CHAPTER I: GAMEMASTER RULES...... 2 General Properties ...... 16 AGING ...... 2 Weapon Properties ...... 20 AWARDING EXPERIENCE ...... 2 Armour Properties ...... 21 Wealth ...... 2 Rod, Staff & Wand Properties ...... 22 Enemies ...... 2 Cursed Properties ...... 23 DISEASE ...... 3 General Properties Table ...... 24 DOWNTIME ACTIVITIES ...... 3 Weapon Properties Tables ...... 25 MONSTER ATTACK BONUS ...... 5 Potions ...... 26 NPC HIRELINGS ...... 5 Scrolls ...... 29 Basic Hirelings ...... 5 Miscellaneous Magic Items ...... 30 Specialists ...... 5 NPC MORALE ...... 6 CHAPTER IV: BESTIARY ...... 33 POISON ...... 6 A ...... 34 WEATHER ...... 6 B ...... 35 C ...... 36 CHAPTER II: SYSTEM ASSUMPTIONS ...... 7 D ...... 38 RACES ...... 7 E ...... 42 ALIGNMENT ...... 7 F ...... 43 FEATS ...... 7 G ...... 44 SKILLS ...... 7 H ...... 46 TASKS & ABILITY CHECKS ...... 8 I ...... 47 DOORS ...... 9 J ...... 47 DYING ...... 9 K ...... 47 PERCEPTION CHECKS ...... 9 L ...... 48 TIME ...... 10 M ...... 49 OVERLAND MOVEMENT ...... 10 N ...... 50 Hexcrawl Design ...... 10 O ...... 50 Navigation & Random Encounter Odds ...... 10 P ...... 51 RETAINERS ...... 10 R ...... 52 LEVEL PROGRESSION ...... 11 S ...... 53 ENCOUNTERS & COMBAT ...... 11 T ...... 55 Reaction & Morale ...... 11 V ...... 56 Attack Bonuses vs. Armour Class ...... 11 W ...... 56 Damage vs. Hit Points ...... 12 Y ...... 58 Small Notes ...... 12 Z ...... 58

CHAPTER III: TREASURE ...... 13 CHAPTER V: RANDOM ENCOUNTERS ...... 60 RANDOM TREASURE...... 13 USING RANDOM ENCOUNTERS ...... 60 Gems ...... 13 MONSTERS BY HIT DICE ...... 61 Jewelry ...... 13 WHAT’S THAT THING DOING? ...... 63 Art Objects ...... 13 PERSONALITIES ...... 63 Treasure Types ...... 14 RANDOM ENCOUNTERS: WILDERNESS .... 64 Lairs & Random Encounters ...... 14 RANDOM ENCOUNTERS: DUNGEONS...... 65 MAGICAL ITEMS ...... 15 Identifying Magical Items ...... 15 CHAPTER VI: CONVERSION GUIDE ...... 66 Using Magical Items ...... 15 CAMPAIGN MATTER CHECKLIST ...... 67 Generating Magical Items ...... 15 KEY TABLES ...... 68

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his chapter provides rules that did not belong in the ENEMIES Simulacrum Player’s Manual (SPM), a hodgepodge of Defeating enemies also grant XP. This award is based on the T rules that players don’t need to reference. They are Hit Dice and general abilities of the enemy in question, and is presented in alphabetical order. in addition to any gained from treasure the enemy possesses. A creature need not be killed to be defeated: an opponent AGING persuaded or forced to flee from combat is just as beaten as one that lies dead at the party’s feet. However, if an enemy As time goes by, characters will age. Additionally, various retreats but is encountered and defeated again in a subsequent magical and monstrous effects can age a character. The battle in the same session, the GM generally should not grant numbers given next to each age category are for a generic XP for defeating it a second time. human: the longevity of other races is left a setting element for the GM. The ability score adjustments are cumulative. Enemy XP Calculation

Defeated opponents grant XP based on how powerful they are.  Middle Age (45): –1 Str, Dex, Con The creatures in Chapter IV have XP values included in their  Old Age (60): –1 Str, Dex, Con statblock. Otherwise, the formula for calculating XP value is:  Venerable (75): –2 Str, Dex, Con

 Effective Hit Dice × Effective Hit Dice (or 15, A player can choose to start their character at any age whichever is lower) × Armour Class bracket, in which case they apply the above penalties after rolling their ability scores. Treat creatures with less than 1 Hit Die (e.g. 1 –1) as having 0.5 Hit Dice for this purpose. Round to the nearest ten. AWARDING EXPERIENCE The Effective Hit Dice of a creature is its base Hit Dice, possibly increased based on various special abilities it has. Use All characters that make it through a session alive receive all applicable modifiers: experience points (XP). Experience points come from two sources: recovered wealth and vanquished enemies.  +1 HD: flight; regeneration of up to 3 HP per round; The XP from all wealth acquired and enemies defeated is significant miscellaneous special ability or collection of totalled together at the end of each session. This total is then special abilities not covered below divided amongst all party members: the lump XP sum is not awarded to each member. If using retainers (see SPM, p. 25),  +2 HD: immune to non-magical or non-silver weapons each receives only half a share from this total. (if under 10 HD); immune to spells; invisibility; other This precise division is made regardless of who actually major resistances; major area-effect attack receives what money or made which kills. For example, if the  +3 HD: hit only by +2 or +3 weapons; any save-or- party agrees that one character gets all the silver recovered die or instant-removal-from-combat effect able to affect from the last session, that doesn’t change how the XP from characters of a level equivalent to the creature’s base that silver is awarded. HD (e.g. a 5 HD creature with a Sleep effect would not The discovery of magic items is not worth XP: the power of add this modifier, as Sleep only affects targets of 4 HD these precious items is its own reward. or less)

WEALTH  +1 HD per spell level (assuming full casting abilities as Silver (or its equivalent in gems, jewelry, art objects, other a mage). If the creature’s spells can generate any of the coins, etc) is usually the main source of XP. The party gains 10 other effects listed above, add up the HD modifiers of XP per silver piece in value they bring back to civilization. If all applicable effects and compare it to HD modifier of the wealth recovered is in the form of goods, these do not need spell access: use the higher of these two values. to be sold to gain the XP (what the players are actually paid for those goods also does not affect XP gained). The above assumes the ability to move, to attack at least Selling goods, gambling, crafting, and other means of once a round, and at least 1D4 damage per 5 HD. Serious earning money do not provide XP. The only alternate means outliers from this should affect the creature’s HD total. of earning XP is carousing (see Downtime Activities, p. 3). It is not necessary to assign an XP value to every little creature: 0-level peasants and the like are valueless.

– 2 – Chapter I: Gamemaster Rules

DISEASE DOWNTIME ACTIVITIES Optional. Players run across all manner of disease breeding Having acquired a pile of coin, players will inevitably want to grounds: spoiled food and water, overcrowded cities, ancient spend it. As an option, a player may choose to spend their graveyards, reeking sewers, pestilential swamps and jungles, time and money in pursuit of spiritual gain, arcane research (if and damp and dripping dungeons. Sickness has claimed far a mage), or simply decide to live for today and embark on more lives than war, and disease can really help highlight the debaucheries. The following tables provide the results of such dangers of adventuring, in particular for specific regions and activities. Each roll on the table occupies one week of time. areas. At the same time, the idea of Throthgar the Mighty The character still heals in this time, and can set a sage to a struck down by yellow fever runs against the expectations of research task, but cannot perform arcane tasks such as spell many players. As such, the inclusion of disease is optional. copying or scribing a scroll. The nature of the disease can be built by choosing from the table below. WORSHIP 3D6 Result Vector Incubation Effect Duration Result* Breathing Same day Light fatigue 1D6 days Thou dare?! The gods are fickle. You suffer a random 3 Insects Same week Heavy fatigue 1D3 weeks curse, as if you have read a cursed scroll (see p. 29). Thou hast angered me! Your face is branded with the Touch Two weeks Exhaustion 1D6 weeks Mark of Shame. Those of your alignment abhor you Water 1D6+4 weeks Death 2D4 weeks 4 until you remove the mark with a donation of 10% of your wealth, or a Worship result of 15 or higher (you do not receive the usual benefits from that result). When a character is exposed to the disease, a Con-based I have a task for thee. You are placed under a Geas save is required; how infectious the disease is determines the 5 (SPM p. 53) that compels you to perform a holy task. save’s difficulty. The easiest way to measure disease effects is Thou hast displeased me. Receive –2 on all saving 6 through the fatigue system, but other effects are possible: throws, during the next adventure only. 7-11 The gods are silent.  one-time, permanent attribute loss Thou hast pleased me. Receive +2 on all saving 12-13  wasting attribute loss (–1 to all physical attributes per throws, for the next adventure only. week until duration finishes, or death) Thine enemies are mine enemies. Roll your damage 14 twice and take the highest result for all non-spell  permanent distinctive scarring / markings attacks, for the next adventure only.  delirium, paranoia, or strange belief (can fly, talk to Be wary, o faithful one. You gain a vision of the trees or birds, etc) 15 future. The next time you would be reduced to 0 HP, a Careful (Arc) save instead avoids that effect.  hatred of bright light, water, or some other substance I have a task for thee. You learn the general location  compulsive laughter, howling, or screaming 16 of a relic of your faith, and are expected to retrieve it  increased levels of violent behaviour at some point. You will be able to keep it. Know that I am with you. You may perform most any These can replace fatigue, or be applied in addition to it. 17 bog-standard miracle appropriate to your patron power, once in the next adventure only. The disease should have a clear manifestation, over and The faithful shall be exalted. Receive a boon from above its basic effects: fever, chills, tremors, a rash, eye or skin 18 your patron power.** colour change, swelling, violent coughing, buboes, or boils are all possibilities. This often gives the sickness its name (e.g. red *A character with the Anointed feat adds +2 to this roll fever, Ugante chill). **If a worshipper of Chaos, roll on the Gifts of Chaos table (The Metamorphica: Revised Edition, p. 233). Otherwise, gain a permanent random General Property from the list on p. 23 (reroll results that contradict the patron power’s general tone and nature).

In order to worship, a character must have an alignment and a quiet place to perform the necessary rituals. The cost is 1D6 × 10 sp in sacrificial materials, incense, and the like. A character without the Anointed feat may add 100 sp to this total to gain +1 to the roll, but may only do this once per worship session.

– 3 – Chapter I: Gamemaster Rules

EXPERIMENTATION CAROUSING 3D6 3D6 Result Result Result* Result* You are sucked into a plane of nightmares. You You should not have drunk that. Roll once on the emerge at the end of the week completely naked and 3 Potion Miscability Table (p. 26), using two random 3 babbling incoherently. Lose all effects on your person potions. and suffer –4 to Will saves on the next adventure. You awake in jail, accused of heresy / profaning the Roll on the Summoning Mishap table (The 4 local patron powers / publicly insulting the local lord. 4 Metamorphica: Revised Edition, p. 255). A large bribe may solve things. Your experiments kill the local livestock / sour the You burned down the bar (or similar). Roll 1D6: 1-3 milk / stop or bring the rains, or similar. The locals they don’t know it was you; 4 they know it was you 5 are angry! Roll 1D6: 1-3 they don’t know it was you; 5 but won’t take direct action; 5 only your new 4-5 they know it was you but won’t take direct action; blackmailer knows it was you; 6 expect the local 6 expect torches and pitchforks. militia or equivalent. A large bribe may solve things. You have annoyed an outerplanar power. Expect its Lady luck abandoned you, and now it’s time to pay 6 agents to visit you soon (though just the once). up. Spend again what you spent to carouse in the first 6 Roll on the Mutation table (The Metamorphica: place, or gain a powerful local enemy. This does not 7 Revised Edition, p. 7). You may choose to reroll the provide additional XP. result, but only once. 7 You receive a random disease. 8-12 No meaningful effect. You got a tattoo. 1-3 it’s good (player chooses); 4 it’s All spells of a random level receive the benefits of a awful (random other player chooses); 5 it could have 13 random Mage feat for the next week. 8 been good, but something is messed up or misspelled Learn a random new spell from a school available to (GM chooses); 6 it says something insulting, crude or 14 you, belonging to the highest level you can cast at. stupid in a language you cannot read (GM chooses). 15 Gain one use of Contact Other Plane (SPM, p. 50). You were an ass most of the time. –1 on all Reaction 9 Rolls in this locale for the foreseeable future, not 16 Gain one use of Legend Lore (SPM, p. 53). including rolls on this table. Gain a permanent +1 bonus to a random saving The mother of all hangovers. Gain one level of 10-11 17 throw. fatigue, lasting through the next day. Gain a permanent spell slot at a random spell level A good haul. The money you spent on carousing is 12 18 you have access to. This does not count towards your earned back. This does not provide additional XP. maximum number of spell slots at that spell level. You were the life of the party. +1 on all Reaction 13 Rolls in this locale for the foreseeable future, not *A mage rerolls results of 3 if at least one of the following applies, and including rolls on this table. You awake in your bed. On you is a “Thank you” 3-4 if both of the following apply: the character has at least one mage note from an important local figure (official, noble, feat; the character has access to at least four schools 14 etc) or organization. It makes no mention of what they are thanking you for. In order to conduct arcane experimentation, a character Your drinking buddy wants to be your loyal retainer. must be a mage (the Arcanist feat is not sufficient). The cost is They are the same class as you, one level lower than 15 you, and will serve for half the normal rate. Add +2 2D6 × 10 sp. A private place to work is also required. to the roll when determining their Morale score. You won the deed to something. Roll 1D6: 1-3 16 nearest ruin; 4-6 plot of wildland. Roll 1D6: 1-3 the deed is a fake; 4-6 it’s legitimate. One of your fellow carousers was actually a 17 supernatural entity that wants to be your friend, familiar, or patron. Going for the highest stakes pays off. Gain one 18 random (identified, non-cursed) magic item.

