TEXT: Green Devil Face 
  #4
  
  1
  Introduction
  By James Edward Raggi IV
  This is a PDF product. For a table of contents, use the bookmarks provided. They’re handy!
  Cover art “Coat of Arms with a Skull” by Albrecht Dürer
  All material is copyright 2010 James Edward Raggi IV, except for the following:
  Shaggy Dog, Shrieker Stew, and Pool of Testing copyright 2010 Jonathan Becker
  The Tomb to Die For/In copyright 2010 R. Lawrence Blake
  The Child and The Chamber and the Glass Box copyright 2010 Zak Sabbath
  The Sneaky Book Room copyright 2010 James Brian Murphy
  The Room of Four Pits copyright 2010 Ramsey Dow
  LotFP and Lamentations of the Flame Princess are trademarks owned by James Edward Raggi
  IV.
  Lamentations of the Flame Princess
  
  2
  Knights of Science
  By James Edward Raggi IV
  The Knights of Science are a fanatical, sepa-
  ratist religious order dedicated to the eradica-
  tion of chaos and evil in the world.
  Knights are immune to sleep, charm, hold, or
  cold spells, and to all fear effects. Knights are
  able to hit creatures which are only able to be
  affected by magic or other special weapons.
  Knights gain a minimum of six hit points per
  level. Knights gain experience only from
  slaying their foes and burning the foes' equip-
  ment and treasure, and for this the Knight
  receives XP according to the value of the
  burned items. Knights do not use magic items.
  In all ways not described here, Knights should
  be considered the same as Fighters.
  Knights invariably travel with an entourage. A
  full Knight is one of level 5 or greater, and he
  will be accompanied by a Squire. A Squire is
  a Knight of level 4 or lower, and is completely
  subservient to his master. This group is joined
  by a Cleric of no less than level 5 (although
  always of lower level than the Knight if the
  Knight is above level 5) and ten Men-At-Arms,
  level 0 Fighters.
  The Knights wear plate mail, shields, and
  swords. The Cleric wears nothing but a simple
  robe and carries nothing but a plain staff. The
  Men-At-Arms wear chain mail and carry
  pole-arms. The Knights and Cleric are mount-
  ed, the Knight on the greatest sort of warhorse
  available, the Squire on a lesser warhorse, the
  Cleric on a riding horse meant for speed. The
  Men-At-Arms go on foot, carrying the supplies
  of the whole troupe.
  All of a Knight's special powers are dependent
  on his unwavering belief in himself. Should he
  ever change his mind, on any matter no matter
  how trivial or important, or if he engages in
  sexual activity, or if he flees from combat, he
  loses all Knightly abilities, and new hit points
  must immediately be rolled. Any current
  Level
  XP
  HD*
  Title
  1
  0
  1d8
  Squire
  2
  2,000
  2d8
  Squire
  3
  4,000
  3d8
  Squire
  4
  8,000
  4d8
  Squire
  5
  16,000
  5d8
  Knight of Science
  6
  32,000
  6d8
  Knight of Science
  7
  64,000
  7d8
  Knight of Science
  8
  128,000
  8d8
  Knight of Science
  9
  256,000
  9d8
  Knight of Science
  10 +
  + 128,000/lvl
  +3/lvl**
  Knight of Science
  * d10 hit dice for advanced edition games
  ** Constitution modifiers no longer apply
  
  3
  damage is subtracted from the new hit point
  amount.
  They do not ignore new information that is
  obviously correct (they are allowed to change
  their opinion if that opinion is based on a lie
  told to them); they simply contort their world-
  view so that both their old assumption and the
  new truth are correct. If they can not make this
  reconciliation, they must assume that new
  information that invalidates their old viewpoint
  is evil and must be destroyed. That innocents
  are harmed by this behavior is of no conse-
  quence to them. Due to "always being right,"
  Knights also quickly learn to be quick to
  judgment. Knights are quite insane.
  It is for this reason that Knights very rarely
  meet, and if they do they do not converse, for
  Knights often have widely varying experiences
  that lead them to different conclusions, and
  more than one meeting of Knights has led to
  mortal combat over a minor issue. Knights are
  also quite ignorant about worldly affairs, as
  they do not read and do not engage in normal
  conversation with anyone. Knights do not seek
  more contradictions they must reconcile.
  The Clerics that travel with the Knights are the
  public faces of the troupe. They speak with
  locals and make all arrangements so the
  Knights are not subjected to an opposing
  viewpoint by pure chance. Many believe this
  is why each Knight has an attached Cleric, but
  this is simply a secondary function. The Cleric
  is there to monitor the Knight, and if he falters
  and loses his power it is the Cleric's duty to
  arrange for the Knight's execution at the first
  available opportunity.
  One does not choose to be a Knight. Young
  boys, no older than seven, are taken from their
  families and brought to the Knights' monastery,
  located somewhere in the East. What happens
  to the boys is not exactly known, but from the
  statements of some Knights it would appear
  that the boys are subjected to religious brain-
  washing and severe martial training.
  At the age of sixteen, the boys are assigned to
  military duty at the monastery, and at first
  opportunity are assigned to a Knight's entou-
  rage as a Man-At-Arms. If he survives five
  years of this duty (many do not, not least
  because the Cleric in the troupe also monitors
  them for wavering beliefs), he becomes eligible
  to be a Squire. The potential Squire is sent out
  to the mountains around the monastery to live
  the life of a hermit, with no provisions, and no
  tools. If he is still alive when it is his turn after
  a Squire position becomes free, he is outfitted
  and assigned to a Knight.
  When a Squire rises to fifth level, he becomes
  a fully ranked Knight of Science, and is
  assigned a Squire, Cleric, and Men-At-Arms
  of his own, free to incidentally terrorize the
  world as he quests to save it. It is a system
  which has survived beyond memory, from the
  time that the Order of the Knights of Science
  was first established to combat the Duvan'Ku.
  Few stand up to the Knights, preferring to
  cower and watch by as they burn and slaughter
  in hopes that they quickly move on, for fear of
  a Crusade being called. The only ones quicker
  to shudder at the name of the Knights than
  commoners and petty nobles are those forces
  demonic and otherworldly, who know that the
  Knights represent a foe they can never corrupt.
  
  4
  The Tower
  By James Edward Raggi IV
  Some easy money, or perhaps a deathtrap
  masquerading as an adventure, for those who
  suffer the delusion that all adventure locations
  are meant to be solved. For first or second level
  characters.
  The Environs
  The tower is located in the middle of the
  woods, about a day’s journey from any sort of
  civilization. Around the tower is a clearing; the
  woods suddenly break into an idyllic, tranquil
  field. Somehow it always seems to be breath-
  taking here, either with strong sunlit rays
  breaking through dark clouds, scanning the
  ground like celestial spotlights, or there is a
  soft rain through gentle sunlight, forming
  rainbows. Butterflies flutter everywhere, and
  on the opposite side of the clearing from where
  the characters approach, deer and fluffy
  bunnies leap away as the intruders near.
  Around the base of the tower are dense, thorn-
  less rose bushes,with thousands of bright red
  roses in full bloom at all times.
  The tower itself is a massive structure, fully
  fifty feet wide, with impressively thick walls.
  They’d better be impressively thick – they look
  to be in utter shambles, with large chunks
  having fallen to the ground over the centuries
  and vines growing all over the structure. The
  tower is made of some sort of rock that no one
  will be able to identify – it is vaguely bluish-
  grey with speckles of reflective crystals that
  make the entire structure shimmer in the sun-
  light. In fact, until it is approached, the thing
  might not look like a solid physical construct
  at all. The tower has a conical, closed roof and
  the only real breaks in the wall are the door at
  ground level, and a solitary window near the
  top.
  Guarding the door of the tower is a great
  misshapen thing. It is roughly human-shaped,
  approximately ten feet tall, with gigantic talons
  and a giant sharp-toothed maw. However, it is
  an ancient creature which is quite weary of its
  duty, broken in body and spirit, and completely
  ineffectual in a fight. It will engage any intrud-
  er, but will not pursue beyond the clearing.
  Guardian: Unarmored, Move 1.25 times the
  speed of an unencumbered man, HD 10, HP
  54, #AT 1 claw, D 1d4, immune to normal
  missiles, if killed will rise again at sunset the
  next day, the sarcophagus on level four must
  be blessed to prevent this.
  The tower has five levels, with the window
  being on the fifth level.
  The Door
  The tower’s door appears to be made of very
  heavy, sturdy warped wood. With rusty iron
  banding. There is a very ornate lock on the
  door. It is actually a strange shape-shifting
  creature which mimics the appearance of a
  door. It will attack, with pseudopods, anyone
  who touches the door, unless the Key of Love
  is placed in the lock, in which case it will
  remain as a door. The creature has been
  charmed to behave this way, and if this charm
  is dispelled for some reason, it will attack even
  if the key is used.
  
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  Door: Armor as leather, HD 7, HP 31, #AT 1
  attack, D 3d4, whatever touches it sticks to it
  like glue.
  First Level
  The first thing that anyone entering the tower
  will notice is that rats are crawling everywhere
  along the walls. The cracks in the walls are
  large enough to allow rats free access, and this
  will be constant throughout the tower.
  The first floor room is bare except for four
  statues, each in the shape of a vaguely fairy-
  like princess figure in various dance poses. The
  statues have a greater amount of crystal flakes
  in their composition than the walls so they will
  particularly shine when exposed to light. The
  statues form something of a perimeter around
  a central point, and they all face that point. In
  the center of the statues is a carved circle. If
  someone stands in the circle, then the statues
  will speak, through magic mouths, in succes-
  sion:
  Statue One: “Those who would have a
  kingdom must be pure in heart, trusting and
  peaceful.”
  Statue Two: “One must throw away the
  weapons of war and don the garments of love!”
  Statue Three: “Only the pure and the worthy
  may break the seal and awaken the princess.”
  Statue Four: “To the princess’ groom will pass
  the right to rule over the Kingdom of
  Duvan’Ku and possess its treasures.”
  There is a ladder leading to a trap door to level
  two. The trap door is slightly stuck and will
  take one round to push open, and it will
  automatically swing shut (and become stuck
  again) once it is closed.
  Second Level
  This room is filled with many racks, which are
  about half-filled with rotted, torn white robes
  of unknown composition that have woven
  patterns all over them.
  Carved into the walls is a bas-relief of a
  courting ceremony, with a succession of carv-
  ings showing a great general surrounded by
  soldiers discarding his armor and weapons and
  putting on ceremonial robes with distinct
  markings (which matches the pattern of the
  robes on the racks). He then walks by two
  guardians, alone, kneels at the foot of a great
  stone box where he drops several flowers,
  opens the box, embracing a beautiful woman,
  and finally is crowned while surrounded by
  gold and jewels.
  There is a bin here that has all sorts of armor
  and weapons dumped in, all useless in various
  stages of decay, some to the point where
  touching them will cause them to crumble.
  There is a ladder that leads to a trap door to
  level three. The trap door is slightly stuck and
  will take one round to push open, and it will
  automatically swing shut (and become stuck
  again) once it is closed.
  Third Level
  This room is empty except for the trapdoor
  down, the stairs up, the guardians of the stairs,
  and some ancient remains of those who
  attempted to pass without following the rules.
  Two skeletons in ratty, torn chain mail, swords
  (of a strange and heretofore unknown style),
  shields, and slung bows and (bone!!) arrows
  stand guard by the stairs. They stand motion-
  less, and if a character is alone and dressed in
  the correct manner, they will allow him to pass.
  If more than one character approaches, or if an
  approaching character has visible arms or
  
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  armor (the robes are tattered enough that armor
  and all but the smallest of weapons will be
  visible), they will stand and fight anyone who
  approaches. They will not pursue anyone who
  flees, and they will not abandon their post.
  The guardians are not undead, but rather
  constructs, similar to what could be considered
  a bone golem. If destroyed, they will reform at
  the next sunset unless the sarcophagus on level
  four is blessed.
  Guardians: Armor as plate, Move half as fast
  as an unarmored man, HD 5, HP 23, #AT 1
  sword or 1 bow, D 1d8 or 1d6, immune to
  spells as if undead, unable to be turned, non-
  magic weapons do half damage.
  If the guardians kill anyone, they will wait until
  the next sunset, and then take the body and any
  equipment upstairs and dump it all behind the
  curtain.
  Oh yeah, one more thing… they will attack
  anyone coming down the stairs.
  Fourth Level
  This room is the resting place of the princess.
  On the opposite side of the room from the entry
  stairs is a stone sarcophagus on a raised plat-
  form (the platform and sarcophagus are actu-
  ally one large carved piece, and part of the floor
  as well), with carvings depicting wizards
  putting a woman to sleep and placing her in…
  the sarcophagus. The detail of the carving is so
  great that one can see the carvings on the
  sarcophagus in the carving, and elves can see
  that repeat four or five times. If looking at it
  with magical sight, a character can see that this
  actually goes on forever (anyone who sees this
  must make a save versus spells or become
  mentally disoriented, suffering a two point
  penalty to attack rolls, armor class, and saves
  for 2d6 rounds, and spellcasting will be impos-
  sible – but characters will not know they are
  thus affected until they enter combat or attempt
  to cast a spell). Behind the sarcophagus is a
  curtain made up of a heavy cloth of unknown
  origin. Behind this curtain is a very large pile
  of bones, and if one digs through the bones one
  will find badly decayed, and finally powdered
  bones at the bottom of the pile.
  Surrounding this platform is (what appears to
  be) a thaumaturgic circle, with many glyphs
  and sigils along its border, carved into the
  floor. The indentation of the carvings is com-
  pletely lined with the reflective crystals so it
  will seem to glow to anyone entering the room
  with a light source. This is actually decoration
  and has no magical power at all.
  Hanging from the ceiling is the remains of a
  crystal chandelier, broken some ages ago.
  Crushed glass covers the floor (a lot more than
  the chandelier would account for, if anyone
  were to know how big the chandelier actually
  was). When the door to this level is opened,
  the glass on the other side of the door will
  crinkle loudly, and characters must intention-
  ally be stealthy or else the glass beneath their
  feet will snap and pop.
  The amount of reflective crystals in the stone-
  work in this room is massive, so anyone
  coming up here with a light source will cause
  the entire room to become a shimmering spec-
  tacle.
  In the sarcophagus is the princess, but unfortu-
  nately for any suitors, it is an undead thing
  (Armor as chain, HD 4+3, HP 27, 1 attack, 1d4
  damage + level drain, immune to non-magical
  or non-silver weapons). And it never sleeps.
  And if there was any noise made in approach-
  ing the sarcophagus, it will know they are
  there, and will achieve automatic surprise if the
  character lifting the lid of the sarcophagus does
  not declare any caution. it will attack anyone
  opening the sarcophagus. It really doesn’t care
  about the ritual, as the entire legend is a
  complete fabrication, and the woman was in
  life a streetwalker who was kidnapped, mur-
  
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  dered, and corrupted into this form specifically
  as bait to lure greedy people to their deaths.
  The souls (or spirits) of those killed by her,
  because they were doomed by greed (the want
  of an underserved kingdom) or lust (the hand
  of a woman they have never met) are delivered
  to some foul god to be tortured for eternity. If
  “killed,” the undead creature will reanimate at
  the next sunset unless the sarcophagus is
  blessed.
  The round after killing someone, the princess
  places the body behind the curtain (it will not
  rise) and replaces the sarcophagus lid and
  returns to rest. Rats, which have climbed
  through the cracks in the structure of the tower,
  will eat away at the body until it is just bones,
  and they will carry small items and valuables
  (especially the Key of Love if present), into a
  deep subterranean lair where their mythic rat
  lord masters, worshippers of the death gods of
  Duvan’Ku, will collect them. These masters
  will then see to it that the (entirely invented)
  legend is spread in the new area, and then
  introduce the Key again so new victims will
  travel to the tower, thus repeating a cycle that
  has gone on for millennia.
  Fifth Level
  This room does not connect to the rest of the
  tower. Inside the room is magical darkness,
  which engulfs the entire room and ends just at
  the window.
  The room is empty except for the floor which
  is absolutely covered with all sorts of spikes,
  broken blades, caltrops, splintered bones, and
  other sharp items. It is impossible to step
  anywhere without stepping on something; the
  floor is covered several layers deep.
  Anyone stepping inside the window with their
  full weight takes d3 damage and must make a
  paralyzation save or fall down, taking a further
  d6+1 points of damage. Once a character has
  fallen, he must make a petrify save (with
  wisdom bonus applied!) to remember which
  way the window is, and failing this save means
  he takes d3 damage as he shuffles through the
  sharp stuff. This save may be attempted every
  round until successful or the character is dead.
  Anyone who dies here will have rats crawl into
  the room and gnaw their body and possessions
  into manageable bits, which too will be carried
  away…
  How It Happens
  Here is one possible way of getting a party to
  the tower:
  Sir Fondleroy Addleton and his three retainers
  show up somewhere one stormy night when
  the characters are present. Maybe it’s at a
  roadside camp, maybe it’s at an inn.
  Addleton will inform the characters that he is
  looking for some hired help for an expedition
  into the forest. Addleton will request a meeting
  away from where the retainers can interrupt.
  He will offer each of the PCs 250gp to simply
  act as bodyguards and escort him to a location
  in the forest. That’s all. There is no mission to
  accomplish, no expected danger. Just get him
  to his destination. “Will you do it?”
  Of course PCs aren’t going to say yes without
  more information… will they? If so, then alter
  the chain of events offered below. If they say
  no, then that’s the end of this adventure. If they
  say no and then follow the guy, have Addleton
  recruit some other riffraff and improvise based
  on the information below.
  If the PCs want to know about his relationship
  with his retainers, he will confide that he
  doesn’t know them so well, having hired them
  in the last city he passed through because he
  considers it unwise to travel through the coun-
  tryside alone. He has overheard them talking
  amongst themselves and he is worried that they
  are brutal thugs. He doesn’t want to anger them
  
  8
  or cause trouble by firing them, as being tough
  guys is what he hired them for, but he doesn’t
  trust being alone with them on such a, ahem,
  sensitive mission.
  If they want to know the full story, he will tell
  them. He was traveling in the southlands when
  he began hearing about the legend of a lost
  ancient city called Duvan’Ku. It was ruled by
  a goodly King Porgotna. He had a beautiful
  daughter, a kind and gentle soul named Prin-
  cess Turuvna. When she came of age she began
  accepting suitors. But every time she chose
  someone to marry, they ended up committing
  a horrible crime. It was a scandal throughout
  the kingdom. Finally the Princess’ last suitor
  was a great general in the army, who after
  gaining the heart of the Princess led a savage
  massacre against helpless peasants. The King
  became incensed, and seeing his daughter fall
  to pieces yet again, decided that enough was
  enough. He had his daughter put into a magical
  sleep so that her misery would no longer
  trouble her, and declared that only a man of
  great intellect and conviction, with a honorable
  and peaceful spirit, could break the spell and
  claim his daughter. He sent his daughter away
  to his most remote and secret outpost and had
  her laid to rest at the top of its tower, and
  charged his two most trustworthy guardsmen
  to make sure no harm came to her. He then had
  his court wizards fashion a key to that tower
  that would only work for a man worthy of his
  daughter’s love and then had it hidden. He
  declared that the man to break his daughter’s
  spell would be able to rightfully claim her in
  marriage and inherit the kingdom and all its
  treasures. The evil general sought to find the
  Princess himself, but in his lust and greed was
  transformed into a wicked caricature of his old
  humanity. Apparently he found where the
  Princess was, but being unable to enter the
  tower, his hate sustains him and he acts as an
  obstacle to any that would enter the tower. The
  King, so overcome by guilt over what his
  daughter had suffered and what he had done to
  end that suffering, died soon after and
  Duvan’Ku began a swift descent into the
  obscurity of ancient history.
  Addleton can provide a series of parchment
  fragments that confirm various parts of the
  story, including one that gives compelling
  evidence that the spell the Princess was under
  would sustain her for all time, until it is broken.
  Away from anyone else’s sight, he produces a
  heart-shaped key made of unknown metal (the
  Key of Love). He says he was a henchman of
  an adventuring expedition that went to reclaim
  an old church that had been overrun by undead.
  He found the key in the church’s vaults, and
  spent tens of thousands of gold pieces consult-
  ing sages and finally learning the location of
  the tower where the Princess is kept. He
  decided that was too dangerous to keep written
  down, so he’s memorized it. He says he just
  needs the PCs to get him into the tower. That’s
  the goal.
  During the trip to the tower, Addleton will tell
  of all he has heard about Duvan’Ku, saying the
  legends tell of riches beyond compare and
  crafted magic that is as commonplace as
  woodwork is in the current lands. He says that
  even if the legends have been exaggerated ten
  times over the truth, they should all be very
  wealthy men. If the PCs are predominantly
  male, he will talk about all the beautiful women
  he’s bedded, and hypothesizes how the prin-
  cess will compare. He jokes about giving all
  the PCs appointments in his royal court if the
  legends turn out to be accurate.
  When reaching the clearing, Addleton will
  direct the party to engage the guardian creature
  and draw it away from the door so he may enter
  the tower, with his retainers supplying support-
  ing missile fire and guarding the horses in case
  goblins are attracted by the sounds of combat.
  Because he doesn’t want to screw up the
  prophecy, he directs the adventurers to not
  enter, and that he will call for them after he has
  achieved his goal, or when he needs them. He
  
  9
  assumes that the princess’ chamber is in the
  top of the tower, where the window is.
  If the PCs do what he says, the creature will
  move to engage intruders and move away from
  the door. A round after the battle is joined,
  Addleton will go to the door, use the key to
  open it, take the key while leaving the door
  open, and go inside. If there is battle, the PCs
  will not hear the statues’ speech. Assume it will
  take Addleton one round to listen to the statues,
  one round to enter each new floor of the tower,
  and two rounds to change clothes on the second
  level. He shouldn’t last long once he reaches
  the fourth level, as he will be so eager to gain
  his prize that he will throw all caution to the
  wind and he will be surprised.
  The round after Addleton enters the tower, the
  PCs will hear a commotion by the horses – the
  retainers know of the gems that Addleton was
  carrying and two of the retainers have decided
  that now would be a wonderful time to grab
  them and run. One of the men is honest and
  tries to stop them. If nobody interferes, the two
  thieves will kill the honest one and then ride
  off with the treasure.
  If any PC enters the tower, it is imperative that
  the referee communicate with this player in
  secret. It is to be made clear that the player(s)
  in question can not give other players any
  information about the inside of the tower until
  their characters reunite! They will of course
  find Addleton’s armor and weapons in the bin
  on the second level, but likely there will be no
  trace of him once they reach the fourth level –
  unless they look behind the curtain. The key
  will already be gone if his body is there.
  Sir Fondleroy Addleton
  (Chain mail and shield, Fighter 3, HP 23, 1
  attack, 1d8 (longsword) or 1d6 (bow) damage).
  Important equipment of note includes his
  medium warhorse, chain mail, shield, long-
  sword, longbow, and twenty arrows. He keeps
  3d20 gold and 2d20 silver on him at all times.
  In his saddlebags are his rations and supplies,
  as well as a pouch with 10 pearls worth 250gp
  each. These pearls are what Addleton was
  going to pay the PCs with, and what the
  retainers attempt to steal. He of course has the
  parchments with the legend fragments and the
  Key of Love on him at all times.
  The Retainers
  (Leather armor, Lvl 0, HP 5 each, 1 attack, 1d8
  (longsword) or 1d6 (bow) damage). Important
  equipment of note includes their light riding
  horses, leather armor, longsword, short bow,
  and twenty arrows each. Each has 3d6gp on
  his person.
  Other Possibilities
  The above adventure assumes that a referee
  really doesn’t want to goad the PCs into
  entering the tower themselves. Of course they
  will do so on their own anyway, but that’s the
  point – this is intended to be a horror adven-
  ture, a Weird Tale if you will, and not an
  example of high adventure and derring-do.
  The referee must set this up correctly. The Key
  of Love, and the legend, must pass into the
  players’ hands somehow, whether as an entice-
  ment to go to the tower, or in the hands of
  another that let it be known where they are
  going and why.
  The key points:
  There is no legend of treasure or magic to be
  had. The prize is the princess, and specific
  steps to free her must be taken. It must be
  stressed that if more than one person enters that
  tower, they are not going to be able to awaken
  and rescue the princess. The idea is that
  whoever goes up that tower dies. It is not
  intended to be solved or defeated, and there is
  no reward for doing so.
  And really, anyone who puts on rotting cloth-
  ing to satisfy some skeletal guardians in order
  
  10
  to marry a woman they’ve never heard of until
  the day before… come on. They deserve what
  they get.
  The example scenario gives a nominal reward
  so it’s not a complete waste of time for the PCs
  (and the reward is gained by those who don’t
  get greedy!), but there is nothing stopping a
  referee from being especially cruel (as opposed
  to the regular level of cruelty needed to run the
  adventure in the first place) and foregoing even
  that kindness, but most players would like to
  be rewarded for smart play. And not going in
  the place is definitely smart play.
  It is recommended that the PCs have very little,
  if any, magic items when they undertake this
  adventure. Horror doesn’t work if the protag-
  onists can muscle their way through.
  
