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Published by Capn_Ragnar, 2023-02-18 01:27:07

D&D - Endless Encounters (BX)

D&D - Endless Encounters (BX)

Keywords: Dungeons & Dragons,DnD,TTRPG,OSR

250| Endleess Encounteers: DDungeeons Mud Creeper Armor Class: 7 Hit Dice: 3 Movement: 30/10 Attacks: 1 Damage: 1d6 strike/constrict Special Attacks: Smother Special Defense: See below Intelligence: 3 No. Appearing: 1d3 Save As: F3 Morale: 9 Treasure Type: U Alignment: Chaos THACO: 16 Experience: 65 These bipedal lizards stand about three feet tall and are covered with scales. They are gray in color and have a long prehensile tail. They use their tail to strike targets and attempt to constrict the victim. A successful Strength or Dexterity check avoids the constriction, but not the damage. Mud creepers prefer to constrict their victim and then drag them underwater or into the muddy pools they prefer as lairs. The long tail, if constriction is achieved, always wraps around the target’s head, covering the mouth and nose. A target so constricted is smothered to death in a number of rounds equal to its Constitution score divided by three rounding up. Constriction also inflicts 1d6 damage per round. A constricted target, even if it fails its Strength or Dexterity check, may still attack the mud creeper with a –4 penalty to hit. Mud creepers’ special scales reduce damage inflicted by edged or piercing weapons by 1d4 points per hit. Mummy Armor Class: 3 Hit Dice: 8 Movement: 60/20 Attacks: 1 Damage: 1d10 strike Special Attacks: See below Special Defense: Greater Undead Intelligence: 10 No. Appearing: 1 or 1d3 Save As: F8 Morale: 11 Treasure Type: B Alignment: Chaos THACO: 12 Experience: 2,300 This greater undead is very powerful and feared. Bound in bandages or similar burial wrappings, a mummy can be either human, demi-human, or humanoid. It does not retain special abilities of its former race though it does understand any languages common to that race. Any creature struck by a mummy must save vs. poison or contract a wasting disease (see BX RPG Dungeon Guide), suffer an energy drain attack, and take 1d10 damage. A mummy can be damaged only by magical weapons or magical attacks. Nightmare Armor Class: 7 Hit Dice: 7 Movement: 240/80 f150/50 Attacks: 1 Damage: 1d8 hoof Special Attacks: Breath Weapon Special Defense: See below Intelligence: 5 No. Appearing: 1d3 Save As: F7 Morale: 9 Treasure Type: K Alignment: Chaos THACO: 13 Experience: 1,650 These black horses have red eyes and bat-like wings. They are native to the Abyssal Plane and generally serve demons and Greater Undead. The breath weapon of a nightmare requires the target creature to save vs. spell or become paralyzed and lose 1d6 points of Constitution. If a target’s Constitution score is lowered to 0 in this way, it dies and reforms as a wight in 1d4 rounds. Ogron Armor Class: 6 Hit Dice: 2+1 Movement: 120/40 Attacks: 2 or 1 Damage: 1d6+2 fist / 1d6+2 fist or by weapon Special Attacks: +2 to damage with weapons Special Defense: None Intelligence: 1d4+3 No. Appearing: 1d6 Save As: F2 Morale: 9 Treasure Type: V Alignment: Chaos THACO: 17 Experience: 35 Related to ogres, an ogron is roughly two feet shorter but otherwise identical. They are simplistic and hunt for food, preferring humans and demi-humans. Ogrons typically move about in small groups and hire themselves out as mercenaries. Ogron villages exist and are always located in the foothills beneath mountain ranges.


AApeendix II: NNeew Monsteers |251 Phantasm Armor Class: 0 Hit Dice: 5+3 Movement: f90/30 Attacks: 1 Damage: 3d4 Special Attacks: Chill touch Special Defense: See below Intelligence: 5 No. Appearing: 1 Save As: F6 Morale: 12 Treasure Type: V Alignment: Chaos THACO: 15 Experience: 750 A phantasm is the noncorporeal image of whatever creature it was in its former life. They are undead and seek revenge or guard their former wealth or similar objects. A phantasm’s touch inflicts 3d4 necrotic damage. Once per turn, a phantasm can momentarily turn invisible while an image of itself moves its normal movement rate. Phantasms are greater undead and can be damaged only by magical weapons or magical attacks. Phase Spider Armor Class: 5 Hit Dice: 5 Movement: 120/40 Attacks: 1 Damage: 1d8 sting Special Attacks: See below Special Defense: None Intelligence: 2 No. Appearing: 1d4 Save As: F5 Morale: 8 Treasure Type: A Alignment: Chaos THACO: 15 Experience: 425 These massive spiders are larger than a human and have a stinger that inflicts a magical poison. Any creature that fails its save against this poison attack phases out every other round. On the round it phases out, the target creature cannot move or perform any action and sustains 1d8 damage (no further save allowed). The phasing lasts 2d8 rounds minus the number of hit dice of the victim. A phase spider can phase out and move its full movement on any round; it cannot be targeted by any attack while phased. Purple Ooze Armor Class: 7 Hit Dice: 10 Movement: 30/10 Attacks: 1 Damage: 2d8 touch Special Attacks: 30’ reach Special Defense: Ooze, See below Intelligence: 2 No. Appearing: 1 Save As: F10 Morale: 12 Treasure Type: None Alignment: Neutral THACO: 11 Experience: 3,000 This amorphous blob of purple-shaded jelly is roughly the size of a wagon. It moves slowly but can lash out up to 30 feet to strike a target. The ooze searches out any fleshy creature for consumption. A purple ooze can be hit only by magic weapons and is immune to all spells and spell-like effects. Any object exposed to contact with a purple ooze for one turn is completely dissolved. Salaman, Flame Armor Class: 4 Hit Dice: 4 Movement: 120/40 Attacks: 1 Damage: 1d10 flame sword Special Attacks: Fire burst Special Defense: Immune to fire Intelligence: 4+1d6 No. Appearing: 1d6 Save As: F4 Morale: 9 Treasure Type: V Alignment: Chaos THACO: 16 Experience: 175 This large creature is somewhat serpent-like but has a human torso with a reptile head. They are red in color (various shades) and covered with small scales. A flame salaman is native to the Plane of Fire but often make forays into the other planes to raid and create havoc. A flame salaman can create, at will, a fiery sword that inflicts 1d10 damage; this weapon vanishes if the salaman wills it so or if it is killed. These creatures are immune to all fire-based attacks but suffer double damage from cold attacks.