*A character applies any Reaction Roll modifier(s) to this roll, unless the modifier states otherwise

The player rolls a die, corresponding to how large the locale is: 1D4 for villages; 1D6 for a town; 1D8 for a city (double this if the character is living a Wealthy lifestyle this week). The result × 10 equals the amount of silver spent carousing. XP is gained by carousing equal to this amount of sp × 5. If the character does not have enough money, no roll on the table is made and no XP is earned: the character passes the time without incident.

– 4 – Chapter I: Gamemaster Rules

MONSTER ATTACK BONUS Sage Rate: 50 sp per week A creature’s Hit Dice also determines its attack bonus. For Sages are consulted for information. They usually specialize in every full Hit Die it has up until 10, it receives a +1 attack one subject (herbs, dragons, a specific ancient empire, etc). If bonus. Hit Dice from 11 onwards are calculated at a reduced the information is particularly difficult to obtain, a sage’s rates rate: a further +1 attack bonus for every 2 Hit Dice (e.g. 12 increase. Characters may also have to pay for unusual supplies and 13 Hit Dice creatures will have a +11 bonus). the sage needs to research their question. In addition, despite the special knowledge sages have, they can be wrong when it NPC HIRELINGS comes to particularly obscure questions, especially if a rush job Players may wish to hire any number of NPCs for their useful is demanded. skills. Hirelings are not retainers (see SPM p. 25). Unlike retainers, hirelings will not willingly accompany characters directly into danger: at best they will wait at a nearby camp, provided they believe that it is safe. However, neither do they count toward a character or party’s maximum number of retainers.

BASIC HIRELINGS Basic unspecialized labour can be had for about 7 sp per week. Skilled craftsmen are worth up to five times this rate, with trades such as stonemasons fetching the highest wages.

SPECIALISTS Below are several NPCs with unusual skill sets, along with their typical weekly pay rates.

Animal Trainer Rate: 40 sp per week Animal trainers are not required for common animals like dogs or horses: they are intended for exotic creatures, like a pegasus. Each trainer specializes in one such animal. It will take a minimum of one month to tame a wild animal, or to teach an already tame animal one behaviour. After the first month, an animal has become accustomed to a trainer and can be taught additional behaviours at half the time per behaviour. If training is interrupted, all time already spent on that particular behaviour is lost. If an animal is being tamed and the time is interrupted, the animal will rebel and cannot ever be tamed.

Mage Rate: As Retainer of the mage’s level –1 (see SPM p. 25; minimum 25 sp per week) The precise commonality and availability for hire of casters in For sages specializing in identifying magical items, the a world is ultimately up to the GM, and the rates given above typical identify cost is 3D6 × 50 sp, which includes the week of should reflect this, being raised or (less likely) lowered from the research required. Old and/or more complex items (e.g. staves, above baseline to match. However, it is suggested that they great weapons) could require more time (and thus money), should not be commonly available. Magic too readily available unless well attested in the historical record. To find a missing for mere coin can trivialize resource management and rapidly command word for an item costs half of what it would cost to commodify what should be an exotic and wondrous art. identify the item (which must occur first). A sage can identify a potion without having to drink (or otherwise use) a dose of it.

– 5 – Chapter I: Gamemaster Rules

NPC MORALE STORMS To randomly generate the Morale score of a retainer, hireling, If heavy precipitation occurs, roll 1D6 once more. On a 1 the or other NPC, consult the table below: weather develops that same day into a severe storm. If dealing with rain, apply another +1 Hex Terrain Modifier to all hexes. With snow in winter, this is enough to make further movement 2D6 Result Morale impossible without magic aid. 2 6 — Craven / Traitorous Roll 1D4 to see how many days the storm lasts. The effects 3-4 9 — Untrustworthy in terms of waterlogged or snowbound roads will linger for a 5-6 11 — Unreliable while afterwards, of course, with mountain passes in particular 7-9 13 — Reliable often closed off for the entire season after the first heavy snow. 10-11 15 — Loyal 12 18 — Unwavering UNUSUAL WEATHER If a storm occurs, roll 1D6 once more. On a 1, the storm is You can also roll on the Personalities table on p. 63 to unusual in some way, whether naturally or unnaturally: frogs, determine general attitudes, and perhaps use the results to fire or blood fall from the sky, it becomes a tornado or explain the nature of their Morale score. hurricane, predatory fog appears, etc.

POISON Optional. By default, poison in old-school games was save- or-die, though sometimes a save bonus was granted to reflect weaker toxins. Some feel this is either overly harsh, or overly narrow. As such, the chart below allows you to mix and match qualities to construct a variety of optional poisons.

Onset Failed Save Passed Save Immediate 2D6 dmg No effect 1D6 rounds 3D6 dmg 1D6 dmg 1D4 turns 4D6 dmg 2D6 dmg 1D4 hours 5D6 dmg 3D6 dmg 2D6 hours 6D6 dmg Lt. Fatigue (X turns) 1 week Paralysis (X turns) Hv. Fatigue (X turns) 1 month Death Paralysis (X turns)

WEATHER Optional. Weather can affect visibility and travel speed, and so the use of these rules is recommended for hexcrawl games. At the same time, a GM may decide that they’re more interested in adventure than meteorology. For that reason, tracking weather is optional.

BASE PROCEDURE Each day, roll 1D6. On a 1, rain or snow (as appropriate) occurs. Roll 1D6 again. On a 1-2, it is heavy rain or snow— apply the standard +1 Hex Terrain Modifier for such for all hexes that day (if not already applied due to previous weather) —then roll 1D4 for fog: on a 1-2, also apply thick fog to any hex within one hex of a river or other water hex. If travelling on a good road, but the road is dirt and rain is falling, then the good roads bonus is not applicable that day, as the road is rapidly reduced to mud.

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antastic treasure is one of the primary motivations of For those who want more variety in their gems, feel free to adventuring parties. Money is not only used to purchase roll on the following table to randomize their values: Fnew weapons, equipment, servants, and strongholds and maintain a decent lifestyle, but each silver piece (sp) worth 1D6 Result Gem’s Value of treasure the players bring back to civilization is worth 10 1 Decreases one value step (min 5) experience points (XP), and so is the primary way in which 2 Half base value characters advance in level. Magic items can grant bonuses 3 1D4 × 10% below base value and special abilities that can make the difference between survival and a gruesome death. 4 1D6 × 10% above base value The standard coin of most realms is the silver piece. Ten 5 Double base value copper pieces (cp) equals one sp. Ten silver pieces in turn 6 Increases one value step (max 500) equals one gold piece (gp). Five gold pieces equals one extremely rare platinum piece (pp). JEWELRY Each piece of jewelry is worth 3D6 × 10 sp. Alternately, the GM can roll on the Art Objects Table below to determine the RANDOM TREASURE piece’s value. Treasure is normally placed deliberately by the GM in fixed quantities. However, when dealing with wandering monsters, many have one or more Treasure Types (TT), indicated by a letter code from A to Q in their statblock, which indicates the general kind of treasure it might have. To determine the exact treasure the monster(s) possess, check the row for its Treasure Type on the Treasure Types table on p. 14, then consult each column for that row. If a percentage value is given, roll D100: if the result is equal to or less than the listed percentage, the treasure in that column is present. If a range of values is given (e.g. 6D6 cp, or 1D4 gems), then roll the specified dice to determine the quantity. ART OBJECTS For gems, jewelry, art objects and magic items, consult the This category includes ornamental drinking vessels, fine crystal appropriate subsections to determine their exact nature and and glass, elaborate snuff boxes, statuary, carvings, vases, value. These values should be considered guidelines. tapestries, paintings, and the like. If the GM wishes to place art Note that when dealing with treasures in forms other than objects in a treasure, replace three gems or one piece of coins, how much in silver the party manages to get for the item jewelry found with a single art object. (e.g. via haggling) is irrelevant to how much XP the item is worth; the XP value is always set to the item’s unmodified, D100 Result Object Value (sp) generic value. 01-10 1D10 GEMS 11-25 3D6 A gem’s base value is determined by rolling on the following 26-40 1D6 × 10 table: 41-50 1D10 × 10 51-60 2D6 × 10 D100 Result Gem Value (sp) 61-70 3D6 × 10 01-25 5 71-80 4D6 × 10 26-50 10 81-85 5D6 × 10 51-70 20 86-90 1D4 × 100 71-90 50 91-95 1D6 × 100 91-99 100 96-99 2D4 × 100 00 500 00 2D6 × 100

– 13 – Chapter III: Treasure

TREASURE TYPES Treasure is either carried by the creature(s) directly, or stored in a lair. If the treasure type is listed in parenthesis in a creature’s statblock, then it is found in the lair of the creature(s)—their home/nest. For intelligent monsters, such treasure is often hidden and/or trapped. For unintelligent monsters, the treasure is found strewn about on the ground, amongst the remains of its victims and/or buried under rubbish or overgrowth. For carried treasure (any type in a creature’s statblock not in parenthesis), the total is typically divided amongst the entire creature group more or less evenly, though you may wish to give any obvious leader a greater share. Each treasure type has its average value listed: the full potential value can be much higher than this. Some creatures will have multiple of a treasure type (e.g. M × 5).

Treasure Avg. CP SP SP GP PP Gems Jewelry Magic Type Value × 10 × 10 × 50 × 10 40% 30% 10% 30% 30% 10% A 125 sp — — 2D6 1D4 1D4 1D4 1D4 1 armour or weapon 60% 50% 30% 30% 30% 30% 20% B 250 sp — 3D6 1D6 1D4 1D3 1D6 1D6 1 item 20% 30% 60% 30% 40% 20% C 450 sp — — 2D6 1D4 1D6 1D8 1D8 2 items 10% 40% 50% 30% 20% 20% 20% D 800 sp — 2D8 3D6 1D12 1D4 2D12 1D12 2 items, 1 potion 50% 60% 50% 50% 30% E 1,200 sp — — — 2D6 1D8 3D6 3D6 2 items, 1 potion 30% 30% 20% 40% 30% 50% 50% 30% F 1,800 sp 1D4 2D6 1D4 2D6 1D4 6D6 6D6 3 items, 1 potion 60% 50% 50% 60% 60% 60% 60% 30% G 3,000 sp 8D6 6D6 6D6 2D6 2D6 6D6 6D6 3 items, 1 potion, 1 scroll 60% 60% 60% 60% 50% 60% 40% H 4,500 sp — 4D6 6D6 8D6 5D6 6D6 6D6 3 items, 1 potion, 1 scroll

Treasure Avg. CP SP GP PP Gems Jewelry Magic Type Value I 2 sp 6D6 — — — — — — J 20 sp — 6D6 — — — — — K 70 sp — — 2D6 — — — — L 175 sp — — — 1D6 — — — M 80 sp — — — — 1D4 — — N 260 sp — — — — — 1D4 — O — — — — — — — 50% 1D4 potions P — — — — — — — 50% 1D4 scrolls Q — — — — — — — 50% 1 item

LAIRS & RANDOM ENCOUNTERS Dungeon random encounters never have lairs for the purposes of treasure types unless specifically stated otherwise in the scenario: such creatures are essentially an encouragement to keep players moving, rather than potential sources of income. Lairs are primarily intended for wilderness encounters. If a creature with lair treasure appears as a wandering monster in the wilderness, its lair should be placed in the hex (usually as a hidden feature; see Searching, SPM p. 23), unless you decide it is merely passing through the area.

– 14 – Chapter III: Treasure

MAGICAL ITEMS USING MAGICAL ITEMS Magic items are rare and fabulous things, usually the product Items by default require an action to use. If the power directly of long-dead artificers belonging to long-dead civilizations. As affects the enemy, then this must be an attack action (even if it ages passed, these arcane creations became scattered across is as simple as speaking a single command word). the length and breadth of the land, waiting for those brave and An item can be used as often as desired, unless its determined enough to uncover them. Some are but trinkets. description places a specific limit on its number of uses. Some Others are artifacts of terrible power, perhaps not lost so much magic items have a limited number of overall uses, called as buried in the hopes that the sorceries they might unleash charges. Charges are spent to trigger an item’s magical would not unwind the very fabric of creation. effect(s). A character or sage will not know how many charges an item has, and when the charges are all spent that power can IDENTIFYING MAGICAL ITEMS no longer be used. Some items can be recharged; this will be specified in the item’s description. The vast majority of magic items are not labelled, meaning that characters will not even automatically know that an item is GENERATING MAGICAL ITEMS magical, let alone its exact properties. There are two ways to identify the properties of a magical item: trial and error, and Some magical items are pre-constructed: their powers and the the hiring of a sage who specializes in the task. like are full described in their write-ups later in this chapter. Most, however, are generated randomly. To begin with, roll to Trial & Error determine what type of item has been found.