  11
  The Dread Sorceries of
  Duvan’Ku
  By James Edward Raggi IV
  Duvan’Ku was a magical place, and its inhab-
  itants created many a bizarre and transgressive
  spell. This knowledge of Duvan’Ku is spread
  throughout the world, in ancient spellbooks
  held captive in dragon hoards, lich’s libraries,
  and the like. However, some also survive on
  scrolls, and the mischief that the Dead King
  seeks to perform from beyond time allows
  some of these to reach the world in much easier
  manners…
  All of these spells are Magic-User spells, as
  the gods would never directly grant powers to
  anything borne of Duvan’Ku.
  Animate Dead II
  Level 6
  Range: 10’
  Duration: Permanent
  Area of Effect: See Below
  Casting this spell on a corpse causes it to rise
  as a ghoul under the control of the caster. One
  ghoul per two levels of the caster may be
  raised, provided there are enough intact corpses
  at the site of the casting of course.
  Animate Dead III
  Level: 7
  Range: 10’
  Duration: Permanent
  Casting this spell on a corpse causes it to rise
  as a wight (if it is an intact corpse) or a wraith
  (if it is not) under the control of the caster. One
  undead per two levels of the caster may be
  raised, provided there are enough corpses at
  the site of the casting of course.
  Animate Dead IV
  Level: 8
  Range: 10’
  Duration: Permanent
  Casting this spell on a corpse (or the site of a
  death if the body was destroyed) causes its
  spirit to rise as a spectre under the control of
  the caster. One undead per four levels of the
  caster may be raised, provided there are enough
  bodies (or spirits) at the site of the casting of
  course. Note that a spectre is completely aware
  of it status as an undead creature, and although
  it will be compelled to obey the caster, it will
  not be happy about it… at all.
  Animate Dead V
  Level: 9
  Range: 10’
  Duration: Permanent
  Casting this spell on a corpse (or the site of a
  death if the body was destroyed) causes its
  spirit to rise as a ghost under the control of the
  caster. Only one undead per ten levels of the
  caster may be raised, provided there are enough
  bodies (or spirits) at the site of the casting of
  course. Note that a ghost is completely aware
  of it status as an undead creature, and although
  it will be compelled to obey the caster, it will
  not be happy about it… at all.
  Army of One
  Level: 3
  Range: 10’/level
  Duration: 1 round/level
  The recipient of this spell is able to make one
  melee attack for every opponent directly
  engaging him for the duration of the spell. Each
  attack must be against a different opponent,
  
  12
  Aura of Good
  Level: 1
  Range: Touch
  Duration: 1 hour/level
  The target of this spell will radiate a good (or
  lawful, or both, as appropriate) aura when the
  subject of detection devices or spells. At best,
  a scrying party will detect that there is a
  magical aura present but nothing short of a
  dispel magic will cause a detection spell to
  detect anything other than good.
  Black Blood
  Level: 3
  Range: 30’ + 10’/level
  Duration: See Below
  This spell causes the target’s blood to become
  a thick and expanding gel, causing intense
  pressure and pain. This will cause 1d4 points
  of damage every round until the pressure is
  relieved. While in great pain, the character can
  act normally and suffers no penalty aside from
  the hit point loss. Relieving the pressure is
  done by either the target being hit by a piercing
  or slashing weapon by an enemy for damage,
  or someone intentionally slicing the character
  open to bleed him (can be done for no initial
  damage).
  Once this happens, the character becomes
  unable to take any action and merely convulses
  for three full rounds as a disgusting, viscous
  black ichor spews from his wounds, covering
  the entire area. At the end of the third round,
  the character takes 1d6 damage and then may
  act normally.
  Blood Oath
  Level: 3
  Range: Special
  Duration: Special
  Blood oath solidifies an agreement between
  two parties, ensuring by magical means that
  both parties keep to the agreement. For the oath
  spell to take effect, all parties must be in full
  control of their mental capacities (no oathing
  under charm, for example) and be aware that
  the spell will be binding them. The terms must
  be explicitly laid out, and the important thing
  is the letter, not intent, of the agreement. The
  spell will remain in effect as long as it takes to
  see that the agreement is honored, and can
  include as many people as are willing to take
  the oath. If any party breaks the oath, the will
  immediate lose one level/hit die.
  Bloodless
  Level: 3
  Range: 10’/level
  Duration: 1 round/level
  The target of this spell takes half damage from
  all attacks for the duration.
  Dangerous Toys
  Level: 1
  Range: Touch
  Duration: Permanent
  This spell causes a minor demon to inhabit a
  very small inanimate object. The demon wakes
  up, animating the object, when it is touched by
  a child. At that point the object will attempt to
  slay any living thing it comes across. The
  object then has AC as leather, MV 120’, HD
  1, #AT 1, D d6.
  Death Breath
  Level: 3
  Range: 0
  Duration: Instantaneous
  The character spews forth a toxic cloud of
  green-black gas from his mouth, doing 1d4
  points of damage for every level of the caster,
  with a saving throw for half damage applicable.
  Note that there are no components needed, and
  because it is a gas most forms of gags will not
  stop the spell from working.
  God Oath
  Level: 5
  Range: Special
  Duration: Special
  Blood oath solidifies an agreement between
  two parties, ensuring by magical means that
  both parties keep to the agreement. For the oath
  
  13
  spell to take effect, all parties must be in full
  control of their mental capacities (no oathing
  under charm, for example) and be aware that
  the spell will be binding them. The terms must
  be explicitly laid out, and the important thing
  is the letter, not intent, of the agreement. The
  spell will remain in effect as long as it takes to
  see that the agreement is honored, and can
  include as many people as are willing to take
  the oath. If any party breaks the oath, the will
  immediately die, with no possibility of raising,
  resurrection, or reincarnation.
  Infanticide
  Level: 1
  Range: 10’/level
  Duration: Permanent
  This spell slays any creature with one hit point
  (maximum, not current) without any mark or
  a scratch on it – it just stops breathing.
  Longevity
  Level: 2
  Range: 0
  Duration: 1 Year
  Casting this spell erases the previous year in
  terms of aging effects. The caster must bathe
  in the blood of a number of virgins equal to the
  actual age of the caster at the time of casting.
  This blood must be fresh and the act of collect-
  ing it must kill the virgins, and the one hour
  casting time is the amount of time the caster
  must spend soaking in the blood.
  New Mind
  Level: 9
  Range: Touch
  Duration: Permanent
  This spell completely erases the mind of one
  creature and replaces it with whatever the
  caster wishes. When the spell is complete, the
  creature should re-roll intelligence, wisdom,
  and charisma from scratch, and a new align-
  ment should be randomly determined. All of
  the creature’s memories will be wiped out as
  well, and the caster will be able to create an
  entirely new set of memories as he pleases. The
  character will begin again at level one in a
  random class, although retaining its original
  hit points and saving throw numbers until it
  gains a level greater than its original.
  Oath
  Level: 1
  Range: Special
  Duration: Special
  Oath solidifies an agreement between two
  parties, ensuring by magical means that both
  parties keep to the agreement. For the oath
  spell to take effect, all parties must be in full
  control of their mental capacities (no oathing
  under charm, for example) and be aware that
  the spell will be binding them. The terms must
  be explicitly laid out, and the important thing
  is the letter, not intent, of the agreement. The
  spell will remain in effect as long as it takes to
  see that the agreement is honored, and can
  include as many people as are willing to take
  the oath. If any party breaks the oath, the will
  suffer a one point permanent loss from a
  random ability score.
  Protection from Living Creatures
  Level: 2
  Range: Touch
  Duration: 3 rounds/level
  This spell creates a living barrier around the
  target which repels living creatures. Any living
  creature attacking the target suffers a -2 penalty
  to hit, and the target receives a +2 saving throw
  on any effect caused by a living creature.
  Living creatures which physically strike with
  a body part (claw, fist, bite, etc) may not attack
  at all. Note that extra-planar creatures, undead,
  constructs, magically-imbued beings, etc, are
  not considered “living” creatures for the pur-
  poses of this spell. This protection moves with
  the target.
  
  14
  Protection from Living Creatures 10’ Radius
  Level: 4
  Range: None
  Duration: 1 turn/level
  This spell creates a living barrier around the
  target area (centered around the caster) which
  repels living creatures. Any living creature
  attacking into the target area suffers a -2
  penalty to hit, and the target receives a +2
  saving throw on any effect caused by a living
  creature. Living creatures which physically
  strike with a body part (claw, fist, bite, etc) may
  not attack at all. Note that extra-planar crea-
  tures, undead, constructs, magically-imbued
  beings, etc, are not considered “living” crea-
  tures for the purposes of this spell. The material
  component is dirt from a grave, which must be
  sprinkled around the spell area as it is cast. This
  circle of protection does not move.
  Steal Spell I
  Level: 4
  Range: 10’/level
  Duration: Permanent
  One random spell (of level 1 – 3) is erased from
  the memory of the target and the caster of this
  spell gains the ability to cast it as if he had
  memorized it. The gained spell must be cast,
  and can not be transcribed or stored in any way.
  Steal Spell II
  Level: 5
  Range: 10’/level
  Duration: Permanent
  One random spell (of level 1 – 4) is erased from
  the memory of the target and the caster of this
  spell gains the ability to cast it as if he had
  memorized it. The gained spell must be cast,
  and can not be transcribed or stored in any way.
  Steal Spell III
  Level: 6
  Range: 10’/level
  Duration: Permanent
  One random spell (of level 2 – 5) is erased from
  the memory of the target and the caster of this
  spell gains the ability to cast it as if he had
  memorized it. The gained spell must be cast,
  and can not be transcribed or stored in any way.
  Steal Spell IV
  Level: 7
  Range: 10’/level
  Duration: Permanent
  One random spell (of level 3 – 6) is erased from
  the memory of the target and the caster of this
  spell gains the ability to cast it as if he had
  memorized it. The gained spell must be cast,
  and can not be transcribed or stored in any way.
  Steal Spell V
  Level: 8
  Range: 10’/level
  Duration: Permanent
  One random spell (of level 4 – 7) is erased from
  the memory of the target and the caster of this
  spell gains the ability to cast it as if he had
  memorized it. The gained spell must be cast,
  and can not be transcribed or stored in any way.
  Steal Spell VI
  Level: 9
  Range: 10’/level
  Duration: Permanent
  One random spell (of level 5 – 8) is erased from
  the memory of the target and the caster of this
  spell gains the ability to cast it as if he had
  memorized it. The gained spell must be cast,
  and can not be transcribed or stored in any way.
  Storm of Fertility
  Level: 9
  Range: 1 mile/level
  Duration: Permanent
  This spell impregnates every female of the
  same race as the caster in a large area. Before
  casting the spell, the caster must trap an extra-
  planar being in a containment circle. Casting
  this spell kills this creature, and this being is
  the father of the children it spawns. The spell
  affects an area one mile in diameter for every
  hit die of the trapped creature, with each female
  getting a saving throw to avoid its effects. The
  children will look like the mother’s race,
  
  15
  mature at the rate of the mother’s race, but have
  the temperament, alignment, and abilities of
  the father.
  To Challenge the Gods
  Level: 9
  Range: Line of Sight
  Duration: 6 turns
  This spell strips any one extra-planar being of
  all supernatural powers and abilities. No items
  or affiliations are affected.
  Torture
  Level: 3
  Range: 30’
  Duration: 1 hour
  This spell, which only works on bound or
  otherwise helpless targets, allows the caster to
  ask one question per level, and the target must
  answer truthfully or take 1d6 points of damage
  per lie told. If the target lies, the effect is
  obvious to any onlooker.
  Vomit
  Level: 1
  Range: 10’/level
  Duration: See Below
  The target of this spell begins to vomit a thick,
  disgusting black chunky liquid and is unable
  to take any other action. The effect continues,
  every round, until the target makes a saving
  throw.
  Vomit Guts
  Level: 4
  Range: 10’/level
  Duration: See Below
  The target of this spell begins to vomit up their
  insides, with the target being unable to move
  and taking 1d10 damage every round until they
  make a saving throw.
  
  16
  Fell Magick Items of
  Duvan’Ku
  By James Edward Raggi IV
  Bag of Spirit Holding
  This functions as a bag of holding of the largest
  size. There is a 1% chance whenever it is
  opened (to take something out or put some-
  thing in) that a spectre that has been trapped
  within the bag will escape to attack the owner
  of the bag.
  Basket of Bountiful Harvest
  This basket is always full of fresh fruit, vege-
  tables, bread, and sweet meats when opened.
  Any who eat from the basket must save versus
  death magic (referee should make a secret
  saving throw) or begin to lose 1hp per day,
  permanently (the character’s maximum hit
  points decrease!), beginning 6d6 days after
  eating. An exorcism or remove curse is neces-
  sary to stop this effect but does not restore lost
  hit points.
  Book of Faust
  By reading this book, a character may make a
  pact with a devil and increase one ability score
  to 18 in exchange for one service to be ren-
  dered one year from the time of the ability
  score gain. At the one year mark, an Arch-
  Devil will appear in person to take that person
  to hell, and the character can not be raised or
  resurrected, and a wish to bring the character
  back will result in a crippled stump of a body,
  no limbs, blind, and dumb, being spewed forth
  from the Arch-Devil that had required service.
  Book of Sacrifice
  By reading this unholy text of exorcism, any
  curse (or possession, or any undesirable state),
  any whatsoever, is lifted from the target of the
  exorcism. The curse passes to the reader, and
  at that point can not be removed by any means
  short of a wish. Any reader attempting to
  remove his own curse instead makes the curse
  irrevocably permanent, and no means whatso-
  ever can ever remove the curse.
  Book of Unspeakable Shame
  This text lists the crimes of Duvan’Ku against
  nature, the cosmos, the gods, and all of greater
  creation. The entire text takes two months to
  read, and after it is complete the reader must
  save versus spells or be feebleminded. If this
  happens, the reader gains no benefits from the
  book and if healed must read the book again to
  attempt to gain the benefits. If the saving throw
  succeeds, the reader becomes immune from all
  mental attacks such as fear, charm, etc, forev-
  ermore. The reader also gains a 25 Wisdom.
  The book does detail literally unspeakable
  shame – the reader will never be able to
  articulate exactly what it is he has seen in the
  book to any other, and any reading his mind
  must make a saving throw versus spells or
  become feebleminded. 2d4 weeks after com-
  pleting the book (and if the benefits are
  gained), 2d6 demons will appear to destroy the
  reader, as no mortal may have this knowledge.
  They will all be Type I demons, led by a demon
  of a type indicated by the greatest number
  shown on the dice. For example, if the 2d6 roll
  was a 4 and a 3, then it would be seven demons
  total, one of which would be a Type IV.
  Candle of Ill Lumination
  This small candle illuminates as dim or as
  bright as the possessor wishes, even to the
  point of being as bright as daylight. Undead in
  this light are invisible, even while attacking,
  and immune to any effects of this light.
  
  17
  Casket of Duvan’Ku
  Undead creatures in the casket are always
  awake and aware of everything outside the
  casket. Vampires suffer no restrictions the day
  after resting in the casket. Living things that
  lie in the casket lose one level – shutting the
  casket means instant death, with a save versus
  death needed to prevent rising as a wight at
  midnight.
  Chalice of Great Health
  If a good creature is ritually sacrificed and its
  blood immediately collected in this cup, the
  drinker will be cured of any curses and diseas-
  es, magical or mundane.
  Chimes of Entrance
  This acts as a normal chime of opening, but
  any dead bodies within range of the chime’s
  sound rise as skeletons or zombies, as appro-
  priate.
  Cloak of Many Fashions
  This cloak transforms into whatever clothing
  the wearer desires, whether it be a fine ball
  gown, sleep wear, thick fur clothing for arctic
  exploring, or even any sort of (non-magical)
  armor (but not including a shield). When
  someone wearing this cloak comes within 50’
  of an undead creature than can see him, it turns
  into an entangling death shroud, completely
  immobilizing the character and leaving him
  unable to act or defend himself.
  Cloak of Soul Displacement
  This acts as a normal displacement cloak, but
  it has a +3 bonus. Every attack that misses
  because of this cloak (any first strike, or
  subsequent strike that misses by three or less)
  gives a 1% cumulative chance that the charac-
  ter will turn into a wraith or spectre (whichever
  is closest in hit dice to the character’s level)
  who will seek nothing else but to drain all
  living things.
  Crown of Duvan’Ku
  Each former ruler of Duvan’Ku wore his own
  crown, and each crown has become corrupted
  and evil due to the utter depravity that they
  have been present for. This is but one such
  crown.
  Wearers of the crown may use the following
  minor powers: Speak with Dead (all spell
  effects are as if the wearer is a thirtieth level
  caster), once per week. They are immune to
  any sleep or hold spells (or any spells that
  commonly affect undead), and may Animate
  Dead once a week. The wearer also enjoys a
  two point bonus to his armor class.
  There are also these major powers: Twice a
  day, the wearer may Dispel Magic, and once
  per day may cast Heal. The wearer continu-
  ously causes Fear with his gaze whether he
  intends to or not.
  The crown’s primary power is Trap the Soul,
  which the wearer may cast once per month.
  There is a price for this power. All holy water
  closer than 10’ from the crown will instantly
  spoil and become normal water. The wearer’s
  touch kills green plants instantly (or inflicts
  d10 damage if combating a sentient example),
  and every month the wearer loses 5d6 pounds
  until he collapses into nothingness.
  Using any major or using the prime power ages
  the user 3d10 years.
  If the wearer dies from either aging or weight
  loss, his soul departs for Duvan’Ku to serve
  the dead King who once wore this crown, never
  to be recalled again.
  Dead Sign
  The Dead Sign is an evil sigil that may be
  inscribed on (or sewn into!) any object. Those
  wearing the Sign are immune to curses, unnat-
  ural diseases, hold, charm, or any other mind-
  influencing spells. However, the wearer is also
  
  18
  able to be turned as undead of their level, and
  any holy water with 10’ of the sign becomes
  spoiled. The sign must also be openly dis-
  played – any hidden Sign causes one point of
  damage, per round, to anyone carrying it, if
  they are aware they are carrying it. If someone
  who has knowingly carried the Sign (if
  someone discards the Sign immediately upon
  discovering they possess it, they may with no
  ill effects) then discards it, then they take one
  point of damage, per turn, until they are dead.
  Dead Sign, Greater
  This Sign has all of the powers and drawbacks
  of the normal Dead Sign, but anyone who sees
  the sign will die of spontaneous fright the next
  time they are alone for longer than 2d20
  minutes. However, if a second person sees the
  Sign before the first one is dead, neither
  onlooker dies, but the bearer of the Sign dies
  and the Sign itself disintegrates.
  Elixir of Fleeting Love
  This potion causes the drinker to fall in love
  with a specific person. Hair, fingernails, or
  some other personal issue must be mixed in the
  potion and the drinker will then fall in love
  with that person. The drinker will be unques-
  tionably devoted and completely in love, with
  a saving throw only allowed if there is blatant
  abuse. The drinker will also age at twelve times
  the normal rate – one year for every month that
  passes.
  Flute of Undead Pacification
  The sound of this flute makes all undead docile
  and they will take no offensive action while
  the flute is being played and all else is quiet
  (and no other combat is happening!). The
  player must be still to play properly, and the
  undead will gather around the player… but
  when the playing stops (or something breaks
  the undead’s concentration, or Silence is cast
  over the player), the undead will become
  vicious as usual. Bards playing the flute will
  be so skillful as to heal 1d6 points of damage
  to any undead hearing it, every round.
  Gauntlets of Undead Power
  These gauntlets drain 1d4 levels per hit when
  used in unarmed combat against a living
  creature. These levels are not transferred to the
  wearer of the gauntlets. If the gauntlets com-
  pletely drain a creature, the wearer loses a level
  immediately. If the gauntlets are ever used
  against an undead creature, the undead is
  unaffected and instead the wearer loses 1d4
  levels.
  Gem of Lifeforce Sight
  This gem acts as a gem of seeing, but when
  looking through the gem all living beings will
  be seen as slowly rotting and dying, and the
  viewer will be able to tell the how long the
  creature will naturally live. This insults the soul
  of the viewed, and any creature that will
  naturally die (of age or disease) within a month
  will rise as a wight or wraith to hunt the viewer.
  Anyone else viewed with the gem that dies
  within 24 hours will also rise as a wight or
  wraith and hunt the viewer, feeling the viola-
  tion contributed to its death.
  Gemstones of Duvan’Ku
  These priceless gems are under an irrevocable
  curse – any who spy upon them becomes
  overcome by extreme violent greed. A save
  against spells is applicable, but a successful
  save means that the character wants to separate
  himself completely from the gems – he will not
  handle them. Characters who have taken an
  extreme and uncompromising vow of poverty
  may handle the gems without succumbing to
  the curse, but of course would not do anything
  with them. Those affected by the gem will first
  attempt to buy it, offering all the money and
  property they have in the world if possible
  (which usually won’t amount to much, and the
  gems affect beggars the same way as they
  affect kings). Of course the possessor of the
  gems would never part with them, and if the
  gems can’t be bought, there will be an attempt
  to steal them, and failing that, an attempt to
  violently take them.
  