252| Endleess Encounteers: DDungeeons Salaman, Frost Armor Class: 4 Hit Dice: 3+1 Movement: 120/40 Attacks: 1 Damage: 1d10 frost spear Special Attacks: Ice blast Special Defense: Immune to cold Intelligence: 4+1d6 No. Appearing: 1d6 Save As: F3 Morale: 8 Treasure Type: V Alignment: Chaos THACO: 16 Experience: 100 A frost salaman appears much like a flame salaman but is white in color mixed with bands of light blue or gray. They live on the Plane of Water (cold environs) and often raid the other planes. They can conjure a spear made of ice at will that inflicts 1d10 damage. If the salaman is killed or if it wills it so, the spear vanishes. A frost salaman is immune to cold-based attacks but suffers double damage from fire-based attacks. Salaman, Water Armor Class: 3 Hit Dice: 5 Movement: 120/40 f240/80 Attacks: 1 Damage: 1d12 trident Special Attacks: See below Special Defense: See below Intelligence: 8 No. Appearing: 1d4 Save As: F5 Morale: 8 Treasure Type: V Alignment: Chaos THACO: 15 Experience: 550 This large creature is somewhat serpent-like but has a human torso with a reptile head. They are blue in color (various shades) and covered with small scales. A water salaman is native to the Plane of Water but often make forays into the other planes to raid and create havoc. At will, a water salaman can create a trident that inflicts 1d12 damage; this weapon vanishes if the salaman wills it so, or if it is killed. These creatures are immune to all cold-based attacks but suffer double damage from fire attacks. A water salaman can summon a swirling pillar of water to appear (so long as a large water source is present) and surround any target creature (a Dexterity check avoids the attack). Any creature that fails its Dexterity check is engulfed in water and drowns (per drowning rules). The water pillar is dispelled if the salaman is killed. Sandlasher Armor Class: 5 Hit Dice: 4 Movement: 30/10 Attacks: 1 Damage: 2d6 slash Special Attacks: None Special Defense: Camouflage Intelligence: 2 No. Appearing: 1d3 Save As: F4 Morale: 10 Treasure Type: U Alignment: Neutral THACO: 16 Experience: 175 Appearing as nothing more than a pile of sand (roughly a five-foot-circular patch that is one foot deep), a sandlasher survives by killing creatures and absorbing their blood. Unless it moves, the sandlasher is indistinguishable from normal sand. Snake, Fire Armor Class: 4 Hit Dice: 8 Movement: 120/40 Attacks: 1 Damage: 2d6 bite Special Attacks: Flame wave Special Defense: Immune to fire Intelligence: 3 No. Appearing: 1d3 Save As: F8 Morale: 8 Treasure Type: Alignment: Chaos THACO: 12 Experience: 1,750 This 20-foot-long snake is red in color with yellow bands. It radiates heat that is not in itself dangerous. Once per turn, a fire snake can emit a burst of fire that expands 30 feet in all directions. The flame wave inflicts 4d6 damage; save vs. spell for half damage. The snake’s yellow bands glow brightly the round before it creates the flame wave. Spider, Small Hunting Armor Class: 8 Hit Dice: 1-1 Movement: 90/30 Attacks: 1 Damage: 1d3 bite Special Attacks: Poison Special Defense: None Intelligence: 3 No. Appearing: 2d6


AApeendix II: NNeew Monsteers |253 Save As: T1 Morale: 7 Treasure Type: None Alignment: Neutral THACO: 19 Experience: 6 Roughly the size of a human hand, this completely black, hairy spider is very aggressive and hunts for its prey. They often move about in large groups in order to take down larger prey. The bite of this spider injects a mild poison that slows the victim (save vs. poison negates) to a rate of 30/10 and the target may attack only once every two rounds. Steel Cobra, Giant Armor Class: 0 Hit Dice: 6 Movement: 150/50 Attacks: 2 Damage: 1d6 bite / death ray Special Attacks: Death ray Special Defense: See below Intelligence: 3 No. Appearing: 1 Save As: F6 Morale: 12 Treasure Type: L Alignment: Neutral THACO: 14 Experience: 950 This magical construct is a 20-foot-long snake made of metal. It can bite a target and inflict 1d6 damage and simultaneously use a gaze attack on the same (or another) target. The gaze attack requires a saving throw vs. death; a successful save inflicts 2d10 damage while failure kills the target instantly. Stonge Armor Class: 3 Hit Dice: 5 Movement: 30/10 f150/50 Attacks: 1 Damage: 1d8 pierce Special Attacks: Petrification, blood drain Special Defense: See below Intelligence: 4 No. Appearing: 1d4 Save As: F5 Morale: 8 Treasure Type: C Alignment: Chaos THACO: 15 Experience: 425 A stonge appears to be a stirge, but they are much more powerful. If the stonge pierces its target, the creature must save versus petrification or be turned to stone. Like a stirge, the stonge can drain blood, and the victim must save versus petrification each round. Stonges gain +2 to saving throws vs. all magical attacks. Trolling Armor Class: 4 Hit Dice: 3+1 Movement: 120/40 Attacks: 3 Damage: 1d4 claw / 1d4 claw / 1d10 bite Special Attacks: None Special Defense: Regenerate Intelligence: 3+1d4 No. Appearing: 1d6 Save As: F3 Morale: 10 Treasure Type: V Alignment: Chaos THACO: 16 Experience: 100 Smaller than a standard troll, these creatures are otherwise identical. They are very aggressive and hunt for food and treasure rapaciously. A trolling regenerates one hit per round when damaged by anything but fire or acid, which can be healed only by other magical means or rest. Vampire, Spawn Armor Class: 5 Hit Dice: 3+1 Movement: 120/40 f90/30 Attacks: 1 Damage: 1d8 claw or 1d4 bite or by weapon +1 Special Attacks: Energy drain, paralyze, blood drain Special Defense: Greater Undead Intelligence: 5+1d8 No. Appearing: 1d3 Save As: F3 Morale: 10 Treasure Type: V Alignment: Chaos THACO: 16 Experience: 225 These creatures appear as gaunt humans or demi-humans. They are the creation of a vampire through a combination of blood drain and energy drain. Any creature that is energy drained down to one hit dice and then blood-drained to zero hit points or less by a vampire becomes a vampire spawn. Vampire spawn are completely subservient to their creator and perish if the vampire is destroyed. While very much appearing as a vampire, a vampire spawn is significantly weaker. Their energy drain attack only induces a reduction of experience points by 8d10 points per hit. A bite requires the victim to save vs. paralyzation (1d4 rounds duration). A paralyzed target can further be blood drained (subsequent rounds) for 1d12 damage. If a creature is destroyed by blood drain, it rises from the dead as a zombie in 1d4 turns. Vampire spawn are considered to be Greater Undead.