This consists of picking up the item and trying to use it as expected. For items of clothing, armour or jewelry, this means D100 Result Magic Item Type wearing them. For tools or weapons, this means wielding 01-25 General Items (p. 16) them. For potions, this means drinking at least a dose (and is 26-45 Weapons (p. 20) thus usually not done for that reason). 46-55 Armour (p. 21) Items that provide an at-will effect (one not requiring an 56-65 Rods, Staves, and Wands (p. 22) action to use) or a constant effect reveal such powers 66-85 Potions (p. 25) immediately to a wielder, even if the power is not being used. 86-90 Scrolls (p. 29) For powers requiring an action to activate, all that may be 91-00 Miscellaneous Magic Items (p. 30) required is concentration. Others might only activate if a command word is spoken. If there is a command word, it may or may not be found with the item; if not, a sage will be There are countless possibilities when creating magical required to hunt it down, an additional cost equal to half the items. All too often we settle for a standard list of objects that, rate it would cost to identify the item. after sufficient play and exposure, goes a long way to removing Cursed items usually reveal themselves immediately, the sense of wonder that should come with items of magic. As though some only do so under select circumstances (usually at such, while the random tables that populate the next several the worst time possible). pages readily allow you to create most of the traditional items usually seen, it also wildly expands the possibilities via Sages templated properties in order to create items at once more interesting and harder to set into a recognizable pattern. Understanding the construction methods and other mysteries When creating items, the same property should not be of long-dead mages and empires is the rare but well-paying stacked on an item multiple times. Additionally, avoid just specialty of select sages. It takes years of study to learn the tacking on a templated ability name to the item and calling it a secrets required, and access to immense libraries sometimes day. Such labels make an item sound very mechanistic and totalling as much as several dozen volumes. For these reasons, generic. For example, a bow with the impaling property is sages specializing in identifying magical items are typically much more interesting and appropriate to a fantasy setting found only in large towns and cities. when labelled a heartseeker bow. For a typical item, identification costs 3D6 × 50 sp and requires a week. Comparatively commonplace items might be quicker and cheaper, while old and/or more complex items Handing Out Magic Items (e.g. staves) could require a great deal more time (and thus Magic items should be worth being excited about. This means money), unless well attested in the historical record. that there absolutely should be no such thing as a “magic Potions are the exception, in that they are revealed by shop”, and the GM should be careful not to hand out too consulting alchemists rather than sages. The cost to identify a many items when placing fixed treasure. Familiarity breeds potion is 1D6 × 10 sp; this usually takes but an hour or so. contempt for everything, even arcane relics of a vanished age.

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GENERAL PROPERTIES up to Huge size. Magical or intelligent animals (higher Magic items with these properties have a random number of than Semi) are immune. The power requires them. Roll 1D10: 1-2 = 0, 3-6 = 1, 7-9 = 2, 10 = 3. The GM concentration, and so the user can take no other actions. should feel free to randomly assign them, or select ones Once control ends, the animals will not be well disposed towards a themed item with a flavourful name. For example, to their controller: their reaction rolls suffer a –2 penalty. boots with trackless (snow), terrain (ice and snow), and cold 6. Animal Speech: The item conveys the ability to resistance could be combined into boots of the north. For understand and speak with all animals. This does not properties that generate spell effects, assume they were cast by grant any control or improve a creature’s natural view of a 10th-level caster. the bearer, though an animal will likely exchange words If you wish, you can randomly generate what sort of with the bearer unless starving or especially fearful. general item possesses the magical properties. Roll percentile 7. Animate Dead: Once a week, the bearer can as an (D100) and consult the following chart: action Animate Dead (SPM p. 48). The dead are animated (1-5 = for one day, 6 = permanently). D100 8. Anonymity: Unless deliberately drawing attention to General Item Result itself (such as by attacking or casting a spell), the bearer 01-10 Amulet/Collar/Medallion/Necklace/Torc always blends into the background or a crowd. Stealth Tasks are one difficulty level lower; if the bearer is seen 11-15 Belt/Cincture/Sash by a creature, that creature must make a Hard save to 16-25 Boots/Sandals/Shoes/Slippers later remember the bearer’s features. 26-35 Bracelet/Bracers 9. Attraction: Once a day, as an action the bearer can 36-45 Brooch/Periapt/Scarab force any number of enemies within 30 feet to make a (1- 46-55 Cape/Chasuble/Cloak/Robes/Tabard/Tunic 2 = Hard, 3-5 = Very Hard, 6 = Heroic) save or be 56-70 Circlet/Crown/Hat/Helmet/Mantle/Shawl pulled towards melee with the bearer, up to 1D6 × 5 71-75 Gauntlets/Gloves feet. 76-80 Goggles/Lens/Magnifying Glass/Spectacles 10. Balancing: The item reduces the difficulty of any Tasks related to balancing oneself by two levels. 81-85 Mask 11. Beguilement: The item allows the bearer to Charm (1-3 86-00 Ring = Person, 4-6 = Monster) as an action once per day,

(SPM p. 42/48). The saving throw is made with a –2 Generally, only the normal number of items expected can penalty. The bearer can dismiss the effect at any time. be worn. For instance, only one magical belt can be worn, 12. Blindsight: The bearer can see perfectly in darkness out despite the fact that you could conceivably loop them all over to (1-4 = 40 feet, 5-6 = 60 feet). your body. With rings, only two can be worn—one on each 13. Bravery: The item conveys immunity to all forms of fear. hand. If more than the allowed number of any item type is If the item is meant to be seen by many (such as a worn, none of that item type functions (except cursed items, banner), all friendly creatures within 100 feet receive the which conveniently never count towards these limits). same immunity. To determine a random general property, roll percentile 14. Brawling: The item conveys a (1-3 = +1, 4-5 = +2, 6 and consult the following list (or the table on p. 24): = +3) bonus to all grappling checks, unarmed combat

damage, and the critical hit range for the bearer’s 1. Acuteness: Any Perception-based Tasks performed by unarmed combat strikes. the bearer have their difficulty lowered by one level. 15. Breathing: The item conveys immunity to all harmful 2. Agility: Any Dexterity-based Tasks performed by the vapours and gases, and allows the bearer to survive bearer have their difficulty lowered by one level. without air for 1 week. 3. Aging: The item slows the bearer’s physical aging by 1/4: 16. Charging: The item conveys the ability to make a charge the bearer mentally ages as normal, but physically ages as if the bearer was on a mount with a large weapon, so only 1 year for every 15 months. This reduction also long as they have at least a straight 30 feet of distance to applies to magical aging. the target that they can cover first. 4. Alertness: When sleeping, the bearer is awakened in the 17. Clairvoyance: The item bestows, as an action, presence of danger on a 1D6 roll of 2+. In normal Clairvoyance (SPM p. 46) upon the bearer once per day. surprise situations, the bearer can re-roll the surprise die 18. Climbing: The item reduces the difficulty of any Tasks for themselves or their party if they are surprised. related to climbing by (1-4 = one level, 5-6 = two levels), 5. Animal Command: The item conveys the ability to, and doubles one’s climb speed. once per day, as an action control (1-2 = 1D4, 3-4 = 1D6, 5-6 = 2D4) animals of up to Medium size, or one of

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19. Cold Resistance: The bearer is impervious to ordinary 31. Disease Resistance: The bearer either (1-3) lowers cold. Further, the item reduces damage from other kinds their saving throw difficulties versus all disease by one of cold (including magical cold) by –1 per die of damage level, or (4-6) is completely immune to disease. This may (min. 1 HP damage per damage die). All cold-based (1-3) or may not (4-6) include magical disease. saves made by the bearer are one difficulty level lower. 32. Displacement: The item distorts light, concealing the Sometimes these items also create a vulnerability to fire, wearer’s true position. This causes the first direct physical causing such attacks to deal 50% more damage. attack by a creature against the wearer to automatically 20. Command: Once per day, the bearer can issue a (1-5) miss, whether ranged or melee. An attacker that has Command or (6) Edict (SPM p. 42/50). witnessed a previous attacker automatically miss is 21. Comprehend Languages: The item conveys the ability immune to this effect. However, the wearer also receives to understand (1-5 = one or more, 6 = all) languages, a +2 AC bonus and a +2 bonus to saves vs. any effect and to read text in those languages. 50% of such items that directly targets them. allow spoken communication those languages as well. 33. Disguise: The bearer can alter their appearance twice a 22. Comradery: The bearer provides a (1-5 = +1, 6 = +2) day as per a (1-3 = Disguise, 4-6 = Greater Disguise) bonus when rolling on the Reaction Table, including the spell (SPM p. 42/46). Offer Reaction roll when hiring retainers. On occasion the 34. Djinni Calling: The item conveys the ability to, once a power is limited to certain creature types (e.g. animals month as an action, summon a djinni that will do the only, orcs only, etc), or the bonus is higher or lower for bearer’s bidding to the best of its ability for up to 12 that creature type. hours. Some variants contain an efreeti instead. 23. Concealed: The item is not revealed to be magical by 35. Durable: The item is immune to any effect that would Detect Magic. A sage attempting to identify the item has a automatically destroy the material it is constructed from 25% of missing that it is magical; if they realize that it is (such as rust monsters vs. metal), and any item saving magical, the cost to identify it is doubled. throws it must make are two difficulty levels lower. 24. Concealment: An observer will only notice the bearer 36. Endurance: The bearer is affected as if under the on a roll of 6 on 1D6. However, the benefit is lost if the influence of an Unflagging Endurance spell (SPM p. 47). wearer attacks, runs, or otherwise draws attention. 37. Energy Immunity: The item conveys an immunity to 25. Concentration: Attacks dealing (1-3 = 2, 4-5 = 3, 6 = damage from one type of energy (fire, cold, electricity, 4) or fewer points of damage do not break the bearer’s necrotic, sonic, etc). Other effects are not protected concentration when casting or maintaining a spell. against (for example, a net made of fire still entangles 26. Cursed: Has a wide variety of potential effects, all of even if it doesn’t burn). them bad. See the Cursed Properties section, on p. 23. 38. Fear: Once a day as an action, a target creature in line of 27. Death Ward: The item conveys the ability to ignore any sight must make a Morale check at –2 to their score at the special death, necrotic, or negative energy effect (1-5 = end of the round or flee in terror for 1D6 rounds. once per day, 6 = permanently). The bearer receives a 39. Feather Fall: The item conveys the effect of the Feather +2 on any check made to avoid death via regular Fall spell on the bearer. damage. 40. Fire Resistance: The bearer is impervious to all forms 28. Defense: The item raises the bearer’s AC by (1D20: 1 = of ordinary flame, whether as small as a torch or as large +2, 2-3 = +3, 4-7 = +4, 8-11 = +5, 12-15 = +6, 16- as a raging bonfire. Further, the item reduces damage 18 = +7, 19-20 = +8). If any actual armour is worn from other kinds of fire (including magma, or magical then this bonus is negated, but the protection offered by fire) by –1 per die of damage (minimum of 1 HP damage the item combines with other magical effects that alter per damage die). All heat-based saves made by the AC. bearer are one difficulty level lower. Sometimes these 29. Detection: The item conveys the ability to detect any items are paired with a vulnerability to cold, causing such one thing or class of things (fire, secret doors, illusions, attacks to deal 50% more damage. traps, vampires, undead, gold, life, etc). The duration (if 41. Fleet: The bearer gains (1-4 = +5 feet, 5-6 = +10 feet) any), range, and limits on the number of uses (if any) of base combat speed per move action (which would be should vary depending on how powerful the item is and modified by a burden level as normal). It has no effect on how potent the ability to detect the thing is. longer distances or other time scales. The bearer must 30. Dimension Door: The item conveys the ability to, (1-2 consume a ration after a combat or gain a level of fatigue. = one, 3-4 = two, 5-6 = three) times a day, create a 42. Fog: The item conveys the ability to, (1-4 = once, 5-6 = Dimension Door as an action (SPM p. 48). Some variants twice) a day as an action, summon Fog (SPM p. 43). only allow the dimension door to function in one type of 43. Fortitude: Any Constitution-based Tasks performed by environment, such as in shadows or from tree to tree. the bearer have their difficulty lowered by one level.