  19
  Girdle of Fertility
  If worn during intercourse (by either party),
  pregnancy will occur – even cross-species or
  if one party or the other is infertile. The child
  gestates as normal, but is a wight, and giving
  birth will kill the mother. In ancient times, the
  priest of Duvan’Ku would then carefully
  secure the baby in a floating cradle and place
  it in a stream, with the idea that some passerby
  would seek to aid the baby, which would then
  kill them.
  Grimoire of Walking Flesh
  This text allows the creation of a flesh golem.
  It requires the parts of 10d4 fresh bodies, takes
  two weeks time as the parts are assembled, and
  then requires a strong electrical charge (a
  lightning bolt will do) to activate the body.
  There is no monetary cost to making the golem
  with this book, and an unlimited amount may
  be made. When the golem activates, the muti-
  lated remains of the bodies used for parts will
  rise and seek to destroy the creator of the
  golem. The golem will not fight these undead.
  The risen dead will be zombies 50% of the
  time, ghouls 40% of the time, and wights 10%
  of the time (check each creature individually).
  If the bodies have been utterly destroyed, then
  the creatures will be wraiths (75%) or spectres
  (25%).
  Holy Symbol of the Church of Duvan’Ku
  A cleric using this holy symbol automatically
  commands (not turns or destroys) any undead
  it is used against. When commanded undead
  kill as many creatures as the commanding
  cleric has levels, or drains a like number of
  levels, the cleric’s soul immediately becomes
  corrupted and he begins transforming into an
  undead type the same hit dice as the cleric’s
  level. Alignment change happens immediately
  and the cleric gains the special abilities of the
  undead immediately, and the character will
  slowly die and rot and fully become that
  undead form within 2d6 days.
  Holy Symbol of the Church of Duvan’Ku
  A cleric using this holy symbol automatically
  commands (not turns or destroys) any undead
  it is used against. However, after this power is
  used, the cleric’s healing spells will cause harm
  instead of heal. The cleric must be exorcised
  for the spells to be righted once more.
  Holy Symbol of the Church of Duvan’Ku
  This holy symbol doubles the cleric’s effective
  level in terms of the number and level of spells
  that can be prepared, as well as spell effects
  determined by level. After using this power, if
  a cleric is ever in front of any altar and does
  anything (prays, blesses, defiles, etc), or casts
  a commune spell or makes any contact with an
  extraplanar source, or is in the presence of a
  gate, or says the name of any demon, then an
  entity (the demon named, a chief servant of the
  god the altar is dedicated to or contacted with
  the commune, or a random powerful creature
  from where the gate leads) will appear to
  destroy the wearer of the dread symbol of
  Duvan’Ku.
  Holy Symbol of the Church of Duvan’Ku
  When using this holy symbol, a cleric is
  considered to be five levels higher than his
  regular level for purposes of turning undead
  (although undead will never be destroyed by a
  cleric wearing this symbol). However, the
  wearer is also able to be turned as if undead of
  five fewer hit dice than his current level.
  Horn of Battle
  Blowing this horn summons undead (see chart
  below for what type) out of the ground and
  walls to fight for the possessor of the horn.
  Once that battle is over, the undead will turn
  on the blower of the horn and attempt to kill
  him. These undead may not be turned until the
  blower of the horn is dead.
  
  20
  Roll  
  Undead Summoned
  01 – 75 4d10 Skeletons
  76 – 80 2d10 Zombies
  81 – 85 1d10 Ghouls
  86 – 90 1d6 Wights
  91 – 95 1 Spectre
  96 – 100 1 Vampire
  Necklace of Undead Immunity
  The wearer of this necklace is immune to any
  touch-based special abilities possessed by
  undead (a ghoul’s paralysis, a wight’s energy
  drain, etc). However, the next person that the
  wearer touches after such an attack (even if the
  necklace is removed!) suffers the most power-
  ful effect that the necklace has protected
  against, and every further touch passes on
  another effect until all avoided effects have
  been passed on.
  Periapt of Poison Immunity
  This gives its possessor one hundred percent
  immunity from poison – saves are never nec-
  essary to survive. However, the referee should
  make a secret saving throw, and a failure
  means the next person the periapt’s possessor
  touches must make his poison saving throw or
  suffer the effects the possessor originally
  avoided.
  Ring of Cannibalism
  This ring functions as a +2 ring of protection,
  but after it is first put on, the character wearing
  it will only seek sustenance from the flesh of
  his own race. Similar (for example, demi-
  humans for a human) races may be used for
  nourishment if none of the wearer’s own race
  is available.
  Ring of Dark Protection
  This functions as a ring of protection +d6
  (some are very powerful indeed!). The wearer
  takes 1d6 damage per round in sunlight and
  can only heal through natural means – magic
  will not help. Against undead, the ring makes
  armor class worse instead of better.
  Ring of Death Dealing
  This ring allows the wearer to cast a death
  spell, once a round, with no charges or limita-
  tions of any kind. Anyone or anything killed
  by this ring rises as a wraith or a spectre (50%
  chance of each) and will then hunt the wearer
  of the ring. They can not be turned while in
  sight of the wearer.
  Ring of Desires
  Functions as a ring of wishes. The wearer gets
  his wish, uncorrupted and exactly as he wants,
  but there will be unintended disastrous conse-
  quences unconnected with the wish. A fellow
  party member will suddenly die with no expla-
  nation, the most powerful magic item the
  character possesses will lose its enchantment,
  the character’s home city will be overrun by
  its enemies in a surprise attack, whatever
  would devastate the character most.
  Ring of Murderous Intent
  This ring functions as a +1 protection ring, but
  it also always causes the wearer to be seen in
  the most negative light possible when scrying
  or detection spells are used on him. For exam-
  ple, anyone using ESP on the wearer will
  believe the wearer intends to kill him, anyone
  attempting to detect alignment will always
  detect the most opposed alignment to his own,
  etc. If there is a result that will cause a violent
  or other extremely negative response, that’s the
  result the ring will cause people to get.
  Ring of Scavenging Sustenance
  The wearer of this ring may heal d8 damage
  by drinking the blood of a dead enemy, per
  enemy. The enemy must have been a living
  creature with blood (no golems, slimes, etc)
  that has very recently (say, in a combat the
  wearer was involved in) died. After the first
  time this is done, the wearer is forevermore
  unable to regain hit points any other way (rest,
  healing magic, etc, no longer works).
  
  21
  Ring of Essence Control
  With this ring, a character may Charm any
  human or humanoid being as per the spell, with
  no saving throw allowed. When the charm ends
  (by any means), the victim also loses one level
  as if energy drained. The victim will know they
  have been bewitched, will remember every-
  thing that happened during that time, and will
  be aware of why they have lost a level.
  A character completely drained by the ring, or
  who died while charmed, will rise as an
  undead, as per the chart below. Roll d%,
  adding 10% for every level the character
  originally was in life, and add 25% if the victim
  died (by any means) while charmed.
  Roll  
  Undead Type
  01 – 50 Zombies
  51 – 90 Ghoul
  91 – 125 Wight
  126+  
  Vampire
  Ring of Vanishing
  This ring works as a normal ring of invisibility,
  with the following exceptions: It doesn’t work
  against undead, and if the wearer is adventur-
  ing in an area where undead are found on the
  wandering monsters chart, then all checks for
  wandering monsters result in an encounter with
  undead in addition to the normal chances for
  encountering another random creature.
  Sacrificial Dagger
  This dagger’s hilt is carved out of pure ruby,
  with a skeleton design. It functions in all ways
  as a +5 dagger, but whenever it hits, the wielder
  takes the same damage as the victim.
  Scroll of Personal Protection from Undead
  This scroll is indistinguishable from a normal
  Protection from Undead scroll. It works iden-
  tically, except there is no area of effect; only
  the reader of the scroll is protected!
  Soul Jar
  A character may place his life essence into this
  magic receptacle. While the jar holds the life
  essence, the character can not be brought below
  one hit point or die by any means whatsoever.
  However, the character may be turned as an
  undead creature of an equivalent level, and the
  character can not participate in “living” behav-
  ior such as eating, drinking, or having sex.
  When the character retrieves his soul, he will
  find that the receptacle leaks, and he will lose
  one level as if energy drained.
  Staff of Life Transference
  The wielder of the staff may heal another
  character 1hp for every 2hp the wielder allows
  to be drained from himself. There is a percent
  chance equal to the amount drained from the
  wielder that the amount drained is subtracted
  from both characters!
  Sword of Glory
  This sword is +1 to hit and damage, +3 to
  undead. When the attacker’s to-hit roll is a
  natural 20 (or any hit whatsoever upon undead,
  the damage done is added to the attacker’s hit
  points (up to his normal maximum, of course)
  as well as subtracted from the victim’s hit
  points. Once the wielder of the sword has
  gained a total number of hit points in this
  manner (over time, not in one go) to equal his
  regular maximum hit point total, he immedi-
  ately loses one level as if energy drained. If he
  continues to use the sword and he again over
  time draws enough hit points from the sword
  to match his maximum hit points (which
  should be easier since he’s got less hit points
  now, right?), he loses two levels, and the next
  time three levels, etc. If the wielder is com-
  pletely drained of levels, he becomes undead
  (of a type that is the same hit dice as the
  wielder’s original level) and may no longer
  touch the sword.
  
  22
  Random Inn Generator
  By James Edward Raggi IV
  The concept of “home base” is a common one
  in classic fantasy role-playing games. All too
  often, it’s merely reduced to a place to heal up
  and sell off treasure; a mere speed bump on the
  way to going back into the dungeon. But it
  doesn’t have to be that way. Take the common
  inn out in the middle of nowhere, for starters.
  It services people who travel on the edge of
  civilization (or else it wouldn’t be the conve-
  nient home base for a dungeon expedition!).
  By its very nature it will have a revolving cast
  of interesting, and perhaps seedy, characters,
  and some of those might prove beneficial or
  troublesome for our party… and the rest will
  just actively be in the way.
  This article is designed to help the referee
  develop just that aspect, giving details of an
  inn, including a day-to-day schedule of new
  arrivals and departures. Because PCs may be
  at the inn for quite some time, perhaps months
  of game time, it is recommended that the
  referee generate visitors ahead of time; perhaps
  a month’s worth if the inn is “home base” for
  an expedition to a dungeon of impressive size.
  Not only will this provide a living environment
  within the game without needing to roll dice
  and check tables with players waiting, but
  additional plots and adventure hooks will start
  screaming out from the page as visitors are
  filled in. These “guest stars” will be a perfect
  overlap to the existing adventure material,
  giving PCs additional factors to consider in
  their plans, and giving players a real sense that
  the world their characters inhabit goes on
  without them. Instances when the inn is over-
  booked or other resources are stretched can
  cause minor inconveniences. Adventuring isn’t
  just risking death out in the field, it’s dealing
  with the normal people just trying to live their
  lives in the regular world!
  The Inn’s Name
  Roll percentile dice for each category and put
  them together to come up with the inn’s name.
  Assume the name begins with “The…” and
  ends with “…Inn.” Feel free to ignore any
  result that seems too cheesy, vulgar, or
  unwieldy.
  d% 
  Verb  
   
  Adjective  
  Noun
  Roll
  1  
  Arising 
   
  Amorous  
  Bandit
  2  
  Begging 
   
  Bawdy  
   
  Basilisk
  3  
  Betting  
   
  Beautiful  
  Bear
  4  
  Biting  
   
  Black  
   
  Berserker
  5  
  Bleeding  
  Blue 
   
   
  Boar
  6  
  Breaking  
  Brazen  
   
  Brigand
  7  
  Breeding  
  Carrion 
   
  Buccaneer
  8  
  Burning 
   
  Cheap  
   
  Bugbear
  9  
  Bursting 
   
  Cloudy  
   
  Caveman
  10  
  Casting 
   
  Crazy  
   
  Centaur
  11  
  Creeping  
  Dirty  
   
  Chimera
  12  
  Crying  
   
  Dizzy  
   
  Cockatrice
  13  
  Cutting 
   
  Drunken  
  Courtesan
  14  
  Digging 
   
  Easy 
   
   
  Crawler
  15  
  Dreaming  
  Fat  
   
   
  Cube
  16  
  Drinking  
  Fierce  
   
  Cyclops
  17  
  Dwelling  
  Fiery  
   
  Dervish
  18  
  Dying  
   
  Fighting 
   
  Djinn
  19  
  Eating  
   
  Final  
   
  Doppleganger
  20  
  Ending  
   
  First 
   
   
  Doxy
  21  
  Falling  
   
  Foul 
   
   
  Dragon
  22  
  Fighting 
   
  Frost  
   
  Druid
  23  
  First 
   
   
  Furious 
   
  Dryad
  24  
  Fleeing 
   
  Gelatinous  
  Dwarf
  25  
  Flying  
   
  Giant  
   
  Efreet
  26  
  Forbidding  
  Golden  
   
  Elemental
  27  
  Freezing  
  Great  
   
  Elf
  28  
  Gambling  
  Green  
   
  Fighter
  29  
  Grinding  
  Grey  
   
  Gargoyle
  30  
  Grinning  
  Handsome  
  Ghost
  
  23
  31  
  Growing  
  Haughty 
   
  Ghoul
  32  
  Hanging 
   
  Heavy  
   
  Giant
  33  
  Hiding  
   
  Hellish  
   
  Gnoll
  34  
  Hitting  
   
  Hill 
   
   
  Gnome
  35  
  Kissing 
   
  Horrible 
   
  Goblin
  36  
  Kneeling  
  Invisible  
  Golem
  37  
  Last 
   
   
  Jolly 
   
   
  Gorgon
  38  
  Leading 
   
  Large  
   
  Griffon
  39  
  Living  
   
  Lewd  
   
  Harlot
  40  
  Loving  
   
  Living  
   
  Harpy
  41  
  Melting 
   
  Lizard  
   
  Hippogriff
  42  
  Prancing  
  Lusty  
   
  Hobgoblin
  43  
  Riding  
   
  Magnificent 
  Horse
  44  
  Ringing 
   
  Mighty  
   
  Hound
  45  
  Rising  
   
  Mischievous Hydra
  46  
  Running  
  Nasty  
   
  Insect
  47  
  Seeking 
   
  Naughty 
   
  Jelly
  48  
  Shaving 
   
  Ochre  
   
  Juggernaut
  49  
  Shining 
   
  Orange  
   
  Kobold
  50  
  Shooting  
  Precious 
   
  Lich
  51  
  Shrinking  
  Purple  
   
  Madame
  52  
  Shutting 
   
  Quaint  
   
  Man
  53  
  Singing 
   
  Quiet  
   
  Manticora
  54  
  Sleeping  
  Rabid  
   
  Medusa
  55  
  Slinging 
   
  Random 
   
  Merman
  56  
  Smiling 
   
  Randy  
   
  Minotaur
  57  
  Spinning  
  Red 
   
   
  Mold
  58  
  Spitting 
   
  Ribald  
   
  Monster
  59  
  Splitting 
   
  Rich 
   
   
  Mule
  60  
  Spreading  
  Robust  
   
  Mummy
  61  
  Stabbing  
  Rust 
   
   
  Nomad
  62  
  Standing  
  Saucy  
   
  Ogre
  63  
  Stealing 
   
  Sea  
   
   
  Ooze
  64  
  Stinging 
   
  Silver  
   
  Orc
  65  
  Stinking 
   
  Slovenly  
  Paladin
  66  
  Striking 
   
  Sly  
   
   
  Pegasus
  67  
  Swallowing 
  Small  
   
  Pirate
  68  
  Swearing  
  Spotted 
   
  Pixie
  69  
  Sweating  
  Stone  
   
  Pony
  70  
  Swimming  
  Storm  
   
  Priest
  71  
  Swinging  
  Striped  
   
  Pudding
  72  
  Talking 
   
  Tricky  
   
  Roc
  73  
  Throwing  
  Ugly  
   
  Salamander
  74  
  Thrusting  
  Vast 
   
   
  Skeleton
  75  
  Waiting 
   
  Vicious 
   
  Slime
  76  
  Waking 
   
  Wanton 
   
  Spectre
  77  
  Weeping  
  Wayward  
  Stalker
  78  
  Winding  
  Wealthy 
   
  Statue
  79  
  Winning  
  Welcome  
  Stirge
  80  
  (none)  
   
  Were-  
   
  Strumpet
  81  
  (none)  
   
  White  
   
  Tart
  82  
  (none)  
   
  Wicked 
   
  Thief
  83  
  (none)  
   
  Wonderful  
  Tiger
  84  
  (none)  
   
  Yellow  
   
  Titan
  85  
  (none)  
   
  (none)  
   
  Treant
  86  
  (none)  
   
  (none)  
   
  Triton
  87  
  (none)  
   
  (none)  
   
  Troll
  88  
  (none)  
   
  (none)  
   
  Trollop
  89  
  (none)  
   
  (none)  
   
  Trull
  90  
  (none)  
   
  (none)  
   
  Unicorn
  91  
  (none)  
   
  (none)  
   
  Vampire
  92  
  (none)  
   
  (none)  
   
  Wench
  93  
  (none)  
   
  (none)  
   
  Wight
  94  
  (none)  
   
  (none)  
   
  Wizard
  95  
  (none)  
   
  (none)  
   
  Wolf
  96  
  (none)  
   
  (none)  
   
  Woman
  97  
  (none)  
   
  (none)  
   
  Worm
  98  
  (none)  
   
  (none)  
   
  Wraith
  99  
  (none)  
   
  (none)  
   
  Wyvern
  100 
  (none)  
   
  (none)  
   
  Zombie
  The Inn
  The Inn itself will have a tavern/common
  room. It will also have a common sleeping
  room with 8d4 beds, 2d10 “single” rooms
  (which may have two beds in them), and 1d4
  “master” rooms that can sleep four people
  comfortably. There will also be a stable for
  travelers’ horses, and inns of the larger sizes
  (and especially inns far from villages) will
  have craftsmen (blacksmiths, etc) living there
  with their own workshops. If the area is dan-
  gerous, it may well have a wall around all the
  buildings. There will be a master bedroom for
  the owner (and possibly wife), another
  bedroom for children, and one more room for
  every 2 staff members.
  Prices for lodging and food will be at 2d20 +
  80% of the campaign norm.
  The Inn Staff
  The inn will have a number of permanent staff.
  When the PCs first come into contact with any
  of the staff members, be sure to make reaction
  rolls for each of the staff members. The point
  of this entire exercise is to increase the amount
  of role-playing in a campaign, and to take the
  focus off of the dungeon or quest and put it to
  more mundane matters, without losing inter-
  esting qualities.
  In my games of the past, “I hit on the serving
  wench,” or more explicit versions thereof, have
  
  24
  been a common action. Usually I just hand-
  waive it, “Oh yeah, fine, she goes up to your
  room that night.” I mean, who cares, right? But
  if the “home base” is going to be used as a
  role-playing focus, that hand-waiving can’t
  happen. Every NPC at the inn, including both
  staff and visitors, need wisdom and charisma
  scores generated. In general, members of the
  opposite sex that have lower wisdom scores
  than the charisma of another character will be
  very attracted to that character (influenced by
  reaction rolls of course!), and will react accord-
  ingly. Remember, the PCs are going to be seen
  as extremely interesting people who live on the
  edge. People working at an inn, or having other
  mundane lives, will want to be close to that and
  perhaps will want to “run away” from their
  curreny life into a new and exciting one.
  Creating tension this way (especially when one
  NPC takes a liking to a PC, and then starts
  really taking a liking to random visitors to the
  inn afterwards) can result in some interesting
  situations that cause suspenseful play without
  the threat of bodily harm (unless someone gets
  challenged to a duel!), and an anchor to make
  all these characters seem more real.
  The Owner
  The owner will be a d20 – 10 level fighter
  (minimum 0). He will be an older fellow, and
  has a 50% chance of being married, and 25%
  chance of being widowed. If the owner has a
  negative reaction to the party, prices at the inn
  will be increased d10 + 5%. If the owner’s wife
  has a negative reaction to the party, prices will
  increase d4 + 1%, but if she reacts well to them,
  there will be a d10 + 10% discount. Note it is
  possible to have both the owner’s penalty and
  the wife’s discount together!
  If the owner is married or widowed, he will
  have d6-1 children, each age d20 years.
  The Servers/Cleaners
  For every ten rooms, there will be one woman
  (age d20 + 15 years) who serves as a serving
  girl during busy times in the tavern area and
  helps clean the empty rooms and keeps the area
  tidy.
  Other Staff
  The owners’ children, if any, can serve in other
  capacities if they are at least 10 years of age,
  otherwise there will need to be a stable boy,
  perhaps a regular handyman if there are no
  other craftsmen about, and so on. Keep in mind
  that anyone that lives at the inn (and most will
  – room and board will be an important part of
  the wages, as in a remote location, where else
  is there to live, and in the city, housing is
  expensive!) will need living space within the
  allotted rooms.
  Regular Visitors
  There are a certain amount of folks that reliably
  visit the inn on a regular, predictable basis.
  These are mainly the folk that keep the Inn
  stocked with standard supplies as well as some
  that are involved with the Inn’s personnel.
  Farmers will arrive every 2d4 days with new
  foodstuffs, other craftsmen will arrive every
  2d10 days to take care of any needs that inn
  employees can not.
  Temple Representative
  Once a week, the temple representatives come
  to provide for the employees of the inn. They
  exchange news and views, and that week’s
  donations from the shrine. There will be two
  representatives on horseback, and they will
  both stay in one private room for one night.
  Random Visitors
  To determine each day’s visitors, make a
  percentile roll on the Random Visitor’s Table.
  Keep rolling as long as the dice come up an
  even number. The exact stats for these visitors
  must be determined by the referee.
  Your specific game system should have guide-
  lines or charts for determining the alignment
  and general personalities of NPCs. The game
  world is filled with all sorts of people, and
  many of them will not see eye to eye with the
  