254| Endleess Encounteers: DDungeeons Vengeful Spirit Armor Class: 2 Hit Dice: 10 Movement: f120/40 Attacks: 1 Damage: 1d12 necrotic touch Special Attacks: See below Special Defense: See below Intelligence: 11 No. Appearing: 1 Save As: F10 Morale: 9 Treasure Type: C Alignment: Chaos THACO: 11 Experience: 3,000 Dmg 1d12 touch; SA Wail, energy drain; SD Greater Undead A vengeful spirit looks much like a spectre and is maliciously evil. They hate all living things and seek to create hordes of undead. The touch of a vengeful spirit inflicts 1d12 damage and two levels of energy drain. Creatures killed by energy drain rise again as a wraith in 1d12 rounds under the control of the vengeful spirit. These creatures wail loudly and all living creatures within 60 feet suffer 1d12 damage (saving throw vs. spell negates all damage). Any creature killed by the wailing attack rises as a ghoul in 1d12 rounds. Vengeful spirits are Greater Undead. Water Weirdling Armor Class: 6 Hit Dice: 3+1 Movement: s120/40 Attacks: 1 Damage: 1d6 strike Special Attacks: Envelop Special Defense: See below Intelligence: 4 No. Appearing: 1d3 Save As: F3 Morale: 7 Treasure Type: V Alignment: Chaos THACO: 16 Experience: 150 This magical creature appears as nothing more than water; its entire composition is equivalent to 25 gallons. The water weirdling often exists in a much larger water source (pond, lake, ocean) or a moving body of water such as a stream or river. Impossible to distinguish from its surroundings, it is susceptible to attack only when it forms itself into something akin to a snake; it still is made completely of water. A water weirdling can assume the shape of anything and only its size is the limiting factor. However, the assumed shape has very blunt and general features with no color or texture other than clear water. A water weirdling attacks by slamming into its target for 1d6 damage. If the attack is successful, the target is enveloped in the water weirdling and drowns (see drowning rules). These creatures are hit only by magical weapons, and edged weapons inflict no damage.


AAppeendix IIII: NNeew Magic IItemems |255 Armor of Pain This cursed armor includes all types. When the wearer is struck by an attack (other than spells or breath weapons), one additional point of damage is applied. The wearer is not aware that the armor is increasing the applied damage. Roll 1d6 to determine magical defensive bonus: 1–5 = +1, 6 = +2. Value: 500 gp + 500 gp per +1 bonus Arrow of Dispelling This arrow dispels any magical effect or spell it strikes. The arrow cannot dispel permanent effects. The arrow acts as a +2 weapon but vanishes if it dispels a magical effect. Value: 500 gp Boots of Striding and Springing These magical boots allow the wearer to leap up to 60 feet vertically or 30 feet horizontally once per turn. The leaping creature may attack normally after leaping that same round. Value: 2,000 gp Bracers of Ultimate Defense The wearer of these bracers subtracts 1d4 damage of any attack that causes physical damage to the wearer. The effect is negated if the wearer is wearing armor of any type. Value: 2,000 gp Bullets of Destruction These magic sling bullets are +2 magical ammunition and inflict 1d4+2 damage. However, the bullet vanishes after use regardless of the combat result. Typically, 1d10+10 bullets are found. Value: 200 gp per bullet Bullets of Destruction +2 These magic sling bullets inflict 1d6+2 damage. Additionally, if a magical creature is struck by one of these bullets, it must make a saving throw vs. magic or suffer double damage. If a bullet strikes a magical creature (regardless of the saving throw result), it vanishes on impact. Value: 100 gp per bullet Cloak of Illusion Usable only by gnomes, this cloak grants the wearer an additional three spell levels of spells to be memorized each day. Also, the wearer can cast displacement once per day. Value: 2,000 gp Cloak of Levitation This magical cloak is typically nondescript but in perfect condition. The cloak allows its wearer to levitate (per spell) for up to five rounds once per day. The wearer can move vertically up to 120 feet per round as full move (40 feet and attack, cast a spell, etc.). Value: 1,500 gp Dagger of Dispelling These weapons are +1 magic weapons. The wielder of the dagger can use dispel magic (per spell) at 7th level once per day. Value: 2,000 gp Disk of Deflection These three-inch-diameter metal disks come in three types: copper, silver, and gold. Each disk is plain but has a clasp on one side that can be used to attach it to a piece of clothing or armor. Each disk can absorb a random amount of damage based on the die roll and the number of remaining charges: copper 1d4 (4), silver 1d6 (6), and gold 1d8 (8). Each time the wearer of a disk suffers physical damage, from a spell or otherwise, a charge is automatically used. The appropriate die is rolled, adding the remaining charges, and that amount of damage is reduced from that single attack. For example, a character wearing a copper disk with four charges is struck by a battleaxe for eight damage. A charge is used, and a d4 is rolled adding three (the remaining charges) with the result of two. A total of five points of damage is deflected, and the wearer suffers only three points of damage. Value: Copper — 50 gp plus 100 gp per charge; Silver — 100 gp plus 150 gp per charge; Gold — 200 gp plus 250 gp per charge. Dragon Scale of Power: Red This scale protects its possessor from dragon breath (color specific). The dragon breath attack does no damage to the scale’s possessor but the scale is then destroyed. Value: 1,500 gp Dust of Obliteration When cast on an inanimate object, that object must make a saving throw (base 15) or disintegrate. An object gains a +1 to its die roll for every 1,000 gp value of the object. Value: 1,000 gp Appeendix IIII: NNewew MMaagic IIteems