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44. Fortune: Once per day, the bearer can re-roll any saving 60. Nine Lives: On nine occasions, if the bearer is reduced throw they have just failed, with a +3 bonus. to zero or fewer Hit Points, they are instantly healed of 20 45. Freedom: The item conveys the effect of the Free Action points of damage and one charge is removed from the spell upon the bearer (SPM p. 48). item. The item cannot be recharged. 46. Grave Shroud: The item conveys the effect of the Grave 61. Opening: The difficulty to pick any lock is one level Shroud spell on the bearer (SPM p. 44). lower than normal. Some variants as an action can also 47. Healing I: The item can as a single action Cure (1-2 = dispel all Arcane Locks on any one item once a day. Light, 3-4 Serious, 5-6 Critical) Wounds (1-3 once, 4-5 = 62. Pathfinding: Once per day, as an action the item can twice, 6 = three) times per day (SPM p. 42/46/50). This convey the effects of the Find the Path spell (SPM p. 50) affects (1-3 = the bearer, 4-6 = one creature within 10 on the bearer. feet). 63. Perceiving: The item conveys the effect of the (1-5 = 48. Healing II: The item boosts the bearer’s healing spells so Detect Invisibility, 6 = True Seeing) spell on the bearer that the target is always treated as one name level higher. (SPM p. 44/51). 49. Holding: The item contains an extra-dimensional space, 64. Plant Control: Once a day the bearer can control plants larger inside than its outside dimensions. For every 1 or plant creatures within a 10-foot square area up to 60 pound that the item looks like it should be able to hold, it feet away. This can make the plants move even if not can actually hold 15 pounds, to a maximum of 1,000 normally mobile. The effect requires concentration—the pounds. The size of the item’s entrance still dictates what wearer can take no other actions—and lasts for 1 turn. can be placed in the space. A holding item cannot be 65. Plant Growth: Once per day, as an action the bearer placed inside another holding item without both being can cause Plant Growth (SPM p. 47). destroyed and the contents of each lost forever. 66. Poison Resistance: The bearer’s poison-based saves 50. Illuminating: The item provides light, in a (1-2) 20-foot are (1-4 = one, 5-6 = two) difficulty levels lower. radius, (3-4) 40-foot radius, or (5-6) 60-foot radius. This 67. Protection: The item conveys a (1-4 = +1, 5 = +2, 6 can either be (1-2) a constant effect whether desired or = +3) bonus to the wearer’s AC and all saving throws. not, or (3-6) on command. The light is either (1-5) Up to two Protection items can be worn; the type of item magical or (6) natural sunlight. or overall bonus provided by the two is irrelevant to this. 51. Inspiring: All friendly creatures within line of sight 68. Quickcasting: The item reduces the initiative spell automatically pass their first Morale check, and have a penalty by up to (1-3 = 1, 4-5 = 2, 6 = 3) points. +2 Morale score bonus on any further checks in that 69. Purify: Three times as a day, the item allows the bearer encounter (to a maximum of 19). to Purify Food and Drink (SPM p. 43). 52. Invisibility: The item conveys the ability to, once a day, 70. Regeneration: The item’s bearer can regenerate 1 HP turn invisible per the spell Invisibility (SPM p. 45) as an per 10 minutes. Whole body parts can also regenerate. action. Some variants apply the invisibility versus only Small pieces, like fingers, take 1 day to grow back. Larger one type of creature, or only in one type of environment, pieces, such as a limb, take 1 week to grow back. or only vs. creatures more than a certain distance away. However, damage caused by acid or fire is unaffected, 53. Iron Will: Any Willpower-based Tasks performed by the and the dead cannot be returned to life. bearer have their difficulty lowered by one level. 71. Repulsion: Once a day, as an action the bearer can 54. Landing: The item conveys the ability to leap or fall force all enemies within 15 feet to make a (1-2 = Hard, down up to (1-2 = 45 feet, 3-5 = 60 feet, 6 = 90 feet) 3-5 = Very Hard, 6 = Heroic) save or be pushed back with no negative effect to the bearer or what is landed on. 1D6 × 10 feet. 55. Magic-Eating: Whenever the bearer successfully saves 72. Restive: The bearer need only sleep (1-4 = 4, 5-6 = 2) versus a spell directly targeting them, this effect heals hours a day; this applies even if the bearer is a spellcaster them of 2 HP per level of the spell saved against. and wishes to memorize spells. The item conveys the 56. Medusa’s Bane: The bearer is immune to gaze attacks. ability to go twice as long without even this reduced 57. Might: The bearer’s Strength-based Tasks have their amount of sleep before a level of fatigue sets in. The difficulty lowered by one level. Add +2 damage to all the saving throw difficulty versus sleep effects is one level bearer’s melee attacks. lower than normal. 58. Mirror Image: Once a day as an action the item can 73. Sacrifice: You can take all damage inflicted onto a conjure Mirror Images (SPM p. 45). creature or object within 30 feet onto yourself. This is a 59. Navigation: The bearer always knows what direction free action, but must be performed at the moment the they are travelling in. Add 1 to the result when rolling to damage is dealt. see if the bearer’s group becomes lost when travelling overland.

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74. School Enhancement: All spells of one school cast by 91. Telekinesis: As an action, the bearer can use the bearer have their difficulties either raised or lowered Telekinesis as per the spell (SPM p. 49) once a day. by one level—whatever is best for the caster. 92. Telepathy: The item conveys the ability to send a 75. Scrye Resistance: The item makes its bearer telepathic message within 90 feet, allowing two-way undetectable by any divination magic. communication. This requires the full concentration of the 76. Silence: The item either reduces the difficulty of all wearer, who can not move or take any action. stealth Tasks by (1-2 = one level, 3-4 = two levels), or 93. Teleportation: The item conveys the ability to Teleport (5-6) conveys the ability to move completely silently. (1-2 = 1, 3-4 = 2, 5-6 = 3) times per day, as per the 77. Silent Spells: Spells cast by the bearer of levels (1-2 = spell (SPM p. 51), but only up to (1D6 × 50 feet; roll 1-2, 3-5 = 1-3, 6 = 1-4) do not require a vocal once to determine the distance when the item is found). component. 94. Terrain: The item conveys the ability to move over 78. Sizing: The item conveys the ability to (1-2) increase or terrain of the specified type as if it were clear terrain. This decrease (3-4) (1-5 = one level, 6 = two levels) in size, applies both to overland and combat movement. or perhaps even (5-6) both, for up to ten minutes. This 95. Trackless: The bearer leaves no visible trail. Some requires an action, and can be done once per day. Any variants also hide one’s scent trail, and/or only work in worn clothing or armour alters along with the bearer. certain terrain types, such as snow or wilderness. 79. Sorcery: Any Arcana-based Tasks have their difficulty 96. Transformation: The item conveys the ability to, once lowered by one level. per day, to transform into one specific, pre-set creature 80. Speed: The bearer can move at double their normal rate for up to one hour. The bearer’s native intelligence is for up to 12 hours. The bearer is heavily fatigued for kept, but any ability to cast spells in the new form is twice as long as they moved at this speed immediately nullified. The form’s special abilities may or may not be after halting. granted as well. 81. Spell Extension: Spells cast by the bearer of levels (1-2 97. Water Control: The item conveys the ability to, once a = 1-2, 3-5 = 1-3, 6 = 1-4) have their base range day, Control Water (SPM p. 52) as per the spell. doubled. Not cumulative with other such effects. 98. Water Walking: The item conveys the ability to walk 82. Spell Storing: The item can store up to 6 spells. A spell upon water as if it were solid, dry land. cast from the ring is cast as if the caster is the minimum 99. Wind: Missile attacks against the bearer are made at one level required to use the spell. The bearer always knows range category worse than normal; this is cumulative with which spells are stored in it. Any caster can place new the presence of bad weather. The bearer can cast Gust of spells in the ring by casting the spell at the ring, but only Wind (SPM p. 44) once per day as an action. Any cape one spell can be added to the ring per day. or cloak worn always billows dramatically. 83. Spider Climbing: Once a day, as an action, the item 100. Wishing: The item grants 1D3 wishes. How liberal the conveys the effects of the Spider Climb spell (SPM p. 45) item is in interpreting the wishes varies. Roll 1D6: 1-2 on the bearer for 1 turn. generous (intent is followed as long as the wording is not 84. Springing: The item conveys the ability to spring up to extremely sloppy), 3-5 legalistic (precisely to the letter), 6 10 feet high, and to a horizontal distance of 30 feet. hostile (antagonistic wording interpretations, coupled with 85. Stillcasting: Spells cast by the bearer of levels (1-2 = 1- malicious side effects whenever possible; e.g. a wish for 2, 3-5 = 1-3, 6 = 1-4) do not require a somatic gold takes the gold from the vaults of a nearby lich and component. leaves a note thanking it in the PC’s name). 86. Surprise: An enemy’s difficulty to spot ambushes by the

bearer increases by one level. 87. Survival: The item conveys the ability to go twice as long without food or water before a fatigue level sets in. 88. Sustaining: The item constantly nourishes the bearer as if they had been fed all the food (not water) they require. 89. Swimming: The item conveys the ability to breathe in water. It also doubles one’s swim speed and the amount of time that they can swim without tiring. The bearer can see underwater as well as they can upon land. 90. Sympathy: Any healing or bolstering effect the bearer casts upon another is also cast on the bearer. The usual limits of spell and effect stacking still apply.

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WEAPON PROPERTIES 8. Chargebreaker: Any charging creature struck by this A magical weapon has a random number of properties. Roll weapon must make a Very Hard save or be knocked off 1D12: 1-2 = 0, 3-8 = 1, 9-11 = 2, 12 = 3. For large their mount (knocked prone, if not a rider). Large spears weapons, as long as the weapon has at least 1 property, add 1 and polearms only. to its total number of properties. 9. Cursed: Has a wide variety of potential effects, all of One can roll on the appropriate specialized property table them bad. See the Cursed Properties section, on p. 23. for melee or ranged weapons on p. 25. However, to increase 10. Deflecting: The weapon allows the wielder to swat away variety, feel free to add General Properties (beginning on p. non-spell-based missiles with it, granting (1-4 = +2 AC, 16; table on p. 24) to weapons as well. For example, a spear 5-6 = +3 AC) vs. such attacks. Large missiles (boulders, that lets one walk on water is a novel thing, while the ballista bolts) are unaffected. Melee weapons only. Balancing property is an excellent choice for a staff. 11. Disarming: A creature struck by this weapon must make A magical weapon will also likely have a bonus to both its a Hard save or have their weapon thrown 1D4 × 5 feet attack and damage values. Roll 1D12: 1-2 = no bonus, 3-8 = in a random direction. If they have no weapon but are +1, 9-11 = +2, 12 = +3. A magic weapon’s attack bonus bearing a shield or other handheld item (e.g. a torch or should never exceed +3, excepting bane weapons (see below). wand), that is lost instead. Remember that magical weapons in no way need to obey 12. Dispelling: A target struck by this weapon suffers a the normal rules of smithing. Weapons made of carved glass, Dispel Magic effect equivalent to the level of its wielder. shimmering force, or blackest night are all just as viable when 13. Distance: Add a range bracket to this weapon beyond dealing with arcane construction. Long, called Extreme. For example, a dart with this property would have range brackets of 10/20/30/40. The 1. Anchoring: A creature struck by this weapon cannot use weapon has no range penalty with medium range attacks, extradimensional travel, such as Dimension Door or –4 with long range attacks, and –8 with extreme range Teleport, for the next ten minutes. attacks. Missile weapons only. 2. Aquatic: The wielder is unaffected by the normal 14. Energy I: The weapon can deal damage of one energy penalties for fighting in water, as if affected by a Free type (fire, cold, acid, electricity, necrotic, magical force, Action spell for the purpose of attacks only. sonic etc). Such weapons either summon a visible nimbus 3. Backstabbing: The wielder applies a +2 attack bonus of such energy on command (and do not deal damage of when attacking from behind, and the critical hit range for the specified type until it is summoned), or have the such is further increased by (1-4 = +2, 5-6 = +4). nimbus once unsheathed. Melee weapons only. Piercing melee weapons of medium size or smaller only. 15. Energy II: The weapon fires ammunition of pure force of 4. Bane: The weapon has an attack and damage bonus (1- one specific type (fire, cold, acid, electricity, necrotic, 3 = +1, 4-5 = +2, 6 = +3) that only applies against sonic, magical force, etc). This ammunition cannot be one type of target. The type can range from broad depleted. Missile weapons requiring ammunition only. categories (regenerating creatures, constructs, dragons, 16. Fear: A creature struck by this weapon must make a undead, Lawful creatures, mages, inhabitants of a certain Morale check at –2 to their score at the end of the round land or plane) to specific creatures or other targets such the damage occurred in or flee in terror for 1D6 rounds. as goblins or green dragons, and so on. These stack with 17. Flurry: For one combat a day, the weapon when wielded the weapon’s base bonus (if any), and can raise the grants +1 attack per round. For missile weapons, the weapon past the normal attack and damage bonus caps weapon’s rate of fire is instead increased by 1 (a heavy (for example, a sword +2, +4 vs. giants). crossbow’s rate of fire changes to once per round). Not 5. Banishing: Any extraplanar creature of less than (1-3 = for thrown weapons. 12, 4-5 = 16, 6 = 20) HD struck by this weapon must 18. Impaling: The weapon’s critical hit range is increased by make a Very Hard save or be banished back to its home (1-2 = 1, 3-4 = 2, 5 = 3, 6 = 4). plane for at least 24 hours. 19. Nine Lives Stealer: After a critical hit against a living 6. Blinding: A creature struck by this weapon must make a target, the target must make a Hard saving throw. Failure (1-4 = Moderate, 5-6 = Hard) save or be blinded until means that the target is instantly slain. This ability only the end of the next round. works nine times. 7. Called: The weapon comes with a rack. When its 20. Paralyzing: A creature struck by this weapon is Slowed, controller speaks the command word, the weapon as per the spell, and must make a Moderate save or be instantly teleports without error from the rack into the treated as grappled for the next round. controller’s hand, if open space for it is available. 21. Parrying: Provides an AC bonus of (1-3 = +1, 4-6 = Repeating the command word returns it to the rack. What +2) against attacks from enemies the wielder is in melee defines “controller” varies depending on the item. with. Melee weapons only.