  25
  PCs! Do keep in mind that evil does not mean
  violent and good does not mean they will team
  up with or aid the heroes in matters completely
  unimportant in their own lives. Using these
  random rolls to determine NPC personality lets
  the world breathe and, once again, lets the
  players know that even though the PCs are the
  center of the game, the game world does not
  revolve around them! However, if a specific
  roll inspires a particular idea, the referee should
  develop his idea instead of relying on the dice.
  They are only there for when the referee needs
  a little boost.
  In many cases “he” is specifically used when
  talking about the random travelers. While the
  individual referee can give his game world any
  social qualities he likes, this adventure assumes
  that the game world is not so progressive.
  “Important” figures are most likely men,
  women are almost never in charge, and cer-
  tainly never walk the wilderness alone. Note
  that absolutely none of this applies to “special”
  visitors such as adventuring parties, elves,
  magic-users, or such. Still, these types will still
  skew predominantly male, with maybe only 1
  in 4 or even 1 in 5 being female.
  Also, the region is assumed to be fairly homog-
  enous. The inn should seem as “real” and
  “logical” as possible as a contrast to the more
  fantastic elements that the PCs will encounter
  later. Almost everybody visiting the Inn should
  be a normal human, with a non-humans being
  present in visiting groups maybe one time in
  twenty.
  Random Visitors Table
  Roll  
   
  Result
  01 – 02  
  Bandits
  03 – 12  
  Craftsman
  13 – 22  
  Duelist
  23  
   
   
  Dwarves
  24  
   
   
  Elves
  25 – 26  
  Entertainer
  27  
   
   
  Gambler
  28 – 29  
  Gentleman
  30  
   
   
  Gnome s
  31  
   
   
  Collaborators
  32  
   
   
  Gypsy Train
  33  
   
   
  Halflings
  34 – 35  
  Hearse
  36 – 45  
  Laborers
  46  
   
   
  Magic-User
  47 – 48  
  Mercenaries
  49 – 58  
  Merchant Caravan
  59 – 68  
  Messengers
  69  
   
   
  Minstrel Show
  70 – 81  
  No Visitor
  82  
   
   
  Officials
  83 – 84  
  Religious Troupe
  85 – 90  
  Random Travelers
  91 – 92  
  Spies of the Nobles
  93 – 94  
  Thief
  95 - 98  
  Wedding Party
  99 – 100  
  Roll on Special Visitors Table
  Special Visitors Table
  Roll  
   
   
  Result
  1 – 20  
   
   
  Adventuring Party
  21 – 23  
   
  Doppelganger
  24 – 40  
   
  Knight of Righteousness
  41 – 75  
   
  Military Patrol
  76 – 90  
   
  Noble
  91 – 99  
   
  Vampire
  100 
   
   
   
  Monster Raid
  Details
  Adventuring Party
  Your game manuals should have rules for
  randomly generating adventuring parties.
  There will be d4+2 adventurers with an
  average level of 1d4, with the appropriate
  
  26
  henchmen, pack animals, and equipment. The
  inn will treat these folk the same as the PCs
  (unless the PCs have performed some great
  service, of course), so these people may end
  up being competitors for the challenges of the
  area. Depending on the alignment of the parties
  involved and appropriate reaction checks, these
  adventurers may be direct allies or perhaps
  even enemies of the PCs. They will want
  private rooms for each of them, perhaps a suite,
  and will stay as long as there is adventure and
  possibility of profit to be had.
  Bandits
  After raiding caravans and farmhouses and
  poor old women, bandits like to blow their
  money and live it up hard. These guys will not
  cause any real (violent) trouble if their excesses
  (unsocial and rude as they are) are tolerated.
  However, with so many different people
  around and all of the alcohol flowing, anything
  may happen. Note that they will be terribly
  obnoxious towards any females in the place,
  but of course the young and pretty ones most
  of all. For an interesting twist (especially if a
  PC has taken a shine on one of the inn’s staff),
  make appropriate reaction rolls for the women
  to see if any of them end up in a bandit’s bed
  that night. There will be 3d4 bandits plus their
  leader, they will stay in the common room, and
  they will stay here at the inn until they are all
  out of money (2d4 days). Certain bandits may
  be willing to become hirelings or henchmen.
  Collaborators
  The monsters aren’t threats to road traffic on
  their own. While some keep quiet for various
  reasons, there are humans who actively aid
  them in their highway robbery. Collaborators
  spend time in cities finding out about merchant
  caravans that are preparing to head out and
  inform monsters about them ahead of time.
  When they move to inform their masters, their
  pattern is the same. Go to the inn, stay a night
  in a suite (or two private rooms), ride out the
  next day, return, stay one more night, and
  leave. Only PCs who specifically follow these
  men, or who just happen to be along their path
  to witness their traveling to and contacting the
  monsters, would know something is up with
  them. The most disturbing part is that in order
  to contact the monsters and prove their
  “peaceful” intentions there, they must sacrifice
  one member of their own race at the meeting.
  So they will have a “new member of the gang”
  with them whenever they appear, and he will
  be killed upon contact with the monsters. There
  are d4+2 men in this gang and it will always
  be the same men that appear when this option
  comes up at any particular inn. If they are dealt
  with, then any further “Collaborators” results
  should be read as “no visitor.” The men will
  generally never socialize as a group to keep as
  few people as possible from noticing that, as a
  group, they always show up with a new guy
  but never leave with him. Whenever the col-
  laborators show up, then a merchant caravan
  of the largest size will automatically be set to
  arrive fully laden with goods at the Inn in
  1d6+4 days. Whether the monsters will hit it
  before it arrives at the Inn or after it departs is
  for the referee to decide.
  Craftsman
  Before one can settle down in one’s very own
  workshop, there is a period of wandering to
  gain experience in the field working for a
  variety of employers. Journeyman in the most
  literal sense! The referee will have to determine
  exactly what kind of work he does, and it
  should ideally be randomly determined. The
  craftsman will stay in the common room and
  stay 1d4 days, unless he finds work locally, in
  which case he’ll stay as long as he has work.
  Doppelganger
  Creatures that depend on humanity for their
  sustenance will always find their way to out of
  the way inns sooner or later. The introduction
  of a doppelganger to the environment may or
  may not cause a great deal of havoc, depending
  on who the creature chooses to duplicate. The
  day the doppelganger arrives, every single
  person at the Inn has an equal chance to be
  
  27
  selected as the first victim. If the victim is just
  passing through, no one at the inn need ever
  know what happened. Until a body is discov-
  ered, anyway. A PC chosen as a victim will
  cause immediate conflict, of course, but an inn
  employee being killed and replaced by a
  doppelganger gives rise to a much more insid-
  ious, ongoing threat…
  Duelist
  Duelists travel the countryside earning their
  living through provoking fights, or better yet
  getting paid from just threatening to fight. They
  do this with the aid of an accomplice who will
  arrive at the inn the same day as the duelist but
  not appear to be associated with him. In fact,
  they will take great pains to act unfamiliar with
  each other. They will find a mark, usually a
  non-warrior looking type (no armor, battle
  scars, or large muscles) who looks at least
  fairly wealthy, and move in. The duelist will
  behave as a gentleman, being very proper, as
  bait for the trap. He will interact with his mark
  and then feign offense at some perceived slight
  and offer to resolve the matter with a duel to
  be scheduled the next day or two. In the
  meantime, the accomplice will approach the
  challenged and offer to broker a cash deal
  (where the duelist would be the one to get
  paid!) to prevent any embarrassment or untow-
  ard violence. Duels will be fought unarmored,
  with the weapon choice up to the challenged.
  Referees should detail which weapons a duelist
  is proficient in before executing the challenge
  to keep things fair. Duels will typically be to
  first blood only, although if a real offense
  causes the duel, and the duelist is of a cranky
  disposition (and someone has made a very bad
  reaction roll) and evil alignment, it can get
  nasty. After winning a duel, a duelist will pilfer
  a valuable from the defeated as compensation
  for his bother. Duelists will be a 1d6+2 level
  fighter, stay in a private room (as will their
  accomplice), and stay for 1d4 days.
  Dwarves
  “Dour and taciturn” is the cliché, and boy does
  it fit these fellows. Dwarves seldom have
  reason to wander in the realms of men, and
  when they do they just want to conclude their
  business and go home. The world of men has
  too much sky… 3d4 dwarves will stay one
  night at the Inn, in a private room if there is
  just a few of them, and in the common room if
  there is a whole bunch. Each dwarf has a 25%
  chance to be a classed individual, and they will
  engage in heavy drinking at the tavern on the
  day they are there.
  Elves
  Literature paints a different picture of elves
  than the usual adventuring party. While elves
  out in the world of men often seem like fine
  and normal fellows, most elves prefer to stay
  with their own kind and they really do form an
  alien society. Occasionally they must leave
  their sanctuaries to conduct various business
  in the world, and when they do they leave
  perplexed and whispering people in their wake.
  Elven visitors to the Inn will be 2d6 in number,
  with any specific elf a classed individual 25%
  of the time. There will be roughly equal
  amounts of male and female elves, they will
  not mingle much with other visitors of the inn,
  and they will stay one night in a suite.
  Entertainer
  Individual (or partner) bards make their living
  by playing taverns and festivals, so they will
  be passing through lonely road with some
  regularity. There will only be one or two of
  them, and they will play in the main tavern
  hoping for tips. They will sleep in whatever
  accommodations they can afford (usually the
  stables!). As usual with the “wandering life-
  style” types, they will be very rambunctious
  when let loose with the alcohol. They will stay
  at the Inn for 1d10 days.
  Gambler
  A professional gamesman travels the taverns
  of the realm and makes his living by winning
  
  28
  games of chance. He will set up on a table at
  the Inn and try to coax people into playing
  cards (or dice, or whatever) with him. The
  gambler is going to be either very good or very
  good at cheating, and any character that doesn’t
  have gambling as a secondary skill should be
  at a severe disadvantage when facing this guy.
  He’ll stay as long as he can keep making
  money (although likely it will be simply
  against visitors and not the staff after a couple
  days), using a private room. If cheating ways
  are uncovered, he just might be run out of the
  place!
  Gentleman
  Gentlemen are people of decidedly refined
  tastes, who comport themselves with utmost
  respectability and expect everyone around
  them to do the same in the name of a civilized
  society. Despite their delusions of being
  natural men of the world, they are so very
  unsuited to life around the frontier and so will
  spend most of their time here being quite
  offended. The barmaids are all tramps associ-
  ating too much with men, so unlike proper
  ladies, the men do not dress properly for
  socializing and don’t even use the correct
  spoon for their soup. They of course will be
  absolutely horrified at the prospect of violence
  (nevermind violence against them). For added
  fun, sometimes (25% chance) they will bring
  their wife along, who is twice as refined and
  three times as sensitive. Then they might (25%
  chance) bring along 1d4 children who will then
  have to be shielded from all sorts of bad
  influence. A gentleman may (25% chance)
  have a couple of retainers to do his “dirty
  work.” Gentlemen will want a private room if
  traveling alone or just with his wife, or a suite
  if with more people. They’ll plan to stay 2d6
  days for exposure to the robust country air, but
  will often leave in a huff after 2d4 days.
  Gnomes
  Gnomes are perhaps the rarest (or least-seen,
  anyway) of the demi-human races, and there-
  fore any encounter with them should seem
  special. They are simple folk, as pragmatic as
  dwarves yet with the love of leisure as Hal-
  flings. PCs should be surprised by such a
  demeanor! There is a 10% chance that a gnome
  is a classed individual. There will be 2d4 of
  them, they will stay in private rooms, and they
  will stay for 1d4 days.
  Gypsy Train
  An extended gypsy family traveling through
  the area is always sure to stop at the Inn. There
  will be 4d4 gypsies, half of them women and
  one quarter of them children, with one wagon
  for every three gypsies. They will typically all
  be one big extended family. They will camp
  within a short distance of the inn and not stay
  in the rooms, but they will use all of the
  facilities available at the inn and generally be
  very visible. They will provide all sorts of
  entertainment, anything from dancing to jug-
  gling to fire-breathing and sword swallowing.
  Generally they would only bring in money on
  audience donations and will not be seen as a
  big deal by the locals. Depending on how
  stereotypical (some would say racist) you want
  to get with the gypsies, more possibilities open
  up. There could be some sort of theft subplot
  happening at the inn complex, or one of the old
  women of the gypsies could be a genuine seer
  and able to tell the PCs’ future. The gypsies
  will stay for 1d8 days.
  Halflings
  Halflings traveling in packs away from their
  homelands are rare, but the affable folk are
  always welcome in civilized lands. Halflings
  will tend to want to keep out of trouble, and
  while they will be social, they will typically be
  tight-lipped about what exactly their business
  might be. There will be 2d4 of the folk, always
  wanting private rooms (they’ll sleep four to a
  room though) and staying for 1d4 days. There
  is only a 10% chance that they are classed
  individuals.
  
  29
  Hearse
  People of means usually want to be buried
  where their families are, or at least close to
  where they were born. There is a fair trade in
  transporting bodies between larger communi-
  ties. This will usually just be one or two
  laborers with a horse, cart or wagon, and their
  cargo in a coffin. The body will often have a
  minor amount of jewelry on it which will make
  it of interest to petty thieves, but 1% of these
  will have an impressive piece of jewelry
  worthy of any sick enough to disturb the dead.
  The laborers will prefer to sleep in the common
  room, and the coffin will stay in the stables
  (making it quite unpleasant for anyone there
  that night!) They will only stay for one night.
  Knight of Righteousness
  A Knight (roll 1d6+4 to determine level) and
  his entourage (cleric, scribe, and 1d6 men-at-
  arms) arrive at the Inn. The Knight will
  demand a use of a suite for himself, and private
  rooms for everyone in his group. He will
  demand all of these for free, and he will
  demand that the rooms all be adjacent and
  anyone in rooms that he needs be tossed out
  immediately. The Knight will demand that no
  alcohol be served while he is in the area, that
  the barmaids cover up any exposed flesh,
  shutting down any entertainment, and gener-
  ally be a complete nuisance. He won’t even do
  anything about the dungeon or current adven-
  ture plot if informed about them because he is
  on his way to a “much more important quest.”
  The inn staff will suffer the Knight’s shenani-
  gans because they don’t want the trouble of
  resisting him, and they’ll encourage anyone
  else to keep their mouths shut too. In fact, the
  only way the Knight will show himself to be
  anything other than a completely self-righteous
  snob is if blatant criminal activity or a monster
  attack happens while he is here. The Knight
  will stay at the inn for 1d3 days.
  Laborers
  Work is hard to come by for many, and when
  freemen can not find gainful employment
  where they are, they will travel looking for
  work. There will be 2d6 laborers in the group,
  and they will be staying in the stables. They
  will stay 1d4 days, generally harassing travel-
  ers to hire them for just about any sort of work.
  Including the PCs…
  Magic-User
  Who knows what motivates the men who
  manipulate magic? They travel from place to
  place, sometimes on mundane business, and
  sometimes in search of things far more esoter-
  ic. Use 1d4+2 to determine what level the
  magic-user is. He will likely have a familiar, a
  0 level companion or hireling, and a 5th or 6th
  level magic-user might have a 1st level appren-
  tice. The magic-user will stay in a private
  room, although the others might stay in the
  common room. They will stay 1d4 days. The
  magic-user is not very likely to go adventuring
  with the PCs, but might agree for a suitable
  portion of treasure if he has an enthusiastically
  friendly reaction to them. Note that if he is of
  a greater level than any of the PCs, a “suitable
  portion” might be 50% or more just for him-
  self, and he may think of himself as the party
  leader and the PCs his mere henchmen!
  Mercenaries
  Standing armies in the middle ages were
  uncommon, and it could be assumed that RPG
  kingdoms loosely based on that time period
  might have the same situation. This results in
  a professional soldier class that has no loyalty
  to a specific kingdom travels the land searching
  for nobles in need of warriors. Because their
  livelihood is based on killing and dying, they
  take their off-time very seriously and will be
  the most enthusiastic revelers to be found at
  the tavern when they show up. They aren’t the
  most popular customers the inn has, as they
  tend to be pretty rude, grabby, and they are
  poor tippers! The exact type of mercenary is
  subject to referee decision (and some games
  
  30
  give options for such expert hirelings). There
  will be 3d8 of them, and they will likely as not
  decide on making camp nearby. If they do stay
  at the inn, they would stay in the common
  room, with maybe their commander having a
  private room. They will stay 1d4 days. Merce-
  naries, of course, make wonderful henchmen
  and general combat support hirelings as long
  as alignments and reaction rolls allow.
  Merchant Caravan
  Business is business, and business through
  risky areas offers a high return for the invest-
  ment. There is no shortage of people making
  shrewd, or completely foolish, decisions and
  bringing caravans out this way. A typical
  merchant caravan will consist of a head mer-
  chant, 1d4 assistants, 2d4 guards, and 2d6
  support laborers. There will be one wagon for
  every four individuals. Sometimes a merchant
  will have his family with him, which adds a
  spouse and d6 – 1 children. The referee should
  determine exactly what goods the merchant
  deals in. Any merchant has a flat 20% chance
  to be interested in any valuable or odd goods
  the PCs want to sell, although the amount the
  merchant gives them for the goods will depend
  on reaction rolls, anywhere from 25% for a
  hostile reaction to 75% for an extremely favor-
  able reaction. The merchant will want a suite
  for himself and his family, the common room
  for his guards and assistants, and the stables
  for his laborers. They will just stay one night.
  Military Patrol
  This is a large group from a neighboring area,
  on patrol along the road. They will not leave
  the road to engage under any circumstances
  (their orders are to be seen, defend anyone
  traveling on the road, but do not go out of the
  way to engage). The Inn is a good stop off for
  them, and the soldiers will party hard. There
  will be 10d4 0 level men-at-arms, and for every
  ten men there will be a first level fighter squad
  leader, and if there are thirty or more men there
  will be a second level fighter sergeant. They
  will make their own camp a short distance
  away from the inn so they will take up no
  rooms, but they will be all over the tavern and
  many of the other buildings of the inn com-
  pound continuously. They’ll pretty much act
  like the bandits when all is said and done. They
  will only stay one night unless they arrive for
  a weekend, in which case they will leave on
  Monday.
  Minstrel Show
  If the inn is remotely located, the owner knows
  that the employees often get bored or longing
  for a larger community, so he brings in enter-
  tainment shows every so often. There will be
  3d4 musicians, actors, and miscellaneous enter-
  tainers (acting as their own crew!) who will
  take over an area close to the inn and set up a
  makeshift stage. They generally have a few
  wagons which also serve as their sleeping
  areas, although they will also have a private
  room in the inn just in case someone needs a
  bit more privacy. When the minstrel troupe is
  in the area, service tends to suffer as the staff
  is focused on the entertainment. Of course if
  the minstrels are only performing for the
  employees, they will not stay so long. Figure
  about 1d4+1 days average, or as long as they
  have a paying audience. Lock up the women
  and children when these guys are around!
  Make an extra roll on the Random Visitors
  table for every day the minstrels are here, as
  people time their trips to be able to see this sort
  of thing.
  Monster Raid!
  This result means there will be a monster raid
  happening on this day, in addition to whatever
  else is happening around the Inn. Usually it
  will be a rather unintelligent monster, as most
  intelligent creatures know to stay away from
  the inn and all its various denizens. This could
  be a good opportunity for PCs to see exactly
  who their hosts are as they will defend their
  loved ones and the property (in that order!) to
  the best of their ability. Depending on the
  menace, it might also be a good test to see if
  the PCs know when to put their heads down
  
  31
  and stay out of the way. Roll on the following
  table to determine what attacks (a bandit raid
  will not be with a same crew of bandits that
  would stay here):
  Roll  
  Result
  1  
   
  Anhkheg
  2  
   
  Bulette
  3  
   
  Ettin (1d6)
  4  
   
  Hill Giant (1d4)
  5 – 11  
  Human Bandit Raid!
  12 – 16 Humanoid Raid!
  17  
   
  Hydra
  18  
   
  Manticore
  19  
   
  Troll (2d4)
  20  
   
  Wyvern
  Noble
  A noble and his entourage is an impressive
  thing. The noble himself will always have 2d4
  bodyguards, 3d4 assistants of various types,
  plus enough carriages (and drivers and horses)
  to transport them all and their luggage. Refer-
  ees may decide the noble is bringing his family
  along, in which case add a spouse and 1d6
  children, plus another 2d4 bodyguards and 2d4
  assistants. Nobles will demand the run of the
  place, earning a bit of enmity from the locals
  (even though the generous amount of money a
  noble’s entourage brings in will soften that
  blow a bit), and probably even more from the
  PCs. They should never be allowed to forget
  that they are in the presence of power in the
  realm, and their behavior while the noble is
  here can have far-reaching implications for the
  campaign. Nobles will stay in a suite, and if
  there is not a suite available then somebody is
  going to have to get kicked out so the noble
  can stay. The entourage will all stay in private
  rooms (the “important” ones) or the common
  room (the “unimportant” ones). They will stay
  for 1d6 days and be the center of attention the
  entire time.
  Officials
  Bureaucrats are a constant menace in any
  society. They also tend to be very non-threat-
  ening, unless they see something they don’t
  like, in which case they will do nothing about
  it themselves and just report the problem to the
  next link in the chain. These officials
  (government, religious, mercantile) have no
  actual function that PCs can determine, but
  they conduct themselves as very important
  people and demand respect as a matter of
  course. There will be 2d6 of these leeches
  traveling, likely by carriage (you think they’d
  walk all this way or learn to ride a horse
  themselves?), with one assistant for every four
  of them present. The officials will themselves
  stay in suites or private rooms, while the
  assistants will get the common room or the
  stable.
  Religious Troupe
  A traveling religious troupe is either a group
  of pilgrims traveling to a holy site, or a low-
  ranking group of monks or priests doing the
  same. Very rarely should this mean a cleric-
  classed character. The referee should deter-
  mine exactly what god the troupe worships,
  and what the relationship of that god is with
  the prevalent god at the inn compound. In all,
  the troupe will be 3d4 individuals staying in
  the stables or the common room for 1d2 days.
  Clerics (of the same god!) should be able to
  find hirelings or henchmen in such a group.
  Random Travelers
  Sometimes, people don’t have any sort of
  reason for being anywhere in particular. Inde-
  pendently wealthy (or simply landless wander-
  ers) out to see the world, fugitives from far-off
  authority, or people merely on the way from
  one place to another, these are all “random
  traveler” types. It will be one person with equal
  chances of staying in the stables, common
  room, private room, or suite, and staying for
  1d6 days. Random travelers staying in the
  common room or stables are ripe for the
  picking as hirelings or henchmen.
  