256| Endleess Encounteers: DDungeeons Dust of Sleeping This magical dust causes affected creatures to make a saving throw vs. spell or fall into a deep sleep for 2d4 turns. The effects of the sleep are negated only by magic such as a dispel magic spell. The dust can be thrown up to 30 feet and affects all creatures within a 10-foot radius. The effect is instantaneous. Value: 500 gp per application Elemental scroll This cursed scroll appears to be a scroll of elemental protection. However, when read, this scroll opens a gate to an elemental plane determined by the GM. A random elemental creature emerges through the gate and attacks the reader of the scroll. The gate remains open for 1d4 turns. Value: 1,000 gp Eyes of the Eagle These glasses allow the wearer to see any object (unless obstructed) up to two miles away in complete detail. Also, the wearer can see invisible creatures or objects up to a range of 60 feet. Value: 1,250 gp Figurine of Power: War Dog Several types of these magical figurines exist, and each is made of a rare or exotic stone. Roll on the following chart to determine the type of stone. The stone material determines the special ability of the figurine. To activate the figurine, the name of the figurine (always written on the bottom of the figurine itself) is spoken aloud by the owner. The figurine transforms into a life-size version of the animal. It responds to all commands of the owner and remains in its “life” form for eight hours. It must remain in stone form for an additional 16 hours before it can be animated again. If killed or destroyed, it returns to its stone form and cannot be restored until one full week elapses. War Dog: AC 7; HD 2; hp 16; #AT 1; Dmg 1d6 bite; SA Special; SD None; MV 150/50; AL N; INT 3; THACO 18 d4 Stone Special Ability 1 Jade Poison gas breath, one target, range 10 foot, save vs. poison or suffer 2d8 damage, one use 2 Onyx Gain +3 to damage for three rounds, one use 3 Alabaster Gain +3 to hit for three rounds, one use 4 Adventurine Detect magic for one turn, one use. Value: 1,250 gp Fire Arrow When fired from any bow, these arrows ignite in flame and produce an additional 1d6 fire damage. They are considered magic weapons but convey no to-hit bonus. Each arrow has one use and vanishes into smoke after it is used (regardless if the attack was successful). Value: 200 gp per arrow Flame Blade A flame blade may come in the form of any edged weapon. They have a bonus of +1d3. The weapon inflicts a bonus of 1d3 fire damage each time it hits a target. The damage bonus is +1d6 against undead. A flame blade can also launch a flame attack per the spell burning hands (8 hp damage) once per day. Value: 1,000 gp per +1 bonus Floating Lantern This lantern floats near the owner (anyone who grasps its handle then releases it). The lantern stays within five feet of the owner and casts a light up to 60 feet in all directions. The light can be controlled by the owner and the range adjusted from zero to 60 feet at will. Value: 750 gp Frog Blade These magic swords come in all varieties. Their blades are always colored green, and their hilts have the color patterns of frog skin. The weapon glows with a bright green light (30-foot radius) when not in its sheath. These weapons are always +1 magic weapons (to hit and damage). Lastly, the wielder of a frog blade can leap up to 30 feet (15-foot high) and make a melee attack (frog blade only). When not attacking, the wielder can jump a distance of 60 feet (15-foot high) or 30 feet straight up. Roll 1d6 to determine weapon type: 1–2 = short sword, 3–4 = broad sword, 5 = longsword, 6 = two-handed sword. Value: 2,500 gp Frost Armor This armor comes in all types (metal only). It is always blue in color and radiates a slight chill. The wearer is completely invulnerable to natural cold. Against magical cold attacks, the wearer gains a +2 to an applicable saving throw and one point of damage reduction per die is automatically applied. If no save is applicable, the wearer gains a normal saving throw (no bonus). Roll 1d6 to determine magical defensive bonus: 1–5 = +1, 6 = +2. Value: 2,000 gp +500 gp per +1 bonus


AAppeendix IIII: NNeew Magic IItemems |257 Halo Stone (+1 protection) This small blue stone circles about the head of its wielder. The stone grants a –1 AC bonus and +1 to all saving throws. Value: 2,500 gp Horn of Calling When sounded, this horn attracts a wandering monster in 1d4 rounds. The wandering monster is loyal to the wielder of the horn and does his bidding for one turn, at which point the wandering monster leaves the area. This horn has 20 charges but may be used only once per day. Value: 2,000 gp plus 200 gp per charge Javelin of Attraction This cursed javelin appears to be a javelin of piercing. However, when hurled, it doubles back and strikes the wielder automatically. Damage inflicted by this javelin is 1d6+1. Value: None Javelin of the Vampire These javelins are a +2 weapon, and the wielder gains a number of hit points equal to damage applied. Gained hit points are temporary and are lost 24 hours after being acquired. The gained hit points are the first lost if the wielder is damaged. The javelin vanishes if it damages a target. Value: 1,500 gp Key of Opening This key opens one lock and disarms any trap associated with the lock or portal. The key vanishes after one use. Value: 500 gp Libram of Gainful Conjuration This large book can be read only by creatures that can cast arcane spells and they must be of Lawful alignment. The reader gains the ability to cast an additional three spell levels of spells per day. For example, one 1st-level spell and one 2nd-level spell. Value: 5,000 gp Longsword of Cleaving These +1 weapons allow the wielder to make an extra attack against another target (within striking range), if the primary target is killed by the weapon. Only one such extra attack is granted, even if the second target is killed. Value: 2,500 gp Mage Book This book can temporarily hold a number of spell levels equal to the level of the arcane spellcaster using this book. The spells are held for 30 days then vanish, unless previously used. All spells stored in this book, when used, vanish and must be replaced. To place a spell in this book, the spellcaster must simply cast the spell while holding or targeting this book. Value: 1,000 gp Map of Finding When found, the map must be commanded to locate a single object familiar to the user. Alternatively, the user may select a general object or creature that is well-described. The map unerringly provides directions to the object. Any traps or secret doors along the path are revealed. The range of the object must be no farther than 500 feet from the map. Value: 1,000 gp Mistwood Bow Made from the wood of the rare mistwood tree, these bows are +1 magical weapons. Additionally, once per day, the bow conjures a magical arrow (on command) that automatically strikes its target. The magical arrow inflicts 2d6 damage and can hit any target regardless of magical defenses. Value: 2,000 gp Moon Armor This armor can come in any form. The armor has a protection bonus of +1d4. Those wearing a suit of this armor are immune to lycanthropy. Additionally, any lycanthrope that strikes a target wearing moon armor suffers 1d8 damage. Moon armor can generate a burst of white light once per day that inflicts 1d12 damage to undead. The light burst targets a single creature. Value: 1,500 gp per +1 bonus Necklace of Missiles This gold necklace is inset with a number of rubies of various size. A ruby is detached and hurled to create a fireball (per spell). The damage of the fireball is based on the size of the ruby. Each necklace is adorned with 12 rubies: six of the rubies inflict 4d6 damage; four inflict 5d6 damage; and two inflict 7d6 damage. Often, these necklaces are found with some rubies missing. Value: 1,500 gp + 100 gp per dice of damage remaining Necklace of Protection (4) This necklace has a number of sapphires equal to its remaining charges. If the wearer is subject to an energy drain attack, a sapphire is shattered but the energy is negated. Value: 1,000 gp per sapphire


