15 11 11 9 7 8 16-20 9 10 7 5 6 20+ 7 8 5 3 4 Saving Throws: Thief and Assassin Level Breath Death Stone Wand Spell 1-4 16 13 12 14 15 5-8 15 12 11 12 13 9-12 14 11 10 10 11 13-16 12 10 9 8 9 17-20+ 11 9 8 6 7


260 Dungeon Exploration Light and Sight There are no torches or lit areas other than those specifically identified in the text of a dungeon. Referees must record time, movement, and light. Remember that torches cast light in a 30-foot radius and last for four turns (40 minutes). They are susceptible to water and gusts of wind. Lanterns cast light in roughly the same distance (40 feet) but require an oil flask every two hours (12 turns) and are less susceptible to wind. Player characters may spend extended time in darkness and will burn through torches and lantern oil. Maze Controllers must ensure they account for their resources. If a PC is holding a light source, they will likely have their weapon or shield sheathed and this will slow their participation in combat. Also, photo-sensitive subterranean monsters may target light-wielding characters first. Time The Maze Controller must track time in the dungeon. Tracking time provides structure to the gaming experience. Be sure to use the Time Wheel provided in the appendix of this book. The Maze Controller tracks time in three ways: First, time happens 1:1 while dungeon crawling. The Maze Controller announces each 10 minute threshold (or 1 Turn) has passed. Marking time in turns is important for Random Monster rolls as well as resources like torches and lanterns. Second, anytime player characters “do something” the Maze Controller advances time by 10 minutes. For example, a list includes (but is not limited to), rest (required every 5 Turns), if the PCs search for secret doors, search for a trap, disarm a trap, study a puzzle, listen at a door, contemplate their direction, etc. The Maze Controller determines any action that advances the timeline and always communicates the information to players. Random Monsters Random wandering monsters are critical to classic fantasy role-playing games. Under normal circumstances, the Referee should roll for random monsters every other turn (1 turn equals 10 minutes) with a 1 on a d6 indicating an encounter. See the Dragonslayer Time Wheel in the Appendix to help track the scheduled rolls for random monsters. There are other instances in the adventure that may (either due to the dungeon atmosphere or player choice) necessitate an additional random monster or random encounter check. For example, random checks should be made any time players declare they are searching for something, making too much noise, or if they engage in prolonged battle. In these instances, it is imperative to roll checks. The MC must balance the potential upside of searching for treasure, or spending time doing tasks, with the possibility of an encounter. Atmosphere and Silence Unless noted in the text, dungeon levels and subterranean lairs are still and dark. Ambient noises will change with the dungeon type (cave, cavern, or dungeon complex). Noisy PCs will alert their presence to monsters and draw attention. The stillness of the dungeon environment puts additional pressure on players and encourages a measured and judicious approach to dungeon exploration. For example, how much time do players want to spend searching for treasure? Do they want to stop and pry gems out of the wall? Do they want to search for a secret door? Break down a stuck door or a bricked-up wall? The above examples of play take time and will cause disturbances unless PCs are cautious. Resource Allocation Players should consider resource allocation. Referees should encourage players to supply with essential dungeoneering equipment and create supply caches near an entrance, subject to the size of the dungeon, within their first few expeditions. Random Dungeon Restock Referees should track all dungeon rooms explored. Each time the PCs leave a cave or dungeon environment, Referees should consult the Random Dungeon Restock Table. Restocking the dungeon between forays provides a sense of verisimilitude, gives the game a unique evolving character, and ensures that the PCs never get complacent. The monsters are not waiting to be killed. The dungeon is their home. For restocking, Referees should consult the monster and treasure tables provided in the Random Dungeon Generator. 1d6 Dungeon Restock Table 1 Monster 2 Monster and Treasure 3-6 Empty* *1 on d6 chance of Hidden Treasure (see below).


261 Hidden Treasure Level SP GP Gems Jewelry 1 3d10 1d20 1d2 (5%) 1d2 (5%) 2 5d10 3d20 1d2 (10%) 1d2 (7%) 3 7d10 5d20 1d3 (15%) 1d3 (10%) 4-5 1d100 3d100 1d4 (20%) 1d4 (15%) 6-7 3d100 5d100 1d6 (20%) 1d6 (20%) 8+ 7d100 7d100 1d8 (25%) 1d8 (25%) Doors Dungeon doors are primarily made of wood. Some are wood reinforced with iron. In some situations, wooden doors may be swollen stuck with moisture and age. Stuck doors are subject to the discretion of the Maze Controller and the needs of the dungeon and campaign. In the case of a stuck door, players must force the door open or break it down. A roll of 1–2 on a d6 indicates a player character has broken the door down. This roll is adjusted by the Strength Modifier of the character (example: 15 Strength (+1) would open the door on a 1-3 on d6). Be sure to check for random monsters. In the context of a crypt or catacomb, some doors may be made of stone or bronze in order to seal something (or someone) away for eternity. For stone doors use the mechanic for wooden doors except the PC will need a roll of 1 (on d6) to open the door. The roll is adjusted by strength like the above. If the door cannot be opened, treat the stone door as a bricked wall and consult the table provided. Bricked Walls The bricked wall or archway presents an interesting obstacle for player characters. Brick walls block entry to places of import and require at least one sledgehammer and iron spikes to penetrate. Player characters will need to purchase these from the blacksmith (Sledgehammer, 5gp). A tack hammer is simply too small and a melee-style warhammer will be damaged beyond repair if used to break down a wall. Bricked-up walls provide a quandary for players. Do they risk bashing the wall down and making noise? Will anything come out of the wall and attack them from behind if they pass it by? Use the following as a guide to determine how long it takes to break down a wall and create an entrance of sufficient size: Bricked Walls and Stone Doors Number of Sledgehammers Time Required 1 Player Character 3 Turns 2 Player Characters 2 Turns 3 Player Characters 1 Turn Regardless of how long it requires, bashing down a bricked wall or stone door will create noise and necessitate at least one random monster roll. Traps Most dungeons have traps. The trap type can vary widely and Maze Controllers are encouraged to use their creativity to devise new variations. All traps must have a Mechanism of Activation. A Mechanism of Activation is the method by which a trap is sprung. This could include, but is not limited to, a tripwire, rope, door, depressed floorstone, etc. A clear Mechanism of Action ensures PCs have the ability to locate and disarm a trap. Traps are also discussed in the Random Generator on page 273. The random table below provides examples: 1d20 Trap Type 1 Pit Trap (Concealed) 2 Pit Trap (Spiked) 3 Pit Trap (Monster) 4 Melee Trap (Swinging Hammer) 5 Melee Trap (Scything Blade) 6 Melee Trap (Deadfall) 7 Ranged Trap (Crossbow) 8 Ranged Trap (Darts) 9 Ranged Trap (Arrow) 10 Mechanical Trap (Portcullis) 11 Mechanical Trap (Cage) 12 Mechanical Trap (Tilting Floorstone) 13 Gas Trap (Poison) 14 Gas Trap (Paralysis) 15 Gas Trap (Choking) 16 Curse Trap (Blindness) 17 Curse Trap (Mummy Rot) 18 Curse Trap (Insanity) 19 Magic Trap (Sepia Snake Sigil) 20 Magic Trap (Glyph of Warding)