  32
  Spies of the Nobles
  These people are on the lookout for evidence
  that the innkeeper is openly defying the law of
  the land (the referee can determine details as
  appropriate for his campaign) as well as tax-
  evading treasure collectors! These spies will
  always be here under other auspices (roll again
  on the table to see who they are pretending to
  be), and they will be quite nosy and obtrusive
  into people’s business. Mistreating these men
  is a bad idea as that will bring noble troops to
  teach the offenders how to properly treat their
  “betters”; and if the men go missing it will
  certainly bring troops to investigate and intim-
  idate… PCs getting involved in the political
  intrigue around the inn may be in for more than
  they bargained. Keep in mind that Lawful
  characters would tend to favor the side of the
  nobles…
  Thief
  The temporary nature of inn residences makes
  them a frequent target of thieves who can take
  advantage of the situation. 1d4 thieves of 1d6
  level each will stay at the inn for 1d6 days in
  either the common room or a private room.
  They will spend their time around the common
  areas of the compound casing out guests (never
  anyone that lives there unless they can find an
  easily accessible and excessive treasure!) to
  determine who has something worth stealing.
  Then they will strike, grabbing all they can
  while attracting no attention to themselves and
  immediately leaving.
  Vampire
  Vampires like lodging too! This will comprise
  of a couple or three strongmen on a carriage
  (with one or two horses) carrying a rather large
  crate. They will want either a private room or
  a suite and will carry their tremendously heavy
  (700+ pound) cargo to the room. They will
  accept no assistance, and will be very obvious
  in their wish to be left alone. Of course their
  cargo is a vampire resting in its coffin, and at
  night the vampire may awaken and disguise
  itself as one of its followers and enjoy a night
  in the tavern. Of course someone examining
  all of this closely will find many suspicious
  things about the group. It is recommended that
  the vampire and his follower(s) not deliberately
  cause trouble for their hosts, but anyone getting
  too curious about this mysterious band of
  travelers is in for a nasty surprise. They will
  stay just the one night.
  Wedding Party
  For some reason, the inn the PCs are staying
  at has become a popular wedding site. So a
  couple of times a year, a wedding party will
  descend on the inn, spreading merriment and
  warm feelings to everyone! Weddings make
  everyone feel more romantic so any passes
  made at the barmaids will all have a +10%
  bonus to reaction rolls, +20% if the effort really
  does seem romantic and there have been no
  previous crude attempts made by the character
  on one of the staff. There will be the bride and
  groom and 10d6 family and friends. The bride
  and groom will each have a private room until
  the wedding, after which they will have a suite
  together. The family and friends will have as
  many private rooms as are available, the rest
  will stay in the common room. They will arrive
  by private coaches (one coach per six people),
  and those coach drivers will stay in the
  common room. The entire party will be there
  for 1d6 days before the wedding, everyone will
  leave the day after except the married couple
  who will remain for d10+6 days afterwards.
  
  33
  1. User and subject’s minds switch bodies.
  Class, level, and magical abilities remain
  with the original bodies.
  2. User and subject swap genitalia.
  3. Subject dies and becomes a random type of
  undead creature with the original hit dice
  of the subject.
  4. One random ability score of the subject
  increases/decreases (50% chance of each)
  by d10.
  5. Subject gains the ability to cast one random
  Magic-User spell of a random level…
  once.
  6. d8 points of a random ability score transfers
  from subject to user or user to subject (50%
  chance of each).
  7. Subject gains the ability to cast one random
  Cleric spell of a random level… once.
  8. Subject becomes sexually obsessed with the
  user.
  9. User becomes sexually obsessed with the
  subject.
  10. Subject turns to dry powder. When water is
  added to the powder, the subject will recon-
  stitute in the same condition as before.
  11. Subject grows wings out of eye sockets;
  may fly but is now blind.
  12. Subject’s teeth fall out and are replaced
  with hollow crystal teeth, each of which
  contains one dose of a different random
  magical potion.
  13. Subject’s fingers turn to gold. They still
  function, but are worth 1,000gp each if they
  are severed.
  14. Subject’s 
  weight 
  (but 
  not 
  size)
  increases/decreases (50% of each) by
  d1000%.
  15. Subject is filled with magical energy. Every
  time they are damaged in combat, there is
  a 1% cumulative chance that they will
  explode (fatal), doing d10 damage for every
  hit die they possess to everyone within
  30’.
  16. Subject becomes able to detect magic by
  sight continually.
  17. Subject becomes magic dead. No spell
  effect will ever work on him, good or bad,
  and no magical effect of any item or area
  will work for him.
  18. Subject functions as a bag of holding. An
  object placed in an orifice (hopefully the
  mouth…) still harm the subject as normal
  going in and out, but an unlimited amount
  of items may be discretely stored in any
  orifice without additional harm.
  19. The subject’s anus completely closes up.
  Every 24 hours the subject must save versus
  poison or take d6 damage. Carving a new
  Wand of the Weird
  By James Edward Raggi IV
  This item resembles a rather thick gnarled stick. It will be identifiable as a magic wand by
  anyone who touches it. Any creature able to hold it and speak may use the wand. It has 5d20
  charges when found, and may not be recharged.
  To be used, the wand must be pointed by its user at a living creature (the “subject”). The user
  may point the wand at himself. Using the wand on a non-living creature or empty space simply
  wastes a charge. The wand’s range is 60’. The wand has a random effect as determined by the
  following table (all results are permanent):
  
  34
  anus will cause d8 damage, but this stops
  the daily damage.
  20. The subject grows d6 large boils on random
  parts of his body. These boils make wearing
  armor (and other actions) impossible.
  Cutting a boil off do d4 damage, but the
  boil’s contents may then be used as a flask
  of oil.
  21. The subject’s eyes turn into gems worth
  5,000gp each. The eyes function as normal
  as long as they remain in the subject’s
  head.
  22. Subject becomes pregnant with user’s
  child.
  23. Subject’s internal organs transform to
  clockwork machinery. The subject must
  drink one flask of oil per day in addition to
  other food requirements.
  24. Subject becomes physically unable to sleep.
  The subject does not lose the need to sleep,
  however, and will suffer all due penalties
  for lack of sleep.
  25. Any woman who makes eye contact with
  the subject must save versus magic or
  become pregnant.
  26. Every time the subject visits a new popu-
  lated area for the first time, someone there
  will have proof that the subject owes them
  d% gold pieces.
  27. Subject will automatically kill the next
  enemy he hits in combat.
  28. Subject will automatically be killed by the
  next enemy that hits him in combat.
  29. Subject loses the ability to recognize
  traps.
  30. The subject loses all ability to measure
  time.
  31. The user and subject must engage in mortal
  combat – the winner permanently gains
  1/10th of the other’s maximum hit points.
  32. The ceiling caves in on the subject. If there
  is no ceiling, a 100’ sinkhole opens up
  below him.
  33. 10d6 fireball hits the subject. Watch out for
  that area effect!
  34. Subject’s current hit points are increased
  tenfold. Excess hit points above the
  subject’s normal maximum can not be
  healed or restored once lost.
  35. Subject becomes hypersensitive to poison
  and will never make a successful poison
  save.
  36. Subject becomes tasty to animals – any
  hostile beast will attack that subject before
  all others.
  37. Every lover the subject ever has in the
  future will be caring, respectful, doting, and
  chronically and outrageously unfaithful.
  38. Character’s apparent age doubles (no effect
  on health or stats).
  39. Life Force! Forevermore, when the subject
  rolls a natural 20 in combat, they gain one
  permanent hit point. When they roll a 1,
  they lose a permanent hit point.
  40. All subject’s magic items become disen-
  chanted.
  41. Subject’s nipples are replaced with mouths
  which mumble incoherently at all times.
  42. Subject is deemed a hostile troublemaker
  by all authority figures and law enforce-
  ment he encounters.
  43. Subject grows (non-damaging) horns.
  44. Subject becomes incontinent and will soil
  himself every time he sleeps.
  45. Subject gains the ability to speak with
  insects.
  46. Subject gains the ability to breathe water.
  47. Subject gains the ability to withstand the
  heat of molten lava, but is not otherwise
  immune to heat.
  48. Subject takes 50% more or less (50%
  chance of each) damage from missile/melee
  (50% of each) attacks.
  49. Subject grows painful corns on his feet,
  reducing movement by 25%. If the charac-
  ter rides in a vehicle or on an animal, he
  develops awful hemorrhoids and must rest
  enough to reduce overall travel time by
  25%. If the subject is willing to suffer d4
  damage that day, he may move as normal.
  50. Subject becomes regenerative; all healing,
  magical or natural, restores 2 more points
  than usual.
  51. Subject’s rear end glows like a firefly’s.
  
  35
  52. Subject’s nose and mouth move to the
  ankles.
  53. Subject’s head moves from atop the shoul-
  ders to the groin.
  54. Subject’s hair becomes prehensile.
  55. 1 in 1000 chance that any NPC the subject
  meets will think him the Dark Messiah and
  attempt to sacrifice children to him.
  56. Subject grows a tail that is 10d12 inches
  long. The tail is dead weight.
  57. Subject’s face becomes ordinary; only a
  50% chance that an NPC will ever recog-
  nize him after meeting him.
  58. Subject’s earlobes swell to grapefruit size
  and fill with blood. Subject loses d6 hit
  points, but drinking the blood from each
  earlobe heals the drinker of that amount.
  59. Subject’s stomach acid becomes superdi-
  gestive – anything may be used for food,
  but any magic potion used causes a misci-
  bility table check.
  60. Subject becomes repellent to fish and will
  never be attacked by one, and will never
  catch one.
  61. Subject grows an impressive amount of
  thick back hair.
  62. The wand transfers to the subject’s hand.
  63. The subject goes cock-eyed, and will never
  hit with a ranged attack again.
  64. Subject gains the ability to polymorph into
  a covered wagon at will.
  65. Subject becomes lucky – can declare once
  per session that any one failed roll actually
  succeeded.
  66. Subject becomes unlucky – Referee can
  declare once per session that any one suc-
  cessful roll actually failed.
  67. Subject becomes a lucky charm – can
  declare once per session that any one failed
  roll made by someone else actually suc-
  ceeded.
  68. Subject gains the ability to communicate
  with yaks.
  69. Subject suffers from communicable tone-
  deafness; no musical performance will ever
  sound good to anyone when the subject is
  present.
  70. Subject chews own lips off.
  71. Subject must save versus magic to avoid the
  temptation of cutting any rope encoun-
  tered.
  72. Soles of subject’s feet constantly bleed
  slightly, leaving an obvious trail.
  73. Subject gains the ability to create moving
  impressionistic works of art, but is unable
  to draw a straight line – the character can
  no longer map.
  74. A very large ferocious bear arrives and will
  protect the subject from all threats –
  “threats” being defined as any living crea-
  ture within 100’.
  75. A nasty large dragon happens by and
  accuses the subject of stealing a gem worth
  25,000gp. Pay up, or else!
  76. The cavalry arrives! 3d10 armed men come
  upon the scene and demand to know what
  is happening. There are even chances that
  the group will be friendly or hostile to the
  subject.
  77. The user’s arms fall off.
  78. Subject turns into a pinecone.
  79. Flash flood! Huge amount of water rushes
  through the area clearing everybody and
  everything out.
  80. Subject’s face becomes tattooed. If the face
  is skinned, the tattoos may be used as a
  scroll of a random 9th level spell.
  81. Subject is teleported d100 miles away in a
  random direction.
  82. The subject splits into d6 duplicates, all
  with the same stats and equipment as the
  original.
  83. Subject momentarily transforms into Death.
  One random character or creature within
  100’ (not the subject) dies instantly and is
  dragged to hell (with all their equipment).
  84. Subject’s skin becomes as steel, perma-
  nently improving their AC by 5 points.
  85. Subject offends the God of the Dead! Any
  enemy killed by the subject immediately
  raises as a zombie and attempts to kill the
  subject again!
  
  36
  86. Subject becomes abhorrent to horses and
  can never ride one.
  87. Subject gains +5 to hit and +2 to damage
  with any attack – against the user only.
  88. Subject gains spastic reflexes. The character
  can decide on a bonus and a penalty to
  initiative and to-hit rolls on any particular
  round, and the total must add up to 0, but
  the individual bonus and penalty may not
  be 0.
  89. A Greater Demon is summoned and
  attempts to slay everyone in sight.
  90. A giant centipede appears inside the
  subject’s armor and clothing and attacks!
  91. The user’s life force is trapped in a glass
  bauble which appear’s in the subject’s hand.
  The subject can force the user into three
  conditions to spare his life, and the user
  must abide by the conditions or instantly
  die.
  92. Subject grows an eye in the center of his
  back.
  93. Subject’s hair turns prehensile and is hostile
  to the subject – will attempt to gouge eyes,
  plug and tear ears, strangle, etc.
  94. Steroid fiend: Subject gains +3 to hit and
  damage due to great strength, but connect-
  ing muscle tissue weakens and subject takes
  1hp damage when using this strength.
  95. Subject grows 35 extra toes on each foot.
  Is unable to wear footwear unless custom-
  made, which will cost 100gp. Per foot.
  96. Nothing happens and the wand loses all
  remaining charges.
  97. Roll three times on this table. Subject must
  choose two results.
  98. Roll three times on this table. Subject must
  choose one of the results.
  99. Roll two times on this table; all results
  happen!
  100. Roll three times on this table; all results
  happen!
  
  37
  House of Snails
  By James Edward Raggi IV
  
  38
  Random Encounter Table, 1 in 6 chance every
  other turn.
  1. D6 Baby Snails: Armor as leather + shield,
  Move at ¼ speed of unencumbered human,
  HD 1, 6hp, #AT 1, D d4
  2. Adult Snail: Armor as plate, Move at ¼
  speed of unencumbered human, HD 3,
  14hp, #AT 1, D d6
  3. Cultists: 0 level human, 4hp, armed with
  short swords.
  4. Slime: Armor as chain, Move at speed of
  unencumbered human, HD 2, 10hp, #AT 1,
  D d6, random immunity:
  1. Fire Attacks
  2. Cold Attacks
  3. Physical Attacks
  4. Electrical Attacks
  1. The pool of water here (5’ deep) has six baby
  snails in it, waiting to attack anyone who
  attempts to cross the water.
  Baby Snails: Armor as leather + shield, Move
  at ¼ speed of unencumbered human, HD 1,
  6hp, #AT 1, D d4
  2. The lever in this room closes the rightmost
  portcullis in location #12.
  3. The lever here raises the leftmost portcullis
  in location #12.
  4. An adult snail lairs in the water here (5’
  deep), waiting to attack anyone who attempts
  to cross the water.
  Adult Snails: Armor as plate, Move at ¼ speed
  of unencumbered human, HD 3, 14hp, #AT 1,
  D d6
  5. Buried in the collapsed tunnel is a skeleton
  wearing a gold ring (250gp value). It takes 2
  turns of digging to find the skeleton.
  6. The lever in this room closes the uppermost
  portcullis in location #12.
  7. There will be an automatic random encoun-
  ter here.
  The lever in this room lowers the leftmost
  portcullis in location #12.
  8. There will be an automatic random encoun-
  ter here.
  9. The lever here raises the uppermost portcul-
  lis in location #12.
  10. In this room is a trapped chest (poison
  needle) containing a pile of pearls worth
  1,000gp.
  11. The lever in this room raises the rightmost
  portcullis in location #12.
  12. This intersection has portcullises in the
  passageways leading left, right, and forward
  (if looking at the map head-on). When the
  adventure starts, all of these portcullises are
  down.
  13. There is an automatic random encounter in
  this room.
  14. The 5’ deep pool of water houses an adult
  snail which will attack any who enter the pool.
  There is a gem fastened into the end of the
  passage worth 500gp. If it is removed, a chunk
  of the ceiling will fall, doing 2d6 damage to
  anyone here who fails a save versus breath
  weapon.
  Adult Snail: Armor as plate, Move at ¼ speed
  of unencumbered human, HD 3, 14hp, #AT 1,
  D d6
  15. This door is trapped; any who attempt to
  open it without the proper key is zapped for d6
  damage and must make a save versus paralyz-
  ation to actually open the door.
  
  39
  16. Against the wall here is a carving of a giant
  conch shell. Inside the shell is a gem worth
  500gp, but it is enclosed in a glass case which
  is connected to the shell. To see this, one must
  crawl inside and go around the coiling interior
  of the shell.
  The glass case twists off of the shell. If twisted
  counterclockwise, it is easily removed. If
  twisted clockwise, pores in the stone of the
  giant carving emit a glue which fastens every-
  thing to the stone for 48 hours. The only way
  to free a trapped character is to destroy the
  stone carving which will destroy the glass, the
  gem, and do d8 damage to the character.
  17. This room contains a pedestal with an
  obvious pressure plate on it. There is nothing
  currently placed on it.
  If anything 5 pounds or heavier is placed on it,
  the ceiling opens and thirty baby snails roll
  down into the room ready to feed.
  Baby Snails: Armor as leather + shield, Move
  at ¼ speed of unencumbered human, HD 1,
  6hp, #AT 1, D d4
  18. Two adult snails lair in this 5’ pool, ready
  to feed on any who intrude.
  Adult Snail: Armor as plate, Move at ¼ speed
  of unencumbered human, HD 3, 14hp, #AT 1,
  D d6
  19. Here is a large mound, atop rests a large
  snail with a shell made of mother-of-pearl. The
  shell, if undamaged, is worth 10,000gp. Each
  attack made against it that misses still chips it
  a bit, lowering its value by 100gp. A successful
  attack lowers its value by 1,000gp. The snail
  will not move from the mound but will attack
  any who approach.
  Four cultists are also here and they will be
  hostile.
  In front of the mound are four levers. These
  work the three portcullises at location #12 as
  well as a locking mechanism for the entrance
  door of the dungeon.
  Cultists: 0 level human, 4hp, armed with short
  swords.
  Large Snail: Armor as plate +  shield + 2, Move
  at ¼ speed of unencumbered human, HD 5,
  27hp, #AT 1, D d8
  
  40
  The Frog Cult
  By James Edward Raggi IV
  
  41
  This was a quick adventure I whipped up one
  afternoon. The idea is that a village has had
  some young people disappear lately, and are
  looking for someone to investigate. A few
  miles from the village is an old ruined church
  on the south shore of a lake.
  1. This old church lies in ruins, its walls barely
  holding up. The altar has been broken.
  2. This is an old barn. Fresh hay is scattered
  about. Two ghouls are in the hay and will
  attack when anyone walks within reach unless
  they wear the robes of the frog cult. A trapdoor
  leading into the dungeon (by way of a tunnel
  leading under the lake) is hidden under the hay..
  Ghouls: Armor as chain, Move as unencum-
  bered man, HD 2, 10hp, #AT 3, D d3/d3/d6 +
  paralysis, has usual undead immunities.
  Random Dungeon Encounters
  1 in 6 chance every 3 turns
  1. d8 cultists – unarmored men, 0 level, 3hp,
  armed with daggers
  2. d4 giant frogs - Giant Frogs: Armor as
  shield only, Move as unencumbered man,
  HD 2, 9hp, #AT 1, D d6. Can hop up to 40’
  to attack.
  3. Green Slime
  4. Giant Rats -  Unarmored, move half again
  as fast as unarmored man, HD ½, 2hp, #AT
  1, D d4
  5. The Stalking Man – Armor as leather +
  shield, Move as unarmored man, HD 5,
  30hp, #AT 1, D d8. Made of shadows,
  surprises 4 in 6, magic weapons needed to
  hit
  6. Vipers – Unarmored, move half as fast as
  unarmored man, HD ½, 2hp, #AT 1, D
  Poison
  3. This room’s ceiling sags, dripping. Drip.
  Drip. Drip.
  Every door in the dungeon has a little “froggy”
  pet door. Halflings may crawl through them if
  they first shed their equipment, but no others
  can. All wandering monsters except the cultists
  use the froggy doors when moving about.
  4. The room contains a 6’ granite frog statue.
  It has topaz eyes (25gp each).
  5. The room contains a 6’ granite frog statue.
  It has glass eyes, which explode for d6 damage
  to all within 10’ (save versus breath weapon
  for half damage) if there is an attempt to
  remove them.
  6. The room contains a 6’ granite frog statue.
  There are no eyes in the statue’s sockets, and
  if eyes are put in, the character putting the eyes
  there gains a permanent +1 to a random ability
  score.
  7. The room contains a 6’ granite frog statue.
  The frog’s head is able to be twisted off. Inside
  the statue is a sack with 4000gp in it.
  8. The room contains a 6’ granite frog statue.
  The mouth is closed but has obvious hinges. If
  the mouth is opened, a Clerical scroll with two
  first level spells and one second level spell can
  be found.
  There are also three giant frogs that inhabit the
  room.
  Giant Frogs: Armor as shield only, Move as
  unencumbered man, HD 2, 9hp, #AT 1, D d6.
  Can hop up to 40’ to attack.
  9. The room contains a 6’ granite frog statue.
  The frog’s head is able to be twisted off. Inside
  the statue is a colony of BEES! If the head is
  taken off, the bees will flood the room, stinging
  all within it. Anyone in the area must save
  versus breath weapon or suffer a -1 Dexterity
  modifier (AC, missile attacks, initiative).
  Those that fail this saving throw must also
  
  42
  make a save against poison or take d6 damage
  (if the roll is a natural 1, d8).
  10. The room contains a 6’ granite frog statue.
  There are no eyes in the statue’s sockets, and
  if eyes are put in, lasers shoot out of the new
  eyes. Anyone looking in that direction must
  save versus paralyzation or become blind for
  d6 days.
  11. The room contains a 6’ granite frog statue.
  The mouth is closed but has obvious hinges. If
  the mouth is opened, a poison needle will shoot
  out (save versus poison or die).
  12. A small pile of bones (which look partially
  melted about the edges) and clumps of random
  metal can be found here. Valuable metals add
  up to 28gp, 49sp, 32gp, and a gem worth 50gp.
  13. A gelatinous cube is here in the intersec-
  tion. Because the entire dungeon is damp and
  slimy, there is a 4 in 6 chance that characters
  will not notice the cube until literally walking
  into it.
  Gelatinous Cube: Armor as chain, Move at half
  the speed on an unencumbered man, HD 4,
  20hp, #AT 1, D 2d4 + paralysis.
  14. At the end of the room is a relief sculpture
  of an open-mouthed frog’s head which takes
  up the entire wall. If the eyes are pressed, green
  slime will shoot out the mouth onto anyone in
  front of the carving.
  15. At the end of the room is a relief sculpture
  of an open-mouthed frog’s head which takes
  up the entire wall. In the mouth is a gemstone.
  If the gem is pulled out of its socket, the mouth
  will snap shut doing d6 damage if any body
  part is inside. The “gem” is actually made of
  glass and is worth 1gp.
  16. At the end of the room is a relief sculpture
  of an open-mouthed frog’s head which takes
  up the entire wall. If the eyes are pressed, the
  secret door will open.
  17. This is a frog den. Hundreds of normal
  frogs infest the area, and ten giant frogs lair
  here and will be hostile to intruders.
  Giant Frogs: Armor as shield only, Move as
  unencumbered man, HD 2, 9hp, #AT 1, D d6.
  Can hop up to 40’ to attack.
  18. A creature made up of a mass of tentacles,
  with eyes on them where the suckers should
  be,  dwells under the water and will attack all
  entering this area.
  Tentacle Eye Creature: Armor as leather +
  shield, 
  Move 
  as 
  unencumbered 
  man
  (swimming only), HD 4, 26hp. #AT 3, D
  d4/d4/d4.
  19. Odd flowers poke out from the water here.
  If the flowers are sniffed, the sniffer needs to
  roll on the following table. If the flowers are
  violently handled, then the pollen puffs
  through the room and everyone in the area
  needs to save versus poison or suffer a random
  fate from the table.
  1. Poison – death!
  2. +1 to random attribute
  3. -1 to random attribute
  4. Joints swell; -50% movement rate for next
  24 hours
  5. Great stink, eyes water. Character will be
  able to surprise no-one, and no human or
  demi-human will be willing to be near them
  for 24 hours.
  6. Bleeds from eyes, ears, nose, and mouth.
  20. Mudslide! Characters attempting this
  incline must save versus paralysis or slide back
  down to the west. Failing to save causes d6
  damage as sharp rocks under the water inflict
  harm.
  