258| Endleess Encounteers: DDungeeons Oil of Armor This oil is typically found in small vials. Each vial has enough oil to cover one suit of armor. The oil adds a temporary bonus of +1 magical protection for one day. Also, the first three physical attacks that strike the armor are reduced in severity by 1d4 points of damage. Value: 250 gp per application Parchment of Karbon Appearing as a simple piece of parchment, these sheets can duplicate virtually any scroll of either normal or magical nature. The parchment of Karbon is stacked directly on the document, including a page from a book, that is to be copied and the word “Karbon” is spoken. Any nonmagical document may be duplicated, as can any scroll that contains a spell, but not scrolls that are not spells (i.e. a scroll of protection from undead, etc.). Scrolls that contain more than one spell are not copied completely; one spell must be selected for duplication. When a parchment of Karbon is used (to cast a spell), it bursts into flame and causes one point of fire damage to its wielder (no save is applicable). Each sheet can be used only a single time. Value: 200 gp Plate Mail of the Owl The wearer of this plate mail armor cannot be surprised and gains night vision (can see as in daylight at night [outside only]). The armor provides AC 3. Value: 1,500 gp Potion of Fire Breath Consuming this potion allows the imbiber to breathe intense, magical fire in a straight line to a distance of 30 feet (five foot wide). All creatures in the path of the fire suffer 4d6 damage and are allowed a saving throw vs. dragon breath for half damage. Value: 750 gp Potion of Reflection If this potion is consumed, the imbiber reflects a single spell that targets him. The duration of the potion is six turns or until a spell is reflected. The reflected spell targets the caster of the spell. Area-of-effect spells do not trigger this protection. Value: 1,000 gp Potion of Regeneration When consumed, the imbiber regenerates one hit point per round until fully healed. The duration of the potion is one day. Value: 1,000 gp Potion of Super Heroism This potion is usable only by a fighter, ranger, paladin, dwarf, or halfling. The imbiber of the potion gains 3d10 hit points, –2 AC bonus, and +2 to hit and damage for 2d6 turns. Value: 1,200 gp Potion of Treasure Alteration When poured onto a single treasure type (coin, gems, jewelry), this magical liquid randomly transforms that treasure (permanently) into another form of treasure. A maximum of 500 coins, 20 gems, or 10 pieces of jewelry is affected. All of the liquid must be used when the potion is applied. Roll on the following chart to determine transformation. d10 Outcome 1 1,000 gold coins 2 1,500 silver coins 3 1,000 electrum coins 4 500 platinum coins 5 One massive diamond worth 3,000 gp 6 10 flawless emeralds worth 200 gp each 7 An ornate gold necklace inlaid with rubies worth 5,000 gp 8 10 black pearls worth 300 gp each 9 One copper coin 10 Reroll outcome Value: 500 gp