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22. Penetrating: This weapon ignores all invulnerabilities. It 37. Venomous: The weapon delivers upon a hit one dose of also ignores any damage resistance or reduction. whatever poison is inserted into the hilt. Up to six doses 23. Precise: You can pick your target when firing into can be stored within; these are preserved indefinitely. melee, and ignore (1-4 = light, 5-6 = all but total) cover. 38. Vorpal: On a hit scored by a natural 20, the target is Missile weapons only. decapitated, if applicable. Melee weapons only. 24. Quick: Drawing this weapon does not require an action. The weapon might also provide an initiative bonus. Roll ARMOUR PROPERTIES 1D6: 1 = no bonus, 2-3 = +1, 4-5 = +2, and 6 = +3. Abilities limited to armour are relatively few. Even more than 25. Searing: The damage dealt by the weapon cannot be weapons, it is intended that a GM use the General Properties regenerated (though it can heal naturally or through list to round out the abilities provided by magical armour. magic cure spells as normal). Magical armour will also likely have an Armour Class 26. Sizing: The weapon can change its size category by one bonus, which stacks with its standard AC. Roll 1D10: 1-2 = no level either up or down as an action. bonus, 3-6 = +1, 7-9 = +2, 10 = +3). This magical defense 27. Smiting: The weapon can smite as per the warrior feat. bonus should never exceed +3 (excepting bane or missile If the wielder already has this feat, add one weapon die deflection armour; see below), though a shield can stack with to the smite after all other damage has been calculated, other armour. and increase the critical hit range by 2 more (4 total). To determine a random armour property, roll 1D10: 28. Staggering: A creature struck by this weapon must make a Hard save or be driven back 5 feet for each point that 1. Arcana: A spellcaster is in no way prevented from they fail their save by. Blunt weapons only. casting spells due to wearing this armour. 29. Sundering: Up to twice a day, the weapon can blast a 2. Bane: The armour’s AC is improved by (1-3 = +1, 4-5 typical door off its hinges on a 1D6 roll of 2+. Stone, = +2, 6 = +3) against attacks by creatures of the iron-reinforced, or especially thick wooden doors require specified type (see the Bane entry in the Weapon a 5+. Successive attempts add 1 to the roll. Doors such Properties section for more guidelines). as castle gates are typically immune, but legendary 3. Breath Resistance: The wearer’s saving throws vs. versions of this weapon may defeat even those. Items too breath weapon attacks have their difficulty lowered by (1- can be smashed, with the item required to make a Very 4 = one level, 5-6 = two levels). Hard saving throw or be destroyed (in combat this can 4. Called: The armour comes with a rack. When its only be used against shields). Successful or not, the noise controller speaks the command word, the armour from a sundering carries a great distance. Blunt weapons instantly teleports without error from the rack onto the only. controller, switching place with clothing as needed. 30. Throwing: The weapon always returns to the wielder’s Repeating the command word reverses the process. What hand at the end of the same round in which it is thrown. defines “controller” varies depending on the item. Hammers and missile weapons that do not require 5. Damage Resistance: The first (1-4 = 1 point, 5-6 = 2 ammunition only. points) of damage from any damaging source is ignored. 31. Thundering: When struck, a target suffers the effects of a Some variants only apply this resistance to certain Thunderclap spell. Blunt weapons only. damage sources (e.g. acid, evil, dragons, etc). 32. True Death: Any creature slain by the weapon cannot 6. Disguise: As an action, the wearer can change the be reincarnated or resurrected, whether by magical armour’s apparent colour, decoration, or other aspects of means or an innate quality of the creature itself. The appearance (e.g. make it appear as clothing), as imagined corpse cannot be raised into undeath. by the wearer. Its Armour Class or any encumbering / 33. True Strike: Once a day, the weapon grants a +15 hindering aspects are not altered. attack bonus, applicable to that weapon for one round. 7. Freeing: This armour is less encumbering than normal: 1 34. Turning: An undead creature struck by this weapon is item point for medium armour, 2 for heavy (and no turned at a level equivalent to the level of its wielder. automatic encumbrance). Task penalties normally 35. Unerring: The weapon ignores all defenses based on provided by armour are one level lower than normal. trickery, deception and illusion, such as Blink, Blur, 8. Guarding: If using the guard combat stance, the wearer Displacement, Mirror Image, and so on. can intercept one more opponent than normal. 36. Vampiric: Half the damage dealt by an attack using this 9. Medusa’s Bane: The wearer is immune to gaze attacks. weapon (maximum 5 HP per hit) is transferred to its Any such attack is reflected back upon the attacker. wielder. This is treated as magical healing. This has no 10. Missile Deflection: The armour provides (1-2 = +2 effect against the undead. AC, 3-5 = +3 AC, 5 = +4 AC, 6 = Protection from Missiles) vs. missile attacks.

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ROD, STAFF & WAND PROPERTIES 2. Banishing: Once per day, as an action an extraplanar Rods are sometimes usable by any class, but many are creature of less than (1-3 = 12, 4-5 = 16, 6 = 20) HD restricted to use by spellcasters only. Wands and staves are within line of sight must make a Very Hard save or be always restricted to use by casters only. banished back to its home plane for at least 1 day. Physically, these three types of magic items differ primarily 3. Extinguishing: Non-magical fires the size of a campfire in size. Wands are small and thin, being about 18 inches long. or smaller can be extinguished without using a charge. Staffs are much larger, usually being about 6 feet long. Rods For a fire larger than this one charge is required, on a are in between the other two, being about 3 feet long. scaling basis. Continual magical fires, such as a flaming These items generally use a charge when their effect is magical weapon or a creature able to ignite, can be triggered, and each item has a limited number of charges. A suppressed for 2D6 rounds at the cost of one charge. rod can contain up to 50 charges, a staff 25 charges, and a 4. Final Blow: As an attack, the item’s wielder can snap it wand 100 charges. Of course, it is likely that most items will in half. This destroys the item, and for each charge it had have had some of these charges already expended when remaining, 8 damage is dealt in a grand fireball to found. Expending a charge requires an action unless stated everything (including the wielder) within 30 feet. otherwise, this always being an attack action. 5. Fury: All damage-dealing spells cast directly by the caster A magical rod or wand has one property. Roll 1D10 to receive +1 damage on each damage die, and the saving determine the number of properties a staff has: 1-2 = 2, 3-4 = throws of these spells are made one level more difficult. 3, 5-8 = 4, 9 = 5, 10 = 6. The three types also have access to The initiative modifier of each such spell is raised by 2; different properties: wands should only have Spell Effects, rods this cannot be lowered by the Quickcast feat or any other should only have Miscellaneous Effects, and staves are the effect. most versatile in that they can have access to both and also the 6. Healing: The item can heal 1D6+1 damage as an General Properties list (see p. 16) besides. action, but only once per creature per day. All spell effects are as from a 6th-level caster unless 7. Inertia: With the expenditure of one charge the item otherwise noted. Casting a spell from an item requires one stops wherever it is, even in mid-air, and cannot be charge for every two spell levels of the spell being cast. moved by any means short of a Wish. This lasts for one hour. Spell Effects (Wands & Staves Only) 8. Negation: The wielder can choose a wand, staff, or rod Blight Haste within line of sight and render it powerless for 1 round. Charm Monster Hold Portal This occurs on the same round the negation is used. Charm Person Ice Storm Therefore, the use of this property must be declared prior Command Knock to rolling initiative. This requires one charge. Cone of Cold Light 9. Paralyzation: A cone 60 feet long and 30 feet wide at Confusion Lightning Bolt the terminal end is discharged from the item. Any beings Create Food & Water Magic Missile within the cone are paralyzed for 1 hour unless they Cure Disease Pacify make a Hard (Arc) save. This requires one charge. Cure Light Wounds Phantasm 10. Resurrection: Once per day, the item can raise a being Detect Invisibility Polymorph from the dead. This requires two charges per level (or Hit Detect Magic Ray of Fatigue Dice, if not a character) of the resurrected creature. Detect Portals & Passages Remove Curse 11. Sentry: When firmly planted into the ground, a single Detect Traps Sleep charge is automatically expended and the item will Dispel Magic Slow maintain vigilance without additional expenditure of Fear Telekinesis charges until removed from the ground or until triggered. Fireball Thunderclap When any hostile creature approaches within 120 feet of Fog Water Breathing the item, the item projects a Light spell out to a 120-foot Gust of Wind Web range. 12. Withering: By using two charges as a free action Miscellaneous Effects (Rods & Staves Only) immediately after striking an opponent with the staff, the victim ages 10 years. If three charges are spent instead, 1. Absorption: Spell cast directly at the wielder (i.e. not an one of the victim’s limbs will also shrivel into a area-effect spell), beneficial or not, are absorbed into the mummified, useless member; a Hard (Arc) saving throw item with no effect. The item can absorb up to 50 spell negates. The effects of spent charges are cumulative, such levels worth of magic, after which point the power ceases that if three charges are used, the victim will be both aged to function. and receive a withered limb.

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CURSED PROPERTIES gained the powers of that item, regardless of any These properties are applied to cursed items. Whether created evidence or arguments to the contrary. If the wearer has deliberately, or the unfortunate by-product of magical any abilities—magical or mundane—that can duplicate or experimentation, a cursed item is always a bane to those in any way emulate the item’s imagined powers, the afflicted by it. They can almost never be voluntarily gotten rid bearer will unknowingly use them whenever they think of, unless at the very least a Remove Curse spell is cast upon they are activating the item’s powers. the item. Some cursed items, however, are much more 9. Foul Rotting: The bearer is inflicted with a foul, flesh noxious, requiring more elaborate steps to be removed. Such rotting disease. Each week, one point of Dexterity and steps will be described in the property entry. Some items have Constitution is permanently lost. After a Remove Curse something of a preservation instinct, so that if someone spell allows the item to be discarded and end the disease, attempts to cast Remove Curse (or whatever steps are required a Restoration spell must be cast on the victim to restore to remove the item), the bearer will resist as much as possible lost ability score points. and is likely to become hostile. 10. Fumbling: When the bearer is in combat or other GMs may wish to add useful properties to a cursed item, stressful situations, the bearer has a 50% chance each making it a double-edged sword (or hat, or whatever). round to drop any items held. 11. Hunger: The bearer is always at least lightly fatigued due 1. Aging: The bearer ages 1 year for every (1 = 3, 2 = 6, to hunger, and will desperately insist on eating at least 3-6 = 9) months that pass. twice their normal food allotment if possible. Regardless 2. Attacks I: The item immediately doubles the chances of of what is consumed, the bearer cannot be satiated, and its bearer encountering wandering monsters, and if its will not gain weight. owner wishes to flee an encounter, the chances of being 12. Inescapable Location: This item doubles the range, chased are also doubled. duration, and success rate of all scrying or other 3. Attacks II: The bearer is twice as likely to be selected as divination effects attempted upon the bearer. In some a target than other eligible and likely targets. cases, it also convinces the bearer that they are now 4. Berserk Strength: The bearer’s Strength and immune to such magic. Constitution are each raised to 19. However, the bearer is 13. Madness: The item drives the bearer permanently compelled to immediately attack in melee (1-4 = the insane unless they pass a (1-2 = Hard, 3-4 = Very Hard, closest opponent, 5 = the closest encountered creature, 6 5-6 = Heroic) saving throw. Only Restoration or Wish = the closest creature, including party members), without spells or similar effects can remove this insanity. regard to tactics. The bearer will not use spells, abilities, 14. Missile Attraction: The bearer has an AC of 10 vs. all or ranged weapons unless directly related to melee missile attacks, regardless of any effects to the contrary, combat. For example, a bow would not be used except to magical or otherwise. They are at least twice as likely to be smashed over the head of an opponent. If the bearer be a randomly selected target if missiles are fired into a has no melee weapon at hand, they will switch to melee they are involved in. unarmed attacks rather than seek one, unless one lies 15. Rancor: The bearer and any companions suffer a –3 directly between them and a target. penalty to all reaction rolls. Allies within 300 feet of the 5. Clumsiness: The bearer’s Dexterity is halved (round wearer suffer a –3 penalty to their Morale score. down). Tasks involving precision or manual dexterity 16. Stammering: The bearer believes they have been gifted (such as stealth or climbing) have their difficulties raised with great charisma. However, whenever they attempt to by one level. Attempting to cast a spell requiring somatic speak meaningfully (negotiations, spellcasting, scroll components fails unless the wearer rolls a successful reading, item activation, etc), there is a 50% chance that Careful (Dex) saving throw. any such attempts that round are unintelligible and 6. Contrariness: The bearer is unable to agree with any nonsensical (re-roll each round). The bearer suffers a –4 idea or statement, except when obviously being lied to, reaction modifier penalty while speaking like this. their well-being would be threatened by disagreeing, or if 17. Thought Projection: The item transmits its bearer’s they realize that disagreeing would allow the item to be surface thoughts and/or emotions to all creatures within removed from their person. 30 feet. 7. Defenselessness: The bearer’s Armour Class is reduced 18. Vacuousness: The bearer’s Perception and Willpower to 10, regardless of any effects to the contrary, magical or are each (1-3 = halved (round down), 4-6 = reduced to otherwise, that would raise their AC. 3). 8. Delusion: The bearer is deluded into thinking that they 19. Weakness: The bearer’s Strength and Constitution are have come into possession of a magical item that they each (1-4 = halved (round down), 5-6 reduced to 3). have always desired. The bearer believes that they have 20. Weight: This item Heavily encumbers its bearer.