  43
  21. This room is a giant dung pile, with a giant
  dung beetle lairing here. Buried in the dung is
  a small gold ingot worth 250gp.
  Giant Dung Beetle: Armor as chain, Move half
  as fast as unencumbered man, HD 2, 12hp,
  #AT 1, D d6. When the beetle is killed it will
  explode with a methane blast – d6 damage to
  all within 20’, save versus breath weapon for
  half damage.
  22. Two giant oysters are found here. Each
  oyster has a pearl worth 250gp within it.
  Giant Oysters: Armor as plate, no movement,
  HD 3, 20hp, #AT 1, d6 damage
  23. At the end of the room is a relief sculpture
  of an open-mouthed frog’s head which takes
  up the entire wall. If meat of any sort is put in
  the mouth, the secret door will open.
  24. The gated door is locked. In this room are
  eighteen prisoners. (0 level, 1hp each)
  25. The entire room is basically a 10’ deep pit.
  At floor level of the corridors leading to the
  room is a rope mesh which is fastened to hooks
  around the edges of the room. Hundreds of
  poisonous snakes slither down on the floor.
  The “rope” is actually strangleweed which will
  attempt to kill anyone who travels upon it more
  than 10’ away from the entry corridors. If the
  strangleweed is killed, it collapses and anyone
  on it drops into the snakes.
  Strangleweed: As unarmored man, HD 6,
  36hp, #AT 1, D d6/round
  26. In the ceiling is a shaft going up about 30’
  to a dead end. Anyone spending a minute to
  look up this shaft will get hit by falling green
  slime.
  27. This room is where the toad cult worships.
  The chanting can be heard from beyond the
  door.
  A giant toad statue dominates the south part of
  the room. Torches mounted on the wall on
  either side of the toad provides light. In this
  room are Talor Chaney, the cult leader, Brute
  Grimm, his enforcer, and four cultists. They
  will take any intrusion ungraciously, but will
  prefer to capture and enslave (prisoners will be
  taken to location #24) rather than kill.
  The pit has a great metal plug upon it, with a
  chain running from the top of it to the ceiling
  and further to a giant crank against the east
  wall. It takes 3 rounds to open (or close) the
  plug. If the plug is opened, 4 rounds later the
  Thing from the Pit will crawl out and attempt
  to kill everyone it encounters. If things are
  looking bad, Grimm will drop everything else
  and attempt to open the pit.
  Cultists: 0 level men, hp 3 each, unarmored
  and armed with daggers.
  They wear simple hooded robes.
  Brute Grimm: Fighter level 3, 20hp, Chain
  mail, sword, short bow.
  Grimm is a giant, imposing figure (Str 17) and
  wears a full-face mask to cover the horrible
  wounds he once suffered (a morning star
  completely destroyed his face). He is not able
  to speak and is fanatically devoted to Chaney
  as Chaney is the only person (that acts as if)
  not disgusted by his face..
  Talor Chaney: Cleric level 3, unarmored,
  armed with a mace.
  He wears simple hooded robes. He wears two
  rings: One is  Ring of Plant Hardening, which
  paralyzes plants. He uses this to allow passage
  across location #25. The other ring has a small
  ruby in it and is worth 500gp.
  
  44
  The Thing in the Pit: Armor as chain and
  shield, Movement half as fast as unencumbered
  man, HD 8, 49hp, #AT 3, D d8/d8/d10
  This looks like a giant man-frog.
  28. This tunnel leads to the opposite side of the
  lake and is a way out.
  
  45
  The Room of Four Pits
  By Ramsey Dow
  Four ten-foot wide passages converge on this
  thirty-foot square chamber. Each passage
  enters through an archway decorated with
  carvings and reliefs of monsters, both strange
  and sinister. The ceilings of the passages are
  ten feet high, while the arches are seven feet
  high. Other than the carvings, the arches are
  nondescript. A single step down serves as the
  threshold of the chamber from any of the
  passages.
  The chamber is plain, having the same roughly
  hewn stone walls and ceiling as the passages
  that preclude it. Notably, there are four open-
  faced pits, one to each corner. Ten feet to a
  side, the pits appear to be identical. Looking
  over the edge into any one the pits will reveal
  that it is thirty-feet deep and inhabited by
  horrible creatures of some sort. Precisely how
  much can be gleaned will depend upon the
  quality and position of the party's light sources.
  At the center of the chamber is a twenty-foot
  square pressure plate. Indistinguishable from
  the floor, the plate will be activated as soon as
  one hundred pounds of weight is placed upon
  it. Once activated, iron portcullises will drop,
  simultaneously barring escape through any of
  the chamber's four archways. The sound of
  stone grating upon stone will be heard as the
  floor of the chamber begins to sink, slowly and
  inexorably, to the floor-level of the pits. It will
  reach bottom in three rounds. A Magic Mouth,
  its breath spewing phantasmal fog, will appear
  at the center of the ceiling and intone:
  My step is slow / the snow's my breath
  I give the ground / a grinding death
  My marching / makes an end of me
  Slain by sun / or drowned in sea.
  What am I?
  The correct answer is "a glacier." If the riddle
  is not answered correctly before three rounds
  have elapsed, the elevator floor will reach
  bottom and the creatures from the pits will spill
  forth and attack. If the riddle is answered, the
  elevator floor will cease its descent and begin
  to slowly rise. The portcullises will raise once
  the floor has returned to its original position,
  allowing the player characters to continue
  onward. It should be noted that this trap will
  not reset itself if the monsters are released from
  the pits. In such a case, the sprung trap will
  serve as a new obstacle in the dungeon.
  Player characters may seek to hang on to one
  of the lowered portcullises as the floor sinks.
  This is inadvisable for any number of reasons.
  The ledges between the bars and the sinking
  floor are narrow and provide little in the way
  of footing. Moreover, clinging to the bars will
  prove uncomfortable. It will be difficult for
  player character to do much of anything in this
  position. All the while, ravenous monsters will
  be eyeballing perched characters, seeking ways
  to reach and kill them. Falling to the floor,
  thirty feet below, will cause 3d6 points of
  damage, and if the fall does not kill them, then
  the monsters surely will.
  It is possible to circumnavigate the pressure
  plate by leaping across the corner of one of the
  four pits. The crumbling and otherwise danger-
  ous nature of this place dictates that a success-
  ful dexterity check be made to avoid falling
  into the pit. Such an accident will cause 3d6
  
  46
  points of falling damage to be inflicted. Fur-
  thermore, exposure to the creatures within will
  almost certainly be fatal.
  The nature of the creatures within the pits is
  left to the imagination of the Game Master.
  Giant tarantulas were used in this chamber's
  original incarnation. The players successfully
  answered the riddle and avoided an unseemly
  death. Will your players be so lucky?
  
  47
  The Sneaky Book Room
  By James Brian Murphy
  This room is a simple 50’ x 50’ room with the
  corners cut at 40-degree angles to make it
  octagonal. There’s a door in each of the non-
  cardinal walls. Each cardinal wall has an
  ornate, voluptuous holder of orichalcum pro-
  jecting from the wall that cradles a sphere of
  liquid that emits a cool, silvery glow. Each is
  brighter than the full moon, emits enough light
  to see 30’ by and does not disrupt infravision.
  The combined light of any two is enough to
  read by. The liquid will continue to glow for
  12 hours after being removed from the room.
  In the center of the room is an orichalcum
  reading podium, shaped like skulls trapped in
  a blooming rose bush. Chained to the stand and
  open atop it is a thin folio volume. The outer
  cover is of battered serpent’s hide, the pages
  faded and dog-eared with time.
  Anyone perusing the book idly or skimming
  its contents must save vs. spells (Wisdom
  adjusts) at each page or find themselves irre-
  sistibly compelled to read that page.
  (Obviously, no roll is required for someone
  who is reading it.) The effects of reading a page
  should be randomly determined as follows,
  with no results duplicated:
  1. Reader affected as if by a curse spell.
  2. All of a character’s coins that are not silver
  pieces turn into silver pieces.
  3. Reading character goes through a painful
  transformation that has a pair of spiral ram’s
  horns sprout from the skull. Lose 2 hit
  points but is treated as if wearing always
  wearing a helm. A remove curse will undo
  this transformation.
  4. 1d4 red slaadi are summoned into the room.
  They immediately attack the party, but each
  vanishes if it manages to imbed its egg-
  pellets into a victim.
  5. Character goes through a painful process
  that transforms their head into that of a bat.
  They acquire the power to “see” through
  echolocation (range up to 60’), lose 1d4 hit
  points and permanently lose a point of
  Charisma. This can be undone by a Dispel
  Magic against level 16 or a Bless spell from
  a Lawful cleric of 12th level or higher.
  6. An exact copy of the reader leaps from the
  book and attacks the reader. Any attacks
  unleashed by allies at either version of the
  character deal damage to the original if the
  damage die roll is odd and to the copy of
  the damage die rolls even, no matter who
  they were attacking or how careful they are
  to not hurt the original.  If the original dies,
  the copy explodes, dealing 3d6 damage to
  all in the room. If the copy dies, it begins
  to rot immediately, causing a horrible
  stench that results in a -1 to all die rolls
  while the PCs remain in the room. In either
  case, the bodies of the slain will have all the
  reader’s mundane equipment, but all magic
  items will have vanished.
  7. Through a painful process, the reader per-
  manently loses one hit point. However, one
  dagger or knife in their possession gains a
  permanent +1 enchantment. (If it was
  already magical, it’s bonus to hit and
  damage increases by one.)
  8. The reader’s hair turns to bright, green
  leaves. Every hour the character spends
  with their leafy hair exposed to the sun
  heals them one hit point, up to their usual
  maximum. In autumn, the leaves will turn
  
  48
  a brilliant, blood red, then brown. In winter,
  they will all fall out and the PC will lose the
  extra healing ability. In spring, their hair
  will grow back as before, but with a forest-
  green streak in it.
  Add more as needed. If the book is closed, the
  pages randomly reshuffle and reset; closing the
  book and then reading it again is the only way
  have a result happen more than once. The book
  only works so long as it is attached by the chain
  to the pedestal.
  There should be one page per level of the
  dungeon. As each page is turned, the room rises
  or sinks imperceptibly by teleportation to the
  next lower level (or higher if the pages are
  turned left-to-right). If the book is closed, the
  room’s doors will open out onto your setting’s
  version of the land of the dead (or perhaps the
  banks of the river Styx if you’re using the
  classic Wheel). If the book is removed from its
  chain, the room will be teleported to whatever
  punishment awaits thieves after death (or a
  random level of the Abyss). Replacing the
  book and casting Bless on it or sprinkling holy
  water across the cover is the only way to return
  the room to its original plane.
  
  49
  The Child
  By Zak Sabbath
  The child is just a lone child, 6 – 9 years old,
  ordinary in nearly every way. S/he will be
  encountered alone deep within a dungeon, or
  in some other place far from civilization. The
  child will act as though it's essentially amnesi-
  ac, though otherwise it will appear healthy. He
  or she will not remember how s/he got there.
  S/he may have a few obscure phobias triggered
  by local wildlife or monsters and may or may
  not remember one or two cryptic images.
  The trouble comes from the fact that the PCs
  know they are playing a fantasy RPG, and so
  the child is automatically suspicious. If the
  child is ignored, it will follow the PCs (perhaps
  at a distance). No matter how far the PCs
  travel, it will pop up again. It will do nothing
  offensive.
  If the PCs adopt the child, it will at all times
  appear entirely, and eerily, innocent, polite,
  and ordinary. The PCs will probably want to
  keep an eye on it while they're resting, but it
  sleeps just like any other child. It will do its
  best to defend itself or hide during combat.
  If the PCs reach civilization and try to pawn it
  off on a relative or friendly NPC, they will
  soon find the child following them again a few
  days later. There is nothing supernatural about
  this (it seems), the child is just terribly stub-
  born, and likes the PCs.
  If the child is slain, however, a terrible trans-
  formation will occur. The precise nature of this
  change is entirely at the Referee's discretion.
  The child will return as a vengeful, grey-eyed
  revenant bent on throttling the PCs in their
  sleep, an incubating abomination will emerge
  from the child's body, a demon trapped in the
  child will be set loose, etc.
  Defeating whatever the child transforms into
  will cause the thing to die, and then, a few
  weeks later, turn into a new child (different in
  appearance, but likewise amnesiac) and the
  process begins all over again.
  If the PCs can keep the child alive for a very
  long time (Referee's discretion--for a game-
  year, for a real-time year, for 5 levels, whatev-
  er) the child reveals itself to be a disguised god
  of some sort, bent on testing them, and will
  reward them.
  
  50
  The precise purpose of this item is unknown.
  (Actually, the purpose of this item is to quickly
  introduce new people to the game--in the sense
  of both "quickly introduce new players to the
  way the game works" and "quickly introduce
  those players' new characters in the middle of
  a dungeon at the beginning of a session where
  the original PCs are about to get into a fight
  with something they ran into at the cliffhanger
  ending of the last session".)
  The cube-shaped (or oblong, or whatever) box
  is made of glass--2 inches tall on each side--
  and has gems set into five of the sides. The
  gems, set one to a side, are black, red, green,
  white, and blue. Inside the box is a scale model
  of an existing chamber somewhere in
  Maleketh's dungeon.
  (Whatever chamber the original PCs and their
  foe/foes were about to fight in when the last
  session ended.)
  The real chamber will have an alcove attached
  to it.
  (The alcove is where the new PCs wake up.)
  The Chamber and the Glass
  Box
  By Zak Sabbath
  
  51
  Inside the box are tiny and fully-functioning
  scale replicas of everyone and everything in
  the chamber.
  (Namely, the original PCs and the monster or
  monsters they were about to fight)
  The actions and movements inside the box
  correspond precisely to whatever is happening
  inside the chamber.
  (Which will be obvious to the newly-arrived
  PCs because they will wake up with the box
  lying within reach and they will be able to see
  out of their alcove and into the replicated
  chamber through the gaps in a steel grate that
  separates the chamber from the alcove.)
  Touching the gems will cause various events
  to occur:
  Touching the green gem will open or close the
  grate separating the chamber and the alcove.
  (The new PCs will eventually figure out they
  have a choice about whether to get into the
  fight immediately.)
  Touching the blue gem will move each indi-
  vidual in the chamber (i.e., in the fight) to the
  position occupied by the next individual in the
  chamber clockwise from him or her.
  (In the right hands, this can be devastating, but
  more importantly, it'll teach the new PCs
  something about how combat works.)
  Touching the red gem will heal everyone in the
  chamber for one hit point of damage. This
  effect only works once every 24 hours.
  (This might keep your new PCs from dying
  immediately. It might also bring the monsters
  back from the dead if they get knocked uncon-
  scious and then somebody starts thinking "Now
  what does this box do....")
  Touching the white gem will turn every living
  thing in the chamber invisible--and close the
  steel grate if it's not already closed.
  (Which might be good for a laugh.)
  Touching the black gem will cause a trap door
  in the ceiling of the alcove to open and cause
  an unconscious civilian to fall through.
  (So that's how we ended up here.)
  The box and associated chamber may have
  other secrets as well.
  (But that's probably enough to keep them busy
  for the first session.)
  
  52
  1.
  The outside to this small construct is approxi-
  mately 25’ x 25’ with a small set of steps
  leading to an unlocked door. The inside is a
  dusty bare 20’ x 20’ room with hairline cracks
  lining the walls. There is a door to the north.
  This is not a back door! Well, it IS a back door,
  so to speak, but it doesn’t lead to the back of
  the tomb.
  Once opened, it triggers a poorly designed
  teleportation portal, sending everything within
  Area 1 to a crypt buried roughly 100ft below
  the surface, right under the tomb. The telepor-
  tation might be a deadly one. Roll the percen-
  tile dice for EACH character as if the teleporter
  was not thoroughly familiar with the area.
  01-80: On Target
  81-90: 1d10 x 10’ too high
  90-00: Teleported into the ground.  K i l l e d
  instantly.
  The ceiling in Area 2 is 15’ high, so if a
  character is teleported higher than 10’, he will
  be dead.
  2.
  The characters find themselves within a 10’
  wide x 15’ high smooth stone hallway. It is
  magically lit with a dim green glow. Going
  north about 20’, the area leads to a hall that is
  covered completely – walls, ceiling, floor –
  with hundreds of detailed faces carved into the
  stone. The faces range from every creature
  imaginable, such as orcs, frogs, troglodytes,
  gnolls, dragons, mules, goblins, sharks, trolls,
  wolves, etc, etc, etc.
  Once the characters approach within 5’ of the
  hall o’ faces, the carved faces noticeably turn
  their eyes toward them. Characters who attempt
  to walk through the hall will sustain 6d4 bites
  for 1d4 damage with each bite.
  For every 4 bites a character receives, roll the
  percentile dice.
  Character steps on a…
  The Tomb to Die For/In
  By R. Lawrence Blake
  01 -
  20
  Normal/Non Harmful face
  21 -
  25
  Vampire face. Drains 2 energy levels.
  26 -
  30
  Ghoul face. Save vs. Paralyze or become
  paralyzed for 2d4 turns. Paralyzed characters
  will receive 2d4 automatic bite damage per
  round unless they can be moved.
  31 -
  35
  Shadow face: Lose one point of Strength
  for 8 turns.
  36 -
  40
  Giant Rat face: Disease. Save vs. Poison or
  die in 1d6 days. Success means character is
  horribly ill for 30 days, afterward has a
  25% chance of death.
  41 -
  45
  Medusa face: Additional 1d6 damage from
  snake hair. Save vs. Poison or die on 1 turn.
  Additional damage gives a 50% chance that
  the character will look down at the medusa
  face (Save vs. Petrify or turn to stone).
  46 -
  50
  Werewolf face: Save vs. Poison/Death or
  become a werewolf in 2d6 days. Non
  humans will simply die from the disease.
  51 -
  60
  Purple Worm face: 30% chance of
  swallowing leg whole causing an additional
  1d6 damage per round unless can pull free
  with successful Strength check.
  61 -
  65
  Kitten face: Face makes a loud, painfully
  sad “meow” sound, causing the character to
  feel bad for 2d4 turns.
  66 -
  70
  Gorgon face: Will use breath weapon. Save
  vs. Petrify of turn to stone.
  
  53
  
  54
  71 - 75 Rust Monster face: Any type of
   
   
   
  metal  armor covering the shin and
   
   
   
  under will turn to rust (or lose a
   
   
   
  magical bonus).
  76 - 80 Giant Rattlesnake face: Save vs.
   