AAppeendix IIII: NNeew Magic IItemems |259 Ring Mail of the Black Dragon This +2 armor is always black in color. The wearer is immune to acid damage and can project acid once per day against a single target for 4d6 damage. Value: 3,500 gp Ring of Avoidance This ring has one use per day. When activated, the wielder avoids one targeted effect or attack made against him. The ring cannot affect area-of-effect spells. Value: 1,500 gp Ring of Flame Resistance These brass rings protect their wearers from the effects of fire damage by reducing damage and increasing saving throws with a +2 bonus. Each ring starts with 2d4 chargers. Each time the wearer is protected from a fire-based attack, a charge is automatically used. However, the wearer may elect to use any number of additional charges. Each charge reduces the fire damage sustained by 1d4 points. Charges may be allocated after the inflicted damage is announced. The saving throw bonus remains after all charges are expended. Value: 300 gp plus 200 per charge. Ring of Free Action This ring protects the wearer from being bound or paralyzed. Also, the wearer cannot be slowed (spell) or held by a hold person spell. Any effects that negatively adjust the wearer’s speed is negated. Value: 1,500 gp Ring of Speed When activated, the wearer of this ring can move at double its natural speed and make two physical attacks per round. The ring can be used three times per day with a duration of 1d10 rounds per use. Value: 2,000 gp Robe of Wizardry This robe is only useable by magic-users, elves, half-elves, necromancer, and gnomes. While wearing this robe, the spell-caster gains twice as many first level spells as indicated by their level. These spells are selected as normal spells. Value: 5,000 gp Rod of Smiting (40) This magical rod inflicts 1d10 damage (requires only one hand to use) and provides a +1 to-hit bonus. Also, the wielder may expend one charge to double the damage inflicted by the rod, including all bonuses. Rods may be used by magic-users and clerics. Value: 1,500 gp plus 200 gp per charge Rod of Reversal These rods negate the effects of any spell or spell-like effect. The rod has a range of 30 feet. This device cannot dispel or specifically target a spell that has no duration (i.e., a magic missile, fireball, cure light wounds, etc.). Value: 400 gp per charge Rykevist’s Snowflake This pendant is shaped like a snowflake and made of silver. The wearer is immune to normal cold and gains a +4 bonus to saving throws vs. magical cold. In addition, all damage inflicted by magical cold is reduced by 1d10 hit points regardless of the saving throw outcome. Also, the wearer is immune to any special effects applied by cold (such as slipping on ice). Value: 2,000 gp Rykevist’s Snow Globe This crystal snow globe contains a scene of blowing snow. On command, any creature that uses cold-based attacks or special abilities can be trapped within the globe. The target creature is allowed a saving throw versus spells to avoid this effect. A specific creature can be targeted only once per day. No more than one creature can be trapped at any one time; if a creature is contained and another is trapped, the first creature is freed. Value: 1,000 gp Scale Slayer These magical swords are particularly adept at killing reptiles and all creatures that have scales (including, but not limited to, dragons, snakes, lizards, lizard-men, serpen, etc.). However, aquatic creatures are not included. The sword functions as a +1 magic weapon against all foes but is +3 vs. scaled creatures. Additionally, the weapon deals an additional dice of damage (based on sword type) against scaled creatures (for example, a short sword would deal 2d6 damage plus any bonuses). Roll 1d6 to determine weapon type: 1–2 = short sword, 3–4 = broad sword, 5 = longsword, 6 = two-handed sword. Value: 2,000 gp


260| Endleess Encounteers: DDungeeons Scarab of Enraging Enemies When worn, a number of creatures targeted by the wearer must save vs. spell or become berserk (per BX RPG Dungeon Guide). One charge is used for each creature targeted by the scarab regardless of the saving throw result. These scarabs typically start with 10 charges. Value: 1,000 gp plus 200 gp per charge Scroll of Duplication When read, this scroll creates an exact duplicate of the reader. This duplicate must perform all instructions of the original summoning creature. The duplicate has all the current abilities and hit points of the summoner. The duplicate remains in service until it is destroyed or until 1d6+3 turns elapse. Value: 3,000 gp Scroll of Recall Usable by any spellcaster, this scroll allows the reader to recall any spell previously cast that day. The spell must be announced when this scroll is used and is available for use as normal. Value: 1,000 gp Scroll of Returning When read, this scroll returns the reader to any location previously visited. Only the reader is teleported, and there is no chance for error. It may be used by any class or race. Value: 750 gp Shadow Armor This armor grants the wearer the ability to hide in shadows as a thief of the same level as the wearer. It is leather armor but provides AC 5. Value: 3,000 gp Shatter Armor (cursed) This armor comes in all types (metal only). When struck by a physical blow or weapon, the armor shatters into small fragments. The fragments, so long as they are all present, reform after 24 hours. Roll 1d6 to determine magical defensive bonus: 1–5 = +1, 6= +2. Value: 5,00 gp + 500 gp per +1 bonus. Shield of the Eye This shield has a single eye painted on its defensive side. No two of these shields are the same. While in use, the wearer gains deepvision. Additionally, once per day for two turns the wielder can see invisible objects and creatures. Roll 1d6 to determine magical defensive bonus: 1–4 = +1, 5 = +2, 6 = +3. Value: 1,000 gp + 500 gp per +1 bonus Shield of Shattering These shields have a bonus of +1d3. In combat, the shield has a 20% chance of shattering if struck. However, if the shield shatters, shards inflict 1d6 damage to all within 30 feet of the shield. Value: 100 gp per +1 bonus Silver Rose of Sleep This rose must be thrown at a target area up to a range of 30 feet. All creatures within 10 feet of the rose must save vs. spell or fall into a magical sleep (per spell) for 1d4 turns. Value: 1,500 gp Spirit Ring These jade rings resemble a coiled serpent. When worn by a human (including half-elves and half-orcs), the wearer is compelled (no saving throw allowed) to travel to the Forbidden City (see module TM4 Legacy of the Forbidden City) without delay, but in secrecy. The victim does everything in his power to make the trek and eliminates anyone attempting to stop them. A remove curse spell eliminates the quest-like function of the ring. Otherwise, the ring has the benefit of granting its wearer immunity to poison (including gas) once per day. Value: 500 gp Star Mace This +3 magic weapon has a handle made of clearsteel (a metal that is as transparent as glass) and a golden head that resembles a glowing sun. Usable only by clerics, the star mace has two special powers: The wielder can cast a light spell three times per day (level of wielder), and they can cast a ray of starlight that inflicts 6d6 damage to a single undead creature (saving throw vs. spell reduces damage by 50%), which is usable once per day. Value: 5,000 gp


AAppeendix IIII: NNeew Magic IItemems |261 Sun Lantern This magical lantern contains a small magical portal that captures natural sunlight. The light illuminates a 60-foot radius with magically augmented natural sunlight. Any undead caught within the light must save vs. spell or suffer 1d6 damage per round. Only one save is attempted. Furthermore, the lantern dispels magical darkness automatically. Value: 3,500 gp Sun Staff The sun staff is made of wood but bright yellow in color. They allow the user to cast a light spell (per 5th-level magic-user) once per day. Additionally, the sun staff inflicts double damage against all undead creatures. Roll 1d6 to determine magical defensive bonus: 1–5 = +1, 6= +2. Value: 2,000 gp + 500 gp per +1 bonus Sword: +1 /+3 vs. Fire-Based Creatures These magic swords are +1 to hit and damage against all targets. If the target is a fire-based creature, including all those from the Plane of Fire, the sword is +3 to hit and +3 to damage. Furthermore, fire-based creatures struck by the weapon must save vs. spell or lose any special abilities based on fire for 1d4 rounds. Value: 4,000 gp Tome of Potions This book contains 1d10 chapters. Each chapter contains a magical summoning spell that allows the reader to craft a specific magical potion. The chapters only appear in sequence and the first must be used prior to the second chapter appearing, and so forth. Only the next available potion is identified. It takes six turns to craft the potion. Also, the crafter must sacrifice 200 gp per potion. Potions are randomly determined. There is a 10% chance the potion is misidentified (GM rolls this chance in secret prior to the random roll to determine potion type.) Value: 500 gp per chapter Vial of Vitality This vial restores 2d8+2 hit points. Additionally, a PC who used a special ability or spell regains that ability or spell. The imbiber can be affected by only one of these potions per day. Value: 1,000 gp Wand of Death This wand fires a death ray up to a range of 60 feet. The ray automatically slays creatures with three or fewer hit dice. Creatures with 3+1 to 7 hit dice suffer 6d6 damage (save vs. death reduces damage by 50%). Creatures with 7+1 hit dice or more are slowed (saving throw negates) and suffer 1d6 damage (no saving throw). Value: 3,000 gp plus 500 gp per charge