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GENERAL PROPERTIES TABLE General Properties General Properties D100 Result Property D100 Result Property 01 Acuteness (p. 16) 51 Inspiring 02 Agility 52 Invisibility 03 Aging 53 Iron Will 04 Alertness 54 Landing 05 Animal Command 55 Magic-Eating 06 Animal Speech 56 Medusa’s Bane 07 Animate Dead 57 Might 08 Anonymity 58 Mirror Image 09 Attraction 59 Navigation 10 Balancing 60 Nine Lives 11 Beguilement 61 Opening 12 Blindsight 62 Pathfinding 13 Bravery 63 Perceiving 14 Brawling 64 Plant Control 15 Breathing 65 Plant Growth 16 Charging 66 Poison Resistance 17 Clairvoyance 67 Protection 18 Climbing 68 Quickcasting 19 Cold Resistance (p. 17) 69 Purify 20 Command 70 Regeneration 21 Comprehend Languages 71 Repulsion 22 Comradery 72 Restive 23 Concealed 73 Sacrifice 24 Concealment 74 School Enhancement (p. 19) 25 Concentration 75 Scrye Resistance 26 Cursed 76 Silence 27 Death Ward 77 Silent Spells 28 Defense 78 Sizing 29 Detection 79 Sorcery 30 Dimension Door 80 Speed 31 Disease Resistance 81 Spell Extension 32 Disguise 82 Spell Storing 33 Displacement 83 Spider Climbing 34 Djinni Calling 84 Springing 35 Durable 85 Stillcasting 36 Endurance 86 Surprise 37 Energy Immunity 87 Survival 38 Fear 88 Sustaining 39 Feather Fall 89 Swimming 40 Fire Resistance 90 Sympathy 41 Fleet 91 Telekinesis 42 Fog 92 Telepathy 43 Fortitude 93 Teleportation 44 Fortune (p. 18) 94 Terrain 45 Freedom 95 Trackless 46 Grave Shroud 96 Transformation 47 Healing I 97 Water Control 48 Healing II 98 Water Walking 49 Holding 99 Wind 50 Illuminating 00 Wishing

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WEAPON PROPERTIES TABLES Melee Weapon Properties Ranged Weapon Properties D100 Result Property D100 Result Property 01-03 Anchoring (p. 20) 01-03 Anchoring (p. 20) 04-06 Aquatic 04-06 Aquatic 07-09 Backstabbing* 07-09 Bane 10-12 Bane 10-12 Banishing 13-15 Banishing 13-15 Blinding 16-18 Blinding 19-21 Called 16-18 Called 22-24 Chargebreaker* 19-21 Cursed 25-27 Cursed 22-24 Disarming 28-30 Deflecting 25-28 Dispelling 31-33 Disarming 29-34 Distance 34-36 Dispelling 35-40 Energy II 37-39 Energy I 40-42 Fear 41-43 Fear 43-45 Flurry* 44-46 Flurry* 46-48 Impaling 47-49 Impaling 49-51 Nine Lives Stealer 50-52 Nine Lives Stealer 52-54 Paralyzing 53-55 Paralyzing 55-57 Parrying* 56-58 Penetrating (p. 21) 58-60 Penetrating (p. 21) 59-64 Precise 61-63 Quick* 64-66 Searing 65-67 Quick* 67-69 Sizing 68-70 Searing 70-72 Smiting 71-73 Sizing 73-75 Staggering* 74-76 Smiting 76-78 Sundering* 77-82 Throwing* 79-81 Thundering* 83-85 True Death 82-84 True Death 85-87 True Strike 86-88 True Strike 88-90 Turning 89-91 Turning 91-93 Unerring 92-94 Unerring 94-96 Vampiric 95-97 Vampiric 97-99 Venomous 98-00 Venomous 00 Vorpal

* The indicated property can only be applied to a limited subset of weapons of that type. See the individual property entry for details.

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POTIONS D100 Result Potion Potions (also known as philters or elixirs) can be found in a 01-02 Animal Clairaudience variety of containers. Most contain only one dose. Most bear 03-04 Animal Clairvoyance no label, and potions of the same type may differ in their 05-06 Animal Control aroma or taste depending on how and where they were made. 07-08 Chameleonism Unless the description indicates otherwise, potions take 09-10 Climbing effect the round after drinking, lasting for 1D6+6 × 10 minutes (duration determined in secret by the GM). Generally, 11-12 Corrosive Touch if half the potion is drunk, the effect lasts for half the duration. 13-14 Cure Disease Oils are a subset of potions, being rubbed on the person or 15-16 Delusion object to be affected rather than drank. Almost any potion can 17-18 Diminution be an oil instead. 19-20 Dragon Breath 21-22 Dragon Control 23-24 Elasticity 25-26 Element Resistance 27-30 Etherealness 31-32 Extra-Healing 33-34 Flying 35-36 Gaseous Form 37-38 Giant Control 39-40 Giant Strength 41-44 Growth 45-46 Healing

47-48 Heroism 49-52 Humanoid Control Potion Miscibility 53-54 Invisibility If two different potions are mixed together, the results are 55-56 Invulnerability unpredictable. Roll on the following table: 57-58 Longevity D100 59-60 Love Potion Mixing Result Result 61-62 Luck Explosion: If swallowed together, the imbiber takes 63-64 Oil of Sharpness 01 6D10 damage. Otherwise, the damage is 2D6 to all 65-66 Oil of Slipperiness within 5 feet. 67-68 Oil of Turning Lethal poison: Imbiber must make Heroic (Con) 69-72 Plant Control 02-03 save or die. If mixed externally, a 10-foot radius cloud of poison gas with the same effect occurs. 73-74 Poison Debilitating poison: 1 point each of Strength and 75-76 Polymorph 04-08 Dexterity is lost (no save). One potion is cancelled; 77-78 Regeneration the other takes effect at half strength. 79-80 Restoration 09-15 Both potions are negated. 81-82 Scrying 16-25 One potion is negated; the other works as normal. 83-84 Speed 26-35 Both potions function at half strength. 85-86 Stone Form Compatible: Both potions work normally, unless 87-88 Super-Heroism 36-90 their effects are contradictory (diminution and growth, for example). 89-90 Sweet Water 91-92 Treasure Finding Very compatible: A random one of the potions has 91-99 150% of its normal efficacy. At the GM’s discretion, 93-94 Truth this may only apply to the duration. 95-96 Undead Control

Endowment: Only one of the potions works, but its 97-98 Universal Antidote 00 effects upon the imbiber are permanent. 99-00 Water Breathing

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Animal Clairaudience: The imbiber can hear up to 120 Dragon Breath: The imbiber gains the ability to let loose feet by means of the ears of an animal. An animal must be in a single blast of ancient dragon’s breath (6D6 damage). Roll to relative proximity. A lead barrier hinders this effect. see what kind of dragon breath is gained: Animal Clairvoyance: The imbiber can see up to 120 feet by means of the eyes of an animal. An animal must be in 1D8 Result Dragon Type relative proximity. A lead barrier hinders this effect. 1-2 Black Animal Control: The imbiber can understand and 3 Blue manipulate a particular type of animal. The type of animal is 4-5 Green determined by a die roll (see below), and the number of animals affected depends on the size of the animal. The 6 Red following general sizes and quantities apply: Small or smaller, 7-8 White 4D6; Medium, 2D6; Large, 1D4. Dragon Control: The imbiber gains power equivalent to 1D20 Result Animal Type Charm Monster (see SPM, p. 48) over a dragon of a type determined by the table below. The imbiber is able to control a 1-4 Avian dragon within 60 feet and for 1D6 × 10 minutes. 5-7 Fish

8-11 Mammal, including marsupial 1D10 Result Dragon Type 12-13 Any mammal and avian 1-2 Black 14-17 Amphibians and reptiles 3 Blue 18-19 Amphibians, reptiles, and fish 4-5 Green 20 All listed above 6 Red

7-9 White Unless the imbiber has some other means of directly communicating with the animals influenced by the potion, only 10 Gold general emotions or inclinations can be manipulated. Intelligent (greater than Semi) animals can make a saving Elasticity: The imbiber can stretch their body (plus all throw to resist its effects. items carried) to a maximum of 30 feet in length or 10 inches Chameleonism: The imbiber gains the ability to change in thickness, and takes half damage from blunt weapons. at will to any colour, pattern, or combination of colours. All Element Resistance: The imbiber is impervious to items carried are also affected. The imbiber only has a 1 in 6 ordinary flame or cold. Damage from other kinds of fire or chance of being detected if not moving; this climbs to 2 in 6 if cold, including magic, is reduced by –2 per die of damage. If the imbiber moves. exposure requires a saving throw, the difficulty is one level Climbing: The imbiber is affected as if by a Spider Climb lower. Half the potion can be quaffed for resistance lasting 5 spell (see SPM, p. 45). rounds: this provides –1 per die of damage and +2 to saving Corrosive Touch: For 1D6 × 10 minutes, the imbiber throws. dissolves any nonliving material touched. Materials no harder Etherealness: The imbiber becomes ethereal. This makes than clay or wood are dissolved at 1 cubic foot per round; them invisible and able to can pass through any object that is harder materials are dissolved at half this rate. Items make a not also ethereal. Hard save to avoid being destroyed. Extra-Healing: The imbiber heals up to 3D6+3 Hit Cure Disease: The imbiber is affected as per the spell of Points per name level. This potion can be imbibed in three the same name (see SPM, p. 46). separate, equal portions, which heals 1D6 Hit Points per name Delusion: The potion convinces the imbiber that the level per one-third of the potion. potion is of another type, but otherwise has no effect. If more Flying: This imbiber is than one person tastes this potion, there is a 90% chance they affected as if by a Fly spell all will believe the potion to be of the same type. (see SPM, p. 48). Diminution: The imbiber and everything carried will Gaseous Form: The shrink to 6 inches tall. To spot the imbiber is at least a Very imbiber and all items on Hard Task, so long as they remain motionless. If only half of their person are affected as the potion is consumed, the imbiber shrinks to 50% of their if by a Gaseous Form spell original size. (see SPM, p. 46).

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Giant Control: The imbiber can control up to two giants Invisibility: The imbiber is bestowed with Invisibility as in the same manner as the spell Charm Monster (see SPM, p. per the spell (see SPM, p. 45). This potion can be consumed in 48) for 1D6 × 10 minutes. A saving throw is allowed; if only 1/8 increments, in which case the Invisibility granted lasts 1 one giant is targeted it receives a –4 penalty to this roll. If two minute per dose. giants are targeted, each receives +2 on their roll. Each potion Invulnerability: The imbiber has the difficulty level of all affects only one type of giant. Consult the table below. their saving throws reduced by one and gains +4 AC. Longevity: This potion makes the imbiber 1D12 years 1D20 Result Giant Type younger. However, each time a potion of longevity is 1-2 Cloud consumed there is a cumulative 1% chance that all previous age reversals from potions of this type will be negated, raising 3-6 Fire the imbiber’s age to the age they would be without the effects 7-10 Frost of the potions. It is not possible to drink this potion in 11-15 Hill increments. 16-19 Stone Love: The imbiber becomes Charmed by the next person 20 Storm or creature they lay eyes upon, or charmed and besotted if the person or creature is of the preferred sex and of compatible Giant Strength: The imbiber temporarily becomes as racial stock. Only Dispel Magic ends the effect. strong as a frost giant. They can throw rocks to a distance of Luck: The imbiber can choose the result of any one of 200 feet for 4D6 damage, and deals does double damage with their own rolls, rather than rolling randomly. other attacks. The strength bonuses cannot be combined with Oil of Sharpness: This oil can coat one slashing or any other magical effects that influence strength. piercing weapon or up to ten pieces of slashing or piercing Growth: The imbiber of this potion doubles in size. ammunition. Applying the oil takes 1 minute. For 1 hour, such Strength also increases, so that all damage dealt is doubled. a coated item is magical and has a +3 bonus to attack and Healing: The imbiber of this potion heals 1D6+1 Hit damage rolls. Points per name level, or 1D4 per name level for a half-dose. Oil of Slipperiness: Any creature or object coated by Heroism: Extra experience levels are temporarily granted this oil cannot be grappled, grabbed, or restrained, including to the imbiber, based on the imbiber’s base level. The extra Hit by snakes, ropes, chains, or cuffs (magical or otherwise). If a Points granted due to the level increase are subtracted first floor is coated, any individual even standing on it will have a when the imbiber is wounded. 95% chance per round of falling. The effects of the oil last 8 hours, but the oil can be cleaned off early with any liquid Imbiber Level Levels Gained containing alcohol. 0 4 (warrior) Oil of Turning: Any creature or object coated by this oil 1-3 3 radiates a Turn Undead effect as per the spell (see SPM, p. 43), as if cast by a 12th level caster. 4-7 2 Plant Control: The imbiber is able to control plants or 8-10 1 plant-like creatures (including fungi and molds) within an area

of 20 feet squared, to a distance of 90 feet. This ability lasts for Humanoid Control: The imbiber can Charm Person (see 4D6 minutes. Plants and plant-like creatures obey commands SPM, p. 42). Up to 32 Hit Dice are affected. Only whole Hit to the best of their capacity. For example, vines can be made Dice are considered for this purpose: any HD bonuses are to wrap around targets, and intelligent plants can be given dropped (e.g. 3+1 HD is treated as 3). The specific kind of orders. However, intelligent plant beings receive a Hard saving human-like being affected for each potion is determined on the throw. Similar to other charm-like abilities, one cannot directly table below. control an intelligent plant creature to inflict harm upon itself.

Poison: This potion is usually odourless. Sometimes the 1D10 Result Humanoids Affected poison also works with skin contact, or application to open 1-2 Dwarves wounds. A failed saving throw (save varies) results in death. 3-4 Elves Polymorph: This potion grants the spell-like ability of 5-6 Elves, Half-Elves, and Humans Polymorph (see SPM, p. 49). 7-9 Humans Regeneration: The imbiber is healed as if under the 10 Goblinoids benefits of a regeneration item (see p. 18) for 1 week.