   
   
  Poison or die in 1d6 turns.
  81 - 85 Troll face: Extra hard bite for 1d10
   
   
   
  damage.
  86 - 90 Fire Salamander face: Additional
   
   
   
  1d8 heat damage.
  91 - 95 Mummy face: Character contracts
   
   
   
  mummy rot.
  96 - 100 Cursed human face: Explodes like a
   
   
   
  mine for 5d6 damage.
  Characters can step on the same type of face
  more than once.
  Characters attempting to fly through the hall
  will be hit with a breath weapon from a Blue
  Dragon face (located on the west wall) for 45
  damage (save for half). Even if none of the
  characters try to fly through, there is still a 50%
  chance that the dragon will blast a random
  character.
  Refereees are encouraged to come up with
  other faces with which to torture the characters.
  Other types of breath weapons or even psionics
  could be used.
  The hall o’ faces is roughly 60ft long and ends
  at a 10’ x 20’ smooth area with a door on the
  north wall.
  3.
  This 30’ x 30’ room has a sparkling green
  fist-sized gem resting on a 4’ pedestal located
  dead center within this area. Two human sized
  beings wearing plate armor are standing side
  by side in front of the pedestal, weapons drawn.
  These two were once adventurers who were
  unfortunate in finding this green gem. The
  green gem’s magic turned their plate armor
  into Armor Golems to stand guard over the
  area. Unable to break free from their own
  armor, the adventurers eventually died. Now
  the Armor Golems still stand here as guards,
  ready to attack anyone who approaches.
  Armor Golem stats: AC: as Plate + Shield, HD:
  10, HP: 80 each, #AT: 1 (weapon), D one has
  +3 longsword, other has +2 war hammer.
  Any character that gets within 5’ of the gem
  could be affected by the gem’s magic if they
  are wearing the following armor: banded,
  chain, plate or splint. The character’s armor
  will become an Armor Golem (AC will go by
  armor type plus any possible magical bonuses,
  HD: 10, HP: 80). The character will be trapped
  within as the golem will use its most powerful
  weapon to attack the party. Note that the party
  will have no idea why their own party member
  is attacking them (but may assume a magical
  curse or such).
  The Armor Golem cannot be dispelled, only
  destroyed. Damage dealt to the Armor Golem
  will be divided between it and the character
  inside the armor. Also, like other golems,
  Armor Golems aren’t affected by hold, sleep,
  or charm spells, nor are they affected by poison
  or gas.
  If a golem is defeated, the armor will be too
  damaged to be of any use.
  The gem’s power is sustained by the pedestal.
  If removed, it becomes a normal gem worth
  about 500gp. If the pedestal is broken off from
  its location it loses its power, becoming useless.
  4.
  A desk rests in the southeast corner of the
  room. A robed skeletal figure sits slumped over
  the desk. Dusty scrolls and books are piled on
  top of the desk and around the figure. Most of
  the scrolls are useless, but a couple contain
  some mid-level spells and one is cursed. A
  book can be found under one of the skeletal
  figure’s hand. It is closed and appears to
  possibly be a spell book.
  
  55
  If opened, the character must save vs. magic
  with a -3 penalty or be struck with short-term
  memory loss. Spells will instantly be forgotten
  and cannot be relearned. Experience also
  cannot be gained for killing creatures while
  under this effect. The only thing that can cure
  the short-term memory is by using the Dispel
  Magic spell found within the cursed book!
  First, a Dispel Magic or Remove Curse must
  be used on the book so that it may be opened
  safely. Once it is opened, the spell caster must
  read the Dispel Magic spell directly from the
  book to negate effects of the short-term
  memory.
  The only other spells in the book are Light and
  Infravision. The robed skeletal figure is harm-
  less.
  5.
  Midway into this 45’-long hall, the characters
  see hundreds of fine steel strings attached to
  the ceiling, covering a 5ft area. Each string
  hangs down to the floor, affixed and stretched
  tightly. The number of strings that stretch from
  ceiling to floor is 500. It appears that the
  characters would not be able to pass through
  the mass of steel strings.
  The floor to where the strings are supposedly
  attached is actually an illusion, masking a 30’
  deep pit. The steel strings hang 20’ into the pit,
  each with a sharp hook attached.
  The illusion cannot be detected. In fact, the trap
  has a type of False Seeing magic cast on it so
  that if a character is to use a True Seeing spell
  or device, the floor will appear sturdy and the
  strings will vanish! Characters who might
  throw a stone (or whatever) to where the strings
  seem attached, will see the item disappear (it
  actually fell through the illusion).
  If a character falls through the illusionary floor,
  he will get snagged by 10 – 200 (2d20 x 5)
  hooks, causing ½ damage per hook (round up).
  If a character is snagged by 25 hooks or more,
  the character will be suspended and will lose
  2d6 damage per round until he can be hoisted
  back up and have the hooks removed. The
  hooks are barbed, causing an additional ½
  damage per hook when removed (round up).
  If less than 25 hooks snag the character, he’ll
  hit the pit bottom for 3d6 additional damage.
  At the end of this hall is a 4ft opening on the
  west wall that drops characters 10’ into Area
  6.
  6.
  The characters drop down into a 30’ x 15’ area.
  At first glance this area seems to be an empty
  chamber, but easily discoverable grooves along
  the angles of the north wall show that the entire
  wall is a concealed sliding door. Characters
  may push the north wall inward rather easily.
  15’ in, there is a opening to the east and a secret
  door to the west.
  The giant sliding wall is actually a trap and two
  things will set it off. One is if a character (only
  one needed) enters the opening to the east. The
  other is if the characters continue to push the
  wall inward 25’. When one of these two things
  happen, the wall will suddenly push back with
  ferocious force all the way back to the southern
  wall, smashing the characters for 2d6 x 10
  damage. Any held items must save or shatter.
  The wall will then reposition itself to the 15’
  mark. It may be moved again in 24 hours.
  Any character that jumped into the opening
  will now be trapped within a 10’ x 5’ area.
  There is a door to the east. Opening the door
  releases a gas in which a character must Save
  vs. Poison or go blind. After the gas is released,
  a Spectre will emerge from the room and
  attack. If the spectre kills the character, there
  will be just enough time for the character to
  turn into a new spectre before the characters
  are able to push the wall in for the rescue.
  
  56
  The secret door leads to Area 8.
  7.
  To the north of this T-shaped chamber, the wall
  is inlaid with exactly 100 green gems. They
  cover an area of 20’ x 5’ (5 rows, 20 columns
  of gems) in the center of the north wall.
  In front of the gem-filled wall is a skeleton
  wearing a long coat and a weathered top hat.
  As if he were a ring leader in a circus, the
  skeleton explains to the characters that one
  particular gem on this wall is worth enough to
  send a character straight into retirement. They
  may gamble on winning this prize by choosing
  up to three gems. However, be warned that the
  others have magical effects to counter the
  reward of such a valuable gem – possible harm
  or even death!
  The skeleton will simply act as a belligerent
  host. While it only has 8 hit points, it can cast
  a 20 HD fireball twice a day. If the characters
  begin choosing gems off the wall, the skeleton
  will mock and laugh at any harmful effects
  which befall them. The skeleton does not know
  where or how to get the prized gem.
  The magical effects are random, constantly
  switching throughout the gems. One gem is
  indeed 
  worth 
  a 
  ridiculous 
  amount:
  1,500,000gp, but like the others, it is never in
  the same place. The other gems, once their
  magic has been spent, are worth 100 gps.
  Roll on the following tables for the gems’
  magical effects. Note that other than the
  “prize” gem, the same magical effect can
  happen more then once.
  Table 1 (d100)
  01 - 10
  Continual Light is cast on the character.
  11 - 20
  Quest-like spell overcomes the character
  for the need to acquire a wild saber tooth
  tiger as a pet.
  21 - 30
  Roll on reincarnation table. Character
  turns to whatever is rolled.
  31 - 40
  Character sweat is forever equal to that
  of a Troglodyte causing the party
  (including the character) to save vs.
  poison once per day they are around him
  or suffer a -2 on attack rolls.
  41 - 50
  If fighting a group of 3 or more
  adversaries, the character must save vs.
  spells or become confused (like spell).
  51 - 60
  Character gains ability to breath under
  water, but has a 70% chance of attracting
  giant leeches, giant piranhas, or great
  white sharks.
  61 -70
  Character is able to speak most
  humanoid languages (orc, goblin, knoll,
  kobold, etc), but everything said in these
  languages always seem to come out as an
  insult.
  71 - 80
  Character is colorblind.
  81 - 90
  Character gains permanent ability to
  resist fire (as spell), but will take double
  damage on all cold based attacks.
  91 - 100 Roll on TABLE 2
  TABLE 2 (d100)
  01 - 20
  Armor begins to shrink to doll size. First
  round, character takes 1d6 damage.
  Second round, character takes 3d6
  damage. Character is crushed to death by
  round 3.
  21 - 40
  Crippling arthritis causes character to
  suffer -4 to hit and damage.
  41 - 60
  Character develops insatiable hunger for
  live rot grubs.
  61 - 80
  Any armor or weapon the character pos-
  sesses with a magical bonus now becomes
  cursed with opposite negative numbers (ie:
  a +2 flail becomes a cursed -2 flail).
  81 - 100 Roll on TABLE 3
  
  57
  NOTE: If a character attempts to take more
  than 3 gems, see TABLE 3: 1 – 3.
  If one or more characters have chosen at least
  one gem, and when they are finished picking
  (they don’t have to take 3 gems, and after they
  take even one, they can choose to stop), the
  skeleton will offer to open up the northern wall
  for the characters to pass. The area where the
  gems are inlaid will open up to Area 9.
  Only the skeleton knows how to open the
  sliding wall.
  If the characters refuse to pick a gem, the
  skeleton will belittle them and not even
  mention that secret door. If the characters do
  not leave after a few rounds and intrude on the
  area by checking for secret doors or traps, it
  will earn them a 20 HD fireball.
  8.
  The secret door from Area 6 leads to a stone
  stairway that descends 60’ to a 5’ x 5’ area
  covered in large poisonous iron spikes.
  Heading west is another (identical) stairway
  that leads up 60’ to a door.
  If the characters open the door, a Phantasmal
  Killer (illusionary horror) will appear. Charac-
  ters must save vs. spells or die from fright.
  Those who make the save will be stricken with
  fear and will attempt to run at full speed down
  the stairs. All characters who do this must
  make a Dexterity check with a -4 penalty or
  fall down the stairs for 6d6 damage plus an
  additional 1d6 damage for the spikes at the
  bottom. Characters must save vs. poison or die.
  Even if characters make the Dexterity check,
  they have a 75% chance of hitting a spike as
  they run through.
  The Phantasmal Killer will disappear unless
  the door is shut and reopened. The door is a
  one-way door (not detectable from the other
  side) that leads to area 10, right into the
  continual darkness part of the area.
  9.
  Halfway down this enormous hall, characters
  notice that the area becomes unnaturally pitch
  black. This is a continual darkness spell. The
  magic that holds the darkness spell is tied to a
  magical bond that holds the structure of the hall
  together. If the darkness is dispelled, characters
  will hear a slight rumbling. After 10 seconds,
  large portions of the hallway will collapse.
  Characters must save vs. petrify or suffer 5d10
  damage. Damage is halved by a successful save.
  The fallen debris is covered in yellow mold,
  and such a fall will send spores throughout the
  entire area.
  There are double doors to the north.
  10.
  This 30ft tall round chamber has a large 8’ tall
  stone chest toward the north. Standing in front
  of the chest is a 16ft tall humanoid beast with
  a sword. The beast has a terrible smell and stark
  white eyes. This beast is an undead giant of
  some sort (AC:as Plate + Shield + 6, HD: 14,
  HP: 87) that has two attacks per round. One is
  its sword in which the creature has a +2 to hit
  and does 3d10 damage per strike. The other is
  a belching, gaseous breath weapon that covers
  a 60’ radius. Characters caught in this attack
  must save vs. breath weapon or become vio-
  lently sick for 3d4 turns. Characters under this
  effect cannot attack or cast spells.
  The characters will have no idea that this
  creature is actually undead, but if they do, the
  TABLE 3 (d4)
  1 - 3
  Character explodes. All party members
  within 60’ must save vs. petrify or take 3 –
  30 debris damage (save takes half damage).
  4
  Prize gem worth 1,500,000gp. Kiss this party
  goodbye and have fun at the beach.
  
  58
  creature’s weakness might be found: it turns
  as a 1 HD monster.
  Within the giant chest (8’ high, 10’ long, 8’
  deep) is a pile of gold and silver (15,500 gp,
  22,000 sp) as well as a large sword sticking up,
  straight out of the top of the coins. The sword
  is a two-handed sword +3. To pull it out a
  character must stand on the coins and pull hard.
  This releases a false bottom of the chest,
  dropping the character and all the treasure 60’
  into a giant lake (4d6 fall damage). This lake
  is in the middle of a large cavern. The GM may
  use this to continue on into a maze of cata-
  combs, or there could simply be an opening to
  the outside from here. Or the lake could be
  made of green slime.
  
  59
  Shrieker Stew
  By Jonathan Becker
  In the darkness of the chamber, a warm glow
  can be detected from the coals of the fire pit.
  Upon said pit is a roiling cauldron of some-
  thing that smells strangely wholesome, if a bit
  musky.  A ladle hanging near the cauldron
  allows the contents to be stirred…it appears to
  be some sort of hearty stew, with no trace of
  eyeballs, hands, or other humanoid body parts.
  Holding a light source close to the stew (for a
  closer examination, perhaps) causes the stew
  to emit the faintest of whining, barely detect-
  able to characters listening attentively. This is
  shrieker stew, made from the fungal monster
  frequently found in underground caverns.
  The pleasantly stewed shriekers fail to give off
  any but the mildest of sounds while in the pot,
  thanks to the special spices present in the
  broth. 1D4 turns after eating said stew howev-
  er, all counteracting spices will be digested by
  a character’s stomach and the partially digest-
  ed stew will react fully to any light source in
  close proximity to the character (within 20’ or
  so). Until the shrieker stew is fully digested (in
  1D4 hours), the stomach of any character that
  partook of the cauldron’s contents will wail as
  a shrieker whenever a light source greater than
  a candle comes within range. Only complete
  shrouding of a character in thick wraps of
  cloth will prevent the noise (this keeps light
  from illuminating the bloodstream and inter-
  nal organs of the character, which is what sets
  off the shriekers’ screams).
  
  60
  Pool of Testing
  By Jonathan Becker
  What appears to be a natural grotto has had
  brick and mortar added to provide a lip of wall
  two and one-half feet high. Inscribed in the
  wall is the following message: NO MORE
  THAN ONE MAY BATHE.  The water in the
  pool gives off a faint, blue luminescence,
  clearly visible in the dark should all lights be
  extinguished.
  Drinking from the grotto does nothing. Anyone
  disrobing and fully submerging himself in the
  pool will find himself greatly increased! Roll
  1D6 once to determine which ability is affected
  1-Strength, 2-Intelligence, 3-Wisdom, 4-
  Dexterity, 5-Constitution, 6-Charisma. The
  affected ability immediately and permanently
  increases to 18 (if the ability score rolled is
  already 18, roll again).  After being so
  baptized, the grotto will have no more affect
  on the character.
  If a second person attempts to bathe in the
  grotto in the same fashion, roll 1D6 as above.
  This time the affected ability is greatly
  diminished, being lowered immediately and
  permanently to 3! If the reduction of the ability
  score would preclude the character from
  pursuing their chosen class, the PC may no
  longer advance in that class, being permanently
  frozen at his or her current level.
  If yet another person attempts to bathe in the
  pool, roll 1D6 twice…two different scores will
  be reduced to 3! Every subsequent person to
  attempt the pool will have even more of his or
  her abilities reduced (the seventh person to
  bathe will have all six ability scores reduced
  to 3, for example). The pool will only function
  for each person one time, and only the first
  person to bathe will ever be affected in the
  positive. The pool’s magic takes affect
  regardless of whether or not the person being
  submerged chooses to do so (i.e. a person
  forced naked under the water will be affected
  as fully as a willing participant).  After seven
  people have been baptized in the grotto, the
  pool loses its magic properties.
  A wish spell is required to restore a single
  attribute to its former score.
  
  61
  Shaggy Dog
  By Jonathan Becker
  A large, shaggy (and truth be told, a bit
  mangy) dog lies at the intersection of this
  corridor. At your approach it raises its head,
  perhaps a bit sleepily, and thumps its tail in
  what appears to be a happy gesture.
  The dog will be friendly to the adventuring
  party until maltreated (attacked, kicked, etc.)
  whereupon it will flee a few yards away, turn,
  and look askance at the party. If attacked a
  second time (say by arrow shot), the dog will
  flee and not return.
  If treated well (offered food, petted, etc.) the
  dog will dutifully follow the PCs (the DM
  should determine which character the dog
  considers to be its master, changing loyalty to
  a different PC if that master dies).  The dog
  will not fight (hit points: 5) and will avoid
  melee with monsters (who will generally
  avoid it as well in favor of the more dangerous
  PCs).  The dog DOES have a keen sense of
  smell, and can sense both hostility and fear,
  allowing it to sense wandering monsters, and
  even creatures behind doors, long before they
  have a chance to surprise the party.
  The dog will convey this information to its
  master by pawing at him and generally acting
  anxious. Should the dog’s master actually ask,
  “what is it, boy/girl?” (or similar) the dog
  reveals yet another talent…it speaks the Com-
  mon tongue and is perfectly willing to say, “I
  smell something bad, boss!” The dog still has
  only animal intelligence and is not able to
  carry on deep conversations with the PC, but
  once asked to speak, will have no qualms
  communicating its base desires: good smells,
  hunger, scary smells, etc.
  Note: the dog’s gender is always the opposite
  of the PCs’ initial assessment.
  
  62
  Random Treasure Generator
  By James Edward Raggi IV
  The effective level is either the average hit dice
  of the creatures laired in the area, or the
  average of the average creature hit dice and the
  level of the dungeon, whichever is less. Trolls
  lairing on the second level of a dungeon are
  going to have less treasure than trolls on the
  fifth level, but goblins aren’t going to acquire
  more treasure just because they lair deeper in
  a dungeon.
  The God Value is the total monetary value of
  the treasure in various coins. d% of this trea-
  sure will actually be gold and the rest silver
  and copper.
  The percentage listed under Gems is used to
  determine if there are gems present. If a gem
  is present, roll again (against the same percent-
  age) to determine if a second gem is present.
  If a second gem is present, roll again to deter-
  mine if a third is present, etc.
  The same procedure is used for determining
  whether Jewels or Magic Items are present.
  Effective
   Level
  Gold
  Value
  Gems
  Jewelry
  Magic
  1
  d%
  25%
  10%
  5%
  2
  d% x d8
  25%
  10%
  10%
  3
  d% x d10
  33%
  10%
  15%
  4
  d% x d12
  33%
  20%
  20%
  5
  d% x d20
  50%
  20%
  30%
  6
  d1000 x d4
  50%
  20%
  40%
  7
  d1000 x d6
  50%
  25%
  50%
  8
  d1000 x d8
  50%
  25%
  60%
  9
  d1000 x d10
  50%
  33%
  70%
  10
  d1000 x d12
  50%
  33%
  75%
  Gem Value
  3d6
  Value
  3
  50,000
  4 - 5
  5,000
  6 - 7
  500
  8 - 10
  50
  11 - 13
  10
  14 - 15
  100
  16 - 17
  1,000
  18
  10,000
  
  63
  Magic Items
  2d6 
   
  Type
  2  
   
  Ring
  3  
   
  Wand, Staff, Rod
  4  
   
  Miscellaneous Item
  5  
   
  Missile or Device
  6 – 7  
  Potion
  8 – 9  
  Scroll
  10  
   
  Armor or Shield
  11 – 12 Weapon
  Scrolls
  2d6 
  Spell Type
  2  
  Map
  3  
  Druid/Cleric
  4 – 6 Cleric
  7 – 9 Magic-User
  10  
  Illusionist/Magic-User
  11  
  Protection Scroll
  12  
  Cursed
  Armor
  Armor Size
  2d6 
   
  Size
  2  
   
  Gnome or Halfling
  3 – 5  
  Dwarf
  6 – 10  
  Human
  11 – 12 Elf
  2d6  
  Armor  Type
  2  
   
  Plate and Shield
  3 – 4  
  Plate
  5 – 6  
  Shield
  7 – 8  
  Leather
  9 – 10  
  Chain
  11 – 12 Chain and Shield
  Armor Special Ability
  Jewelry
  3d10
  Value
  3
  50,000
  4
  30,000
  5
  20,000
  6
  10,000
  7 - 8
  5,000
  9 - 10
  3,000
  11 - 12
  2,000
  13 - 14
  1,000
  15 - 17
  500
  18 - 20
  100
  21 - 22
  1,500
  23 - 24
  2,500
  25 - 26
  4,000
  27
  7,500
  28
  15,000
  29
  25,000
  30
  40,000
  Spell Level
  Magic-User
  Other
  Spell Level
  3
  9
  4
  3
  7
  5 - 6
  4 - 6
  4
  7 - 8
  7 - 9
  3
  9 - 12
  10 - 11
  1
  13 - 14
  12 - 14
  2
  15 - 16
  15 - 17
  5
  17
  18
  6
  18
  8
  Armor Strength
  3d6
  Strength
  Chance of
  Special Ability
  3
  + 5
  33%
  4
  + 3
  –
  5 - 6
  + 2
  –
  7 - 10
  + 1
  –
  11 - 13
  + 1
  25%
  14
  Cursed
  –
  15 - 16
  + 2
  25%
  17
  + 3
  25%
  18
  + 4
  25%
  
  64
  2d6 
  Special Armor Power
  2  
  Spell Absorption (d%  levels)
  3  
  Energy Drain 1/day
  4  
  Fly 1/day
  5  
  Remove Curse 1/day
  6  
  Gaseous Form 1/day
  7  
  Cure Light Wounds d3/day
  8  
  Invisibility 1/day
  9  
  Charm Person 1/day
  10  
  Haste d3/day
  11  
  Electricity 1/day
  12  
  Ethereality 3 turns/day
  Melee Weapons
  2d20  
  Weapon
  2  
   
  Trident
  3  
   
  Lucern Hammer
  4  
   
  Spetum
  5  
   
  Bill-Guisarme
  6  
   
  Glaive-Guisarme
  7  
   
  Glaive
  8  
   
  Bardiche
  9  
   
  Pike
  10  
   
  Quarterstaff
  11  
   
  Lance
  12  
   
  Flail
  13  
   
  Sword, Short
  14  
   
  Battle Axe
  15  
   
  Hand Axe
  16 – 21 Dagger
  22 – 27 Sword, Long
  28  
   
  Mace
  29  
   
  Spear
  30  
   
  Morning Star
  31  
   
  Sword, Two-Handed
  32  
   
  Hammer, War
  33  
   
  Halberd
  34  
   
  Voulge
  35  
   
  Guisarme
  36  
   
  Fauchard
  37  
   
  Guisarme-Voulge
  38  
   
  Partisan
  39  
   
  Ranseur
  40  
   
  Military Pick
  Missile Weapons
  2d6 Weapon
  2  
  Crossbow, Heavy
  3  
  Crossbow, Light
  4  
  Javelin
  5  
  Sling
  6  
  Bolt (2 - 20)
  7 - 8 Arrow (2 - 20)
  9  
  Bullet (2 - 20)
  10  
  Dart (1 - 6)
  11  
  Bow, Short
  12  
  Bow, Long
  2d6  
  Special
  2  
   