262| Endleess Encounteers: DDungeeons Appeendix III III: MMisceellaaneeous CChaarts The following charts may come in useful in certain situations. These charts are not designed to be completely thorough but provide enough variety of results to generate a solution. Chart 32: Color Chart d12 Result 1 Green 2 Yellow 3 Blue 4 Black 5 White 6 Red 7 Purple 8 Tan 9 Pink 10 Brown 11 Gray 12 Magenta Chart 33: Metal Chart d10 Result 1 Steel 2 Copper 3 Gold 4 Silver 5 Platinum 6 Electrum 7 Tin 8 Aluminum 9 Brass 10 Mercury Chart 34: Dungeon Corridor/Room Effects d10 Result 1 Dusty 2 Cool breeze 3 Warm breeze 4 Cold breeze 5 Hot breeze 6 Damp 7 Algae 8 Spider webs 9 Dry 10 Slimy Chart 35: Temperature d8 Result 1 Frigid 2 Cold 3 Cool 4–5 Moderate 6 Warm 7 Hot 8 Searing Chart 36: Special Creature Knowledge d6 Result 1 Secret 2 History of dungeon 3 No knowledge of surroundings 4 General knowledge of immediate surroundings 5 Aware of a secret chamber 6 Knows weakness of specific creature Secret: The creature knows a secret of a specific creature or item on this level of the dungeon. The secret can be something innocuous such as a relationship, a pact, or an ambition. Another form of secret is that of a hidden treasure or item. History of Dungeon: This creature knows the detailed history of the dungeon, or at least thinks it knows the history. No Knowledge of Surroundings: The creature is ignorant of the dungeon as a whole as well as its current neighbors and locales. Aware of Secret Chamber: The creature knows of at least one secret door or chamber on this level of the dungeon. The creature is not aware of what lies beyond the secret door. Knows Weakness of Specific Creature: The creature is aware, in varying detail, of a major creature in the dungeon and a possible weakness or vulnerability. This can be directly related to the creature or that a hidden passage allows access to the creature’s lair. Chart 37: Adventuring / Camp Gear d24 Result 1 Empty pack 2 Empty sack, small 3 Empty sack, large 4 Bedroll 5 Blanket 6 Tinderbox 7 Torch (1d4)


AAppeendix III III: Misceellaneeous CCharts |263 d24 Result 8 Lantern 9 Oil flask (1d3) 10 Tent (one person) 11 Tent (two person) 12 Tent (four person) 13 Candle set (8) 14 Frying pan 15 Kettle, small 16 Waterskin 17 Wineskin 18 Keg of ale, small 19 Food ration (one day) 20 Food ration (two days) 21 Cord of wood 22 50’ rope 23 10’ pole 24 Hammer and spikes (6) Chart 38: Vermin d20 Result 1 Mouse 2 Mice (1d4+1) 3 Cockroach 4 Cockroaches (1d100) 5 Albino cockroach 6 Fly 7 Flies (1d100) 8 Biting fly 9 Biting flies (2d6) 10 Rat snake 11 Common rat 12 Common rats (2d12) 13 Toad 14 Toads (2d6) 15 Frog 16 Frogs (2d4) 17 Spider 18 Spiders (1d100) 19 Flying insects, gnats (1d4 x 100) 20 Mosquitos (1d100) All vermin are considered AC 9 and have 1 hit point (automatically killed if struck). Only mosquitos are aggressive and seek to attack PCs. Mouse/Mice: Not harmful to the PCs but can get into and spoil food; cause disease if eaten. Cockroach: Not harmful to PCs. Albino Cockroach: Nothing but a curiosity Fly/Flies: Not harmful but slightly irritating as it may circle the heads of PCs. Biting Fly/Flies: Does not inflict hit point damage but painful and persistent. Rat Snake: Not venomous, and bite causes 1 point of damage. Not aggressive; always flees. Rat, Common: Avoids contact with creatures larger than itself. Bite causes 1 point of damage and 10% chance of contracting disease. Toad: Not harmful to PCs. If eaten, 10% chance of contracting disease. Frog: Not harmful to PCs. Can be eaten. Spider: Not venomous or harmful to PCs. Often in a spider web. Flying Insects, Gnats: Mildly irritating, fly about heads of PCs. Mosquitos: Aggressively attempt to bite PCs. No damage; 2% chance of causing disease. Chart 39: Room, Special Contents d20 Result 1 Slime, walls 2 Slime, all surfaces 3 Puddle of dirty water 4 Puddle of clear water 5 Bloodstain, dry 6 Bloodstain, wet 7 Ooze puddle 8 Dripping water 9 Algae 10 Mushroom 11 Mushroom patch 12 Guano 13 Splintered bones 14 Tree branch 15 Pile of rotted wood 16 Dirt, pile 17 Broken stones/bricks/blocks 18 Garbage, general 19 Article of clothing (roll on Chart 42: Article of Clothing) 20 Broken weapon (roll on Chart 43: Weapons) These contents are meant only to create an atmosphere in a chamber, stair, or corridor. There is nothing of real value, but an enterprising player may devise a use for something. In general, when an empty room is encountered, roll one or more times to add flavor to the description. Slime: Possibly slippery if stepped on; PC makes a Dexterity check with a –4 bonus. Puddle: A small amount of water that is typically less than one