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Restoration: This potion restores its imbiber, cancelling Water Breathing: The imbiber is granted the ability to any curses, diseases, poisons, polymorphs, and magical breathe when submerged in any liquid that contains dissolved effects—good or ill. Blindness and deafness are also cured, as oxygen. The duration is 1 hour per dose. There is a 75% is petrification and paralysis. However, no damage is healed. chance that a potion will contain four doses, and a 25% Scrying: This potion has no effect if imbibed. If poured chance it will contain two doses. into calm, clear water, it forms a silvery reflecting pool. A caster with access to the divination school can use the pool as a SCROLLS crystal ball (see p. 30). Most scrolls are pieces of vellum or parchment, imbued with Speed: This potion doubles the imbiber’s combat speed magical writings. The pronunciation of its contents releases its and number of attacks for 3D6 rounds. The strain this puts on arcane power. the imbiber’s body permanently ages them by 1 year. Any able to read Arcana can recognize the contents of a Stone Form: The imbiber turns into living stone statue. magical scroll; this does not trigger its contents unless it is This improves their saving throws involving physical resistance cursed. However, only a spellcaster can actually use a non- by one level, raises their AC by 8, and reduces their Dexterity cursed scroll. The initiative modifier for declaring the use of a by 4. The imbiber can no longer make stealth checks unless non-spell scroll is –2. magically silenced. Super-Heroism: Extra experience levels are temporarily D100 Result Scroll granted to the imbiber, based on the imbiber’s actual level. 01-05 Cursed The extra Hit Points granted due to the level increase are 06-15 Communication subtracted first when the imbiber is wounded. 16-40 Protection

41-55 Warding Imbiber Level Levels Gained 56-70 Spells (1) 0 6 (warrior) 71-85 Spells (2) 1-3 5 86-90 Spells (3) 4-7 4 91-94 Spells (4) 8-10 3 95-97 Spells (5) 11-12+ 2 98-99 Spells (6) Sweet Water: This sweet-tasting liquid can be used to 00 Spells (7) cleanse water (including turning saltwater into fresh water) or otherwise transform poisons, acid, etc into drinkable liquid. Further, sweet water will destroy other oils and potions. For most liquids, this potion will affect up to 100,000 feet cubed. However, only 1,000 feet cubed of acid can be neutralized. The effects are permanent, and any liquid treated will resist other spoilage or contamination for 4D6 minutes. Treasure Finding: For 1D4 × 10 minutes, the imbiber can sense any treasure within 240 feet worth at least 50 sp. Any metal other than lead, iron, or steel meeting this value is detectable, as well as any gems. Although the direction of the treasure is sensed, the precise distance is not. Lead and scrying protection block this detection. Truth: The imbiber cannot tell lies for the duration. This does not compel speech, however. Communication: This consists of two scrolls, one Undead Control: Normally, undead are immune to wrapped inside the other. Any writing on one scroll appears Charm effects. However, this potion grants the imbiber the immediately on the other, so long as both are on the same ability to Charm 3D6 HD of undead (intelligent or otherwise) plane. Up to 100 words can be written, or a small illustration as the Charm Person spell (see SPM, p. 42). The effects last with a short line of explanation. Each time anything is erased 4D6 rounds. from one scroll, there is a 5% chance that the combined set is Universal Antidote: This negates all poisons, either rendered non-functional. ingested or (if poured into it) within any volume of liquid. An imbiber cannot be poisoned for the potion’s duration.

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Cursed: A cursed scroll inflicts a horrible curse upon the Warding: A warding scroll provides protection to (1 = the reader the moment it is read. A curse can only be removed reader, 2-4 = 10-foot radius, 5 = 20-foot radius, 6 = 30-foot with the spell Remove Curse, or perhaps a special quest. Some radius) against the type of creature specified by the scroll. The possible curses are provided below: area of protection is centred on the reader, moving with them, and stops the specified creature type from entering. This 1D8 protection lasts for one hour, or until anyone within the circle Effect on the Victim Result attempts to touch or attack a creature of the type warded 1 Loses a random magic item against, whichever comes first. 2 One random ability score suffers a –4 penalty 3 Cannot gain experience points MISCELLANEOUS MAGIC ITEMS 4 Loses 1 level The following magical items with fixed properties do not fit neatly into any other overall category. 5 Becomes hideously ugly to all

Casts no shadow, spoils food, withers small 6 Bag of Devouring: This magical bag is the size of a small plants, hated by animals sack and has the Holding property (see p. 18). However, after 7 Rendered deaf 1D6 hours, all items placed in this bag vanish and are lost 8 Struck with a random lycanthropy permanently. The bag must be fully closed for this effect to take place. Protection: A scroll of protection provides protection to Cloak of Echoes: When the wearer of this cursed cloak (1 = the reader, 2-4 = 10-foot radius, 5 = 20-foot radius, 6 = tries to be especially stealthy (and only at such times; this does 30-foot radius) from one type of effect specified by the scroll. not include exploration movement), all noise made by the Protected targets are completely immune to all effects of the wearer is both greatly magnified and loudly echoed. Only a specified type. The protection lasts one hour. Remove Curse spell will allow the cloak to be removed. Cloak of the Manta Ray: If worn while submerged in 2D6 Result Effect Protected Against salt water, the cloak merges with its wearer and equipment, 2 Possession granting them the shape, colour, and appearance of a manta 3 Divination ray. Only upon close inspection will a creature gain a 10% chance to determine that the wearer is not a real manta ray. 4 Dragon Breath The wearer can breathe water and gains a swimming 5 Electricity combat speed of 45. Their AC underwater is 14, modified by 6 Poison the enchantment bonuses of any magic protections or magic 7 Fire armour worn. The wearer gains a tail spine as a natural attack 8 Cold form, inflicting 1D6+1 damage per hit, and can release their 9 Paralyzation arms from the cloak at will to perform other actions. 10 Petrification Crystal Ball: A spellcaster can use this to see distant 11 Gas places, people, or objects. Anything can be viewed for up to 10 minutes, once a day. The user cannot communicate with those 12 Magic observed, or affect them magically or otherwise through the

crystal ball. Spells: From one to seven spell scrolls (see SPM p. 36) Crystal Ball with Clairaudience: This crystal ball has are found (the amount given in parenthesis). Roll once to all of the properties of the standard one, but also grants the determine the spell level of all spells found: observer the ability to hear any noise or conversation at the

location observed. 1D20 Result Spell Level Decanter of Endless Water: If the stopper is removed 1-5 1 from this ordinary-looking flask and a command word spoken, 6-10 2 an amount of fresh or salt water pours out. Separate command 11-14 3 words determine the type, as well as the volume and velocity: 15-17 4 18-19 5  “Stream” pours out 1 gallon per round. 20 6  “Fountain” produces a 5-foot long stream at 5 gallons per round.  “Geyser” produces a 20-foot long, 1-foot wide stream at 30 gallons per round.

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The geyser effect causes considerable backpressure, Horn of Blasting: When this horn is played, once per requiring the holder to be on stable ground and braced to hour it deals 2D6 damage to creatures within a cone 100 feet avoid falling. The force of the geyser kills very small creatures. long and 20 feet wide at its termination point. The horn causes The command word must be spoken to stop the decanter. creatures to be deafened for 2D6 rounds: a Hard (Arc) save If left running for more than an hour, the decanter ceases avoids. Other objects may take damage in other ways, at the functioning and loses its magical properties. GM’s discretion. For example, a small hut might be completely Dust of Appearance: A single handful of this substance levelled with a blast from the horn, but a portion of stone wall flung into the air coats all objects within a 10-foot radius, might take three or four blasts. making them visible even if they are invisible. If the dust is Jewel of Flawlessness: This magical jewel appears to be blown through a tube it covers an area in the shape of a cone any valuable and expertly cut faceted stone worth at least 500 20 feet long and 15 feet wide at its terminal end. The dust sp. The jewel is initially crafted with 1D10 × 10 facets. When likewise negates the effects of Mirror Image, chameleonism placed among mundane gemstones, the power of the jewel potions, as well as Concealment and Displacement properties. gives each gem a 20% chance to increase one step in value The dust’s effect lasts for 3D6 × 10 minutes. It is typically (see Gems, p. 13); this does not increase the gem’s XP value. stored in small silk packets or hollow bone tubes, and 2D6 of With each use (successful or not), one of the jewel’s facets these tubes or packets will be found at a time. vanishes. Its power can affect a particular gemstone only once, Dust of Disappearance: This dust looks just like dust of whether successful or not. When all its facets are gone, the appearance and is typically stored in the same manner. A jewel becomes a smooth, mundane rock of no value (similar to creature or object touched by it becomes invisible. The a sling stone). invisibility bestowed by the dust lasts for 3D6 × 10 minutes. Manual of Agility: This magical manual provides Unlike most invisibility effects, the invisibility is not dispelled if knowledge of special ointments and exercises designed to the enchanted character makes attacks, and the effects of the increase one’s reflexes. If a creature studies the manual for 24 dust cannot be detected by magical means, including Detect hours within a period of a week, the manual vanishes, but the Invisible. Dust of appearance, however, does reveal the effects. creature retains the knowledge for up to three months. If the Eldritch Tome: This magical manual provides temporary reader then spends one uninterrupted month diligently knowledge of mental exercises designed to increase one’s link following the manual’s instructions, 1 point of Dexterity is to the web of magic that flows around all things. If a creature permanently gained, and the knowledge is lost. No part of the studies the manual for 24 hours within a period of a week, the manual can be copied or recorded in any way, nor can its manual vanishes, but the creature retains the knowledge for up secrets be spoken to others. to three months. If the reader then spends one uninterrupted Manual of Bodily Health: This magical manual month diligently following the manual’s instructions, 1 point of provides knowledge of a special diet and exercises designed to Arcana is permanently gained, and the knowledge is lost. No increase one’s stamina. If a creature studies the manual for 24 part of the manual can be copied or recorded in any way, nor hours within a period of a week, the manual vanishes, but the can its secrets be spoken to others. creature retains the knowledge for up to three months. If the Eversmoking Bottle: When the sealed stopper is reader then spends one uninterrupted month diligently removed, thick, opaque smoke billows out. The smoke following the manual’s instructions, 1 point of Constitution is instantly fills 50,000 cubic feet in one round and 10,000 cubic permanently gained, and the knowledge is lost. No part of the feet each additional round, until 120,000 cubic feet of smoke manual can be copied or recorded in any way, nor can its feet pour out or the jug is resealed. The smoke dissipates only secrets be spoken to others. after the bottle is resealed, regardless of wind or weather. Manual of Gainful Exercise: This magical manual Eyes of the Eagle: These items are made of crystal and provides knowledge of special ointments and exercises fit over the eyes of the wearer. These lenses allow the wearer designed to increase one’s might. If a creature studies the to see 100 times further than normal. Wearing only one of the manual for 24 hours within a period of a week the manual pair causes the wearer to rapidly become dizzy and severely vanishes, but the creature retains the knowledge for up to three disoriented (–4 attack penalty) unless the other eye is covered. months. If the reader then spends one uninterrupted month Gauntlets of Fumbling: These gauntlets will appear to diligently following the manual’s instructions, 1 point of be gauntlets with either the Agility or Might properties, and will Strength is permanently gained, and the knowledge is lost. No perform according to every test as if they were such until the part of the manual can be copied or recorded in any way, nor wearer is under attack or in a life and death situation. At that can its secrets be spoken to others. time the curse is activated: the wearer becomes very clumsy, with a 50% chance each round of dropping anything held in either hand—not from both singly. The gauntlets will also lower Dexterity by 2 points.

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Periapt of Wound Closure: When worn, this magical Tome of Discipline: This magical manual provides gem prevents wounds from bleeding, doubles the rate of knowledge of meditation and mental exercises designed to natural healing, and allows wounds that ordinarily do not heal increase one’s self-control. If a creature studies the manual for to be healed normally. 24 hours within a period of a week, the manual vanishes, but If worn while being attacked by a weapon such as a sword the creature retains the knowledge for up to three months. If of wounding or sword of sharpness, this gem prevents its the reader then spends one uninterrupted month diligently wearer from suffering additional damage each round from following the manual’s instructions, 1 point of Willpower is bleeding, as applicable. permanently gained, and the knowledge is lost. No part of the Ring of Bureaucratic : When a spellcaster manual can be copied or recorded in any way, nor can its casts any spell while wearing this cursed ring, a sheaf of papers secrets be spoken to others. and a quill pen appear in their hand (any items carried are dropped). The papers are forms that must be filled out D100 Item explaining the effects of the spell, why the caster wishes to cast Result it, whether it is for business or pleasure, and so on. The forms 01-02 Bag of Devouring must be filled out before the effects of the spell will occur: this 03-04 Cloak of Echoes requires one round per level of spell, during which the spell 05-09 Cloak of the Manta Ray can be interrupted as normal. Once the forms are filled out, 10-12 Crystal Ball they and the pen vanish and the spell completes as normal at the end of that round. Only a Remove Curse removes the ring. 13-14 Crystal Ball with Clairaudience Ring of Delusions: This ring convinces the wearer that it 15-19 Decanter of Endless Water is some other sort of magical ring—whatever sort the wearer 20-24 Dust of Appearance really desires. The wearer is convinced that the ring actually 25-29 Dust of Disappearance has the magical properties of the ring desired, and will 30-34 Eldritch Tome unconsciously use abilities they have access to (including other 35-39 Eversmoking Bottle magical items available) to produce a result commensurate 40-44 Eyes of the Eagle with the ring’s supposed properties. The ring can be removed 45-46 Gauntlets of Fumbling at any time. Rope of Climbing: This 50-foot length of rope is no 47-51 Horn of Blasting thicker than a wand, but it is strong enough to support 1,000 52-56 Jewel of Flawlessness pounds. Upon command, the rope snakes forward, upward, 57-61 Manual of Agility downward, or in any other direction at 10 feet per round, 62-66 Manual of Bodily Health attaching itself securely wherever its owner desires. It can 67-71 Manual of Gainful Exercise unfasten itself and return in the same manner. A creature must 72-76 Periapt of Wound Closure hold one end of the rope when its magic is invoked. 77-78 Ring of Bureaucratic Wizardry Sovereign Glue: This magical glue can only be stored in 79-80 Ring of Delusions its specialized flask. A flask typically holds 2D6 ounces of glue. Each ounce can cover a surface area of about one square foot. 81-85 Rope of Climbing The glue will permanently bond virtually any two objects, but 86-90 Sovereign Glue requires one minute to set. If the objects are separated before 91-95 Tome of Clear Thought the glue sets, the glue immediately finishes setting. Once set, 96-00 Tome of Discipline the glue becomes mundane. Using force to attempt to separate the objects once the glue has set will only break the weaker of the two objects. Tome of Clear Thought: This magical manual provides knowledge of meditation and mental exercises designed to increase one’s attentiveness. If a creature studies the manual for 24 hours within a period of a week, the manual vanishes, but the creature retains the knowledge for up to three months. If the reader then spends one uninterrupted month diligently following the manual’s instructions, 1 point of Perception is permanently gained, and the knowledge is lost. No part of the manual can be copied or recorded in any way, nor can its secrets be spoken to others.