  Special Power
  3 – 4  
  +4 extra vs Opponent
  5 – 6  
  +2 extra vs Opponent
  7 – 9  
  +1 extra vs Opponent
  10 – 11 +3 extra vs Opponent
  12  
   
  +5 extra vs Opponent
  Weapon Strength
  3d6
  Strength
  Chance of
  Special Ability
  3
  + 5
  33%
  4
  + 3
  –
  5 - 6
  + 2
  –
  7 - 10
  + 1
  –
  11 - 13
  + 1
  25%
  14
  Cursed
  –
  15 - 16
  + 2
  25%
  17
  + 3
  25%
  18
  + 4
  25%
  
  65
  d12 Opponent
  1  
  Constructs
  2  
  Dragons
  3  
  Enchanted Monsters
  4  
  Giants
  5  
  Lycanthropes
  6  
  Extra-Planar Creatures
  7  
  Regenerating Creatures
  8  
  Reptiles
  9  
  Spell-Immune Creatures
  10  
  Spell Users
  11  
  Undead
  12  
  Water-Breathing Creatures
  2d10 Special Power
  2  
  Wish 1 only
  3  
  Missile Deflector
  4  
  Fly 1/day
  5  
  Hold Person 1/day
  6  
  Haste 1/day
  7  
  Charm Person 1/day
  8  
  Find Secret Doors 3/day
  9  
  Comprehend Languages 3/day
  10  
  Light
  11  
  Detect Magic 3/day
  12  
  Cure Light Wounds 1/day
  13  
  Flaming
  14  
  Slow 1/day
  15  
  Silence 15’ Radius 1/day
  16  
  Fire Extinguishing
  17  
  Water Breathing 3/day
  18  
  Defender
  19  
  Sharpness
  20  
  Energy Drain (on natural 20)
  d8 Alignment
  1 Lawful (Good)
  2 Lawful (Evil)
  3 Lawful (Neutral)
  4 Chaotic (Good)
  5 Chaotic (Evil)
  6 Chaotic (Neutral)
  7 Neutral (Good)
  8 Neutral (Evil)
  2d6 Minor Power
  2  
  Roll Twice More on This Table
  3  
  See Invisible
  4  
  Find Secret Doors
  5  
  Detect Shifting Walls and Rooms
  6  
  Detect Magic
  7  
  Detect Evil
  8  
  Detect Gems
  9  
  Detect Metal
  10  
  Detect Sloping Passages
  11  
  Find Traps
  12  
  Roll for 1 Major Power
  2d8 Major Power
  2  
  Roll Thrice More on This Table
  3  
  X-Ray Vision
  4  
  Telepathy
  5  
  Levitation
  6 – 7 Healing
  8  
  Damage Multiple
  9  
  Clairvoyance
  10  
  Clairaudience
  11  
  ESP
  12  
  Fly
  13  
  Phantasmal Force
  14  
  Telekinesis
  15  
  Teleportation
  16  
  Roll Twice More on This Table
  Weapon Powers
  2d10
  INT
  Powers
  2
  12
  3 Minor
  + One Major
  + Read Magic
  3
  10
  3 Minor
  4
  8
  2 Minor
  5 - 17
  –
  –
  18
  7
  1 Minor
  19
  9
  3 Minor
  20
  11
  3 Minor
  + Read Magic
  
  66
  Rings
  2d12  
  Ring
  2  
   
  Regeneration
  3  
   
  Protection +5
  4  
   
  Wishes
  5  
   
  Protection +3
  6  
   
  Spell Storing
  7  
   
  Weakness
  8  
   
  Spell Turning
  9  
   
  Delusion
  10  
   
  Invisibility
  11 – 12 Command Plant
  13 – 14 Command Animal
  15
  Fire Resistance
  16  
   
  Water Walking
  17  
   
  Command Human
  18  
   
  Protection +1
  19  
   
  Telekinesis
  20  
   
  Protection +2
  21  
   
  Djinni Calling
  22
  Shooting Stars
  23  
   
  Protection +4
  24  
   
  X-ray Vision
  Potion
  2d20  
  Potion
  2  
   
  Undead Control
  3  
   
  Giant Control
  4  
   
  Treasure Finding
  5  
   
  Human Control
  6  
   
  Flying
  7  
   
  Super-heroism
  8  
   
  Oil of Slipperiness
  9  
   
  Poison
  10  
   
  Gaseous form
  11  
   
  Delusion
  12  
   
  Plant Control
  13  
   
  Levitation
  14  
   
  Growth
  15  
   
  Clairaudience
  16 – 17 Sweet Water
  18 – 19 Polymorph
  20 – 21 Healing
  22 – 23 Philter of Love
  24 – 25 Speed
  26  
   
  Animal Control
  27  
   
  Fire Resistance
  28  
   
  Invisibility
  29  
   
  Clairvoyance
  30  
   
  Climbing
  31  
   
  Diminution
  32  
   
  Heroism
  33  
   
  Invulnerability
  34  
   
  Extra-healing
  35  
   
  Water Breathing
  36  
   
  ESP
  37  
   
  Longevity
  38  
   
  Oil of Etherealness
  39  
   
  Giant Strength
  40  
   
  Dragon Control
  Rod, Staff, Wand
  2d20  
  Rods, Staves, Wands
  2  
   
  Staff of the Magi
  3  
   
  Rod of Resurrection
  4  
   
  Staff of Withering
  5  
   
  Rod of Absorption
  6  
   
  Wand of Cold
  7  
   
  Staff of Healing
  8  
   
  Wand of Detecting Traps
  9  
   
  Staff of Commanding
  10  
   
  Wand of Fire
  11  
   
  Wand of Magic Missiles
  12  
   
  Rod of Striking
  13 – 14 Wand of Paralyzation
  15 – 16 Wand of Negation
  17 – 18 Wand of Illusion
  19 – 20 Wand of Detecting Metals
  21 – 22 Wand of Detecting Enemies
  23 – 24 Wand of Light
  25 – 26 Wand of Detecting Magic
  27  
   
  Wand of Fear
  28  
   
  Wand of Lightning
  29  
   
  Wand of Polymorphing
  30  
   
  Wand of Lightning Bolts
  31  
   
  Wand of Summoning
  32  
   
  Rod of Captivation
  33  
   
  Wand of Detecting Secret Doors
  34  
   
  Rod of Lordly Might
  35  
   
  Staff of Striking
  36  
   
  Wand of Wonder
  37  
   
  Staff of the Serpent
  38  
   
  Rod of Rulership
  39  
   
  Rod of Cancellation
  40  
   
  Staff of Power
  
  67
  Misc. Item
  2d100  
  Miscellaneous Magic Item
  2  
   
  Efreeti Bottle
  3  
   
  Tome of Understanding
  4  
   
  Tome of Martial Knowledge
  5  
   
  Tome of Knowledge
  6  
   
  Mattock of the Titans
  7  
   
  Book of Chaotic Wisdom
  8  
   
  Flying Carpet
  9  
   
  Well of Many Worlds
  10  
   
  Amulet of the Planes
  11  
   
  Mirror of Mental Prowess
  12  
   
  Manual of Gainful Exercise
  13  
   
  Lyre of Building
  14  
   
  Cubic Gate
  15  
   
  Bag of Holding
  16  
   
  Robe of Eyes
  17  
   
  Censer of Controlling Air
   
   
   
  Elementals
  18  
   
  Bowl of Commanding Water
   
   
   
  Elementals
  19  
   
  Sphere of Annihilation
  20  
   
  Robe of Blending
  21  
   
  Eyes of the Eagle
  22  
   
  Stone of Good Luck
  23  
   
  Medallion of thoughts (90')
  24  
   
  Golem Manual
  25  
   
  Cube of Force
  26  
   
  Robe of Scintillating Colors
  27  
   
  Mirror of Life Trapping
  28  
   
  Helm of Brilliance
  29  
   
  Boots of Speed
  30  
   
  Arrow of Location
  31  
   
  Scarab of Death
  32  
   
  Robe of Powerlessness
  33  
   
  Necklace of Strangula tion
  34  
   
  Jewel of Monster Attraction
  35  
   
  Helm of Opposite Alignment
  36  
   
  Flask of Curses
  37  
   
  Dust of Sneezing and Choking
  38  
   
  Deck of Many Things
  39  
   
  Cloak of Poisonousness
  40  
   
  Censer of Cursed Summoning
  41 – 42 Broom of Cursed Flight
  43 – 44 Brazier of Cursed Sleep
  45 – 46 Boots of Dancing
  47 – 48 Bag of Devouring
  49 – 50 Horseshoes of Speed
  51 – 52 Girdle of Giant  Strength
  53 – 54 Gem of Brightness
  55 – 56 Dust of Disappearance
  57 – 58 Crystal Ball with ESP
  59 – 60 Cloak of Arachnida
  61 – 62 Boots of Levitation
  63 – 64 Stone of Controlling Earth
   
   
   
  Elementals
  65 – 66 Periapt of Proof against Poison
  67 – 68 Rope of Entanglement
  69 – 70 Phylactery of Faithfulness
  71 – 72 Periapt of Health
  73 – 74 Net of Entanglement
  75 – 76 Medallion of thoughts
  77 – 78 Helm of Comprehend Languages
   
   
   
  and Read Magic
  79 – 80 Gauntlets of Ogre Power
  81 – 82 Dust of Appearance
  83 – 84 Crystal Ball
  85 – 86 Brooch of Shielding
  87 – 88 Ointment of Healing
  89 – 90 Pearl of Wisdom
  91 – 92 Incense of Meditation
  93 – 94 Feather Token
  95 – 96 Phylactery of Undead Turning
  97 – 98 Javelin of Lightning
  99 – 100 Talisman of the Sphere
  101 – 102 
  Pearl of Power
  103 – 104 
  Ioun Stones
  105 – 106 
  Eversmoking Bottle
  107 – 108 
  Figurines of Wondrous Power
  109 – 110 
  Marvelous Pigments
  111 – 112 
  Wings of Flying
  113 – 114 
  Slippers of Spider Climbing
  115 – 116 
  Cloak of Protection
  117 – 118 
  Decanter of Endless Water
  119 – 120 
  Elven Cloak
  121 – 122 
  Elven Boots
  123 – 124 
  Gloves of Dexterity
  125 – 126 
  Gloves of Swimming and
   
   
   
   
  Climbing
  127 – 128 
  Helm of Underwater Action
  129 – 130 
  Necklace of Adaptation
  131 – 132 
  Net of Snaring
  133 – 134 
  Periapt of Wound Closure
  135 – 136 
  Rope of Climbing
  
  68
  137 – 138 
  Horseshoes of a Zephyr
  139 – 140 
  Robe of Useful Items
  141 – 142 
  Pipes of the Sewers
  143 – 144 
  Broom of Flying
  145 – 146 
  Crystal Ball with Clairaudience
  147 – 148 
  Cube of Frost Resistance
  149 – 150 
  Eyes of Magnification
  151 – 152 
  Gem of Seeing
  153 – 154 
  Horn of Valhalla
  155 
   
   
  Amulet of Inescapable Location
  156 
   
   
  Bag of Transformation
  157 
   
   
  Bowl of Drowning
  158 
   
   
  Broom of Animated Attack
  159 
   
   
  Broom of Cursed Flight
  160 
   
   
  Chime of Cannibalism
  161 
   
   
  Crystal Hypnosis Ball
  162 
   
   
  Drums of Stunning
  163 
   
   
  Eyes of Petrification
  164 
   
   
  Gauntlets of Fumbling
  165 
   
   
  Incense of Obsession
  166 
   
   
  Mirror of Opposition
  167 
   
   
  Periapt of Foul Rotting
  168 
   
   
  Rope of Strangulation
  169 
   
   
  Stone of Weight (Loadstone)
  170 
   
   
  Bag of Tricks
  171 
   
   
  Boots of Traveling and
   
   
   
   
  Springing
  172 
   
   
  Helm of Teleportation
  173 
   
   
  Scarab of Protection
  174 
   
   
  Potion Jug
  175 
   
   
  Displacer Cloak
  176 
   
   
  Helm of Telepathy
  177 
   
   
  Phylactery of Youth
  178 
   
   
  Chime of Opening
  179 
   
   
  Maul of the Titans
  180 
   
   
  Talisman of Pure Good
  181 
   
   
  Talisman of Ultimate Evil
  182 
   
   
  Amulet of Proof against
   
   
   
   
  Detection and Location
  183 
   
   
  Brazier of Commanding Fire
   
   
   
   
  Elementals
  184 
   
   
  Eyes of Charming
  185 
   
   
  Amulet against Possession
  186 
   
   
  Bracers of Armor
  187 
   
   
  Horn of Blasting
  188 
   
   
  Manual of Bodily Health
  189 
   
   
  Manual of Quickness of Action
  190 
  Portable Hole
  191 
  Robe of the Archmagi
  192 
  Drums of Panic
  193 
  Instant Fortress
  194 
  Apparatus of the Crab
  195 
  Book of Lawful Wisdom
  196 
  Tome of Clear Thought
  197 
  Tome of Leadership and Influence
  198 
  Tome of Stealth
  199 
  Book of Infinite Spells
  200 
  Boat, Folding
  
  69
  A Spell Point Theory
  By James Edward Raggi IV
  The traditional fantasy RPG spell system is
  loosely based on the system found in the Dying
  Earth stories by Jack Vance. If you haven’t
  read those books, you should. If you’ve ever
  thought the “fire and forget” magic system
  made no sense, you need to read those books.
  All will be revealed.
  However, that doesn’t satisfy some people.
  They want wizards that can do what they want,
  when they want. Usually when this mood takes
  someone, they completely dismantle the magic
  system and port in a wholly unique system, or
  they get lazy and say “First level spells cost
  one spell point, second level spells cost two
  spell points, etc.”
  This theory of spell points retains the classic
  spells and level systems that we all know, so
  that it will remain familiar and easy to adapt.
  First, spell-casters begin with one spell point
  at first level, and every level gain a number of
  spell points equal to their new level. A cleric
  increasing from first to second level gains two
  new spell points, for a total of three, for
  instance.
  Under this system, there would be no
  relationship between the character level and
  the level of spell they are able to cast. Magic-
  Users may have a spell of any level in their
  spellbook (and therefore at their disposal). A
  Cleric can theoretically cast any spell from the
  entire Cleric spell list.
  Second, casting a spell costs a number of spell
  points as its level, but only as a base.
  Many spells have an effect based on their level,
  be it a Fireball’s damage, the number of
  missiles fired by a Magic Missile spell, ranges,
  durations, etc. Under this system, these spells
  do not operate according to the caster’s level,
  but by the number of extra spell points put into
  the spell (on a one spell point = one level basis).
  For example, a seventh level Magic-User (with
  28 maximum spell points) casts Fireball. He
  wants it to do 7d6 damage (seventh level
  strength). It is a base 3 spell point cost for the
  spell, and an additional 7 points for the 7 levels
  of spell strength, for a total of 10 points –
  almost a third of the total spell point totals to
  cast such a powerful spell that day.
  Spells with no level-based variables merely
  cost the same number of spell points as their
  level.
  Under this system, therefore, any spell with a
  level-based variable costs at the minimum one
  more spell point than its level would indicate.
  A Magic Missile spell, because the level of the
  caster affects how many missiles are fired,
  would require a minimum of two points to cast
  – one for the spell’s level and one for activating
  it at the power of a first level Magic-User.
  A spell point based system will not operate the
  same as the default magic system, so little
  things like a first level Magic-User then not
  being able to cast Magic Missile is offset by
  the fact that third level spells become available
  to cast when spell-using characters are second
  level.
  But any adjustment made changes the game.
  That’s why you make these changes in the first
  place, right?
  
  70
  Open Game License
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc.
  and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
  Rights Reserved.
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  the methods, procedures, processes and routines to the extent such
  content does not embody the Product Identity and is an enhance-
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  enchantments, personalities, teams, personas, likenesses and
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  equipment, magical or supernatural abilities or effects, logos,
  symbols, or graphic designs; and any other trademark or regis-
  tered trademark clearly identified as Product identity by the owner
  of the Product Identity, and which specifically excludes the Open
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  sign, motto, designs that are used by a Contributor to identify
  itself or its products or the associated products contributed to the
  Open Game License by the Contributor (g) "Use", "Used" or
  "Using" means to use, Distribute, copy, edit, format, modify,
  translate and otherwise create Derivative Material of Open Game
  Content. (h) "You" or "Your" means the licensee in terms of this
  agreement.
  2. The License: This License applies to any Open Game Content
  that contains a notice indicating that the Open Game Content may
  only be Used under and in terms of this License. You must affix
  such a notice to any Open Game Content that you Use. No terms
  may be added to or subtracted from this License except as
  described by the License itself. No other terms or conditions may
  be applied to any Open Game Content distributed using this
  License.
  3.Offer and Acceptance: By Using the Open Game Content You
  indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use
  this License, the Contributors grant You a perpetual, worldwide,
  royalty-free, non-exclusive license with the exact terms of this
  License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contrib-
  uting original material as Open Game Content, You represent that
  Your Contributions are Your original creation and/or You have
  sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPY-
  RIGHT NOTICE portion of this License to include the exact text
  of the COPYRIGHT NOTICE of any Open Game Content You
  are copying, modifying or distributing, and You must add the
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  COPYRIGHT NOTICE of any original Open Game Content you
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  7. Use of Product Identity: You agree not to Use any Product
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  indicate compatibility or co-adaptability with any Trademark or
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  8. Identification: If you distribute Open Game Content You must
  clearly indicate which portions of the work that you are distribut-
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  9. Updating the License: Wizards or its designated Agents may
  publish updated versions of this License. You may use any
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  any Open Game Content originally distributed under any version
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  10 Copy of this License: You MUST include a copy of this
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  11. Use of Contributor Credits: You may not market or advertise
  the Open Game Content using the name of any Contributor unless
  You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with
  any of the terms of this License with respect to some or all of the
  Open Game Content due to statute, judicial order, or governmen-
  
  71
  tal regulation then You may not Use any Open Game Material so
  affected.
  13 Termination: This License will terminate automatically if You
  fail to comply with all terms herein and fail to cure such breach
  within 30 days of becoming aware of the breach. All sublicenses
  shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be
  unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
  Inc.
  System Reference Document Copyright 2000, Wizards of the
  Coast, Inc.;Authors Jonathon Tweet, Monte Cook, Skip Williams,
  based on original material by E. Gary Gygax and Dave Arneson.
  System Reference Document Copyright 2000-2003, Wizards of
  the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
  Williams, Rich Baker, Andy Collins, David Noonan, Rich
  Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James
  Wyatt, based on original material by E. Gary Gygax and Dave
  Arneson.
  Modern System Reference Document Copyright 2002-2004,
  Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb,
  Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
  Christopher Perkins, Rodney Thompson, and JD Wiker, based on
  material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
  Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
  Collins, and JD Wiker.
  Castles & Crusades: Players Handbook, Copyright 2004, Troll
  Lord Games; Authors Davis Chenault and Mac Golden.
  Cave Cricket from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; Authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Crab, Monstrous from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original
  material by Gary Gygax.
  Fly, Giant from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original
  material by Gary Gygax.
  Golem, Wood from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; Authors Scott Greene and Patrick
  Lawinger. Kamadan from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; Author Scott Greene, based on original
  material by Nick Louth.
  Rot Grub from the Tome of Horrors, Copyright 2002,
  Necromancer Games, Inc.; Authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author
  Daniel Proctor.
  Darwin’s World Copyright 2002, RPGObjects; Authors Dominic
  Covey and Chris Davis.
  Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan
  Denison. Authors Daniel Proctor and Ryan Denison.
  Aerial Servant from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
  original material by Gary Gygax.
  Brownie from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; author Scott Greene, based on original material by
  Gary Gygax.
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Demon: Juiblex „he Faceless Lord‰(Demon Lord) from the
  Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
  author Scott Greene, based on original material by Gary Gygax.
  Demon: Orcus (Demon Prince of Undead) from the Tome of
  Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott
  Greene and Clark Peterson, based on original material by Gary
  Gygax.
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
  original material by Gary Gygax.
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
  original material by Gary Gygax.
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Greene, based on
  original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; authors Scott Greene and Erica
  Balsley, based on original material by Gary Gygax.
  Eel, Electric from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene.
  Eye of the Deep from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Floating Eye from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Frog, Monstrous from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Frog, Monstrous Killer from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Gas Spore from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; author Scott Greene, based on original material by
  Andrew Key.
  Groaning Spirit from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; authors Scott Greene and Clark
  Peterson, based on original material by Gary Gygax.
  Hippocampus from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; authors Scott Greene and Erica Balsey,
  based on original material by Gary Gygax.
  Jackalwere from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene based, on original
  material by Gary Gygax.
  Leprechaun from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene based on original
  material by Gary Gygax.
  Lurker Above from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  
  72
  Piercer from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; authors Scott Greene and Clark Peterson, based on
  original material by Gary Gygax.
  Slithering Tracker from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax,
  Slug, Giant from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Strangle Weed from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Tick, Giant from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax.
  Trapper from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; author Scott Greene, based on original material by
  Gary Gygax,
  Turtle, Giant Snapping from the Tome of Horrors, copyright
  2002, Necromancer Games, Inc.; author Scott Green, based on
  original material by Gary Gygax.
  Wind Walker from the Tome of Horrors, copyright 2002,
  Necromancer Games, Inc.; author Scott Greene, based on original
  material by Gary Gygax,
  Yeti from the Tome of Horrors, copyright 2002, Necromancer
  Games, Inc.; author Scott Green, based on original material by
  Gary Gygax.
  Advanced Edition Companion, Copyright 2009-2010, Daniel
  Proctor. Author Daniel Proctor.
  Copyright 2009-2010 Daniel Proctor. Labyrinth LordTM,
  Advanced Labyrinth LordTM, Mutant FutureTM, Scribe of OrcusTM
  and Goblinoid GamesTM are trademarks of Daniel Proctor.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J.
  Finch
  Basic Fantasy Role-Playing Game Copyright © 2006-2008 Chris
  Gonnerman.
  Green Devil Face #4, Copyright 2010 James Edward Raggi IV.
  Open Game Content:
  Random Treasure Tables
  Random Inn Generator
  Wand of the Weird
  Product Identity:
  The LotFP name, the Green Devil Face name, and all material
  not specifically designated Open Game Content.
  
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