262 Pit Traps: Pit Depth (1d6): (1-2) 10 feet, (3-4) 20 feet, (5-6) 30 feet. Pits cause 1d6 points of damage per 10 feet of depth. There is a 1 on d6 chance a pit is open, otherwise pits are concealed. For Monster pits, roll 1d6: (1-2) Yellow Mold, (3-4) Zombie 1d3, (5) Rot Grubs 1d3, or (6) Giant Leech 1d3. Referees should adjust pit monsters to average party level. Melee Traps: Melee traps require an attack roll. Melee traps attack as a fighter of the same level as the targeted player character. PCs may half the damage with a successful Dexterity Check. Adjust damage by 1d6 for every two average party levels after level 1. A Deadfall Stone trap requires a Random Monster Roll. Ranged Traps: As per Melee Trap. Note that 25% of all ranged attacks are poisoned (death, paralysis, sleep, or cause additional damage, etc.). PCs may half the damage with a successful saving throw (Death). Mechanical Traps: A portcullis requires 60 total strength to lift and the noise prompts a Random Monster Roll. A suspended cage falls from a high ceiling (Dexterity Check to avoid entrapment). The cage requires 60 total Strength to lift and the noise prompts a Random Monster Roll. A Floorstone tilts on a central axis right or left to reveal a shallow depression with spikes for 1d6 damage. Gas Traps: Poison gas inflicts 1d3 hit points of damage per round/PC Level. A Save versus Death each round halves the damage. Paralytic gas lasts for 1 turn. Choking gas functions as per Dust of Sneezing and Choking. All gas traps require a Random Monster Roll. Curse Traps: Curse traps are carefully hidden magical glyphs or runes etched or carved on surfaces like floors, walls, ceilings, or doors. PCs receive a passive 1 on d6 chance to spot a cursed glyph and a 1-3 on d6 chance if actively searching. A Detect Magic will always reveal a cursed glyph or rune. Curse trap effects require a Remove Curse to dispel. Magic Traps: Magic traps are detected like curse traps. For a Glyph of Warding. Roll 1d6: (1-2) Fire, (3-4) Cold, or (5-6) Electrical Blast. Each blast causes 12 points of damage and a successful Save versus Spell halves the damage (cast at 6th level of magic use). The Maze Controller may substitute alternative spells commensurate with party level. The detonation of a glyph requires a Random Monster Roll. Swimming Unless subject to a unique backstory, all player characters know how to swim. PCs move at half their normal rate while swimming. If players are clad in armor or encumbered with gear, they may risk drowning. All those in heavy armor have a 75% chance of drowning, medium armor (45%), and those in light armor have a 10% chance. Maze Controllers may wish to provide a Constitution Check to hold their breath prior to a drowning roll. A PC can hold their breath for 2 rounds (minutes) plus Constitution Modifier. Climbing Player characters in no armor or light armor may climb 20 feet with a successful Dexterity Check. All those in medium armor have a penalty of -1 and all those in heavy armor have a -2 penalty. Climbing with special equipment (rope and grappling hook) removes the penalty. Note that only thieves can scale sheer or extremely steep surfaces without climbing equipment. Rest For every 50 minutes (or 5 turns) spent in armor and carrying equipment, player characters must short-rest for 10 minutes. A random encounter ruins a rest period. A short-rest may take place in armor. Failing to short-rest requires a Constitution Check. A PC that fails a check temporarily reduces their movement speed by 1/4 until s/he rests. This reduction is cumulative with successive missed checks until movement is reduced to zero. The result is a state of fatigue. A full day of rest is required to remove the effects of fatigue. Each day, player characters must also long-rest. A long-rest is defined as an uninterrupted, unarmored rest of 6-8 hours. Failing to long-rest results in a state of exhaustion. Exhaustion results in the reduction of movement speed by 1/4 and a inability to memorize spells until a long-rest is completed. The penalties are cumulative on successive days until movement is reduced to zero. Similar to the above, a full day of rest is required to remove these conditions. Maze Controllers should strongly discourage PCs from sleeping or camping in any dungeon environment. Monsters prowl more often at night and therefore random monster rolls are more likely (1-3 on d6). The increased likelihood of a random encounter makes long-rest near impossible.


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