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onsters are not only encountered where the GM has Wandering monsters also help reduce that phenomenon placed them, but may also be found wandering known as the 15-minute adventuring day. With only fixed Mabout , complicating the lives of adventurers encounters, players tend to expend their resources (such as everywhere. Drawing on the creatures detailed in the previous spells) at a prodigious rate and then retreat to a safe haven the chapter, the following tables and other details allow you to moment they are even slightly depleted, knowing that nothing generate random encounters for your game. is going to interrupt them while they heal and re-memorize spells for the next setpiece encounter patiently awaiting them. With wandering monsters, the possibility always exists that WHY WANDERING MONSTERS? players may be intercepted on the way to or from safety. Caution is wise in an old-school game, for death lurks around Should they bar themselves in a room within a dungeon, the every corner. However, the natural reaction by players to the monsters might try and force their way inside, interrupting any knowledge that they are exploring a dangerous environment is rest. Keeping a bit in the tank thus becomes wise. to be careful—extremely careful. If anything could be trapped, Lastly, random encounters add an opportunity for and anywhere could conceal a secret door leading to riches, roleplaying and improvisation. Because many encounters will then this encourages one to be as methodical as possible. begin with a roll on the Reaction Table, the opportunity exists Locked doors cease to matter, because one can always try to for the players to talk to and bargain with the local denizens. pick the lock over and over until they get it. Everything is New allies and enemies can be found, and information probed with spears or poles, every door is listened at, channeled to the players. In this way, the environment does everything checked for traps: eminently logical, and eminently not just exist at the whim of the players, waiting to be explored boring. Wandering monsters (and limited light and food) serve at their leisure, but pushes back on occasion, with all sorts of to make such a rote, repetitive strategy impractical, as well as unpredictable and potentially interesting results. adding an interesting risk vs. reward element to exploration.

USING RANDOM ENCOUNTERS While many books feature generic random encounter tables intended to be used in any old dungeon or wilderness area (and the following pages offer several such), it is suggested that the GM instead review the list of available monsters and create their own tables, with creatures applicable to the environs. Tables customized to an exact location allow one to avoid awkward questions as to why bandits are hanging out in the dragon’s lair and so forth.

ROLLING FOR ENCOUNTERS Along with customizing your random encounter tables, you also need to determine the rate at which you roll on them. A good default for indoor tables is 1D12 every three turns, with a result of 1-2 indicating that an encounter occurs. The GM may reduce this if they feel that the players have sufficiently “cleared” an area, or have secured themselves somewhere relatively safe for the moment instead of actively exploring. Conversely, especially busy areas can justify a higher rate than normal. Player actions can raise the rate as well. For example, when exploring, not using exploration movement (see SPM p. 23) should raise the check frequency to every 10 minutes. Similarly, noisy actions such as bashing down a door should prompt more frequent or even additional rolls.

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WHAT’S THAT THING DOING?

If you want to add further colour to a random encounter, over and beyond what the Reaction Table can offer (especially for those creatures that would not roll on it), feel free to roll on the following table.

2D6 Encounter Behaviour Result 2 Fighting a [roll creature] 3 Chasing / fleeing from a [roll creature] 4 Returning with [treasure, food, prisoner, etc] 5 Investigating [noise, bodies, loot, site, etc] 6 Protecting [offspring, treasure, etc] 7 Passing by / patrolling / marking territory 8 Seeking [treasure, food, mate, child, aid, etc] 9 Cleaning / setting up lair or camp 10 Resting 11 Sleeping / groggy / drunk 12 Wounded, returning to lair (halve HP)

For larger groups, assume the majority are performing the behaviour. For example, if a party of orcs is encountered and an 11 is rolled, the majority will thus be drunk or sleeping, but there may still be a few sober sentries about.

PERSONALITIES For an intelligent creature (or NPC), sometimes a quick way of detailing its personality can be handy. Rather than making lengthy notes, simply rolling or noting an attitude or two from the lists below—perhaps tied to some brief background information and/or their Morale score—will serve to give you quick, usable information to roleplay the creature.

1D6 Result 1D6 Result 1D12 1D12 1-2 3-4 5-6 1-2 3-4 5-6 Result Result 1 Assertive Aesthete Meek 1 Laconic Philosophical Loquacious 2 Brave Blunt Cowardly 2 Modest Prim Boastful 3 Calm Curious Nervous 3 Optimistic Protective Pessimistic 4 Cautious Drunkard Impetuous 4 Patient Proud Impatient 5 Charming Fanatical Offensive 5 Polite Rebellious Rude 6 Cheerful Greedy Glum 6 Romantic Refined Cynic 7 Empathetic Laid-back Callous 7 Selfless Sarcastic Selfish 8 Hedonist Lustful Ascetic 8 Social Shy Asocial 9 Honest Manic Deceitful 9 Tidy Stern Slovenly 10 Industrious Manipulative Lazy 10 Trusting Stubborn Suspicious 11 Jokester Nosy Humourless 11 Unflappable Superstitious Excitable 12 Kind Paranoid Cruel 12 Witty Vain Dull

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RANDOM ENCOUNTERS: WILDERNESS

ARCTIC FOREST 3D6 3D6 Creature HD NA Page Creature HD NA Page Result Result 3 Dragon, White varies 1 39 3 Dragon, Green varies 1 39 4 Salamander, Frost 12 (42) 1D3 53 4 Leprechaun 1 (4) 1D20 48 5 Giant, Frost 11 (39) 1D8 44 5 Troll 6+3 (24) 1D12 55 6 Troll, Ice 2 (7) 1D6 55 6 Owlbear 5+2 (20) 1D2 51 7 Wolverine, Giant 6 (21) 1 57 7 Ankheg varies 1D6 34 8 Bear, Polar 6 (21) 1D3 35 8 Tangleweed / Stranglevine 4 (14) 1D6 55 9 Toad, Ice 5 (18) 1D4 55 9 Boar, Wild 3+3 (14) 1D12 36 10 Wolf 2 (7) 3D6+2 57 10 Worg 4 (14) 3D4 57 11 Hoar Fox 2 (7) 2D6 46 11 Tick, Giant 3 (11) 3D4 55 12 Yeti 5 (18) 1D6 58 12 Goblin-ish Subtable 13 Mammoth 12 (42) 1D12 49 13 Insect Subtable 14 Wolf, Winter 5 (18) 2D8 57 14 Ogre 4+2 (16) 3D6 50 15 Werebear 7+3 (28) 1D4 56 15 Bear, Grizzly 6 (21) 1D3 35 16 White Pudding 9 (32) 1D3 57 16 Werewolf 4+4 (18) 3D6 56 17 Remorhaz varies 1 52 17 Dinosaur, Ankylosaurus 9 (32) 1D4+1 38 18 Elemental, Air varies 1 42 18 Bulette varies 1D2 36

HILLS / MOUNTAINS MARSH / SWAMP 3D6 3D6 Creature HD NA Page Creature HD NA Page Result Result 3 Dragon, Red varies 1 39 3 Dragon, Black varies 1 39 4 Giant, Hill 8+2 (30) 1D8 44 4 Slug, Giant 12 (42) 1 54 5 Wyvern 7+7 (32) 1 57 5 Troll 6+3 (24) 1D12 55 6 Troll 6+3 (24) 1D12 55 6 Crocodile, Giant 6 (21) 2D6 37 7 Owlbear 5+2 (20) 1D2 51 7 Algoid 5 (18) 1D6 34 8 Troglodyte 2 (7) 1D10 55 8 Yellow Musk Creeper 3 (11) 1 58 9 Bat, Giant 4 (14) 1D8 35 9 Crocodile 3 (11) 4D6 37 10 Wolf 2 (7) 3D6+2 57 10 Frog, Giant varies 4D6 43 11 Stirge 1 (4) 3D6 54 11 Leech, Giant 2 (7) 3D6 48 12 Goblin-ish Subtable 12 Lizardman 2+1 (8) 1D6+8 48 13 Wolverine, Giant 6 (21) 1 57 13 Insect Subtable 14 Tiger, Sabretooth 7 (25) 1D2 55 14 Snake, Giant Constrictor 6 (21) 1D4 54 15 Bear, Cave 7 (25) 1D2 35 15 Basilisk 6 (21) 1D4 35 16 Griffon 7 (25) 2D6 45 16 Shambling Mound varies 1D3 53 17 Roc 12 (42) 1D2 52 17 Hydra varies 1 46 18 Giant, Storm 15+5 (58) 1D2 44 18 Will-o-‘Wisp 9 (32) 1 or 1D3 57

GOBLIN-ISH SUBTABLE INSECT SUBTABLE 1D8 2D6 Creature HD NA Page Creature HD NA Page Result Result 1 Roll again, double result 2 Praying Mantis, Giant 8 (28) 1D2 51 2 Bugbear 3+1 (12) 1D6+2 36 3 Ankheg varies 1D6 34 3 Gnoll 2 (7) 2D6 45 4 Ant, Giant varies 1D100 34 4 Orc 1 (4) 1D8 51 5 Bat, Giant 4 (14) 1D8 35 5 Goblin 1 –1 (3) 4D6 45 6 Centipede, Giant 2 (7) 1D4 37 6 Kobold 1 –1 (3) 3D6+2 47 7 Fly, Giant 3 (11) 1D10 43 7 Hobgoblin 1+1 (5) 3D6 46 8 Leech, Giant 2 (7) 3D6 48 8 Flind 3 (11) 1D4 43 9 Spider, Giant 4+4 (18) 1 54 10 Beetle, Giant 5 (18) 1D4+2 35 11 Wasp, Giant 4 (14) 1D20 56 12 Slug, Giant 12 (42) 1 54

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RANDOM ENCOUNTERS: DUNGEONS While each dungeon should have its own unique table(s), reflecting its unique habitat and circumstances, the following can serve in a pinch as a generic source of monster generation (though overly relying upon it will produce a chaotic, unintuitive menagerie). Note the level of the dungeon the party is in, roll 1D6, and consult the first table following. This tells you which Level column you should then consult when you roll on the second table. For example, if the party is on the third level of the dungeon, and you roll a 5 or 6, you know to consult the “Levels 4 + 5” column of the second table to find the precise monster encountered. This ensures that sometimes weaker or stronger monsters are encountered, instead of every level being the same creatures every time. Of course, this assumes that a 1st-level party will tend to venture on the first level of a dungeon, 2nd-level parties on the second level, and so on. Many dungeons intended expressly for higher-level parties will not have levels intended for low-level characters.

Level of Encounter Table Consulted Dungeon Lvl Lvl Lvl Lvls Lvls Lvl Level 1 2 3 4+5 6+7 8+ 1 1-4 5 6 2 1 2-4 5 6 3 1 2-4 5-6 4 1 2-5 6 5 1-4 5-6 6 1 2-5 6 7 1-4 5-6 8 1 2-6 9+ 1-6

The encounter table is sorted by increasing lethality, with Level 1 featuring the weakest creatures and Level 8+ the strongest.

1D20 Level 1 Level 2 Level 3 Levels 4 + 5 Levels 6 + 7 Level 8+ Result Bat, Giant 1 Bat, Giant Ant, Giant Cave Moray Basilisk Aboleth Vampire 2 Centipede, Giant Bugbear Beetle, Giant Cockatrice Black Pudding Basilisk, Greater 3 Dark Creeper Coffer Corpse Carrion Creeper Doppelganger Caryatid Column Black Pudding 4 Death Dog Death Dog Doppelganger Gargoyle Cloaker Bulette 5 Frog, Giant (1 HD) Duergar Flind Ghast Gorgon Chimera Fungus Man Frog, Giant Gibbering 6 Gargoyle Hellhound Death Knight (1 HD) (2 HD) Mouther 7 Goblin Frog Man Gelatinous Cube Grey Ooze Hydra (8 HD) Dragon, Blue 8 Goblin Fungus Man Grey Ooze Hellhound Medusa Dragon, Red 9 Green Slime Ghoul Harpy Minotaur Minotaur Efreeti 10 Iron Cobra Gnoll Hobgoblin Mummy Mummy Golem, Iron 11 Kobold Hobgoblin Medusa Ochre Jelly Otyugh Golem, Stone 12 Lizard, Giant Leech, Giant Ochre Jelly Ogre Owlbear Lurker Above 13 Orc Lizard, Giant Ogrillon Owlbear Rust Monster Manticore 14 Piercer (1 HD) Lizardman Ophidian Rust Monster Salamander, Fire Purple Worm 15 Rat, Giant Ogrillon Piercer (3-4 HD) Slithering Tracker Scorpion, Giant Remorhaz 16 Ratling Orc Shadow Spectre Shambling Mound Roper 17 Skeleton Piercer (2 HD) Spider, Giant Spider, Giant Spectre Thessalhydra 18 Stirge Troglodyte Tick, Giant Troll Spider, Phase Trapper 19 Yellow Mold Spider, Giant Wererat Werewolf Troll Vampire 20 Zombie Zombie Wight Wraith Weretiger Will-o-’Wisp

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— F I N —

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