264| Endleess Encounteers: DDungeeons inch deep. Consuming this water, clear or dirty, requires a save vs. poison (+2 bonus) or disease is contracted. Bloodstain: No identification is possible. Ooze Puddle: This sticky, jelly-like liquid can come in any color (roll on Chart 32: Color Chart). It is harmless, though it may smell very bad. Dripping Water: Can be collected and consumed with no chance of illness. Algae: Common in damp dungeons; no applicable use or danger. However, biting flies often use it as a lair. Mushroom: Most are poisonous if consumed (75%; save vs. poison or suffer 2d12 damage). Guano: The spoor of some creature within the dungeon. Splintered Bones: Not identifiable. Tree Branch: A curiosity. Pile of Rotted Wood: Often home to some type of vermin (75%). Burns at double rate of normal wood. Dirt, Pile: Left by some denizen of the dungeon. Often home to mice or rats (75%). Broken Stones/Bricks/Blocks: Damaged pieces that cannot be used in construction. Often home to some sort of vermin (75%). Garbage, General: This pile, or piles, of garbage include broken pieces of common items (utensils, plates, mugs), ruined clothing, rotting food, etc. Often home to vermin (50%). Article of Clothing: A single piece of clothing or footwear. Damaged 90% of the time. Broken Weapon: Completely unusable and not repairable. Chart 40: Noise in the Dungeon d12 Result 1 Creaking door 2 Breaking door 3 Loud crash 4 Distant/soft crash 5 High-pitched scream 6 Pain-filled scream 7 Call of help 8 Scraping 9 Whistling 10 Battle/combat sounds 11 Explosion 12 Faint whispers Chart 41: Smells in the Dungeon d6 Result 1 Sour 2 Sweet 3 Noxious 4 Smoke/Burning 5 Cooking/Food 6 Foul/Something Dead Chart 42: Article of Clothing 1d12 Result 1 Hat 2 Cap 3 Jacket 4 Coat 5 Shirt 6 Pants 7 Socks 8 Shoe 9 Shoes, pair 10 Boot 11 Boots, pair 12 Sandal Clothing found loose in the dungeon is often in disrepair and unusable. It is often accompanied by a stench of unknown origin (80%). None of the clothing is remarkable other than the lone sandal that has the letters “GG” carved into the sole. Chart 43: Weapons d20 Result 1 Axe, Battle 2 Bow, Short 3 Bow, Long 4 Crossbow, Light 5 Crossbow, Heavy 6 Dagger 7 Dagger, Silver 8 Hammer, Throwing 9 Hammer, War 10 Javelin 11 Lance 12 Pole Arm 13 Scimitar 14 Sling 15 Spear 16 Staff 17 Sword, Long 18 Sword, Short 19 Sword, Two-Handed 20 Trident


AAppeendix IVIV: NNeew SSpeell / AAppeendix VV: BBlank Maps |265 Map EE1 (No Numbers) ............................................ 274 Map EE2 (No Numbers) ............................................ 275 Map EE3 (No Numbers) ............................................ 276 Map EE4 (No Numbers) ............................................ 277 Map EE5 (No Numbers) ............................................ 278 Map EE6 (No Numbers) ............................................ 279 Map EE7 (No Numbers) ............................................ 280 Map EE8 (No Numbers) ............................................ 281 Map EE9 (No Numbers) ............................................ 282 Map EE10 (No Numbers) .......................................... 283 Appeendix IVIV: NNewew SSpeell This appendix lists a singular new spell for use in your game (extensive, we know!). While this appendix may be small, it still is mighty in the eyes of the gods. Stone Skin (cleric) Level: 1 Range: touch Duration: 8 hours Area of Affect: one target Saving Throw: none When cast, the target creature gains a magical strength to his skin, not unlike a stone surface. The stone skin will absorb up to a total of three hit points of damage per level of the caster. Appeendix VV: Blaank MMaaps


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Blank Map 1.............................................................. 285 Blank Map 2.............................................................. 286 Blank Map 3.............................................................. 287 Blank Map 4.............................................................. 288 Blank Map 5.............................................................. 289 Blank Map 6.............................................................. 290 Blank Map 7.............................................................. 291 Appeendix VI VI: Extraa MMaap PPaack This appendix contains extra maps aside from the sample dungeon maps to be used in play. While not as vast as the sample dungeons, they offer an opportunity to have smaller dungeons for some quick exploration and monster slaying!


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This product contains Open Game Content, which may only be used under and in terms of the Open Game License Version 1.0a, distributed by Wizards of the Coast, Inc. Open Game Content includes all new monsters and all game mechanics (including the methods, procedures, processes and routines to the extent of such content does not embody Product Identity). OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. 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Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. BX RPG, Copyright 2019, William Barsh. BX RPG, Copyright 2019, Pacesetter Games & Simulations LLC.; Product Identity includes, “Pacesetter Games & Simulations,” “PGS,” “Endless Encounters: Dungeons,” “Endless Encounters,” artwork, cartography, and all logos and trade dress contained herein.


Endless Encounters: Dungeons is an encounter and adventure generator for characters level 1-10 using the B/X RPG system! Within these pages are dozens of charts for each level (1-10) that generate memorable encounters with just a few dice rolls. Whether you need to add an encounter to your adventure or design an entire dungeon, EE: Dungeons is an exhaustive resource and easy to use. Charts include everything you need to create an amazing encounter including illumination, room type, room contents, traps, monsters (full statistic blocks), treasures, and much more. EE: Dungeons also has 53 new monsters and 64 new magical items! Of course there is more in the form of a complete sample dungeon for each level with room descriptions and full-color map. All ten levels connect and form a mega-dungeon with more than 500 encounters! EE: Dungeons is designed for use with the BX RPG and compatible with all other OSR classic game systems based on the world’s largest fantasy RPG. Endless Encounters Dungeons Product Number: 1805BX ©2022, Pacesetter Games & Simulations


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